优化vva和滚技能组;

main
parent a26dc54c32
commit b1bc946d29

@ -22,6 +22,7 @@
## 更新记录
- **2023/11/22****乐子人**优化vva和滚技能组
- **2023/11/19****乐子人**;优化主角团技能组;
- **2023/11/19****乐子人**;白火技能组细节调整;更新图标;薇薇安技能组半重做;更新伊丽莎白立绘;新增属性吸收;重做流血效果;
- **2023/11/18****乐子人**;辅助技能强度调整;重做白火技能组;修改普攻和技能特效实现方式;

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{"id":51,"animationId":65,"damage":{"critical":false,"elementId":6,"formula":"","type":1,"variance":1},"description":"\\c[17]<40%额外命中>\\c[0] 薇薇安电击所有敌人造成相同伤害,攻击复数敌人时每\n多一个敌人增加20%MP消耗最多翻倍\\c[18]\\it[20]\\c[0]状态下伤害无视敌人20%魔抗","effects":[{"code":21,"dataId":59,"value1":0.2,"value2":0}],"hitType":2,"iconIndex":9,"message1":"施放了%1","message2":"","mpCost":0,"name":"电击II","note":"<Hide if Learned Skill: 52>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<damage formula>\nvalue = 70;\nvalue += user.mat*12/5;\n if(user.isStateAffected(20) ){\n value -= target.mdf*4/5;\n }\n else{ value -= target.mdf}\n value *= (user.level*user.mat/2048+2);\n value = Math.floor(value);\n</damage formula>\n\n <Custom MP Cost>\n cost += 10;\n var amount = $gameTroop.aliveMembers().length;\n cost += Math.min(10, (amount - 1)*2);\n</Custom MP Cost>\n\n<Before Eval>\n user.addState(230);\n</Before Eval>\n<After Eval>\n user.removeState(230);\n</After Eval>\n\n<技能类型:技能>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":10,"stypeId":2,"successRate":100,"tpCost":0,"tpGain":8},
{"id":52,"animationId":65,"damage":{"critical":false,"elementId":6,"formula":"","type":1,"variance":1},"description":"\\c[17]<50%额外命中>\\c[0] 薇薇安电击所有敌人造成相同伤害,攻击复数敌人时每\n多一个敌人增加20%MP消耗最多翻倍\\c[18]\\it[20]\\c[0]状态下伤害无视敌人20%魔抗","effects":[{"code":21,"dataId":59,"value1":0.2,"value2":0}],"hitType":2,"iconIndex":9,"message1":"施放了%1","message2":"","mpCost":18,"name":"电击III","note":"<Before Eval>\n user.addState(231);\n</Before Eval>\n<After Eval>\n user.removeState(231);\n</After Eval>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<damage formula>\nvalue = 70;\nvalue += user.mat*14/5;\n if(user.isStateAffected(20) ){\n value -= target.mdf*4/5;\n }\n else{ value -= target.mdf}\n value *= (user.level*user.mat/2048+2);\n value = Math.floor(value);\n</damage formula>\n\n <Custom MP Cost>\n cost += 15;\n var amount = $gameTroop.aliveMembers().length;\n cost += Math.min(15, (amount - 1)*3);\n</Custom MP Cost>\n\n<技能类型:技能>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":20,"stypeId":2,"successRate":100,"tpCost":0,"tpGain":8},
{"id":53,"animationId":68,"damage":{"critical":false,"elementId":6,"formula":"","type":1,"variance":1},"description":"\\c[17]<50%额外命中>\\c[0] \\c[18]\\it[20]\\c[0]后的薇薇安将自己的蝙蝠群化做两个电极,\n再电击全体敌人。是\\c[17]电击\\c[0]技能的强化版本,使用技能解除\\c[18]\\it[20]\\c[0]状态","effects":[{"code":21,"dataId":59,"value1":0.2,"value2":0}],"hitType":2,"iconIndex":9,"message1":"施放了%1","message2":"","mpCost":18,"name":"闪电风暴","note":"<Before Eval>\n user.addState(231);\n</Before Eval>\n<After Eval>\n user.removeState(231);\n user.removeState(20);\n</After Eval>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n <Custom Requirement>\n if (user.isStateAffected(20)) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>\n\n<damage formula>\nvalue = 70;\nvalue += user.mat*16/5;\n value -= target.mdf*7/10;\n value *= (user.level*user.mat/2048+2);\n value = Math.floor(value);\n</damage formula>\n\n <Custom MP Cost>\n cost += 15;\n var amount = $gameTroop.aliveMembers().length;\n cost += Math.min(15, (amount - 1)*3);\n</Custom MP Cost>\n\n<技能类型:技能>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":20,"stypeId":2,"successRate":100,"tpCost":0,"tpGain":8},
