数值修改完成;

main
戴面具的乐子人 11 months ago
parent 5647a494f8
commit 486b22fb58

@ -1,46 +1,46 @@
[
null,
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{"id":140,"animationId":104,"damage":{"critical":false,"elementId":10,"formula":"","type":1,"variance":5},"description":"消耗: \\c[17]\\全部符卡 \\c[0] 以象征皇权的符文改变战局,对敌方造成精神属性伤害\n并附加\\it[93]和\\it[90],同时,恢复己方一定生命并附加\\it[165]","effects":[{"code":21,"dataId":93,"value1":1,"value2":0},{"code":21,"dataId":90,"value1":1,"value2":0}],"hitType":2,"iconIndex":824,"message1":"启用了\\c[17]%1\\c[0]","message2":"","mpCost":15,"name":"卡阵•战争皇权","note":"<技能类型:技能>\n<Learn Cost: 12 JP>\n\n<Target: Everybody>\n\n<Barrier Penetration: 50%>\n<Before Eval>\nthis. _bpt = 0.5;\n</Before Eval>\n\n<Custom TP Cost> \nif(user.isStateAffected(348)){\n cost -= 20;\n}\nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\nif(user.isStateAffected(354)){\n cost -= 20;\n}\n</Custom TP Cost> \n\n<Before Eval>\nif(user.isStateAffected(348)){\n user.removeState(348);\n}\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\nif(user.isStateAffected(352)){\n user.removeState(352);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\n </Before Eval>\n\n<Damage Formula>\n value = user.mat + 280;\n if (target.isActor() === user.isActor()) {\n value += (target.nhp - target.hp)/4; \n } \n else { value += user.level*4; }\n</Damage Formula>\n\n<Pre-Damage Eval>\nif (target.isActor() === user.isActor()) { \n value = -1 * Math.abs(value);\n target.removeState(102);\n}\n</Pre-Damage Eval>\n\n<Post-Damage Eval>\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(118, -1);\n BattleManager.forceAction(subject);\n }\n }\n</Post-Damage Eval>\n\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"successRate":100,"tpCost":80,"tpGain":20},
@ -233,8 +233,8 @@ null,
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{"id":232,"animationId":74,"damage":{"critical":false,"elementId":3,"formula":"300+a.mat+a.level*3","type":1,"variance":5},"description":"“房东,房东,我也会放魔法了诶,那个蝙蝠不能说我没脑子了!”\n造成300+3*\\c[17]Lv\\c[0]+1.0\\c[27]ap\\c[0] 点\\c[3]风\\c[0]属性\\c[27]魔法伤害\\c[0],几率施加\\it[56],变身后可用)","effects":[{"code":21,"dataId":56,"value1":0.5,"value2":0}],"hitType":2,"iconIndex":69,"message1":"施放了%1","message2":"","mpCost":20,"name":"巨兽狂风","note":"<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n<Learn Cost: 6 JP>\n\n<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(9)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Requirement>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":233,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"","note":"","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":234,"animationId":4,"damage":{"critical":false,"elementId":8,"formula":"b.hp/33+a.mat*2+400","type":1,"variance":5},"description":"狗•破天一击•炮青春版消耗8点狗炮能量\n造成400+2.0\\c[27]ap\\c[0]+3%\\c[18]目标当前HP\\c[0] 点\\c[17]圣\\c[0]属性\\c[27]魔法伤害\\c[0]","effects":[{"code":44,"dataId":10,"value1":1,"value2":0}],"hitType":2,"iconIndex":338,"message1":"施放了%1","message2":"","mpCost":15,"name":"小型狗炮","note":"<Item 0066 Cost: 8>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<Cooldown: 1>\n<Cooldown Steps: 1>\n\n<技能类型:技能>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":4,"successRate":100,"tpCost":0,"tpGain":10},
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{"id":234,"animationId":4,"damage":{"critical":false,"elementId":8,"formula":"b.hp/33+a.mat*3+500","type":1,"variance":5},"description":"狗•破天一击•炮青春版消耗8点狗炮能量\n造成500+3.0\\c[27]ap\\c[0]+3%\\c[18]目标当前HP\\c[0] 点\\c[17]圣\\c[0]属性\\c[27]魔法伤害\\c[0]","effects":[{"code":44,"dataId":10,"value1":1,"value2":0}],"hitType":2,"iconIndex":338,"message1":"施放了%1","message2":"","mpCost":15,"name":"小型狗炮","note":"<Item 0066 Cost: 8>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<Cooldown: 1>\n<Cooldown Steps: 1>\n\n<技能类型:技能>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":4,"successRate":100,"tpCost":0,"tpGain":10},
{"id":235,"animationId":163,"damage":{"critical":false,"elementId":8,"formula":"b.hp/15+a.mat*6+800","type":1,"variance":5},"description":"狗•破天一击•炮消耗15点狗炮能量变身后可用\n造成800+6.0\\c[27]ap\\c[0]+6%\\c[18]目标当前HP\\c[0] 点\\c[17]圣\\c[0]属性\\c[27]魔法伤害\\c[0]","effects":[{"code":44,"dataId":10,"value1":1,"value2":0}],"hitType":2,"iconIndex":338,"message1":"施放了%1","message2":"","mpCost":30,"name":"大型狗炮","note":"<Item 0066 Cost: 15>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 1>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":4,"successRate":100,"tpCost":0,"tpGain":20},
