改白火数值,更新插件;

main
戴面具的乐子人 11 months ago
parent 9b4b41fd5d
commit ff97e357eb

@ -22,7 +22,7 @@
## 更新记录
- **2024/1/27****乐子人**改南宫五月、南宫三八、伊扎克斯数值修复莉莉三段普攻寻敌异常的问题1.28改莉莉数值1.28 继续改滚郝籽诺兰数值;
- **2024/1/27****乐子人**改南宫五月、南宫三八、伊扎克斯数值修复莉莉三段普攻寻敌异常的问题1.28改莉莉数值1.28 继续改滚郝籽诺兰数值;1.29 改白火数值,更新插件;
- **2024/1/22****乐子人**初步改数值1.23 接着改数值1.25 改薇薇安数值;
- **2024/1/20****枪兵**;一点点剧情,草原地图;
- **2024/1/20****乐子人**写入天赋微调数值1.21, 0点再次写入天赋; 1.21 13点再次写入天赋1.21 17点再次写入天赋

@ -1,7 +1,7 @@
[
null,
{"id":1,"battlerName":"","characterIndex":0,"characterName":"郝仁行走图改","classId":1,"equips":[6,0,0,0,0],"faceIndex":0,"faceName":"主角团","traits":[{"code":14,"dataId":34,"value":1},{"code":14,"dataId":63,"value":1},{"code":43,"dataId":314,"value":1}],"initialLevel":1,"maxLevel":15,"name":"郝仁","nickname":"","note":"<Passive State: 214>\n<Passive State: 221>\n<Passive State: 234, 216>\n<Starting JP: 12>","profile":"似乎是个平平无奇的普通人"},
{"id":2,"battlerName":"","characterIndex":0,"characterName":"vva","classId":2,"equips":[0,0,0,0,0],"faceIndex":1,"faceName":"主角团","traits":[{"code":14,"dataId":34,"value":1}],"initialLevel":1,"maxLevel":15,"name":"薇薇安","nickname":"","note":"<Passive State: 214>\n<Passive State: 221>\n<Passive State: 234, 216>\n<Starting JP: 12>","profile":"最古血族、最穷血族、估计也是厨艺最好的血族PS\n她的血魔法血量消耗和效果都会随着血量下降而下降"},
{"id":1,"battlerName":"","characterIndex":0,"characterName":"郝仁行走图改","classId":1,"equips":[6,0,0,0,0],"faceIndex":0,"faceName":"主角团","traits":[{"code":14,"dataId":34,"value":1},{"code":14,"dataId":63,"value":1}],"initialLevel":1,"maxLevel":15,"name":"郝仁","nickname":"","note":"<Passive State: 214>\n<Passive State: 221>\n<Passive State: 234, 216>\n<Starting JP: 12>","profile":"似乎是个平平无奇的普通人"},
{"id":2,"battlerName":"","characterIndex":0,"characterName":"vva","classId":2,"equips":[0,0,0,0,0],"faceIndex":1,"faceName":"主角团","traits":[{"code":14,"dataId":34,"value":1},{"code":43,"dataId":314,"value":1}],"initialLevel":1,"maxLevel":15,"name":"薇薇安","nickname":"","note":"<Passive State: 214>\n<Passive State: 221>\n<Passive State: 234, 216>\n<Starting JP: 12>","profile":"最古血族、最穷血族、估计也是厨艺最好的血族PS\n她的血魔法血量消耗和效果都会随着血量下降而下降"},
{"id":3,"battlerName":"","characterIndex":0,"characterName":"五月","classId":8,"equips":[0,0,0,0,0],"faceIndex":2,"faceName":"主角团","traits":[],"initialLevel":1,"maxLevel":15,"name":"南宫五月","nickname":"","note":"<Passive State: 214>\n<Passive State: 221>\n<Passive State: 234, 216>\n<Starting JP: 12>","profile":"陆生海妖,亲爸是个猎魔人,\n原本是不会任何攻击法术的"},
{"id":4,"battlerName":"","characterIndex":2,"characterName":"People1","classId":5,"equips":[0,0,0,0,0],"faceIndex":3,"faceName":"主角团","traits":[],"initialLevel":1,"maxLevel":15,"name":"南宫三八","nickname":"","note":"<Passive State: 214>\n<Passive State: 221>\n<Passive State: 234, 216>\n<Starting JP: 12>\n<ZzyJP Per Level: a.level > 50 ? 0: (a.level > 45 ? 1 : 2)>","profile":"亲妈是个海妖的半吊子猎魔人,只能选择精进符卡技艺"},
{"id":5,"battlerName":"","characterIndex":0,"characterName":"YZKS","classId":6,"equips":[13,0,0,0,0],"faceIndex":4,"faceName":"主角团","traits":[{"code":14,"dataId":46,"value":1}],"initialLevel":1,"maxLevel":15,"name":"伊扎克斯","nickname":"","note":"<Passive State: 214>\n<Passive State: 221>\n<Passive State: 234, 216>\n<Starting JP: 12>\n<ZzyJP Per Level: a.level > 60 ? 0 : 2>\n","profile":"魔王,道德暴君,很有故事的人"},

File diff suppressed because one or more lines are too long

File diff suppressed because one or more lines are too long

@ -13,20 +13,20 @@ null,
{"id":11,"expanded":false,"name":"密室","order":59,"parentId":9,"scrollX":1131,"scrollY":973},
{"id":12,"expanded":true,"name":"大护壁及大漩涡","order":63,"parentId":7,"scrollX":1139,"scrollY":627},
{"id":13,"expanded":true,"name":"渡鸦12345的办公室1F","order":49,"parentId":30,"scrollX":811,"scrollY":725.5},
{"id":14,"expanded":true,"name":"梦位面宇宙","order":1,"parentId":0,"scrollX":817.5,"scrollY":481.5},
{"id":14,"expanded":true,"name":"梦位面宇宙","order":1,"parentId":0,"scrollX":1081.3333333333333,"scrollY":632.6666666666666},
{"id":15,"expanded":false,"name":"艾欧","order":2,"parentId":14,"scrollX":1093.3333333333333,"scrollY":622},
{"id":16,"expanded":false,"name":"艾欧深海(各种遗迹以及传送门)","order":3,"parentId":15,"scrollX":3660,"scrollY":2101.7999999999997},
{"id":17,"expanded":false,"name":"艾欧同步轨道","order":4,"parentId":15,"scrollX":982.8,"scrollY":569.4},
{"id":18,"expanded":true,"name":"飞船遗迹内部","order":5,"parentId":17,"scrollX":1131,"scrollY":2081},
{"id":19,"expanded":false,"name":"操作仓","order":6,"parentId":18,"scrollX":982.8,"scrollY":569.4},
{"id":20,"expanded":true,"name":"南郊(有水泵站)","order":65,"parentId":31,"scrollX":1393.3333333333333,"scrollY":1662},
{"id":21,"expanded":false,"name":"传送阵","order":11,"parentId":14,"scrollX":973.1999999999999,"scrollY":799.8},
{"id":21,"expanded":false,"name":"传送阵","order":11,"parentId":14,"scrollX":1081.3333333333333,"scrollY":799.3333333333334},
{"id":22,"expanded":true,"name":"好人家一层","order":66,"parentId":20,"scrollX":1092,"scrollY":622},
{"id":23,"expanded":true,"name":"大海","order":52,"parentId":5,"scrollX":982.8,"scrollY":569.4},
{"id":24,"expanded":true,"name":"迷雾之岛","order":53,"parentId":23,"scrollX":973.1999999999999,"scrollY":870.5999999999999},
{"id":25,"expanded":false,"name":"水塔2","order":71,"parentId":20,"scrollX":589.8181818181819,"scrollY":422.90909090909093},
{"id":26,"expanded":true,"name":"皇宫","order":60,"parentId":9,"scrollX":994.8,"scrollY":1038.6},
{"id":27,"expanded":false,"name":"晶核研究站","order":8,"parentId":14,"scrollX":1081.3333333333333,"scrollY":807.3333333333334},
{"id":27,"expanded":false,"name":"晶核研究站","order":8,"parentId":14,"scrollX":1081.3333333333333,"scrollY":632.6666666666666},
{"id":28,"expanded":false,"name":"实验室","order":9,"parentId":27,"scrollX":1139,"scrollY":627},
{"id":29,"expanded":false,"name":"渡鸦12345的办公室2F","order":50,"parentId":13,"scrollX":1040,"scrollY":636},
{"id":30,"expanded":false,"name":"渡鸦12345的办公室","order":48,"parentId":31,"scrollX":1174.6666666666667,"scrollY":1682},
@ -64,7 +64,7 @@ null,
{"id":62,"expanded":false,"name":"伊娃之战","order":7,"parentId":15,"scrollX":1139,"scrollY":627},
{"id":63,"expanded":true,"name":"大海(过剧情)","order":64,"parentId":23,"scrollX":1139,"scrollY":627},
{"id":64,"expanded":true,"name":"塔纳古斯","order":12,"parentId":14,"scrollX":1769.3333333333333,"scrollY":1844.6666666666667},
{"id":65,"expanded":true,"name":"阿拉曼达广场","order":13,"parentId":64,"scrollX":1081.3333333333333,"scrollY":1844.6666666666667},
{"id":65,"expanded":true,"name":"阿拉曼达广场","order":13,"parentId":64,"scrollX":1081.3333333333333,"scrollY":1818},
{"id":66,"expanded":true,"name":"晋升之塔外","order":14,"parentId":65,"scrollX":1092,"scrollY":632.6666666666666},
{"id":67,"expanded":true,"name":"晋升之塔","order":15,"parentId":66,"scrollX":1081.3333333333333,"scrollY":855.3333333333334},
{"id":68,"expanded":false,"name":"阿拉曼达城墙顶部","order":16,"parentId":65,"scrollX":1092,"scrollY":632.6666666666666},

@ -19,7 +19,7 @@ null,