{"id":54,"animationId":15,"damage":{"critical":true,"elementId":6,"formula":"1+(1+(b.mhp-b.hp)/b.mhp)*(0.75+(1-a.hp/a.mhp))*(a.mat * 2+a.atk*2/3 - b.mdf)*(a.level*a.mat/2048+2)","type":1,"variance":10},"description":"\\c[18]<2倍收割>\\c[17]<40%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 用血魔法凝聚的长枪,\n造成\\c[18]生命\\c[0]与\\c[17]电\\c[0]混合属性伤害,几率造成\\c[17]\\it[59]\\c[0]","effects":[{"code":21,"dataId":59,"value1":0.05,"value2":0}],"hitType":2,"iconIndex":78,"message1":"施放了%1","message2":"","mpCost":0,"name":"电光血矛","note":"<Custom HP Cost>\ncost += user.mhp/40+user.hp/20;\n</Custom HP Cost>\n\n<技能类型:类普攻>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<damage Formula>\nvalue = 1;\nvalue += user.mat*2;\nvalue += (user.isLearnedSkill(38)?(user.atk*1/3): 0);\nvalue += (user.isLearnedSkill(37)?(user.atk*1/3): 0);\nvalue += (user.isLearnedSkill(36)?(user.atk*2/3): 0);\nvalue -= target.mdf;\nvalue *= (2+user.mat*user.level/2048);\nvalue *= (2 - target.hp/target.mhp);\nvar i = 0.75;\ni += (user.isLearnedSkill(38)?0.1: 0);\ni += (user.isLearnedSkill(37)?0.1: 0);\ni += (1-user.hp/user.mhp);\nvalue *= i;\nvalue = Math.floor(value*2/5);\n</damage Formula>\n\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Critical Reward: +4% HP>\n\n<Before Eval>\n user.addState(230);\n</Before Eval>\n<After Eval>\n user.removeState(230);\n</After Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(30)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":-2,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":10},
{"id":55,"animationId":242,"damage":{"critical":true,"elementId":14,"formula":"1+(1+(b.mhp-b.hp)/b.mhp)*(0.75+(1-a.hp/a.mhp))*(a.mat * 2+a.atk*2/3 - b.mdf)*(a.level*a.mat/2048+2)","type":1,"variance":10},"description":"\\c[18]<2倍收割>\\c[17]<40%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 用血魔法凝聚的长枪,\n造成\\c[18]生命\\c[0]与\\c[3]毒\\c[0]混合属性伤害,几率造成\\c[3]\\it[248]\\c[0]","effects":[{"code":21,"dataId":248,"value1":0.3,"value2":0}],"hitType":2,"iconIndex":78,"message1":"施放了%1","message2":"","mpCost":0,"name":"蕴毒血矛","note":"<Custom HP Cost>\ncost += user.mhp/40+user.hp/20;\n</Custom HP Cost>\n\n<技能类型:类普攻>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<damage Formula>\nvalue = 1;\nvalue += user.mat*2;\nvalue += (user.isLearnedSkill(38)?(user.atk*1/3): 0);\nvalue += (user.isLearnedSkill(37)?(user.atk*1/3): 0);\nvalue += (user.isLearnedSkill(36)?(user.atk*2/3): 0);\nvalue -= target.mdf;\nvalue *= (2+user.mat*user.level/2048);\nvalue *= (2 - target.hp/target.mhp);\nvar i = 0.75;\ni += (user.isLearnedSkill(38)?0.1: 0);\ni += (user.isLearnedSkill(37)?0.1: 0);\ni += (1-user.hp/user.mhp);\nvalue *= i;\nvalue = Math.floor(value*2/5);\n</damage Formula>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Critical Reward: +4% HP>\n\n<Before Eval>\n user.addState(230);\n</Before Eval>\n<After Eval>\n user.removeState(230);\n</After Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(31)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":-2,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":10},