{"id":236,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"被动,寒冷环境下的莉莉更加精神,自动获得\\it[146]和\n\\it[153]","effects":[],"hitType":0,"iconIndex":363,"message1":"激活了自身的抗寒能力!","message2":"","mpCost":0,"name":"北地之哈","note":"<Bypass Cooldown>","occasion":3,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":237,"animationId":82,"damage":{"critical":true,"elementId":1,"formula":"","type":1,"variance":5},"description":"","effects":[{"code":21,"dataId":255,"value1":1,"value2":0}],"hitType":1,"iconIndex":0,"message1":"的狗爪攻击!","message2":"","mpCost":0,"name":"狗形态普通攻击","note":"<技能类型:空手普攻>\n<Bypass Cooldown>\n\n<Before Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(298) && \n user._agatktimes > 0 &&\n this._times == 1){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(298);\n }\n }\n</Before Eval>\n\n<damage formula>\n value = 60+3/2*user.level+3/5*user.atk;\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?140: 0);\n value += (user.isLearnedSkill(221)?120: 0);\n value += (user.isLearnedSkill(220)?100: 0);\n value += (user.isLearnedSkill(219)?80: 0);\n value += (user.isLearnedSkill(218)?60: 0);\n }\n value = Math.floor(value);\n</damage formula>\n\n\n<Post-Damage Eval>\n if(user.isStateAffected(292)){\n var random = Math.round(Math.random() * 10 + 1);\n if(random <= 3){\n user.addState(281);\n }\n }\n</Post-Damage Eval>","occasion":1,"repeats":2,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":10},
{"id":238,"animationId":31,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"最炫的特效配最怂的效果————开润!(需要同时装备两个爪子才能用,\n可以掩护\\c[18]\\it[1]\\c[0]的队员逃跑)","effects":[{"code":41,"dataId":0,"value1":1,"value2":0}],"hitType":0,"iconIndex":160,"message1":"使用了%1","message2":"","mpCost":0,"name":"超级•冰火双击•水蒸气逃窜之术","note":"<Before Eval>\nvar members = $gameParty.deadMembers();\nif (members) { \n var subject = $gameActors.actor(12);\n subject.forceAction(376, -1);\n BattleManager.forceAction(subject);\n }\n</Before Eval>\n\n<技能类型:技能>\n\n<Custom Requirement>\n if (user.isStateAffected(259) && user.isStateAffected(260)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":-5,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
@ -242,9 +242,9 @@ null,
{"id":240,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[{"code":44,"dataId":7,"value1":1,"value2":0}],"hitType":0,"iconIndex":343,"message1":"","message2":"","mpCost":0,"name":"哈士奇被动说明","note":"<Bypass Cooldown>","occasion":2,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":241,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"","note":"","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":242,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"滚的技能","note":"","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":243,"animationId":82,"damage":{"critical":true,"elementId":-1,"formula":"a.atk*35/100+30+ b.isStateAffected(97) ? 20 : 0 +b.isStateAffected(98) ? 20 : 0 + b.isStateAffected(99) ? 20 : 0 + b.isStateAffected(100) ? 20 : 0 + b.isStateAffected(101) ? 20 : 0","type":1,"variance":5},"description":"\\c[17]<10%额外命中>\\c[0] 使用利爪抓挠敌人三次并附加\\it[255] 每次造成30+\\c[17]\\c[255]层数\\c[0]*20+0.35\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0]并施加15层\\c[18]伤害加深\\c[0](最多叠加到99层)","effects":[{"code":21,"dataId":0,"value1":1,"value2":0},{"code":21,"dataId":255,"value1":1,"value2":0}],"hitType":1,"iconIndex":105,"message1":"使用了%1","message2":"","mpCost":0,"name":"利爪抓挠I","note":"<技能类型:类普攻>\n\n<Before Eval>\n this._bsaffective = 0.4;\n</Before Eval>\n\n<Before Eval>\n user.addState(227);\n</Before Eval>\n<After Eval>\n user.removeState(227);\n</After Eval>\n\n<Pre-Damage Eval>\n target._block = target._block || 0;\n target._block -= 15;\n target._block = Math.max(target._block, -99);\n target._block = Math.min(target._block, 99);\n if(target._block == 0){ \n target.setStateCounter(237, 0);\n target.setStateCounter(238, 0);\n target.removeState(237);\n target.removeState(238); } \n else{\n if(target._block > 0){\n target.addState(238);\n target.setStateCounter(238, target._block);\n }\n else{\n target.addState(237);\n target.setStateCounter(237, Math.abs(target._block));\n }\n }\n</Pre-Damage Eval>\n\n<Hide if Learned Skill: 244,245>","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0},
{"id":244,"animationId":82,"damage":{"critical":true,"elementId":-1,"formula":"a.atk*35/100+60+ b.isStateAffected(97) ? 30 : 0 +b.isStateAffected(98) ? 30 : 0 + b.isStateAffected(99) ? 30 : 0 + b.isStateAffected(100) ? 30 : 0 + b.isStateAffected(101) ? 30 : 0","type":1,"variance":5},"description":"\\c[17]<20%额外命中>\\c[0] 使用利爪抓挠敌人三次并附加\\it[255] 每次造成60+\\c[17]\\c[255]层数\\c[0]*30+0.35\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0]并施加20层\\c[18]伤害加深\\c[0](最多叠加到99层)","effects":[{"code":21,"dataId":0,"value1":1,"value2":0},{"code":21,"dataId":255,"value1":1,"value2":0}],"hitType":1,"iconIndex":105,"message1":"使用了%1","message2":"","mpCost":0,"name":"利爪抓挠II","note":"<Hide if Learned Skill: 245>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 243>\n\n<技能类型:类普攻>\n\n<Before Eval>\n this._bsaffective = 0.4;\n</Before Eval>\n\n<Before Eval>\n user.addState(228);\n</Before Eval>\n<After Eval>\n user.removeState(228);\n</After Eval>\n\n<Pre-Damage Eval>\n target._block = target._block || 0;\n target._block -= 20;\n target._block = Math.max(target._block, -99);\n target._block = Math.min(target._block, 99);\n if(target._block == 0){ \n target.setStateCounter(237, 0);\n target.setStateCounter(238, 0);\n target.removeState(237);\n target.removeState(238); } \n else{\n if(target._block > 0){\n target.addState(238);\n target.setStateCounter(238, target._block);\n }\n else{\n target.addState(237);\n target.setStateCounter(237, Math.abs(target._block));\n }\n }\n</Pre-Damage Eval>","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0},