{"id":17,"animationId":249,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"以降低20%敏捷为代价换取40%反击率和10%暴击率","effects":[{"code":21,"dataId":130,"value1":1,"value2":0}],"hitType":0,"iconIndex":77,"message1":"使用了%1","message2":"","mpCost":0,"name":"专注反击I","note":"<Hide if Learned Skill: 18,19>\n<技能类型:技能>\n<Learn Cost: 3 JP>\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
{"id":18,"animationId":249,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"以降低15%敏捷为代价换取50%反击率和15%暴击率","effects":[{"code":21,"dataId":131,"value1":1,"value2":0}],"hitType":0,"iconIndex":77,"message1":"使用了%1","message2":"","mpCost":0,"name":"专注反击II","note":"<Hide if Learned Skill: 19>\n<技能类型:技能>\n<Learn Cost: 5 JP>\n<Learn Require Skill: 18>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
{"id":19,"animationId":249,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"以降低10%敏捷为代价换取60%反击率和20%暴击率","effects":[{"code":21,"dataId":132,"value1":1,"value2":0}],"hitType":0,"iconIndex":77,"message1":"使用了%1","message2":"","mpCost":0,"name":"专注反击III","note":"<技能类型:技能>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 18>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
{"id":20,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"郝仁在每进行五次普通攻击后会使用配枪进行一次射击,造成\n无视防御和护盾的 120+2.5*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0] 点\\c[9]幽能\\c[0]伤害","effects":[],"hitType":0,"iconIndex":384,"message1":"","message2":"","mpCost":0,"name":"审查官配枪(被动)","note":"<Passive State: 331>\n<Bypass Cooldown>\n<Learn Cost: 5 JP>\n","occasion":3,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":20,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"郝仁在每进行五次普通攻击后会使用配枪进行一次射击,造成\n无视防御和\\c[17]护盾\\c[0]的 120+2.5*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0] 点\\c[9]幽能\\c[0]伤害","effects":[],"hitType":0,"iconIndex":384,"message1":"","message2":"","mpCost":0,"name":"审查官配枪(被动)","note":"<Passive State: 331>\n<Bypass Cooldown>\n<Learn Cost: 5 JP>\n","occasion":3,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":21,"animationId":213,"damage":{"critical":false,"elementId":13,"formula":"","type":1,"variance":1},"description":"","effects":[],"hitType":0,"iconIndex":384,"message1":"\\c[9]审查官配枪\\c[0]射击!","message2":"","mpCost":0,"name":"配枪射击","note":"<技能类型:普攻特效>\n\n<Bypass Barrier>\n<Cannot Counter>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = 120 + 5/2*c.level + c.atk;\n var random = Math.random();\n value *= (random <= c.cri)?3: 1;\n value = Math.floor(value);\n</damage formula>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":22,"animationId":19,"damage":{"critical":false,"elementId":-1,"formula":"a.atk*9/10 + a.level*2 + 90","type":1,"variance":5},"description":"尝试将敌方打晕,造成 90+2*\\c[17]Lv\\c[0]+0.9\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0]\n几率施加\\c[9]\\it[70]\\c[0]","effects":[{"code":21,"dataId":70,"value1":0.5,"value2":0}],"hitType":1,"iconIndex":6,"message1":"使用了%1","message2":"","mpCost":0,"name":"击晕I","note":"<Hide if Learned Skill: 23,24>\n\n<技能类型:类普攻>\n\n<Learn Cost: 3 JP>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":10,"tpGain":5},
{"id":23,"animationId":19,"damage":{"critical":true,"elementId":-1,"formula":"a.atk*9/10 + a.level*5/2 + 120","type":1,"variance":5},"description":"尝试将敌方打晕,造成 120+2.5*\\c[17]Lv\\c[0]+0.9\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0]\n几率施加\\c[9]\\it[70]\\c[0]","effects":[{"code":21,"dataId":70,"value1":0.65,"value2":0}],"hitType":1,"iconIndex":6,"message1":"使用了%1","message2":"","mpCost":0,"name":"击晕II","note":"<Hide if Learned Skill: 24>\n\n<技能类型:类普攻>\n<Learn Cost: 5 JP>\n<Learn Require Skill: 22>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":10,"tpGain":5},
@ -46,9 +46,9 @@ null,
{"id":44,"animationId":81,"damage":{"critical":false,"elementId":15,"formula":"40+a.hp*8/100","type":4,"variance":0},"description":"消耗一定的HP和MP获得双倍于消耗量的MP\n有几率获得\\it[148]","effects":[{"code":21,"dataId":148,"value1":0.3,"value2":0}],"hitType":0,"iconIndex":75,"message1":"使用了%1","message2":"","mpCost":0,"name":"血灵转化I","note":"<Hide if Learned Skill: 45,46>\n<Learn Cost: 4 JP>\n\n<Custom HP Cost>\ncost += user.hp*24/100;\n</Custom HP Cost>\n<Custom MP Cost>\ncost += user.hp*4/100+20;\n</Custom MP Cost>\n\n<技能类型:技能>\n\n <Custom Requirement>\n if (user.hp/user.mhp >= 0.2) {\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":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":45,"animationId":81,"damage":{"critical":false,"elementId":15,"formula":"60+a.hp/10","type":4,"variance":0},"description":"消耗一定的HP和MP获得双倍于消耗量的MP\n有几率获得\\it[148]","effects":[{"code":21,"dataId":148,"value1":0.6,"value2":0}],"hitType":0,"iconIndex":75,"message1":"使用了%1","message2":"","mpCost":0,"name":"血灵转化II","note":"<Hide if Learned Skill: 46>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 44>\n\n<Custom HP Cost>\ncost += user.hp*24/100;\n</Custom HP Cost>\n<Custom MP Cost>\ncost += user.hp/20+30;\n</Custom MP Cost>\n\n<技能类型:技能>\n\n <Custom Requirement>\n if (user.hp/user.mhp >= 0.2) {\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":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":46,"animationId":81,"damage":{"critical":false,"elementId":15,"formula":"80+a.hp*12/100","type":4,"variance":0},"description":"消耗一定的HP和MP获得双倍于消耗量的MP\n有几率获得\\it[148]","effects":[{"code":21,"dataId":148,"value1":1,"value2":0}],"hitType":0,"iconIndex":75,"message1":"使用了%1","message2":"","mpCost":0,"name":"血灵转化III","note":"<Learn Cost: 8 JP>\n<Learn Require Skill: 45>\n\n<Custom HP Cost>\ncost += user.hp*24/100;\n</Custom HP Cost>\n<Custom MP Cost>\ncost += user.hp*6/100+40;\n</Custom MP Cost>\n\n<技能类型:技能>\n\n <Custom Requirement>\n if (user.hp/user.mhp >= 0.2) {\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":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":47,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"被动技能将溢出治疗效果的30%转化为护盾,这一技能也遵循\n\\c[18]生命凝聚\\c[0]系列被动的覆盖规则(见资料库)","effects":[],"hitType":0,"iconIndex":162,"message1":"","message2":"","mpCost":0,"name":"生命凝聚II","note":"<Passive State: 219>\n<Hide if Learned Skill: 48>\n<Bypass Cooldown>\n\n<Learn Cost: 5 JP>","occasion":3,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":48,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"被动技能将溢出治疗效果的40%转化为护盾,这一技能也遵循\n\\c[18]生命凝聚\\c[0]系列被动的覆盖规则(见资料库)","effects":[],"hitType":0,"iconIndex":162,"message1":"","message2":"","mpCost":0,"name":"生命凝聚III","note":"<Passive State: 220>\n<Bypass Cooldown>\n\n<Learn Cost: 7 JP>\n<Learn Require Skill: 47>","occasion":3,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":49,"animationId":96,"damage":{"critical":true,"elementId":9,"formula":"160 + 7/2*a.level + 9/10*a.mat","type":1,"variance":5},"description":"薇薇安从邪念体获取的技能造成160+3.5*\\c[17]Lv\\c[0]+0.9\\c[27]ap\\c[0] 点\\c[27]暗\\c[0]属性\\c[27]魔法伤害\\c[0]\n对敌方护盾额外造成等量伤害并附加30层\\it[102]","effects":[],"hitType":2,"iconIndex":18,"message1":"施放了%1","message2":"","mpCost":15,"name":"凋零一指","note":"<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<After Eval>\n target._bleed = target._bleed || 0;\n target._bleed += 30; \n target.setStateCounter(102, user._bleed);\n</After Eval>\n\n<Pre-Damage Eval>\n target.loseBarrier(value);\n</Pre-Damage Eval>\n\n<技能类型:技能>\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":5},