{"id":56,"animationId":26,"damage":{"critical":false,"elementId":7,"formula":"20","type":1,"variance":0},"description":"薇薇安释放寒风影响敌人行动,有几率将敌人\\it[61]\n同时释放黑雾遮蔽所有队友行踪","effects":[{"code":21,"dataId":61,"value1":0.5,"value2":0}],"hitType":2,"iconIndex":65,"message1":"施放了%1","message2":"","mpCost":2,"name":"寒冻黑雾I","note":"<Hide if Learned Skill: 57,58>\n\n<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Before Eval>\nvar subject = $gameActors.actor(12);\nsubject.forceAction(59, -1);\nBattleManager.forceAction(subject);\n</Before Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":2,"successRate":100,"tpCost":0,"tpGain":5},
@ -136,7 +136,7 @@ null,
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{"id":135,"animationId":210,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"布设符文卡•年轮让队友每回合自动获得20%行动读条,\n最多存在三回合","effects":[{"code":21,"dataId":354,"value1":1,"value2":0}],"hitType":0,"iconIndex":302,"message1":"","message2":"","mpCost":0,"name":"符文卡 • 年轮","note":"","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":136,"animationId":95,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"消耗: \\c[17]\\it[348]、\\it[354]\\c[0] 构成:\\c[9]\\it[350]\\c[0] 模拟战车效果,\n下回合全队获得70%的行动读条并增加30%的物攻和双防2回合","effects":[{"code":21,"dataId":356,"value1":1,"value2":0}],"hitType":0,"iconIndex":314,"message1":"启用了\\c[17]%1\\c[0]","message2":"","mpCost":15,"name":"卡阵•无畏战车","note":"<技能类型:技能>\n \n<Custom TP Cost> \nif(user.isStateAffected(348)){\n cost -= 20;\n}\nif(user.isStateAffected(350)){\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}\nelse{\n user.addState(350);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\n </Before 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, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n</Post-Damage Eval>\n\n<After ATB: 70%>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":60,"tpGain":0},
{"id":137,"animationId":212,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"消耗: \\c[17]\\it[350]、\\it[352]\\c[0] 构成:\\c[9]\\it[354]\\c[0] 引导风的力量形成缓冲,\n给予全队\\c[9]5 + 0.66*自身level\\c[0] 的\\c[9]\\it[238]\\c[0]属性持续5回合不能叠加释放","effects":[{"code":21,"dataId":360,"value1":1,"value2":0}],"hitType":0,"iconIndex":413,"message1":"启用了\\c[17]%1\\c[0]","message2":"","mpCost":15,"name":"卡阵•风息缎带","note":"<技能类型:技能>\n\n<Custom Requirement>\n if (user.isStateAffected(360)) {\n value = false;\n } else {\n value = true;\n }\n</Custom Requirement>\n\n <Before Eval>\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\n\nif(user.isStateAffected(352)){\n user.removeState(352);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\nelse{\n user.addState(354);\n}\n </Before Eval>\n\n<Custom TP Cost> \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","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":60,"tpGain":0},
{"id":137,"animationId":212,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"消耗: \\c[17]\\it[350]、\\it[352]\\c[0] 构成:\\c[9]\\it[354]\\c[0] 引导风的力量形成缓冲,\n给予全队\\c[9]5 + 0.66*自身level\\c[0] 的\\c[9]\\it[238]\\c[0]属性最多叠加到99点","effects":[],"hitType":0,"iconIndex":413,"message1":"启用了\\c[17]%1\\c[0]","message2":"","mpCost":15,"name":"卡阵•风息缎带","note":"<技能类型:技能>\n\n<Before Eval>\n target._block = target._block || 0;\n target._block += Math.floor(5 + $gameActors.actor(4).level*2/3);\n target._block = Math.max(target._block, -99);\n target._block = Math.min(target._block, 99);\n if(target._block == 0){ \n target.setStateCounter(237, 0);\n target.setStateCounter(238, 0);\n