{"id":245,"animationId":82,"damage":{"critical":true,"elementId":-1,"formula":"a.atk*35/100+90+ b.isStateAffected(97) ? 40 : 0 +b.isStateAffected(98) ? 40 : 0 + b.isStateAffected(99) ? 40 : 0 + b.isStateAffected(100) ? 40 : 0 + b.isStateAffected(101) ? 40 : 0","type":1,"variance":5},"description":"\\c[17]<30%额外命中>\\c[0] 使用利爪抓挠敌人三次并附加\\it[255] 每次造成90+\\c[17]\\c[255]层数\\c[0]*40+0.35\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0]并施加25层\\c[18]伤害加深\\c[0](最多叠加到99层)","effects":[{"code":21,"dataId":0,"value1":1,"value2":0},{"code":21,"dataId":255,"value1":1,"value2":0}],"hitType":1,"iconIndex":105,"message1":"使用了%1","message2":"","mpCost":0,"name":"利爪抓挠III","note":"<技能类型:类普攻>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 244>\n\n<Before Eval>\n this._bsaffective = 0.4;\n</Before Eval>\n\n<Before Eval>\n user.addState(229);\n</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<Pre-Damage Eval>\n target._block = target._block || 0;\n target._block -= 25;\n target._block = Math.max(target._block, -99);\n target._block = Math.min(target._block, 99);\n if(target._block == 0){ \n target.setStateCounter(237, 0);\n target.setStateCounter(238, 0);\n target.removeState(237);\n target.removeState(238); } \n else{\n if(target._block > 0){\n target.addState(238);\n target.setStateCounter(238, target._block);\n }\n else{\n target.addState(237);\n target.setStateCounter(237, Math.abs(target._block));\n }\n }\n</Pre-Damage Eval>","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0},
{"id":243,"animationId":82,"damage":{"critical":true,"elementId":-1,"formula":"a.atk*35/100+30+ b.isStateAffected(97) ? 20 : 0 +b.isStateAffected(98) ? 20 : 0 + b.isStateAffected(99) ? 20 : 0 + b.isStateAffected(100) ? 20 : 0 + b.isStateAffected(101) ? 20 : 0","type":1,"variance":5},"description":"\\c[17]<10%额外命中>\\c[0] 使用利爪抓挠敌人三次并附加\\it[255] 每次造成30+\\c[17]\\c[255]层数\\c[0]*20+0.35\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0]并施加15层\\c[18]伤害加深\\c[0](最多叠加到99层)","effects":[{"code":21,"dataId":0,"value1":1,"value2":0},{"code":21,"dataId":255,"value1":1,"value2":0}],"hitType":1,"iconIndex":105,"message1":"使用了%1","message2":"","mpCost":0,"name":"利爪抓挠I","note":"<技能类型:类普攻>\n\n<Before Eval>\n this._bsaffective = 0.4;\n</Before Eval>\n\n<Before Eval>\n user.addState(227);\n</Before Eval>\n<After Eval>\n user.removeState(227);\n</After Eval>\n\n<Pre-Damage Eval>\n target._block = target._block || 0;\n target._block -= 15;\n target._block = Math.max(target._block, -100);\n target._block = Math.min(target._block, 100);\n if(target._block == 0){ \n target.setStateCounter(237, 0);\n target.setStateCounter(238, 0);\n target.removeState(237);\n target.removeState(238); } \n else{\n if(target._block > 0){\n target.addState(238);\n target.setStateCounter(238, target._block);\n }\n else{\n target.addState(237);\n target.setStateCounter(237, Math.abs(target._block));\n }\n }\n</Pre-Damage Eval>\n\n<Hide if Learned Skill: 244,245>","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0},
{"id":244,"animationId":82,"damage":{"critical":true,"elementId":-1,"formula":"a.atk*35/100+60+ b.isStateAffected(97) ? 30 : 0 +b.isStateAffected(98) ? 30 : 0 + b.isStateAffected(99) ? 30 : 0 + b.isStateAffected(100) ? 30 : 0 + b.isStateAffected(101) ? 30 : 0","type":1,"variance":5},"description":"\\c[17]<20%额外命中>\\c[0] 使用利爪抓挠敌人三次并附加\\it[255] 每次造成60+\\c[17]\\c[255]层数\\c[0]*30+0.35\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0]并施加20层\\c[18]伤害加深\\c[0](最多叠加到99层)","effects":[{"code":21,"dataId":0,"value1":1,"value2":0},{"code":21,"dataId":255,"value1":1,"value2":0}],"hitType":1,"iconIndex":105,"message1":"使用了%1","message2":"","mpCost":0,"name":"利爪抓挠II","note":"<Hide if Learned Skill: 245>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 243>\n\n<技能类型:类普攻>\n\n<Before Eval>\n this._bsaffective = 0.4;\n</Before Eval>\n\n<Before Eval>\n user.addState(228);\n</Before Eval>\n<After Eval>\n user.removeState(228);\n</After Eval>\n\n<Pre-Damage Eval>\n target._block = target._block || 0;\n target._block -= 20;\n target._block = Math.max(target._block, -100);\n target._block = Math.min(target._block, 100);\n if(target._block == 0){ \n target.setStateCounter(237, 0);\n target.setStateCounter(238, 0);\n target.removeState(237);\n target.removeState(238); } \n else{\n if(target._block > 0){\n target.addState(238);\n target.setStateCounter(238, target._block);\n }\n else{\n target.addState(237);\n target.setStateCounter(237, Math.abs(target._block));\n }\n }\n</Pre-Damage Eval>","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0},