{"id":47,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"被动技能将溢出治疗效果的30%转化为\\c[17]护盾\\c[0],这一技能也遵循\n\\c[18]生命凝聚\\c[0]系列被动的覆盖规则(见资料库)","effects":[],"hitType":0,"iconIndex":162,"message1":"","message2":"","mpCost":0,"name":"生命凝聚II","note":"<Passive State: 219>\n<Hide if Learned Skill: 48>\n<Bypass Cooldown>\n\n<Learn Cost: 5 JP>","occasion":3,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":48,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"被动技能将溢出治疗效果的40%转化为\\c[17]护盾\\c[0],这一技能也遵循\n\\c[18]生命凝聚\\c[0]系列被动的覆盖规则(见资料库)","effects":[],"hitType":0,"iconIndex":162,"message1":"","message2":"","mpCost":0,"name":"生命凝聚III","note":"<Passive State: 220>\n<Bypass Cooldown>\n\n<Learn Cost: 7 JP>\n<Learn Require Skill: 47>","occasion":3,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":49,"animationId":96,"damage":{"critical":true,"elementId":9,"formula":"160 + 7/2*a.level + 9/10*a.mat","type":1,"variance":5},"description":"薇薇安从邪念体获取的技能造成160+3.5*\\c[17]Lv\\c[0]+0.9\\c[27]ap\\c[0] 点\\c[27]暗\\c[0]属性\\c[27]魔法伤害\\c[0]\n对敌方\\c[17]护盾\\c[0]额外造成等量伤害并附加30层\\it[102]","effects":[],"hitType":2,"iconIndex":18,"message1":"施放了%1","message2":"","mpCost":15,"name":"凋零一指","note":"<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<After Eval>\n target._bleed = target._bleed || 0;\n target._bleed += 30; \n target.setStateCounter(102, user._bleed);\n</After Eval>\n\n<Pre-Damage Eval>\n target.loseBarrier(value);\n</Pre-Damage Eval>\n\n<技能类型:技能>\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":5},
{"id":50,"animationId":22,"damage":{"critical":false,"elementId":6,"formula":"90 + 2*a.level + 7/10*a.mat","type":1,"variance":1},"description":"薇薇安电击所有敌人造成90+2*\\c[17]Lv\\c[0]+0.7\\c[27]ap\\c[0] 点\\c[27]电\\c[0]属性\\c[27]魔法伤害\\c[0],\n每多一个敌人增加20%MP消耗最多翻倍累计使用三次后会冷却两回合","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I","note":"<Hide if Learned Skill: 51,52>\n\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.2;\n</Before Eval>\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._eletimes = user._eletimes || 0;\n user._eletimes += 1;\n if(user._eletimes >= 3){\n user._eletimes = 0;\n user.addCooldown(50,+3);\n }\n</Before Eval>\n\n<技能类型:技能>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":2,"successRate":100,"tpCost":0,"tpGain":8},
{"id":51,"animationId":65,"damage":{"critical":false,"elementId":6,"formula":"130 + 2.5*a.level + 7/10*a.mat","type":1,"variance":1},"description":"薇薇安电击所有敌人造成130+2.5*\\c[17]Lv\\c[0]+0.7\\c[27]ap\\c[0] 点\\c[27]电\\c[0]属性\\c[27]魔法伤害\\c[0],\n每多一个敌人增加20%MP消耗最多翻倍累计使用三次后会冷却两回合","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<Learn Cost: 6 JP>\n<Learn Require Skill: 50>\n\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.2;\n</Before Eval>\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._eletimes = user._eletimes || 0;\n user._eletimes += 1;\n if(user._eletimes >= 3){\n user._eletimes = 0;\n user.addCooldown(51,+3);\n }\n</Before 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":"170 + 3*a.level + 7/10*a.mat","type":1,"variance":1},"description":"薇薇安电击所有敌人造成140+3*\\c[17]Lv\\c[0]+0.7\\c[27]ap\\c[0] 点\\c[27]电\\c[0]属性\\c[27]魔法伤害\\c[0],\n每多一个敌人增加20%MP消耗最多翻倍累计使用三次后会冷却两回合","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III","note":"<Learn Cost: 8 JP>\n<Learn Require Skill: 51>\n\n<Before Eval>\n this._bsaffective = 0.2;\n</Before Eval>\n\n<Before Eval>\n user._eletimes = user._eletimes || 0;\n user._eletimes += 1;\n if(user._eletimes >= 3){\n user._eletimes = 0;\n user.addCooldown(52,+3);\n }\n</Before Eval>\n\n<Cooldown Steps: 1>\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<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},
@ -202,9 +202,9 @@ null,
{"id":200,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"伊丽莎白所有机械装置的中枢核心,升级可以\n降低机械技能的消耗或提升它们的威力","effects":[],"hitType":0,"iconIndex":351,"message1":"","message2":"","mpCost":0,"name":"机械中枢III","note":"<Bypass Cooldown>\n<Learn Cost: 6000 Gold>\n<Learn Cost>\n Item 83: 1 \n</Learn Cost>","occasion":3,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":201,"animationId":206,"damage":{"critical":false,"elementId":8,"formula":"","type":1,"variance":5},"description":"伊丽莎白特制榴弹,对全体敌人造成圣属性伤害;对全体己方恢复生命\n\\c[17]【过热增幅】\\c[0] 数值增加30%","effects":[],"hitType":0,"iconIndex":72,"message1":"使用了%1","message2":"","mpCost":0,"name":"圣光榴弹","note":"<技能类型:技能>\n\n<Skill 201 Cooldown: 5>\n<Skill 307 Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<Pre-Damage Eval>\nif (target.isActor() === user.isActor()) { \n value = -1 * Math.abs(value);\n}\n</Pre-Damage Eval>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = true;\n }\n </Custom Show Eval>\n\n<Target: Everybody>\n\n <MP Cost: 5%>\n\n<Damage Formula>\nif (target.isActor() === user.isActor()) {\n value = user.mat*7/10 + 120;\n var si = 0.15;\n si += (user.isLearnedSkill(199)? 0.05 : 0) + (user.isLearnedSkill(200)? 0.05 : 0);\n value += (target.mhp-target.hp)*si;\n} else {\n value = user.mat * 7/10 + user.level*3;\n value += (user.isLearnedSkill(199)? 80 : 0) + (user.isLearnedSkill(200)? 80 : 0) + 120;\n}\n</Damage Formula>\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":5,"tpGain":10},
{"id":202,"animationId":183,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"给全队施加一层\\c[9]\\it[377]\\c[0]受到大于生命上限10%的直接攻击伤害时\n会吸收超出部分 \\c[17]【过热增幅】\\c[0] 增加到2层","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":468,"message1":"使用了%1","message2":"","mpCost":0,"name":"缓冲镀层","note":"<技能类型:技能>\n<Learn Cost: 10 JP>\n<MP Cost: 3%>\n\n<Skill 202 Cooldown: 5>\n<Skill 308 Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n <Custom TP Cost>\n cost = 35;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = true;\n }\n </Custom Show Eval>\n\n<After Eval>\n target._cushion = target._cushion || 0;\n target._cushion += 1;\n user.setStateCounter(377, user._cushion);\n</After Eval>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":35,"tpGain":0},