target.removeState(237);\n target.removeState(238); } \n else{\n if(target._block > 0){\n target.addState(238);\n target.setStateCounter(238, target._block);\n }\n else{\n target.addState(237);\n target.setStateCounter(237, Math.abs(target._block));\n }\n }\n</Before Eval>\n\n <Before Eval>\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\n\nif(user.isStateAffected(352)){\n user.removeState(352);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\nelse{\n user.addState(354);\n}\n </Before Eval>\n\n<Custom TP Cost> \nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\nif(user.isStateAffected(354)){\n cost -= 20;\n}\n</Custom TP Cost> \n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":60,"tpGain":0},
{"id":138,"animationId":205,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"消耗: \\c[17]\\it[350]、\\it[354]\\c[0] 构成:\\c[9]\\it[348]\\c[0] 生成符文圣装,\n提升指定队友50%物攻和双防五回合,并回复全队一定生命","effects":[{"code":44,"dataId":1,"value1":1,"value2":0}],"hitType":0,"iconIndex":741,"message1":"启用了\\c[17]%1\\c[0]","message2":"","mpCost":15,"name":"卡阵•守护圣装","note":"<技能类型:技能>\n\n<Custom TP Cost> \nif(user.isStateAffected(348)){\n cost -= 20;\n}\nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\n</Custom TP Cost> \n\n<Before Eval>\nif(user.isStateAffected(348)){\n user.removeState(348);\n}\nelse{\n user.addState(348);\n}\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\n </Before Eval>\n\n<After Eval>\n var heal = user.mat*(3/2 + user.mat*user.level/2048);\n if($gameParty.members()[0].hp > 0){\n heal += ($gameParty.members()[0].mhp - $gameParty.members()[0].hp)/5;\n $gameParty.members()[0].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[1].hp > 0){\n heal += ($gameParty.members()[1].mhp - $gameParty.members()[1].hp)/5;\n $gameParty.members()[1].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[2].hp > 0){\n heal += ($gameParty.members()[2].mhp - $gameParty.members()[2].hp)/5;\n $gameParty.members()[2].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[3].hp > 0){\n heal += ($gameParty.members()[3].mhp - $gameParty.members()[3].hp)/5;\n $gameParty.members()[3].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[4].hp > 0){\n heal += ($gameParty.members()[4].mhp - $gameParty.members()[4].hp)/5;\n $gameParty.members()[4].gainHp(Math.floor(heal));\n }\n</After Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":7,"speed":0,"stypeId":3,"successRate":100,"tpCost":60,"tpGain":0},
{"id":139,"animationId":219,"damage":{"critical":true,"elementId":16,"formula":"1+(a.level/45+1)*(a.mat * 4 - b.mdf/4)*(a.level*a.mat/2048+2)","type":1,"variance":20},"description":"消耗: \\c[17]\\it[348]、\\it[354]\\c[0] 构成:\\c[9]\\it[352]\\c[0] 对敌方全体造成生命属性的伤害\n(附带其当前生命8%的伤害最高20000点解除其物理防御和魔法防御增幅并附加2回合\\c[25]\\it[96]\\c[0]","effects":[{"code":22,"dataId":136,"value1":1,"value2":0},{"code":22,"dataId":137,"value1":1,"value2":0},{"code":22,"dataId":138,"value1":1,"value2":0},{"code":22,"dataId":139,"value1":1,"value2":0},{"code":22,"dataId":137,"value1":1,"value2":0},{"code":22,"dataId":138,"value1":1,"value2":0},{"code":21,"dataId":96,"value1":1,"value2":0}],"hitType":2,"iconIndex":651,"message1":"启用了\\c[17]%1\\c[0]","message2":"","mpCost":15,"name":"卡阵•生之创伤","note":"<技能类型:技能>\n\n<Barrier Penetration: 50%>\n\n<Custom TP Cost> \nif(user.isStateAffected(348)){\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(352)){\n user.removeState(352);\n}\nelse{\n user.addState(352);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\n </Before Eval>\n\n<After Eval>\nif(value > 0){\nvar damage = target.hp*0.08;\ndamage = Math.min(damage, 20000);\ntarget.gainHp(-damage);\ntarget.startDamagePopup();\n}\n</After 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, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n</Post-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"successRate":100,"tpCost":60,"tpGain":15},