{"id":245,"animationId":82,"damage":{"critical":true,"elementId":-1,"formula":"a.atk*35/100+90+ b.isStateAffected(97) ? 40 : 0 +b.isStateAffected(98) ? 40 : 0 + b.isStateAffected(99) ? 40 : 0 + b.isStateAffected(100) ? 40 : 0 + b.isStateAffected(101) ? 40 : 0","type":1,"variance":5},"description":"\\c[17]<30%额外命中>\\c[0] 使用利爪抓挠敌人三次并附加\\it[255] 每次造成90+\\c[17]\\c[255]层数\\c[0]*40+0.35\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0]并施加25层\\c[18]伤害加深\\c[0](最多叠加到99层)","effects":[{"code":21,"dataId":0,"value1":1,"value2":0},{"code":21,"dataId":255,"value1":1,"value2":0}],"hitType":1,"iconIndex":105,"message1":"使用了%1","message2":"","mpCost":0,"name":"利爪抓挠III","note":"<技能类型:类普攻>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 244>\n\n<Before Eval>\n this._bsaffective = 0.4;\n</Before Eval>\n\n<Before Eval>\n user.addState(229);\n</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<Pre-Damage Eval>\n target._block = target._block || 0;\n target._block -= 25;\n target._block = Math.max(target._block, -100);\n target._block = Math.min(target._block, 100);\n if(target._block == 0){ \n target.setStateCounter(237, 0);\n target.setStateCounter(238, 0);\n target.removeState(237);\n target.removeState(238); } \n else{\n if(target._block > 0){\n target.addState(238);\n target.setStateCounter(238, target._block);\n }\n else{\n target.addState(237);\n target.setStateCounter(237, Math.abs(target._block));\n }\n }\n</Pre-Damage Eval>","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0},
{"id":246,"animationId":243,"damage":{"critical":true,"elementId":-1,"formula":"a.atk+30+ b.isStateAffected(97) ? 20 : 0 +b.isStateAffected(98) ? 20 : 0 + b.isStateAffected(99) ? 20 : 0 + b.isStateAffected(100) ? 20 : 0 + b.isStateAffected(101) ? 20 : 0","type":1,"variance":5},"description":"消耗一定HP飞扑攻击指定目标并叠加一层\\it[255]造成30+\\c[17]\\c[255]层数\\c[0]*20+1.0\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0]并附加\\it[255]增加自身35点TP和\\c[17]自身下回合50%读条\\c[0]","effects":[{"code":21,"dataId":255,"value1":1,"value2":0}],"hitType":1,"iconIndex":291,"message1":"使用了%1","message2":"","mpCost":0,"name":"狂野飞扑I","note":"<Hide if Learned Skill: 247>\n<Cooldown: 8>\n<Cooldown Steps: 1>\n<Learn Cost: 7 JP>\n\n<After ATB: 50%>\n\n<Hit condition Reward: +35 TP>\n\n<技能类型:技能>\n\n<Custom HP Cost>\ncost += user.mhp/30+user.hp/15;\n</Custom HP Cost>","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":247,"animationId":243,"damage":{"critical":true,"elementId":-1,"formula":"a.atk+60+ b.isStateAffected(97) ? 30 : 0 +b.isStateAffected(98) ? 30 : 0 + b.isStateAffected(99) ? 30 : 0 + b.isStateAffected(100) ? 30 : 0 + b.isStateAffected(101) ? 30 : 0","type":1,"variance":5},"description":"消耗一定HP飞扑攻击指定目标并叠加一层\\it[255]造成60+\\c[17]\\c[255]层数\\c[0]*30+1.0\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0]并附加\\it[255]增加自身50点TP和\\c[17]自身下回合50%读条\\c[0]","effects":[{"code":21,"dataId":255,"value1":1,"value2":0}],"hitType":1,"iconIndex":291,"message1":"使用了%1","message2":"","mpCost":0,"name":"狂野飞扑II","note":"<Cooldown: 6>\n<Cooldown Steps: 1>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 246>\n\n<Hit condition Reward: +35 TP>\n\n<After ATB: 70%>\n\n<技能类型:技能>\n\n<Custom HP Cost>\ncost += user.mhp/30+user.hp/15;\n</Custom HP Cost>","occasion":1,"repeats":4,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":50},
{"id":248,"animationId":85,"damage":{"critical":true,"elementId":-1,"formula":"a.atk*3/10+30+ b.isStateAffected(97) ? 15 : 0 +b.isStateAffected(98) ? 15 : 0 + b.isStateAffected(99) ? 15 : 0 + b.isStateAffected(100) ? 15 : 0 + b.isStateAffected(101) ? 15 : 0","type":1,"variance":5},"description":"\\c[18]<10%暴击叠加>\\c[17]<50%命中叠加>\\c[0] 疯狂爪击选定目标七次每次造成30+\\c[17]\\c[255]层数\\c[0]*15+0.3\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0],成功击杀目标时\\c[17]\\it[113]\\c[0]。","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":290,"message1":"使用了%1","message2":"","mpCost":0,"name":"疯狂爪击I","note":"<Hide if Learned Skill: 249,250>\n<Learn Cost: 4 JP>\n\n<Before Eval>\n this._pcirate = 0.7;\n</Before Eval>\n<Before Eval>\n this._bsaffective = 0.3;\n</Before Eval>\n\n<Missed Reward: Add State 232>\n\n<技能类型:类普攻>\n\n\n<Critical Reward: Rolling Critical 0%>\n<Noncritical Reward: Rolling Critical +10%>\n<Defeat Reward: Add State 113>\n<Defeat Reward: +10 TP>","occasion":1,"repeats":7,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":0},

@ -213,9 +213,9 @@ null,