{"id":203,"animationId":207,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"制造一个力场漩涡,扣减敌方大量护盾并清空行动读条,随机附加\n减速类控制和\\it[57] \\c[17]【过热增幅】\\c[0] 解除全部护盾,\\it[57]几率翻倍","effects":[{"code":21,"dataId":52,"value1":1,"value2":0},{"code":21,"dataId":54,"value1":0.8,"value2":0},{"code":21,"dataId":55,"value1":0.4,"value2":0},{"code":21,"dataId":56,"value1":0.2,"value2":0}],"hitType":0,"iconIndex":424,"message1":"使用了%1","message2":"","mpCost":0,"name":"力场漩涡","note":"<技能类型:技能>\n<Learn Cost: 9 JP>\n\n<Skill 203 Cooldown: 4>\n<Skill 309 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = ture;\n }\n</Custom Show Eval>\n<Custom MP Cost>\n cost = Math.floor(user.mmp*0.06);\n if (user.isLearnedSkill(200)){\n cost -= Math.floor(user.mmp*0.01);\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= Math.floor(user.mmp*0.01);\n }\n }\n </Custom MP Cost>\n\n<Custom Target Barrier>\n value = -(500+user.mat*10*(user.level*user.mat/2048+2));\n value = Math.floor(value);\n</Custom Target Barrier>\n\n<Before Eval>\n var random = Math.random();\n if(random > 0.8){\n target.addState(57);\n }\n</Before Eval>\n\n<Cooldown: 5>\n<Cooldown Steps: 5>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":203,"animationId":207,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"制造一个力场漩涡,扣减敌方大量\\c[17]护盾\\c[0]并清空行动读条,随机附加\n减速类控制和\\it[57] \\c[17]【过热增幅】\\c[0] 解除全部\\c[17]护盾\\c[0]\\it[57]几率翻倍","effects":[{"code":21,"dataId":52,"value1":1,"value2":0},{"code":21,"dataId":54,"value1":0.8,"value2":0},{"code":21,"dataId":55,"value1":0.4,"value2":0},{"code":21,"dataId":56,"value1":0.2,"value2":0}],"hitType":0,"iconIndex":424,"message1":"使用了%1","message2":"","mpCost":0,"name":"力场漩涡","note":"<技能类型:技能>\n<Learn Cost: 9 JP>\n\n<Skill 203 Cooldown: 4>\n<Skill 309 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = ture;\n }\n</Custom Show Eval>\n<Custom MP Cost>\n cost = Math.floor(user.mmp*0.06);\n if (user.isLearnedSkill(200)){\n cost -= Math.floor(user.mmp*0.01);\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= Math.floor(user.mmp*0.01);\n }\n }\n </Custom MP Cost>\n\n<Custom Target Barrier>\n value = -(500+user.mat*10*(user.level*user.mat/2048+2));\n value = Math.floor(value);\n</Custom Target Barrier>\n\n<Before Eval>\n var random = Math.random();\n if(random > 0.8){\n target.addState(57);\n }\n</Before Eval>\n\n<Cooldown: 5>\n<Cooldown Steps: 5>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":204,"animationId":95,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"全队获得\\it[115]并增加10点TP \n\\c[17]【过热增幅】\\c[0] \\it[115]替换为\\it[116]TP增加至15点","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":71,"message1":"使用了%1","message2":"","mpCost":0,"name":"加速引擎","note":"<技能类型:技能>\n<Learn Cost: 7 JP>\n\n<Skill 204 Cooldown: 4>\n<Skill 310 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<MP Cost: 1%>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = ture;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 30;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<Before Eval>\n target.gainTp(10);\n target.addState(115);\n</Before Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":205,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"给全队施加持续8回合的护盾\n\\c[17]【过热增幅】\\c[0] 护盾数值翻倍","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":488,"message1":"使用了%1","message2":"","mpCost":0,"name":"小队护盾","note":"<技能类型:技能>\n<Learn Cost: 7 JP>\n\n<MP Cost: 4%>\n\n<Skill 205 Cooldown: 4>\n<Skill 311 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>\n\n<Custom Target Barrier 8 Turns>\nvalue = user.mat*(6+user.mat*user.level/2048);\n if (user.isLearnedSkill(200)){\n value += user.mat*(3+user.mat*user.level/2048)/4;\n }\n else{\n if (user.isLearnedSkill(199)){\n value += user.mat*(3+user.mat*user.level/2048)/4;\n }\n }\nvalue = Math.floor(value);\n</Custom Target Barrie 8 Turnsr>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":5,"tpGain":0},
{"id":205,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"给全队施加100+2.0\\c[27]ap\\c[0]+\\I[351]\\c[17]机械中枢等级\\c[0]*80 点\\c[17]护盾\\c[0]持续8回合\n\\c[17]【过热增幅】\\c[0] \\c[17]护盾\\c[0]数值增加50%","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":488,"message1":"使用了%1","message2":"","mpCost":0,"name":"小队护盾","note":"<技能类型:技能>\n<Learn Cost: 7 JP>\n\n<MP Cost: 4%>\n\n<Skill 205 Cooldown: 4>\n<Skill 311 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>\n\n<Custom Target Barrier 8 Turns>\nvalue = 120 + user.mat*2;\nvalue += user.isLearnedSkill(198)?80: 0;\nvalue += user.isLearnedSkill(199)?80: 0;\nvalue += user.isLearnedSkill(200)?80: 0;\nvalue = Math.floor(value);\n</Custom Target Barrie 8 Turnsr>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":5,"tpGain":0},
{"id":206,"animationId":224,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"以特殊装置释放射线,移除敌方的物理攻击和魔法攻击增幅\n\\c[17]【过热增幅】\\c[0] 可移除三级增幅","effects":[{"code":22,"dataId":124,"value1":1,"value2":0},{"code":22,"dataId":125,"value1":1,"value2":0},{"code":22,"dataId":127,"value1":1,"value2":0},{"code":22,"dataId":128,"value1":1,"value2":0}],"hitType":0,"iconIndex":88,"message1":"使用了%1","message2":"","mpCost":0,"name":"衰弱射线","note":"<技能类型:技能>\n<Learn Cost: 7 JP>\n<MP Cost: 2%>\n\n<Skill 206 Cooldown: 4>\n<Skill 312 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 30;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"successRate":100,"tpCost":30,"tpGain":0},
{"id":207,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"菜单中使用查看伊丽莎白被动说明","effects":[{"code":44,"dataId":11,"value1":1,"value2":0}],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"伊丽莎白被动说明","note":"<Bypass Cooldown>","occasion":2,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":208,"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},
@ -242,17 +242,17 @@ 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+20*\\c[17]\\c[255]层数\\c[0]+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+30*\\c[17]\\c[255]层数\\c[0]+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+40*\\c[17]\\c[255]层数\\c[0]+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":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+20*\\c[17]\\c[255]层数\\c[0]+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+30*\\c[17]\\c[255]层数\\c[0]+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+15*\\c[17]\\c[255]层数\\c[0]+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},
{"id":249,"animationId":85,"damage":{"critical":true,"elementId":-1,"formula":"a.atk*3/10+50+ b.isStateAffected(97) ? 25 : 0 +b.isStateAffected(98) ? 25 : 0 + b.isStateAffected(99) ? 25 : 0 + b.isStateAffected(100) ? 25 : 0 + b.isStateAffected(101) ? 25 : 0","type":1,"variance":5},"description":"\\c[18]<15%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50+25*\\c[17]\\c[255]层数\\c[0]+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II","note":"<Hide if Learned Skill: 250>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 248>\n\n<Before Eval>\n this._pcirate = 0.7;\n</Before Eval>\n\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<Critical Reward: Rolling Critical 0%>\n<Noncritical Reward: Rolling Critical +15%>\n<Defeat Reward: Add State 113>\n<Defeat Reward: +10 TP>\n","occasion":1,"repeats":7,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":0},
{"id":250,"animationId":85,"damage":{"critical":true,"elementId":-1,"formula":"a.atk*3/10+70+ b.isStateAffected(97) ? 35 : 0 +b.isStateAffected(98) ? 35 : 0 + b.isStateAffected(99) ? 35 : 0 + b.isStateAffected(100) ? 35 : 0 + b.isStateAffected(101) ? 35 : 0","type":1,"variance":5},"description":"\\c[18]<15%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70+35*\\c[17]\\c[255]层数\\c[0]+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III","note":"<Before Eval>\n this._pcirate = 0.9;\n</Before Eval>\n<Before Eval>\n this._bsaffective = 0.3;\n</Before Eval>\n\n<技能类型:类普攻>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 249>\n\n<Missed Reward: Add State 232>\n\n<Critical Reward: Rolling Critical 0%>\n<Noncritical Reward: Rolling Critical +20%>\n<Defeat Reward: Add State 113>\n<Defeat Reward: +20 TP>","occasion":1,"repeats":5,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":0},