{"id":140,"animationId":104,"damage":{"critical":true,"elementId":10,"formula":"1+(a.level/45+1)*(a.mat * 8 - b.mdf/4)*(a.level*a.mat/2048+2)+Math.min(Math.floor((b.mhp - b.hp)*0.18), 80000)","type":1,"variance":20},"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},{"code":44,"dataId":1,"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\n<Barrier Penetration: 50%>\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<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 = $gameActors.actor(12);\n subject.forceAction(118, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n</Post-Damage Eval>\n\n<After Eval>\n var heal = 5/4*user.mat*(2 + user.mat*user.level/2048);\n if($gameParty.members()[0].hp > 0){\n heal += ($gameParty.members()[0].mhp - $gameParty.members()[0].hp)/4;\n $gameParty.members()[0].gainHp(Math.floor(heal));\n $gameParty.members()[0].addState(165);\n }\n if($gameParty.members()[1].hp > 0){\n heal += ($gameParty.members()[1].mhp - $gameParty.members()[1].hp)/4;\n $gameParty.members()[1].gainHp(Math.floor(heal));\n $gameParty.members()[1].addState(165);\n }\n if($gameParty.members()[2].hp > 0){\n heal += ($gameParty.members()[2].mhp - $gameParty.members()[2].hp)/4;\n $gameParty.members()[2].gainHp(Math.floor(heal));\n $gameParty.members()[2].addState(165);\n }\n if($gameParty.members()[3].hp > 0){\n heal += ($gameParty.members()[3].mhp - $gameParty.members()[3].hp)/4;\n $gameParty.members()[3].gainHp(Math.floor(heal));\n $gameParty.members()[3].addState(165);\n }\n if($gameParty.members()[4].hp > 0){\n heal += ($gameParty.members()[4].mhp - $gameParty.members()[4].hp)/5;\n $gameParty.members()[4].gainHp(Math.floor(heal));\n $gameParty.members()[4].addState(165);\n }\n</After Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"successRate":100,"tpCost":80,"tpGain":20},
@ -242,26 +242,26 @@ null,
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{"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},
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{"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},
@ -359,7 +359,7 @@ null,
{"id":357,"autoRemovalTiming":1,"chanceByDamage":100,"traits":[{"code":21,"dataId":2,"value":1.5},{"code":21,"dataId":3,"value":1.5},{"code":21,"dataId":5,"value":1.5}],"iconIndex":741,"maxTurns":5,"message1":"获得\\c[17]\\it[357]\\c[0]!","message2":"","message3":"","message4":"\\c[17]\\it[357]\\c[0]已解除!","minTurns":5,"motion":0,"name":"圣装加持","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":358,"autoRemovalTiming":1,"chanceByDamage":100,"traits":[{"code":21,"dataId":6,"value":10},{"code":21,"dataId":6,"value":10},{"code":21,"dataId":6,"value":10},{"code":42,"dataId":1,"value":1},{"code":44,"dataId":116,"value":1}],"iconIndex":79,"maxTurns":3,"message1":"开始快速布置符卡!","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"符卡急速","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":359,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"射击布设符卡","note":"<Custom Battle Effect>\nuser._shottimes = 0;\n</Custom Battle Effect>\n\n<Custom Establish Effect>\nif(this.isSkill() && (this.item().meta.