{"id":211,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"执念庇护","note":"<Custom Battle Effect>\n user._obsesscd = user._obsesscd || 0;\n if (user._obsesscd <= 0){\n user._obsesscd = 0;\n user.startAnimation(186, false, 0);\n user.addState(209);\n user.removeState(212);\n }\n else {\n if (user._obsesscd > 0 && user._hp >0){\n user._obsesscd -= 1;\n }\n if (user._obsesscd <= 5 && user._obsesscd > 0 ){\n user.addState(212);\n }\n else{\n if (user._obsesscd <= 0){\n user._obsesscd = 0;\n user.startAnimation(186, false, 0);\n user.addState(209);\n user.removeState(212);\n }\n }\n }\n</Custom Battle Effect>\n\n<Custom Turn Start Effect>\n user._obsesscd = user._obsesscd || 0;\n if(user.isStateAffected(209)){}\n else{\n if (user._obsesscd <= 0){\n user._obsesscd = 0;\n user.startAnimation(186, false, 0);\n user.addState(209);\n user.removeState(212);\n }\n else {\n if (user._obsesscd > 0 && user._hp >0){\n user._obsesscd -= 1;\n }\n if (user._obsesscd <= 5 && user._obsesscd > 0 ){\n user.addState(212);\n \n }\n else{\n if (user._obsesscd <= 0){\n \n user._obsesscd = 0;\n user.startAnimation(186, false, 0);\n user.addState(209);\n user.removeState(212);\n }\n }\n }\n }\n</Custom Turn Start Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":212,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[],"iconIndex":416,"maxTurns":5,"message1":"的\\c[17]\\it[209]\\c[9]即将冷却完成!\\c[0]","message2":"","message3":"","message4":"","minTurns":5,"motion":0,"name":"执念之力冷却倒数","note":"<Custom Turn Start Effect>\n user._obsesscd = user._obsesscd || 0;\n user.setStateCounter(212, user._obsesscd);\n</Custom Turn Start Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":213,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":805,"maxTurns":1,"message1":"","message2":"\\c[17]\\it[213]\\c[0]的次数增加了!","message3":"","message4":"","minTurns":1,"motion":0,"name":"伤害无效","note":"<Counter Alignment: left>\n<Counter Text Color: 17>\n\n<Custom Apply Effect>\nuser._defence = user._defence || 0; \nuser.setStateCounter(213, user._defence);\n</Custom Apply Effect>\n","overlay":0,"priority":99,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":214,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"角色受伤修饰流程","note":"<Custom React Effect>\ntarget._cushion = target._cushion || 0;\ntarget._block = target._block || 0;\nif(this.isDamage() && \n this.isHpEffect() && \n value > 0 ){\n if((this.isPhysical() ||\n this.isMagical() ) &&\n user.isStateAffected(303)){\n var random = Math.random()*100;\n if(random <=5){ user.addState(46); }\n else{ value = Math.floor(value*0.7); }\n } //齐格弗里德叶痕免伤计算\nvalue -= target._block*10; //格挡生效\nif(target.isStateAffected(311) &&\n target.mp >= 100){\n var mpdam = Math.floor(value*0.2*(-1)/8);\n target.gainMp(mpdam);\n target.startDamagePopup();\n value = Math.floor(value*0.8);\n} //魔力屏障\nvar acturldamage = 0;\nthis._bpt = this._bpt || 0;\nif(target.barrierPoints() > 0){\n acturldamage = Math.max(value*this._bpt, value - target.barrierPoints());\n }\nelse{ acturldamage = value; }\nif(acturldamage > target.mhp/10 &&\n target._cushion > 0){\n value = Math.floor(target.mhp/10); \n target._cushion -= 1; \n target.setStateCounter(377, target._cushion);\n if (target._cushion <= 0){ \n target.removeState(377); }\n }\n if(acturldamage > target.hp ){\n if(target.isStateAffected(210)){\n if(target.barrierPoints() > 0){\n if(acturldamage == value*this._bpt){\n value = Math.floor((target._hp - 50)/this._bpt);\n }\n else{ \n value = Math.floor(target._hp - 50 + target.barrierPoints()); }\n }\n else{ value = Math.floor(target.hp - 50); }\n target.removeState(210);\n target.addState(200);\n }\n else{\n if(target.isStateAffected(209)){\n value = 0;\n target.startAnimation(187);\n target.removeState(209);\n target.addState(113);\n target.addState(199);\n target._obsesscd = 25;\n }\n else{\n if(target.isStateAffected(208)){\n if(target.barrierPoints() > 0){\n if(acturldamage == value*this._bpt){\n value = Math.floor((target._hp - 50)/this._bpt);\n }\n else{ \n value = Math.floor(target._hp - 50 + target.barrierPoints()); }\n }\n else{ value = Math.floor(target.hp - 50); }\n target.removeState(208);\n }\n }\n }\n }\n if(value >= target.hp*0.3){\n if(target.isStateAffected(336)){\n target.addState(337); }\n if(target.isStateAffected(338)){\n target.addState(339); }\n }//吸血祝福的特殊效果\n if(value >= target.mhp/50){\n var tpgain = Math.min(50, Math.floor(100*value/target.mhp));\n if(target.isStateAffected(312) ){\n target.gainTp(-tpgain); }\n else{\n if(target.isStateAffected(314) ){\n target.gainTp(tpgain); }\n }\n }\n }//TP增加或减少\n</Custom React Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":215,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"怪物受伤修饰流程","note":"<Custom React Effect>\ntarget._block = target._block || 0;\ntarget._defence = target._defence || 0; \nif(this.isDamage() && this.isHpEffect() && value > 0 ){\n value *= (1 - target._block*3/1000);\n if(target.isStateAffected(387) &&\n this.isMagical() && target.barrierPoints() > 0){\n target.gainBarrier(value);\n value = 0;\n }\n else{\n if(target._defence > 0 ){\n target._defence -= 1; \n target.setStateCounter(213, target._defence);\n value = 0;\n if (target._defence <= 0){ target.removeState(213); }\n }\n else{\n var acturldamage = 0;\n this._bpt = this._bpt || 0;\n if(target.barrierPoints() > 0){\n acturldamage = Math.max(value*this._bpt, value - target.barrierPoints()); }\n else{ acturldamage = value; }\n if(acturldamage > target.hp){\n var i = 0;\n i += target.isStateAffected(201)?1:0;\n i += target.isStateAffected(202)?2:0;\n i += target.isStateAffected(203)?3:0;\n i += target.isStateAffected(204)?4:0;\n i += target.isStateAffected(205)?5:0;\n if( i > 0){\n target.removeState(200 + i);\n target.addState(206);\n target._revivallevel = i;\n if(target.barrierPoints() > 0){\n if(acturldamage == value*this._bpt){\n value = Math.floor((target._hp - 50)/this._bpt);\n }\n else{ \n value = Math.floor(target._hp - 50 + target.barrierPoints()); }\n }\n else{ value = Math.floor(target.hp - 50); }\n }\n }\n }\n } \n } \n<Custom React Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":216,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"角色输出伤害修饰流程","note":"<Custom Confirm Effect>\nif(this.isSkill() &&\n this.isHpEffect() &&\n value > 0 ){\n user._precise = user._precise || 0;\n this._pcirate = this._pcirate || 1;\n target._defence = target._defence || 0;\n value += Math.floor(user._precise * this._pcirate); //精准计算\n if(target.hp >= 100 &&\n user.atk >= 10 &&\n this.item().meta.技能类型 == '普攻' || '类普攻' || '空手普攻'){\n if(user.isStateAffected(327)){\n var decline = target.hp * 0.03;\n decline += target.hp/100 * (target*level + 1)/25;\n decline = Math.min(decline, 8000);\n if(target._defence > 0){\n target._defence -= 1;\n target.setStateCounter(213, target._defence);\n if(target._defence <= 0)target.removeState(213);\n }\n else{ value += decline; } \n } //破败效果\n if(user.isStateAffected(312)){\n var avid = 0;\n avid = user.level*user.tp/9900;\n avid = Math.floor(avid * 8000*this._pcirate);\n avid = Math.max(avid, 20);\n value += avid;\n } //狂热旌旗\n //此处插入其他普攻伤害修饰\n }\n if(this.isPhysical()){\n if(user.isStateAffected(345)){\n value += Math.floor((50 + user.level*5)*this._pcirate);\n }//剑术训练\n //此处插入其他物理系效果 \n }\n if(this.item().meta.技能类型 == '技能' || '类普攻' ){\n if(this.isMagical()){\n if(user.isStateAffected(341)){\n value += user.level*10 + 70;\n } //法术精进增伤\n if(user.isStateAffected(343)){\n target.addState(344);\n this._freezeadd = this._freezeadd || 0;\n if(this._freezeadd < 2){\n target._freeze = target._freeze || 0;\n target._freeze += 1;\n target.setStateCounter(344, target._freeze);\n if(target._freeze >= 5){\n target._freeze = 0;\n target.setStateCounter(344, 0);\n target.removeState(344);\n value += user.level*20 + 120;\n if(target.isStateAffected(152) ||\n target.isStateAffected(165) ||\n target.isStateAffected(206) ){}\n else{\n var freezejudge = 11;\n freezejudge -= target.isStateAffected(144)?4: 0;\n var frandom = Math.random()*10;\n if(frandom <= freezejudge)target.addState(61);\n }\n }\n }\n }//冻雨效果\n }\n //此处插入其他法术技能效果\n }\n //此处插入其他技能伤害结算前效果 \n }\n</Custom Confirm Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":214,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"角色受伤修饰流程","note":"<Custom React Effect>\ntarget._cushion = target._cushion || 0;\ntarget._block = target._block || 0;\nif(this.isDamage() && \n this.isHpEffect() && \n value > 0 ){\n var fde = 0;\n if(this.isPhysical()){\n fde = target.def;\n }\n else{\n if(this.isMagical()){\n fde = target.mdf;\n }\n }\n var adf = (fde - user.luk)*(1 - user.mrf);\n var drr = adf/(adf + 500);\n if(fde > 0) value = Math.floor(value*(1 - drr));\n //防御减伤计算\n if((this.isPhysical() ||\n this.isMagical() ) &&\n user.isStateAffected(303)){\n var random = Math.random()*100;\n if(random <=5){ user.addState(46); }\n else{ value = Math.floor(value*0.7); }\n } //齐格弗里德叶痕免伤计算\nvalue -= target._block*10; //格挡生效\nif(target.isStateAffected(311) &&\n target.mp >= 100){\n var mpdam = Math.floor(value*0.2*(-1)/8);\n target.gainMp(mpdam);\n target.startDamagePopup();\n value = Math.floor(value*0.8);\n} //魔力屏障\nvar acturldamage = 0;\nthis._bpt = this._bpt || 0;\nif(target.barrierPoints() > 0){\n acturldamage = Math.max(value*this._bpt, value - target.barrierPoints());\n }\nelse{ acturldamage = value; }\nif(acturldamage > target.mhp/10 &&\n target._cushion > 0){\n value = Math.floor(target.mhp/10); \n target._cushion -= 1; \n target.setStateCounter(377, target._cushion);\n if (target._cushion <= 0){ \n target.removeState(377); }\n }\n if(acturldamage > target.hp ){\n if(target.isStateAffected(210)){\n if(target.barrierPoints() > 0){\n if(acturldamage == value*this._bpt){\n value = Math.floor((target._hp - 50)/this._bpt);\n }\n else{ \n value = Math.floor(target._hp - 50 + target.barrierPoints()); }\n }\n else{ value = Math.floor(target.hp - 50); }\n target.removeState(210);\n target.addState(200);\n }\n else{\n if(target.isStateAffected(209)){\n value = 0;\n target.startAnimation(187);\n target.removeState(209);\n target.addState(113);\n target.addState(199);\n target._obsesscd = 25;\n }\n else{\n if(target.isStateAffected(208)){\n if(target.barrierPoints() > 0){\n if(acturldamage == value*this._bpt){\n value = Math.floor((target._hp - 50)/this._bpt);\n }\n else{ \n value = Math.floor(target._hp - 50 + target.barrierPoints()); }\n }\n else{ value = Math.floor(target.hp - 50); }\n target.removeState(208);\n }\n }\n }\n }\n if(value >= target.hp*0.3){\n if(target.isStateAffected(336)){\n target.addState(337); }\n if(target.isStateAffected(338)){\n target.addState(339); }\n }//吸血祝福的特殊效果\n if(value >= target.mhp/50){\n var tpgain = Math.min(50, Math.floor(100*value/target.mhp));\n if(target.isStateAffected(312) ){\n target.gainTp(-tpgain); }\n else{\n if(target.isStateAffected(314) ){\n target.gainTp(tpgain); }\n }\n }\n }//TP增加或减少\n</Custom React Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":215,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"怪物受伤修饰流程","note":"<Custom React Effect>\ntarget._block = target._block || 0;\ntarget._defence = target._defence || 0; \nif(this.isDamage() && this.isHpEffect() && value > 0 ){\n value -= target._block*5; //格挡生效\n if(target.isStateAffected(387) &&\n this.isMagical() && target.barrierPoints() > 0){\n target.gainBarrier(value);\n value = 0;\n }\n else{\n if(target._defence > 0 ){\n target._defence -= 1; \n target.setStateCounter(213, target._defence);\n value = 0;\n if (target._defence <= 0){ target.removeState(213); }\n }\n else{\n var acturldamage = 0;\n this._bpt = this._bpt || 0;\n if(target.barrierPoints() > 0){\n acturldamage = Math.max(value*this._bpt, value - target.barrierPoints()); }\n else{ acturldamage = value; }\n if(acturldamage > target.hp){\n var i = 0;\n i += target.isStateAffected(201)?1:0;\n i += target.isStateAffected(202)?2:0;\n i += target.isStateAffected(203)?3:0;\n i += target.isStateAffected(204)?4:0;\n i += target.isStateAffected(205)?5:0;\n if( i > 0){\n target.removeState(200 + i);\n target.addState(206);\n target._revivallevel = i;\n if(target.barrierPoints() > 0){\n if(acturldamage == value*this._bpt){\n value = Math.floor((target._hp - 50)/this._bpt);\n }\n else{ \n value = Math.floor(target._hp - 50 + target.barrierPoints()); }\n }\n else{ value = Math.floor(target.hp - 50); }\n }\n }\n }\n } \n } \n<Custom React Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":216,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"角色输出伤害修饰流程","note":"<Custom Confirm Effect>\nif(this.isSkill() &&\n this.isHpEffect() &&\n value > 0 ){\n user._precise = user._precise || 0;\n this._pcirate = this._pcirate || 1;\n target._defence = target._defence || 0;\n var fde = 0;\n if(this.isPhysical()){\n fde = target.def;\n }\n else{\n if(this.isMagical()){\n fde = target.mdf;\n }\n }\n var adf = (fde - user.luk)*(1 - user.mrf);\n var drr = adf/(adf + 500);\n if(fde > 0) value = Math.floor(value*(1 - drr));\n //怪物防御减伤计算\n value += Math.floor(user._precise * this._pcirate); //精准计算\n if(target.hp >= 100 &&\n user.atk >= 10 &&\n this.item().meta.技能类型 == '普攻' || '类普攻' || '空手普攻'){\n if(user.isStateAffected(327)){\n var decline = target.hp * 8/100;\n decline *= (fde>0?(1 - drr): 1);\n if(target._defence > 0){\n target._defence -= 1;\n target.setStateCounter(213, target._defence);\n if(target._defence <= 0)target.removeState(213);\n }\n else{ value += decline; } \n } //破败效果\n if(user.isStateAffected(312)){\n var avid = 0;\n avid = user.level*user.tp/9900;\n avid = Math.floor(avid * 8000*this._pcirate);\n avid = Math.max(avid, 20);\n value += avid;\n } //狂热旌旗\n //此处插入其他普攻伤害修饰\n }\n if(this.isPhysical()){\n if(user.isStateAffected(345)){\n value += Math.floor((50 + user.level*3/2)*user._pcirate);\n }//剑术训练\n //此处插入其他物理系效果 \n }\n if(this.item().meta.技能类型 == '技能' || '类普攻' ){\n if(this.isMagical()){\n if(user.isStateAffected(341)){\n value += user.level*3 + 70;\n } //法术精进增伤\n if(user.isStateAffected(343)){\n target.addState(344);\n this._freezeadd = this._freezeadd || 0;\n if(this._freezeadd < 2){\n target._freeze = target._freeze || 0;\n target._freeze += 1;\n target.setStateCounter(344, target._freeze);\n if(target._freeze >= 5){\n target._freeze = 0;\n target.setStateCounter(344, 0);\n target.removeState(344);\n value += user.level*20 + 120;\n if(target.isStateAffected(152) ||\n target.isStateAffected(165) ||\n target.isStateAffected(206) ){}\n else{\n var freezejudge = 11;\n freezejudge -= target.isStateAffected(144)?4: 0;\n var frandom = Math.random()*10;\n if(frandom <= freezejudge)target.addState(61);\n }\n }\n }\n }//冻雨效果\n }\n //此处插入其他法术技能效果\n }\n //此处插入其他技能伤害结算前效果 \n }\n</Custom Confirm Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":217,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":218,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"治疗溢出为护盾20%","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":219,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"治疗溢出为护盾30%","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