{"id":251,"animationId":85,"damage":{"critical":true,"elementId":-1,"formula":"a.atk/2+40+ 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":"利用利爪破坏敌人的护甲(施加\\it[251])两次, 每次造成40+20*\\c[17]\\c[255]层数\\c[0]+0.5\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0]被闪避时返还5点TP","effects":[{"code":21,"dataId":0,"value1":1,"value2":0},{"code":21,"dataId":251,"value1":1,"value2":0}],"hitType":1,"iconIndex":167,"message1":"使用了%1","message2":"","mpCost":0,"name":"撕裂I","note":"<Hide if Learned Skill: 252,253>\n<Missed Reward: +5 TP>\n\n<技能类型:类普攻>\n<Learn Cost: 4 JP>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>","occasion":1,"repeats":2,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0},
{"id":252,"animationId":85,"damage":{"critical":true,"elementId":-1,"formula":"a.atk/2+60+ b.isStateAffected(97) ? 25 : 0 +b.isStateAffected(98) ? 25 : 0 + b.isStateAffected(99) ? 25 : 0 + b.isStateAffected(100) ? 25 : 0 + b.isStateAffected(101) ? 25 : 0","type":1,"variance":5},"description":"利用利爪破坏敌人的护甲(施加\\it[251])两次, 每次造成60+25*\\c[17]\\c[255]层数\\c[0]+0.5\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0]被闪避时返还5点TP","effects":[{"code":21,"dataId":0,"value1":1,"value2":0},{"code":21,"dataId":251,"value1":1,"value2":0},{"code":22,"dataId":147,"value1":0.5,"value2":0}],"hitType":1,"iconIndex":167,"message1":"使用了%1","message2":"","mpCost":0,"name":"撕裂II","note":"<Hide if Learned Skill: 253>\n<Missed Reward: +5 TP>\n\n<技能类型:类普攻>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 251>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>","occasion":1,"repeats":2,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0},
{"id":253,"animationId":85,"damage":{"critical":true,"elementId":-1,"formula":"a.atk/2+80+ 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":"利用利爪破坏敌人的护甲(施加\\it[251])两次, 每次造成80+30*\\c[17]\\c[255]层数\\c[0]+0.5\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0]并解除目标\\c[17]\\it[149]\\c[0]被闪避时返还5点TP","effects":[{"code":21,"dataId":0,"value1":1,"value2":0},{"code":21,"dataId":251,"value1":1,"value2":0},{"code":22,"dataId":147,"value1":1,"value2":0}],"hitType":1,"iconIndex":167,"message1":"使用了%1","message2":"","mpCost":0,"name":"撕裂III","note":"<Missed Reward: +5 TP>\n\n<技能类型:类普攻>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 252>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>","occasion":1,"repeats":2,"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, -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":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},
{"id":249,"animationId":85,"damage":{"critical":true,"elementId":-1,"formula":"a.atk*3/10+50+ b.isStateAffected(97) ? 25 : 0 +b.isStateAffected(98) ? 25 : 0 + b.isStateAffected(99) ? 25 : 0 + b.isStateAffected(100) ? 25 : 0 + b.isStateAffected(101) ? 25 : 0","type":1,"variance":5},"description":"\\c[18]<15%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50+\\c[17]\\c[255]层数\\c[0]*25+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II","note":"<Hide if Learned Skill: 250>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 248>\n\n<Before Eval>\n this._pcirate = 0.7;\n</Before Eval>\n\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<Critical Reward: Rolling Critical 0%>\n<Noncritical Reward: Rolling Critical +15%>\n<Defeat Reward: Add State 113>\n<Defeat Reward: +10 TP>\n","occasion":1,"repeats":7,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":0},
{"id":250,"animationId":85,"damage":{"critical":true,"elementId":-1,"formula":"a.atk*3/10+70+ b.isStateAffected(97) ? 35 : 0 +b.isStateAffected(98) ? 35 : 0 + b.isStateAffected(99) ? 35 : 0 + b.isStateAffected(100) ? 35 : 0 + b.isStateAffected(101) ? 35 : 0","type":1,"variance":5},"description":"\\c[18]<15%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70+\\c[17]\\c[255]层数\\c[0]*35+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III","note":"<Before Eval>\n this._pcirate = 0.9;\n</Before Eval>\n<Before Eval>\n this._bsaffective = 0.3;\n</Before Eval>\n\n<技能类型:类普攻>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 249>\n\n<Missed Reward: Add State 232>\n\n<Critical Reward: Rolling Critical 0%>\n<Noncritical Reward: Rolling Critical +20%>\n<Defeat Reward: Add State 113>\n<Defeat Reward: +20 TP>","occasion":1,"repeats":5,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":0},
{"id":251,"animationId":85,"damage":{"critical":true,"elementId":-1,"formula":"a.atk/2+40+ 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":"利用利爪破坏敌人的护甲(施加\\it[251])两次, 每次造成40+\\c[17]\\c[255]层数\\c[0]*20+0.5\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0]被闪避时返还5点TP","effects":[{"code":21,"dataId":0,"value1":1,"value2":0},{"code":21,"dataId":251,"value1":1,"value2":0}],"hitType":1,"iconIndex":167,"message1":"使用了%1","message2":"","mpCost":0,"name":"撕裂I","note":"<Hide if Learned Skill: 252,253>\n<Missed Reward: +5 TP>\n\n<技能类型:类普攻>\n<Learn Cost: 4 JP>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>","occasion":1,"repeats":2,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0},
{"id":252,"animationId":85,"damage":{"critical":true,"elementId":-1,"formula":"a.atk/2+60+ b.isStateAffected(97) ? 25 : 0 +b.isStateAffected(98) ? 25 : 0 + b.isStateAffected(99) ? 25 : 0 + b.isStateAffected(100) ? 25 : 0 + b.isStateAffected(101) ? 25 : 0","type":1,"variance":5},"description":"利用利爪破坏敌人的护甲(施加\\it[251])两次, 每次造成60+\\c[17]\\c[255]层数\\c[0]*25+0.5\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0]被闪避时返还5点TP","effects":[{"code":21,"dataId":0,"value1":1,"value2":0},{"code":21,"dataId":251,"value1":1,"value2":0},{"code":22,"dataId":147,"value1":0.5,"value2":0}],"hitType":1,"iconIndex":167,"message1":"使用了%1","message2":"","mpCost":0,"name":"撕裂II","note":"<Hide if Learned Skill: 253>\n<Missed Reward: +5 TP>\n\n<技能类型:类普攻>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 251>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>","occasion":1,"repeats":2,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0},
{"id":253,"animationId":85,"damage":{"critical":true,"elementId":-1,"formula":"a.atk/2+80+ 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":"利用利爪破坏敌人的护甲(施加\\it[251])两次, 每次造成80+\\c[17]\\c[255]层数\\c[0]*30+0.5\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0]并解除目标\\c[17]\\it[149]\\c[0]被闪避时返还5点TP","effects":[{"code":21,"dataId":0,"value1":1,"value2":0},{"code":21,"dataId":251,"value1":1,"value2":0},{"code":22,"dataId":147,"value1":1,"value2":0}],"hitType":1,"iconIndex":167,"message1":"使用了%1","message2":"","mpCost":0,"name":"撕裂III","note":"<Missed Reward: +5 TP>\n\n<技能类型:类普攻>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 252>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>","occasion":1,"repeats":2,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0},
