2.19 细节修改;

main
戴面具的乐子人 10 months ago
parent d2c491d6d2
commit b332a5e165

@ -22,7 +22,7 @@
##
- **2024/2/18****乐子人**;数值及技能效果调整;
- **2024/2/18****乐子人**;数值及技能效果调整;2.19 细节修改;
- **2024/2/11****乐子人**细节修改新增风之地地图2.12, 修复飞船操纵事件BUG优化莉莉狗炮机制
- **2024/2/8****枪兵**改bgm删图片
- **2024/2/7****枪兵**;去艾欧前剧情;

@ -27,14 +27,14 @@ null,
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@ -49,37 +49,37 @@ null,
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{"id":214,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"莉莉人形态普攻第二段","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":321,"message1":"的三段攻击!","message2":"","mpCost":0,"name":"三连击","note":"<After Eval>\nuser.removeState(294);\nuser.addState(295);\n</After Eval>\n\n<技能类型:普攻>\n<Bypass Cooldown>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<After Eval>\nuser._agatktimes = user._agatktimes || 0;\nthis._times = this._times || 0;\nthis._times += 1;\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</After Eval>\n\n<damage formula>\n value = user.atk*45/100 + user.level + 40;\n if(user.isStateAffected(298)){\n value += user.atk*15/100;\n value += (user.isLearnedSkill(222)?110: 0);\n value += (user.isLearnedSkill(221)?90: 0);\n value += (user.isLearnedSkill(220)?70: 0);\n value += (user.isLearnedSkill(219)?55: 0);\n value += (user.isLearnedSkill(218)?45: 0);\n }\n if(target.isStateAffected(58) || target.isStateAffected(70) ){\n value *= 1.2;\n }\n value = Math.floor(value);\n</damage formula>","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":3},
{"id":215,"animationId":-1,"damage":{"critical":false,"elementId":-1,"formula":"","type":1,"variance":5},"description":"莉莉人形态普攻第三段","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":322,"message1":"的旋转攻击!","message2":"","mpCost":0,"name":"旋转攻击","note":"<After Eval>\nuser.removeState(295);\nuser.addState(296);\n</After Eval>\n\n<技能类型:普攻>\n<Bypass Cooldown>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<Post-Damage Eval>\n if(user.isStateAffected(292)){\n user.addState(167);\n }\n</Post-Damage Eval>\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 this._times = this._times || 1;\n value = 60 + 2*user.level + user.atk;\n if(user.isStateAffected(298)){\n value += user.atk*15/100;\n value += (user.isLearnedSkill(222)?110: 0);\n value += (user.isLearnedSkill(221)?90: 0);\n value += (user.isLearnedSkill(220)?70: 0);\n value += (user.isLearnedSkill(219)?55: 0);\n value += (user.isLearnedSkill(218)?45: 0);\n }\n value *= (target.isStateAffected(56) ? 13/10 : 1);\n value = Math.floor(value/3);\n if(this._times == 1){\n value *= 3\n }\n</damage formula>\n\n<Custom Target Eval>\ntargets.push(target);\nvar l1 = $gameTroop.members().length;\nif(l1 == 1){\n targets.push(target);\n targets.push(target);\n}\nelse{\nvar n1 = this._targetIndex - 1;\nvar targeta = $gameTroop.members()[n1];\nif(n1 >= 0){\n if(targeta.isAlive()){\n targets.push(targeta); }\n else{ targets.push(target); }\n}\nelse{ targets.push(target); }\nvar n2 = this._targetIndex + 1;\nvar targetb = $gameTroop.members()[n2];\nif(n2 < l1){\n if(targetb.isAlive()){\n targets.push(targetb); }\n else{ targets.push(target); }\n}\nelse{ targets.push(target); }\n}\n</Custom Target Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":3},