@ -315,7 +315,7 @@ null,
{"id":313,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"愤怒之斧","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":314,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"苦痛之锤","note":"<Custom Establish Effect>\nif(this.isSkill() &&\n this.isPhysical() &&\n this.isDamage() &&\n this.isHpEffect() ){\n var random = Math.random()*100;\n if(random <= user.tp/2){\n target.addState(251); }\n }\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":315,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"悲悯之枪","note":"<Custom Establish Effect>\nthis._bleedadd = this._bleedadd || 0;\nif(this.isSkill() &&\n this.isPhysical() &&\n this.isDamage() &&\n this.isHpEffect() &&\n this._bleedadd < 30 &&\n (this.item().meta.技能类型 == '普攻' \n || this.item().meta.技能类型 == '类普攻'\n || this.item().meta.技能类型 == '空手普攻') ){\n target.addState(102);\n target._bleed = target._bleed || 0;\n target._bleed += 10;\n target.setStateCounter(102, target._bleed);\n this._bleedadd += 10;\n }\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":316,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"易伤","note":"<Custom Establish Effect>\nthis._blockadd = this._blockadd || 0;\nif(this._blockadd == 0 &&\n this.isSkill() &&\n this.isMagical() &&\n this.isDamage() &&\n this.isHpEffect() ){\n target._block = target._block || 0;\n target._block -= 20;\n this._blockadd += 20;\n target._block = Math.max(target._block, -99);\n target._block = Math.min(target._block, 99);\n if(target._block == 0){ \n target.setStateCounter(237, 0);\n target.setStateCounter(238, 0);\n target.removeState(237);\n target.removeState(238); } \n else{\n if(target._block > 0){\n target.addState(238);\n target.setStateCounter(238, target._block);\n }\n else{\n target.addState(237);\n target.setStateCounter(237, Math.abs(target._block));\n }\n }\n }\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":316,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"易伤","note":"<Custom Establish Effect>\nthis._blockadd = this._blockadd || 0;\nif(this._blockadd == 0 &&\n this.isSkill() &&\n this.isMagical() &&\n this.isDamage() &&\n this.isHpEffect() ){\n target._block = target._block || 0;\n target._block -= 20;\n this._blockadd += 20;\n target._block = Math.max(target._block, -100);\n target._block = Math.min(target._block, 100);\n if(target._block == 0){ \n target.setStateCounter(237, 0);\n target.setStateCounter(238, 0);\n target.removeState(237);\n target.removeState(238); } \n else{\n if(target._block > 0){\n target.addState(238);\n target.setStateCounter(238, target._block);\n }\n else{\n target.addState(237);\n target.setStateCounter(237, Math.abs(target._block));\n }\n }\n }\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":317,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":318,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"冰霜强击被动","note":"<Custom Battle Effect>\nuser._stratkcd = 0;\n</Custom Battle Effect>\n\n<Custom Turn End Effect>\nuser._stratkcd = user._stratkcd || 0;\nuser._stratkcd = Math.max(user._stratkcd - 1, 0); \n</Custom Turn End Effect>\n\n<Custom Initiate Effect>\nuser._stratkcd = user._stratkcd || 0;\nif(this.isSkill() && this.item().meta.技能类型 == '普攻'){}\nelse{\n if(this.isSkill() && \n (this.item().meta.技能类型 == '类普攻' || \n this.item().meta.技能类型 == '技能')&& \n user.atk > 10 && user._stratkcd == 0){\n user.addState(319);\n $gameActors.actor(12)._lastallyid = user.actorId();\n }\n}\n</Custom Initiate Effect>\n\n<Custom Establish Effect>\nif(this.isSkill() && \n (this.item().meta.技能类型 == '普攻' || \n this.item().meta.技能类型 == '类普攻' )\n && user.isStateAffected(319)){\n var subject = $gameActors.actor(12);\n subject.forceAction(503, this._targetIndex);\n BattleManager.forceAction(subject);\n user.removeState(319);\n user._stratkcd = 3;\n}\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":319,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":401,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"冰霜强击","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},

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@ -1,33 +1,33 @@
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