{"id":254,"animationId":31,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"让自身每回合直接获得25%回合读条并增加10%攻击力的追杀技能,\n持续5回合","effects":[{"code":21,"dataId":133,"value1":1,"value2":0}],"hitType":0,"iconIndex":449,"message1":"开始追击猎物!","message2":"","mpCost":0,"name":"猫之追猎I","note":"<Hide if Learned Skill: 255,262>\n\n<技能类型:技能>\n<Learn Cost: 7 JP>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":25,"tpGain":0},
{"id":255,"animationId":31,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"让自身每回合直接获得25%回合读条并增加20%攻击力的追杀技能,\n持续5回合","effects":[{"code":21,"dataId":134,"value1":1,"value2":0}],"hitType":0,"iconIndex":449,"message1":"开始追击猎物!","message2":"","mpCost":0,"name":"猫之追猎II","note":"<Hide if Learned Skill: 262>\n\n<技能类型:技能>\n<Learn Cost: 9 JP>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":25,"tpGain":0},
{"id":256,"animationId":173,"damage":{"critical":false,"elementId":10,"formula":"50","type":1,"variance":0},"description":"发出尖利的叫声,造成固定精神伤害,几率性附加\\it[62]和\\it[90]\n并减少目标20%行动读条(对读条已满的敌人无效)","effects":[{"code":21,"dataId":62,"value1":0.5,"value2":0},{"code":21,"dataId":90,"value1":0.2,"value2":0}],"hitType":0,"iconIndex":11,"message1":"使用了%1","message2":"","mpCost":0,"name":"恫吓尖叫I","note":"<Hide if Learned Skill: 257,258>\n\n<技能类型:技能>\n<Learn Cost: 4 JP>\n\n<Target ATB Eval>\nspeed = speed * 4/5;\n</Target ATB Eval>\n\n<Barrier Penetration: 40%>\n<Before Eval>\nthis. _bpt = 0.4;\n</Before Eval>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":1,"successRate":100,"tpCost":5,"tpGain":10},
@ -302,40 +302,40 @@ null,
{"id":300,"animationId":191,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<50%命中叠加>\\c[0] 诺兰使用剑舞连续攻击五次每次造成80+1.0*\\c[17]Lv\\c[0]\n+0.5\\c[18]ad\\c[0]点\\c[18]物理伤害\\c[0]且伤害依次递增25%使用后三个“狐迅式”冷却1回合","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":76,"message1":"使用了%1","message2":"","mpCost":0,"name":"狐迅 • 一式","note":"\n<技能类型:类普攻>\n\n<Before Eval>\n user.addState(232);\n</Before Eval>\n\n<After Eval>\n user.removeState(273);\n</After Eval>\n\n<Skill 299 Cooldown: 2>\n<Skill 300 Cooldown: 2>\n<Skill 301 Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(273)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<damage formula>\n this._chainmultiplier = this._chainmultiplier || 1;\n value = 80+user.level+user.atk/2;\n value *= this._chainmultiplier;\n value = Math.floor(value);\n this._chainmultiplier += 1/4;\n</damage formula>","occasion":1,"repeats":5,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":0},
{"id":301,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"(2 - b.hp/b.mhp) * (150+a.atk*9/10+a.level*3)","type":1,"variance":5},"description":"\\c[18]<2倍收割><类普攻>\\c[0] 诺兰重击敌人并借力退出战场(使用后所有“狐迅式”\n冷却2回合)恢复10TP和 10%\\c[17]+\\I[336]机体增强模块等级*2%\\c[0]\\c[18]自身损失HP\\c[0]点HP","effects":[],"hitType":1,"iconIndex":395,"message1":"使用了%1","message2":"","mpCost":0,"name":"狐迅 • 二式","note":"<技能类型:类普攻>\n\n<Custom Requirement>\n if (user.isStateAffected(274)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<After Eval>\n var heal = (user.mhp - user.hp)/10;\n heal *= (user.isStateAffected(280)?1.2: 1);\n heal *= (user.isStateAffected(281)?1.4: 1);\n heal *= (user.isStateAffected(282)?1.6: 1);\n heal = Math.floor(heal);\n user.gainHp(heal);\n user.startDamagePopup();\n user.removeState(274);\n if(user.isStateAffected(46)){}\n else{\n if(user.isStateAffected(264)||\n user.isStateAffected(270)){\n user.addState(278);\n }\n }\nuser.addState(277);\n</After Eval>\n\n<Skill 299 Cooldown: 3>\n<Skill 300 Cooldown: 3>\n<Skill 301 Cooldown: 3>\n<Cooldown Steps: 1>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":302,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"140+a.atk*12/10+3*a.level","type":1,"variance":5},"description":"","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":0,"message1":"的\\c[18]远程攻击\\c[0]","message2":"","mpCost":0,"name":"远程射击(诺兰)","note":"<Before Eval>\n this._pcirate = 1.5;\n</Before Eval>\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>\n\n<技能类型:普攻>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":2},
{"id":303,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"(1+3/2*(1-b.hp/b.mhp))*(120+a.atk+3*a.level)","type":1,"variance":5},"description":"","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":0,"iconIndex":0,"message1":"的\\c[18]隐身背刺\\c[0]","message2":"","mpCost":0,"name":"隐身背刺","note":"<Hit Reward: Add State 167>\n<Hit Reward: Remove State 278>\n\n<技能类型:普攻>\n\n<Before Eval>\n this._pcirate = 1.5;\n</Before Eval>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":8},
{"id":303,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"(1+2*(1-b.hp/b.mhp))*(120+a.atk+3*a.level)","type":1,"variance":5},"description":"","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":0,"iconIndex":0,"message1":"的\\c[18]隐身背刺\\c[0]","message2":"","mpCost":0,"name":"隐身背刺","note":"<Hit Reward: Add State 167>\n<Hit Reward: Remove State 278>\n\n<技能类型:普攻>\n\n<Before Eval>\n this._pcirate = 1.5;\n</Before Eval>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":8},
{"id":304,"animationId":230,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"接下来8回合提高30%敏捷和20%攻击力、每回合恢复5点TP且使用技能直接获得\n10\\c[17]+\\I[336]机体增强模块等级*5\\c[0]点TP同时减少所有特技当前冷却一回合","effects":[{"code":21,"dataId":279,"value1":1,"value2":0}],"hitType":0,"iconIndex":336,"message1":"","message2":"","mpCost":0,"name":"全功率模式","note":"<技能类型:技能>\n\n<After ATB: 90%>\n\n<Cooldown: 25>\n<Cooldown Steps: 1>\n\n<Skill 296 Cooldown: -1>\n<Skill 297 Cooldown: -1>\n<Skill 298 Cooldown: -1>\n<Skill 299 Cooldown: -1>\n<Skill 300 Cooldown: -1>\n<Skill 301 Cooldown: -1>\n\n<After Eval>\n var tpgain = 10;\n tpgain += (user.isStateAffected(280)?5: 0);\n tpgain += (user.isStateAffected(281)?10: 0);\n tpgain += (user.isStateAffected(282)?15: 0);\n user.gainTp(tpgain);\n</After Eval>\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":305,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"菜单使用查看该被动效果","effects":[{"code":44,"dataId":21,"value1":1,"value2":0}],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"机体特性(被动)","note":"<Bypass Cooldown>","occasion":2,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":306,"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":307,"animationId":206,"damage":{"critical":false,"elementId":8,"formula":"","type":1,"variance":5},"description":"伊丽莎白特制榴弹,对全体敌人造成圣属性伤害;对全体己方恢复生命\n\\c[17]【过热增幅】\\c[0] 数值增加30%","effects":[],"hitType":0,"iconIndex":72,"message1":"使用了%1","message2":"","mpCost":0,"name":"过热•圣光榴弹","note":"<技能类型:技能>\n\n<Skill 201 Cooldown: 5>\n<Skill 307 Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Pre-Damage Eval>\nif (target.isActor() === user.isActor()) { \n value = -1 * Math.abs(value);\n}\n</Pre-Damage Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372) ) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n<Target: Everybody>\n\n <MP Cost: 5%>\n\n<Damage Formula>\nif (target.isActor() === user.isActor()) {\n value = user.mat*7/10 + 120;\n var si = 0.15;\n si += (user.isLearnedSkill(199)? 0.05 : 0) + (user.isLearnedSkill(200)? 0.05 : 0);\n value += (target.mhp-target.hp)*si;\n} else {\n value = user.mat * 7/10 + user.level*3;\n value += (user.isLearnedSkill(199)? 80 : 0) + (user.isLearnedSkill(200)? 80 : 0) + 120;\n}\nvalue = Math.floor(value*13/10);\n</Damage Formula>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":5,"tpGain":10},