{"id":216,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"莉莉人形态普攻第四段","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":283,"message1":"的跳跃攻击!","message2":"","mpCost":0,"name":"跳跃攻击","note":"<技能类型:普攻>\n<Bypass Cooldown>\n\n<After Eval>\nuser.removeState(296);\nuser.addState(293);\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<After Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(298) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(298);\n }\n }\n</After Eval>\n\n<damage formula>\n value = 80 + user.level*3 + user.atk;\n value *= (user.level*user.atk/2048+2);\n if(user.isStateAffected(298)){\n value += user.atk*15/100;\n value += (user.isLearnedSkill(222)?110: 0);\n value += (user.isLearnedSkill(221)?90: 0);\n value += (user.isLearnedSkill(220)?70: 0);\n value += (user.isLearnedSkill(219)?55: 0);\n value += (user.isLearnedSkill(218)?45: 0);\n }\n value *= 2 - target.hp/target.mhp;\n value = Math.floor(value);\n</damage formula>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":4},
{"id":217,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"用来显示狗炮能量","effects":[],"hitType":0,"iconIndex":338,"message1":"","message2":"","mpCost":0,"name":"狗炮能量显示","note":"<Custom Cost Display>\n 拥有\\c[4]\\v[71]\\c[0]点\\I[343]\n</Custom Cost Display>","occasion":3,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":4,"successRate":100,"tpCost":0,"tpGain":0},
{"id":217,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"用来显示狗炮能量","effects":[],"hitType":0,"iconIndex":338,"message1":"","message2":"","mpCost":0,"name":"狗炮能量显示","note":"<Custom Cost Display>\n 拥有\\c[4]\\v[71]\\c[0]点\\I[343]\n</Custom Cost Display>\n\n<Bypass Cooldown>","occasion":3,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":4,"successRate":100,"tpCost":0,"tpGain":0},
{"id":218,"animationId":43,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"莉莉集中注意力,接下来四次普通攻击,每段伤害\n增加45+0.15\\c[17]ad\\c[0] 点,使用技能\\c[17]增加自身下回合读条50%\\c[0]","effects":[{"code":21,"dataId":298,"value1":1,"value2":0}],"hitType":0,"iconIndex":734,"message1":"使用了%1","message2":"","mpCost":0,"name":"精确攻击I","note":"<Hide if Learned Skill: 219,220,221,222>\n<技能类型:技能>\n<Learn Cost: 6 JP>\n\n<After ATB: 50%>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"tpGain":0},
{"id":219,"animationId":43,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"莉莉集中注意力,接下来四次普通攻击,每段伤害\n增加100+0.15\\c[17]ad\\c[0] 点,使用技能\\c[17]增加自身下回合读条60%\\c[0]","effects":[{"code":21,"dataId":298,"value1":1,"value2":0}],"hitType":0,"iconIndex":734,"message1":"使用了%1","message2":"","mpCost":0,"name":"精确攻击II","note":"<Hide if Learned Skill: 220,221,222>\n<技能类型:技能>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 218>\n\n<After ATB: 60%>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"tpGain":0},
{"id":220,"animationId":43,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"莉莉集中注意力,接下来四次普通攻击,每段伤害\n增加170+0.15\\c[17]ad\\c[0] 点,使用技能\\c[17]增加自身下回合读条70%\\c[0]","effects":[{"code":21,"dataId":298,"value1":1,"value2":0}],"hitType":0,"iconIndex":734,"message1":"使用了%1","message2":"","mpCost":0,"name":"精确攻击III","note":"<Hide if Learned Skill: 221,222>\n<技能类型:技能>\n<Learn Cost: 10 JP>\n<Learn Require Skill: 219>\n\n<After ATB: 70%>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"tpGain":0},
@ -229,12 +229,12 @@ null,
{"id":227,"animationId":36,"damage":{"critical":true,"elementId":1,"formula":"80+a.atk+a.level*2+a.agi/10","type":1,"variance":5},"description":"莉莉撞向敌人,造成 80+2*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0]+0.1*\\c[3]实时敏捷\\c[0] 点\\c[18]物理伤害\\c[0]\n有几率造成\\it[56],但技能命中会移除自身受到的所有常规加速效果","effects":[{"code":21,"dataId":56,"value1":0.2,"value2":0}],"hitType":1,"iconIndex":132,"message1":"撞了过去!","message2":"","mpCost":0,"name":"冲撞I","note":"<Hide if Learned Skill: 228,229>\n<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<Pre-Damage Eval>\n user.removeState(113);\n user.removeState(115);\n user.removeState(116);\n</Pre-Damage Eval>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