技能类型 == '普攻' || this.item().meta.技能类型 == '类普攻')){\n user._shottimes = user._shottimes || 0;\n user._shottimes += 1;\n if(user._shottimes == 3){\n user._shottimes = 0;\n var i = Math.round(Math.random()*3);\n i = 348 + i*2;\n user.addState(i);\n }\n}\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":360,"autoRemovalTiming":1,"chanceByDamage":100,"traits":[],"iconIndex":413,"maxTurns":5,"message1":"被\\c[9]\\it[360]\\c[0]保护!","message2":"","message3":"","message4":"的\\c[9]\\it[360]\\c[0]已解除!","minTurns":5,"motion":0,"name":"风息缎带","note":"<Custom Apply Effect>\n user._block = user._block || 0;\n user._block += Math.round(5 + $gameActors.actor(4).level*2/3);\n if (user._block = 0){\n user.setStateCounter(237, 0);\n user.setStateCounter(238, 0);\n user.removeState(237);\n user.removeState(238);\n }\n else if (user._block > 0){\n user._block = Math.min(user._block, 99);\n user.removeState(237);\n user.addState(238);\n user.setStateCounter(238, user._block);\n }\n else if (user._block < 0){\n user._block = Math.max(user._block, -99);\n user.removeState(238);\n user.addState(237);\n user.setStateCounter(237, -user._block;);\n }\n</Custom Apply Effect>\n\n<Custom Leave Effect>\n user._block = user._block || 0;\n user._block -= Math.round(5 + $gameActors.actor(4).level*2/3);\n if (user._block = 0){\n user.setStateCounter(237, 0);\n user.setStateCounter(238, 0);\n user.removeState(237);\n user.removeState(238);\n }\n else if (user._block > 0){\n user._block = Math.min(user._block, 99);\n user.removeState(237);\n user.addState(238);\n user.setStateCounter(238, user._block);\n }\n else if (user._block < 0){\n user._block = Math.max(user._block, -99);\n user.removeState(238);\n user.addState(237);\n user.setStateCounter(237, -user._block;);\n }\n</Custom Leave Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":360,"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":361,"autoRemovalTiming":1,"chanceByDamage":5,"traits":[{"code":22,"dataId":1,"value":0.2},{"code":21,"dataId":6,"value":1.1},{"code":22,"dataId":3,"value":0.2},{"code":22,"dataId":8,"value":-0.01}],"iconIndex":82,"maxTurns":6,"message1":"开始与敌人游斗!","message2":"开始游斗!","message3":"","message4":"恢复了普通的战斗姿态!","minTurns":6,"motion":0,"name":"游斗","note":"<Null Physical Taunt>\n\n<Custom Establish Effect>\n if(this.isSkill() &&\n this.item().meta.技能类型 == '普攻'){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(117, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n </Custom Establish Effect>\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":true,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":362,"autoRemovalTiming":1,"chanceByDamage":5,"traits":[{"code":22,"dataId":1,"value":0.3},{"code":21,"dataId":6,"value":1.1},{"code":22,"dataId":3,"value":0.2},{"code":22,"dataId":4,"value":0.2},{"code":22,"dataId":8,"value":-0.01}],"iconIndex":82,"maxTurns":7,"message1":"开始与敌人游斗!","message2":"开始游斗!","message3":"","message4":"恢复了普通的战斗姿态!","minTurns":7,"motion":0,"name":"专业游斗","note":"<Null Physical Taunt>\n<Null Magical Taunt>\n\n<Custom Establish Effect>\n if(this.isSkill() &&\n this.item().meta.