{"id":308,"animationId":183,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"给全队施加一层\\c[9]\\it[377]\\c[0]受到大于生命上限10%的直接攻击伤害时会吸收超出部分; \n\\c[17]【过热增幅】\\c[0] 增加到2层","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":468,"message1":"使用了%1","message2":"","mpCost":0,"name":"过热•缓冲镀层","note":"<技能类型:技能>\n\n<MP Cost: 3%>\n\n<Skill 202 Cooldown: 5>\n<Skill 308 Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Custom Show Eval>\n if (user.isStateAffected(372) &&\n user.isLearnedSkill(202)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 35;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<After Eval>\n target._cushion = target._cushion || 0;\n target._cushion += 2;\n user.setStateCounter(377, user._cushion);\n</After Eval>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":35,"tpGain":0},
{"id":309,"animationId":207,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"制造一个力场漩涡,扣减敌方大量护盾并清空行动读条,随机附加\n减速类控制和\\it[57] \\c[17]【过热增幅】\\c[0] 解除全部护盾,\\it[57]几率翻倍","effects":[{"code":21,"dataId":52,"value1":1,"value2":0},{"code":21,"dataId":54,"value1":0.8,"value2":0},{"code":21,"dataId":55,"value1":0.4,"value2":0},{"code":21,"dataId":56,"value1":0.2,"value2":0}],"hitType":0,"iconIndex":424,"message1":"使用了%1","message2":"","mpCost":0,"name":"过热•力场漩涡","note":"<技能类型:技能>\n\n<Skill 203 Cooldown: 4>\n<Skill 309 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Custom Show Eval>\n if (user.isStateAffected(372) &&\n user.isLearnedSkill(203)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n<Custom MP Cost>\n cost = Math.floor(user.mmp*0.06);\n if (user.isLearnedSkill(200)){\n cost -= Math.floor(user.mmp*0.01);\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= Math.floor(user.mmp*0.01);\n }\n }\n </Custom MP Cost>\n\n<Custom Target Barrier>\n value = -999999;\n</Custom Target Barrier>\n\n<Before Eval>\n var random = Math.random();\n if(random > 0.6){\n target.addState(57);\n }\n</Before Eval>\n\n<Cooldown: 5>\n<Cooldown Steps: 5>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":309,"animationId":207,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"制造一个力场漩涡,扣减敌方大量\\c[17]护盾\\c[0]并清空行动读条,随机附加\n减速类控制和\\it[57] \\c[17]【过热增幅】\\c[0] 解除全部\\c[17]护盾\\c[0]\\it[57]几率翻倍","effects":[{"code":21,"dataId":52,"value1":1,"value2":0},{"code":21,"dataId":54,"value1":0.8,"value2":0},{"code":21,"dataId":55,"value1":0.4,"value2":0},{"code":21,"dataId":56,"value1":0.2,"value2":0}],"hitType":0,"iconIndex":424,"message1":"使用了%1","message2":"","mpCost":0,"name":"过热•力场漩涡","note":"<技能类型:技能>\n\n<Skill 203 Cooldown: 4>\n<Skill 309 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Custom Show Eval>\n if (user.isStateAffected(372) &&\n user.isLearnedSkill(203)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n<Custom MP Cost>\n cost = Math.floor(user.mmp*0.06);\n if (user.isLearnedSkill(200)){\n cost -= Math.floor(user.mmp*0.01);\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= Math.floor(user.mmp*0.01);\n }\n }\n </Custom MP Cost>\n\n<Custom Target Barrier>\n value = -999999;\n</Custom Target Barrier>\n\n<Before Eval>\n var random = Math.random();\n if(random > 0.6){\n target.addState(57);\n }\n</Before Eval>\n\n<Cooldown: 5>\n<Cooldown Steps: 5>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":310,"animationId":95,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"全队获得\\it[115]并增加10点TP \n\\c[17]【过热增幅】\\c[0] \\it[115]替换为\\it[116]TP增加至15点","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":71,"message1":"使用了%1","message2":"","mpCost":0,"name":"过热•加速引擎","note":"<技能类型:技能>\n\n<Skill 204 Cooldown: 4>\n<Skill 310 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<MP Cost: 1%>\n\n<Custom Show Eval>\n if (user.isStateAffected(372) &&\n user.isLearnedSkill(204)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 30;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<Before Eval>\n target.gainTp(15);\n target.addState(116);\n</Before Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":30,"tpGain":0},
{"id":311,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"给全队施加持续8回合的护盾\n\\c[17]【过热增幅】\\c[0] 护盾数值翻倍","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":488,"message1":"使用了%1","message2":"","mpCost":0,"name":"过热•小队护盾","note":"<技能类型:技能>\n\n<MP Cost: 2%>\n\n\n<Skill 205 Cooldown: 4>\n<Skill 311 Cooldown: 4>\n<Cooldown Steps: 1>\n\n\n<Custom Show Eval>\n if (user.isStateAffected(372) &&\n user.isLearnedSkill(205)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n<Custom Target Barrier 8 Turns>\nvalue = user.mat*(6+user.mat*user.level/2048);\n if (user.isLearnedSkill(200)){\n value += user.mat*(3+user.mat*user.level/2048)/4;\n }\n else{\n if (user.isLearnedSkill(199)){\n value += user.mat*(3+user.mat*user.level/2048)/4;\n }\n }\n value *= 2;\nvalue = Math.floor(value);\n</Custom Target Barrie 8 Turnsr>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":5,"tpGain":0},
{"id":311,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"给全队施加100+2.0\\c[27]ap\\c[0]+\\I[351]\\c[17]机械中枢等级\\c[0]*80 点\\c[17]护盾\\c[0]持续8回合\n\\c[17]【过热增幅】\\c[0] \\c[17]护盾\\c[0]数值增加50%","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":488,"message1":"使用了%1","message2":"","mpCost":0,"name":"过热•小队护盾","note":"<技能类型:技能>\n\n<MP Cost: 2%>\n\n\n<Skill 205 Cooldown: 4>\n<Skill 311 Cooldown: 4>\n<Cooldown Steps: 1>\n\n\n<Custom Show Eval>\n if (user.isStateAffected(372) &&\n user.isLearnedSkill(205)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n<Custom Target Barrier 8 Turns>\nvalue = 120 + user.mat*2;\nvalue += user.isLearnedSkill(198)?80: 0;\nvalue += user.isLearnedSkill(199)?80: 0;\nvalue += user.isLearnedSkill(200)?80: 0;\nvalue = Math.floor(value*3/2);\n</Custom Target Barrie 8 Turnsr>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":5,"tpGain":0},
{"id":312,"animationId":224,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"以特殊装置释放射线,移除敌方的物理攻击和魔法攻击增幅\n\\c[17]【过热增幅】\\c[0] 可移除三级增幅","effects":[{"code":22,"dataId":124,"value1":1,"value2":0},{"code":22,"dataId":125,"value1":1,"value2":0},{"code":22,"dataId":126,"value1":1,"value2":0},{"code":22,"dataId":127,"value1":1,"value2":0},{"code":22,"dataId":128,"value1":1,"value2":0},{"code":22,"dataId":129,"value1":1,"value2":0}],"hitType":0,"iconIndex":88,"message1":"使用了%1","message2":"","mpCost":15,"name":"过热•衰弱射线","note":"<技能类型:技能>\n<MP Cost: 2%>\n\n<Skill 206 Cooldown: 4>\n<Skill 312 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Custom Show Eval>\n if (user.isStateAffected(372) &&\n user.isLearnedSkill(206)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 30;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"successRate":100,"tpCost":30,"tpGain":0},