{"id":228,"animationId":36,"damage":{"critical":true,"elementId":1,"formula":"160+a.atk+a.level*5/2+a.agi/10","type":1,"variance":5},"description":"莉莉撞向敌人,造成 160+2.5*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0]+0.1*\\c[3]实时敏捷\\c[0] 点\\c[18]物理伤害\\c[0]\n有几率造成\\it[56],但技能命中会移除自身受到的所有常规加速效果","effects":[{"code":21,"dataId":56,"value1":0.4,"value2":0}],"hitType":1,"iconIndex":132,"message1":"撞了过去!","message2":"","mpCost":0,"name":"冲撞II","note":"<Hide if Learned Skill: 229>\n<技能类型:技能>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 221>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Pre-Damage Eval>\n user.removeState(113);\n user.removeState(115);\n user.removeState(116);\n</Pre-Damage Eval>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
{"id":229,"animationId":36,"damage":{"critical":true,"elementId":1,"formula":"240+a.atk+a.level*3+a.agi/10","type":1,"variance":5},"description":"莉莉撞向敌人,造成 240+3*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0]+0.1*\\c[3]实时敏捷\\c[0] 点\\c[18]物理伤害\\c[0]\n有几率造成\\it[56],但技能命中会移除自身受到的所有常规加速效果","effects":[{"code":21,"dataId":56,"value1":0.6,"value2":0}],"hitType":1,"iconIndex":132,"message1":"撞了过去!","message2":"","mpCost":0,"name":"冲撞III","note":"<技能类型:技能>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 228>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<Pre-Damage Eval>\n user.removeState(113);\n user.removeState(115);\n user.removeState(116);\n</Pre-Damage Eval>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
{"id":230,"animationId":44,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"大幅提升速度的强大技能\\it[117]\n但加速时禁用自身技能\\c[17]冲撞\\c[0]","effects":[{"code":21,"dataId":117,"value1":1,"value2":0}],"hitType":0,"iconIndex":381,"message1":"使用了%1","message2":"","mpCost":10,"name":"神速I","note":"<Hide if Learned Skill: 231>\n\n<技能类型:技能>\n<Learn Cost: 12 JP>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":60,"tpGain":0},
{"id":231,"animationId":44,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"大幅提升速度的强大技能\\it[118]\n但加速时禁用自身技能\\c[17]冲撞\\c[0]","effects":[{"code":21,"dataId":118,"value1":1,"value2":0}],"hitType":0,"iconIndex":382,"message1":"使用了%1","message2":"","mpCost":10,"name":"神速II","note":"<技能类型:技能>\n<Learn Cost: 14 JP>\n<Learn Require Skill: 230>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":60,"tpGain":0},
{"id":230,"animationId":44,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"大幅提升速度的强大技能\\it[117]\n但加速时禁用自身技能\\c[17]冲撞\\c[0]","effects":[{"code":21,"dataId":117,"value1":1,"value2":0}],"hitType":0,"iconIndex":381,"message1":"使用了%1","message2":"","mpCost":10,"name":"神速I","note":"<Hide if Learned Skill: 231>\n\n<技能类型:技能>\n<Learn Cost: 12 JP>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":60,"tpGain":0},
{"id":231,"animationId":44,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"大幅提升速度的强大技能\\it[118]\n但加速时禁用自身技能\\c[17]冲撞\\c[0]","effects":[{"code":21,"dataId":118,"value1":1,"value2":0}],"hitType":0,"iconIndex":382,"message1":"使用了%1","message2":"","mpCost":10,"name":"神速II","note":"<技能类型:技能>\n<Learn Cost: 14 JP>\n<Learn Require Skill: 230>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":60,"tpGain":0},
{"id":232,"animationId":74,"damage":{"critical":false,"elementId":3,"formula":"200","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200 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":"奔行之风","note":"<Hide if Learned Skill: 211>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\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 value = true;\n } else {\n value = 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":43,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"开始蓄力大型狗炮","effects":[{"code":21,"dataId":16,"value1":1,"value2":0}],"hitType":0,"iconIndex":343,"message1":"开始蓄力大型狗炮!","message2":"","mpCost":0,"name":"大型狗炮蓄力","note":"<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<After ATB: 30%>\n\n<Custom Requirement>\n if (user.isStateAffected(9) &&\n $gameVariables.value(71) >= 9){\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":4,"successRate":100,"tpCost":0,"tpGain":0},