技能类型 == '普攻'){\n user._shottimes += 1;\n var subject = $gameActors.actor(12);\n subject.forceAction(117, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n </Custom Establish Effect>\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":true,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":363,"autoRemovalTiming":1,"chanceByDamage":5,"traits":[{"code":22,"dataId":1,"value":0.35},{"code":21,"dataId":6,"value":1.15},{"code":22,"dataId":3,"value":0.5},{"code":22,"dataId":4,"value":0.3},{"code":23,"dataId":4,"value":0.6},{"code":22,"dataId":8,"value":-0.01}],"iconIndex":82,"maxTurns":8,"message1":"开始与敌人游斗!","message2":"开始游斗!","message3":"","message4":"恢复了普通的战斗姿态!","minTurns":8,"motion":0,"name":"大师游斗","note":"<Null Physical Taunt>\n<Null Magical Taunt>\n<Null Certain Taunt> \n\n<Custom Establish Effect>\n if(this.isSkill() &&\n this.item().meta.技能类型 == '普攻'){\n user._shottimes += 1;\n var subject = $gameActors.actor(12);\n subject.forceAction(117, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n </Custom Establish Effect>\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":true,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
@ -398,7 +398,7 @@ null,
{"id":396,"autoRemovalTiming":1,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":7,"message1":"输出的\\c[18]火\\[0]属性伤害提升20%","message2":"输出的\\c[18]火\\[0]属性伤害提升20%","message3":"","message4":"输出的\\c[18]火\\[0]属性伤害不再提升!","minTurns":7,"motion":0,"name":"火属性伤害提升20%","note":"<Element Amplify 5: +20%>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":398,"autoRemovalTiming":1,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":7,"message1":"输出的\\c[9]水、冰\\[0]属性伤害降低20%","message2":"输出的\\c[9]水、冰\\[0]属性伤害降低20%","message3":"","message4":"输出的\\c[9]水、冰\\[0]属性伤害不再降低!","minTurns":7,"motion":0,"name":"水冰伤害扣减20%","note":"<Element Amplify 4: -20%>\n<Element Amplify 7: -20%>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":399,"autoRemovalTiming":1,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":7,"message1":"输出的\\c[17]电\\[0]属性伤害提升20%","message2":"输出的\\c[17]电\\[0]属性伤害提升20%","message3":"","message4":"输出的\\c[17]电\\[0]属性伤害不再提升!","minTurns":7,"motion":0,"name":"电属性伤害提升20%","note":"<Element Amplify 6: +20%>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":399,"autoRemovalTiming":1,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":7,"message1":"输出的\\c[17]电\\[0]属性伤害提升30%","message2":"输出的\\c[17]电\\[0]属性伤害提升30%","message3":"","message4":"输出的\\c[17]电\\[0]属性伤害不再提升!","minTurns":7,"motion":0,"name":"电属性伤害提升30%","note":"<Element Amplify 6: +30%>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":401,"autoRemovalTiming":1,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":7,"message1":"输出的\\c[18]物理\\[0]属性伤害降低50%","message2":"输出的\\c[18]物理\\[0]属性伤害降低50%","message3":"","message4":"输出的\\c[18]物理\\[0]属性伤害不再降低!","minTurns":7,"motion":0,"name":"物理伤害减少50%","note":"<Element Amplify 1: -50%>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":402,"autoRemovalTiming":1,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":7,"message1":"输出的\\c[18]物理\\[0]属性伤害降低100%","message2":"输出的\\c[18]物理\\[0]属性伤害降低100%","message3":"","message4":"输出的\\c[18]物理\\[0]属性伤害不再降低!","minTurns":7,"motion":0,"name":"物理伤害减少100%","note":"<Element Amplify 1: -100%>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},

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