{"id":234,"animationId":4,"damage":{"critical":false,"elementId":8,"formula":"b.hp/33+a.mat*2+400","type":1,"variance":5},"description":"狗•破天一击•炮青春版消耗6点狗炮能量\n造成400+2.0\\c[27]ap\\c[0]+3%\\c[18]目标当前HP\\c[0] 点\\c[17]圣\\c[0]属性\\c[27]魔法伤害\\c[0]","effects":[],"hitType":2,"iconIndex":338,"message1":"施放了%1","message2":"","mpCost":0,"name":"小型狗炮","note":"<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Custom Cost Display>\n 需要\\c[4]6\\c[0]点\\I[343]\n</Custom Cost Display>\n\n<Custom Requirement>\n if ($gameVariables.value(71) >= 6){\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<After Eval>\n $gameVariables.value(71, -6);\n</After Eval>","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*4+800","type":1,"variance":5},"description":"狗•破天一击•炮消耗9点狗炮能量变身后可用需要预热\n造成800+4.0\\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":[],"hitType":2,"iconIndex":338,"message1":"施放了%1","message2":"","mpCost":0,"name":"大型狗炮","note":"<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Custom Cost Display>\n 需要\\c[4]9\\c[0]点\\I[343]\n</Custom Cost Display>\n\n<Custom Requirement>\n if (user.isStateAffected(16) &&\n $gameVariables.value(71) >= 9){\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<After Eval>\n $gameVariables.value(71, -9);\n</After Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":4,"successRate":100,"tpCost":0,"tpGain":20},
{"id":234,"animationId":4,"damage":{"critical":false,"elementId":8,"formula":"b.hp/33+a.mat*2+400","type":1,"variance":5},"description":"狗•破天一击•炮青春版消耗6点狗炮能量\n造成400+2.0\\c[27]ap\\c[0]+3%\\c[18]目标当前HP\\c[0] 点\\c[17]圣\\c[0]属性\\c[27]魔法伤害\\c[0]","effects":[],"hitType":2,"iconIndex":338,"message1":"施放了%1","message2":"","mpCost":0,"name":"小型狗炮","note":"<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Custom Cost Display>\n 需要\\c[4]6\\c[0]点\\I[343]\n</Custom Cost Display>\n\n<Custom Requirement>\n if ($gameVariables.value(71) >= 6){\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<After Eval>\n$gameVariables.setValue(71,\n $gameVariables.value(71) - 6);\n</After Eval>","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*4+800","type":1,"variance":5},"description":"狗•破天一击•炮消耗9点狗炮能量变身后可用需要预热\n造成800+4.0\\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":[],"hitType":2,"iconIndex":338,"message1":"施放了%1","message2":"","mpCost":0,"name":"大型狗炮","note":"<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Custom Cost Display>\n 需要\\c[4]9\\c[0]点\\I[343]\n</Custom Cost Display>\n\n<Custom Requirement>\n if (user.isStateAffected(16) &&\n $gameVariables.value(71) >= 9){\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<After Eval>\n$gameVariables.setValue(71,\n $gameVariables.value(71) - 9);\n</After Eval>","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.atk*15/100;\n value += (user.isLearnedSkill(222)?110: 0);\n value += (user.isLearnedSkill(221)?90: 0);\n value += (user.isLearnedSkill(220)?70: 0);\n value += (user.isLearnedSkill(219)?55: 0);\n value += (user.isLearnedSkill(218)?45: 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},

@ -171,9 +171,9 @@ null,
{"id":169,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":1,"value":0.2},{"code":22,"dataId":4,"value":0.2}],"iconIndex":377,"maxTurns":2,"message1":"被魔法迷雾遮蔽!","message2":"被魔法迷雾遮蔽!","message3":"","message4":"周围的迷雾已经消散!","minTurns":2,"motion":0,"name":"迷雾遮蔽I","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":170,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":1,"value":0.3},{"code":22,"dataId":4,"value":0.3}],"iconIndex":377,"maxTurns":2,"message1":"被魔法迷雾遮蔽!","message2":"被魔法迷雾遮蔽!","message3":"","message4":"周围的迷雾已经消散!","minTurns":2,"motion":0,"name":"迷雾遮蔽II","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":171,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":1,"value":0.4},{"code":22,"dataId":4,"value":0.4}],"iconIndex":377,"maxTurns":2,"message1":"被魔法迷雾遮蔽!","message2":"被魔法迷雾遮蔽!","message3":"","message4":"周围的迷雾已经消散!","minTurns":2,"motion":0,"name":"迷雾遮蔽III","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":172,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":21,"dataId":2,"value":1.1},{"code":23,"dataId":0,"value":0.4},{"code":22,"dataId":1,"value":0.5},{"code":22,"dataId":4,"value":0.5},{"code":22,"dataId":2,"value":0.5},{"code":22,"dataId":0,"value":0.2}],"iconIndex":395,"maxTurns":3,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"隐身I","note":"<Null Physical Taunt>\n<Null Magical Taunt>\n<Null Certain Taunt> ","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":173,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":21,"dataId":2,"value":1.2},{"code":23,"dataId":0,"value":0.3},{"code":22,"dataId":1,"value":0.7},{"code":22,"dataId":4,"value":0.7},{"code":22,"dataId":2,"value":0.7},{"code":22,"dataId":0,"value":0.3}],"iconIndex":395,"maxTurns":3,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"隐身II","note":"<Null Physical Taunt>\n<Null Magical Taunt>\n<Null Certain Taunt> ","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":174,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":21,"dataId":2,"value":1.3},{"code":23,"dataId":0,"value":0.2},{"code":22,"dataId":1,"value":0.9},{"code":22,"dataId":4,"value":0.9},{"code":22,"dataId":2,"value":0.9},{"code":22,"dataId":0,"value":0.5}],"iconIndex":395,"maxTurns":3,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"隐身III","note":"<Null Physical Taunt>\n<Null Magical Taunt>\n<Null Certain Taunt> ","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":172,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":21,"dataId":2,"value":1.1},{"code":23,"dataId":0,"value":0.4},{"code":22,"dataId":1,"value":1},{"code":22,"dataId":4,"value":1},{"code":22,"dataId":2,"value":0.2},{"code":22,"dataId":0,"value":0.2}],"iconIndex":395,"maxTurns":3,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"隐身I","note":"<Null Physical Taunt>\n<Null Magical Taunt>\n<Null Certain Taunt> ","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":173,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":21,"dataId":2,"value":1.2},{"code":23,"dataId":0,"value":0.3},{"code":22,"dataId":1,"value":1.5},{"code":22,"dataId":4,"value":1.5},{"code":22,"dataId":2,"value":0.4},{"code":22,"dataId":0,"value":0.3}],"iconIndex":395,"maxTurns":3,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"隐身II","note":"<Null Physical Taunt>\n<Null Magical Taunt>\n<Null Certain Taunt> ","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":174,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":21,"dataId":2,"value":1.3},{"code":23,"dataId":0,"value":0.2},{"code":22,"dataId":1,"value":2},{"code":22,"dataId":4,"value":2},{"code":22,"dataId":2,"value":0.6},{"code":22,"dataId":0,"value":0.5}],"iconIndex":395,"maxTurns":3,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"隐身III","note":"<Null Physical Taunt>\n<Null Magical Taunt>\n<Null Certain Taunt> ","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":175,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":1,"value":0.1},{"code":22,"dataId":4,"value":0.1}],"iconIndex":82,"maxTurns":3,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"以退为进I","note":"<Target Counter: -10%>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":176,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":1,"value":0.2},{"code":22,"dataId":4,"value":0.2}],"iconIndex":82,"maxTurns":3,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"以退为进II","note":"<Target Counter: -20%>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":177,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":1,"value":0.3},{"code":22,"dataId":4,"value":0.3}],"iconIndex":82,"maxTurns":3,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"以退为进III","note":"<Target Counter: -30%>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
@ -215,7 +215,7 @@ null,
{"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 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\nvalue = Math.floor(value);\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 }\nvalue = Math.floor(value);\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)*this._pcirate;\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 }\nvalue = Math.floor(value);\n</Custom Confirm 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)*this._pcirate;\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*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 }\nvalue = Math.floor(value);\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},

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@ -27,7 +27,7 @@ null,
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{"id":26,"animationId":200,"description":"\\c[3]<属性:风>\\c[18]<精准50>\\c[0] \\c[3]【互斥被动:迅捷强击】\\c[0] 详见资料库\n掺入风之结晶锻造的长剑需求等级5命中率+10%","etypeId":1,"traits":[{"code":31,"dataId":3,"value":0},{"code":22,"dataId":0,"value":0.1}],"iconIndex":452,"name":"风之剑","note":"<Not Independent Item>\n<Menu Category: 武器>\n<Passive State: 266>\n<Text Color: 17>\n<ZzyGIT TextColor: #FFFF00>\n<ZzySCF Color: #FFFF00>\n<Passive State: 325>\n\n<ZzyYEC Eq Start>\nuser._precise = user._precise || 0;\nuser._precise += 50;\nuser._precise = Math.max(0, user._precise);\nuser._precise = Math.min(500, user._precise);\n<ZzyYEC Eq End>\n\n<ZzyYEC UnEq Start>\nuser._precise = user._precise || 0;\nuser._precise -= 50;\nuser._precise = Math.max(0, user._precise);\nuser._precise = Math.min(500, user._precise);\n<ZzyYEC UnEq End>\n\n<Custom Equip Requirement Condition>\n if (user.isStateAffected(320) ||\n user.isStateAffected(322) ||\n user.isStateAffected(318) ||\n user.level < 5) {\n condition = false;\n } else {\n condition = true;\n }\n</Custom Equip Requirement Condition>\n\n<Synthesis Ingredients>\n item 103: 1\n item 99: 1\n item 104: 1\n</Synthesis Ingredients>\n","params":[0,0,110,0,60,0,5,25],"price":1000,"wtypeId":1},
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{"id":28,"animationId":1,"description":"蕴含风之力的法杖,可以提升行动速度(敏捷+15并增加10%命中率\n需求等级5","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0.1}],"iconIndex":717,"name":"风之杖","note":"<Not Independent Item>\n<Menu Category: 武器>\n<Text Color: 17>\n<ZzyGIT TextColor: #FFFF00>\n<ZzySCF Color: #FFFF00>\n\n <Equip Requirement>\n param >= 5\n </Equip Requirement>\n\n<Synthesis Ingredients>\n item 103: 1\n item 99: 1\n item 102: 1\n</Synthesis Ingredients>","params":[0,150,70,0,150,20,15,25],"price":1200,"wtypeId":8},
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{"id":30,"animationId":0,"description":"","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0}],"iconIndex":0,"name":"","note":"","params":[0,0,0,0,0,0,0,0],"price":0,"wtypeId":0},
{"id":31,"animationId":0,"description":"","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0}],"iconIndex":0,"name":"","note":"","params":[0,0,0,0,0,0,0,0],"price":0,"wtypeId":0},

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