{"id":313,"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":314,"animationId":132,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"读取敌方属性值的技能","effects":[{"code":44,"dataId":1,"value1":1,"value2":0}],"hitType":0,"iconIndex":734,"message1":"使用了%1","message2":"","mpCost":0,"name":"侦测","note":"<技能类型:技能>\n<Learn Cost: 5 JP>\n\n<Before Eval>\n$gameVariables.setValue(62, target.atk);\n$gameVariables.setValue(63, target.mat);\n$gameVariables.setValue(64, target.def);\n$gameVariables.setValue(65, target.mdf);\n$gameVariables.setValue(66, target.luk);\nvar bc = Math.floor(target.mrf*100);\n$gameVariables.setValue(67, bc);\n$gameVariables.setValue(68, target.agi);\n</Before Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":3,"successRate":100,"tpCost":5,"tpGain":0},
{"id":314,"animationId":132,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"读取敌方属性值的技能","effects":[{"code":44,"dataId":1,"value1":1,"value2":0},{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":734,"message1":"使用了%1","message2":"","mpCost":0,"name":"侦测","note":"<技能类型:技能>\n<Learn Cost: 5 JP>\n\n<Before Eval>\n$gameVariables.setValue(62, target.atk);\n$gameVariables.setValue(63, target.mat);\n$gameVariables.setValue(64, target.def);\n$gameVariables.setValue(65, target.mdf);\n$gameVariables.setValue(66, target.luk);\nvar bc = Math.floor(target.mrf*100);\n$gameVariables.setValue(67, bc);\n$gameVariables.setValue(68, target.agi);\n</Before Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":5,"tpGain":0},
{"id":315,"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":316,"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":317,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"白火的技能","note":"","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":318,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"","effects":[],"hitType":1,"iconIndex":0,"message1":"的攻击!","message2":"","mpCost":0,"name":"白火的普通攻击","note":"<技能类型:普攻>\n<Bypass Cooldown>\n\n<After ATB: 25%>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<damage formula>\n value = 1;\n if(user.isStateAffected(15) && user._agatktimes > 0){\n value += (user.atk * 5/2 + user.mat*3/2 - target.def - target.mdf/2);\n }\n else{\n value += (user.atk * 2 + user.mat - target.def - target.mdf*3/5);\n }\n value *= (user.level*user.atk/2048+2);\n value = Math.floor(value);\n</damage formula>\n\n<Before Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(15) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(15);\n }\n }\n</Before Eval>\n\n<Post-Damage Eval>\n if(user.isStateAffected(15)){\n var random = Math.random();\n if(random <= 0.5){\n target.addState(36);\n }\n }\n if(user.isStateAffected(28)){\n user.removeState(28);\n user.addState(29);\n }\n else{\n if(user.isStateAffected(27)){\n user.removeState(27);\n user.addState(28);\n }\n else{ user.addState(27); }\n }\n</Post-Damage Eval>\n\n<Pre-Damage Eval>\nif(user.isStateAffected(15)){\n user.addCooldown(326,-1);\n user.addCooldown(327,-1);\n user.addCooldown(328,-1);\n user.addCooldown(329,-1);\n user.addCooldown(330,-1);\n}\n</Pre-Damage Eval>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":6},
{"id":319,"animationId":234,"damage":{"critical":true,"elementId":8,"formula":"","type":1,"variance":5},"description":"","effects":[{"code":21,"dataId":36,"value1":0.5,"value2":0},{"code":22,"dataId":61,"value1":0.5,"value2":0}],"hitType":1,"iconIndex":0,"message1":"的\\c[18]十字斩击\\c[0]","message2":"","mpCost":0,"name":"十字斩击","note":"<技能类型:普攻>\n<Bypass Cooldown>\n\n<Before Eval>\n this._pcirate = 2;\n</Before Eval>\n\n<Before Eval>\n this._bsaffective = 0.6;\n</Before Eval>\n\n<damage formula>\n value = 1;\n if(user.isStateAffected(15) && user._agatktimes > 0){\n value += (user.atk * 3 + user.mat*2 - target.def - target.mdf/3);\n }\n else{\n value += (user.atk * 5/2 + user.mat*3/2 - target.def - target.mdf/2);\n }\n value *= (user.level*user.atk/2048+5/2);\n value = Math.floor(value);\n</damage formula>\n\n<Before Eval>\nuser.removeState(29);\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(15) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(15);\n }\n }\n</Before Eval>\n\n<Pre-Damage Eval>\nif(user.isStateAffected(15)){\n user.addCooldown(326,-1);\n user.addCooldown(327,-1);\n user.addCooldown(328,-1);\n user.addCooldown(329,-1);\n user.addCooldown(330,-1);\n}\n</Pre-Damage Eval>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":6},
{"id":320,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"瞬移(\\c[17]增加自身下回合读条90%\\c[0])后对敌人进行一次普通攻击\n也会累计攻击次数基本必中使用技能可以解除减速类和定身类控制","effects":[],"hitType":1,"iconIndex":82,"message1":"瞬移后攻击!","message2":"","mpCost":5,"name":"瞬移","note":"<技能类型:类普攻>\n\n<After ATB: 90%>\n\n<damage formula>\nif(user.isStateAffected(29)){\n value = 1;\n if(user.isStateAffected(15) && user._agatktimes > 0){\n value += (user.atk * 5/2 + user.mat*2 - target.def - target.mdf/3);\n }\n else{\n value += (user.atk * 2 + user.mat*3/2 - target.def - target.mdf/2);\n }\n value *= (user.level*user.atk/2048+5/2);\n value = Math.floor(value);\n}\n else{\n value = 1;\n if(user.isStateAffected(15) && user._agatktimes > 0){\n value += (user.atk * 2 + user.mat - target.def - target.mdf/2);\n }\n else{\n value += (user.atk * 3/2 + user.mat - target.def - target.mdf*3/5);\n }\n value *= (user.level*user.atk/2048+2);\n value = Math.floor(value);\n }\n</damage formula>\n\n<Before Eval>\nif(user.isStateAffected(29)){\n target.startAnimation(234);\n}\nelse{ target.startAnimation(235);}\nif(user.isStateAffected(15)){\n var random = Math.random();\n if(random <= 0.5){ target.addState(36);}\n user._agatktimes = user._agatktimes || 0;\n if(user._agatktimes > 0){\n user._agatktimes -= 1;\n user.addCooldown(326,-1);\n user.addCooldown(327,-1);\n user.addCooldown(328,-1);\n user.addCooldown(329,-1);\n user.addCooldown(330,-1);\n if(user._agatktimes == 0){\n user.removeState(15);}\n }\n }\nif(user.isStateAffected(29)){\n user.removeState(29); }\nelse{\n if(user.isStateAffected(28)){\n user.removeState(28);\n user.addState(29);\n }\n else{\n if(user.isStateAffected(27)){\n user.removeState(27);\n user.addState(28);\n }\n else{ user.addState(27); }\n }\n }\nuser.removeState(52);\nuser.removeState(54);\nuser.removeState(55);\nuser.removeState(56);\nuser.removeState(57);\nuser.removeState(59);\nuser.removeState(61);\n</Before Eval>\n\n<Before Eval>\nuser.addState(261);\n</Before Eval>\n\n<After Eval>\nuser.removeState(261);\n</After Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":4,"successRate":100,"tpCost":5,"tpGain":0},
{"id":321,"animationId":236,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"化身圣焰增幅战斗力,特技冷却减,并免疫大部分物理伤害\n所有攻击都有几率\\c[18]\\it[36]\\c[0]敌人,使用技能可以解除减速类和定身类控制","effects":[{"code":21,"dataId":18,"value1":1,"value2":0},{"code":22,"dataId":52,"value1":1,"value2":0},{"code":22,"dataId":54,"value1":1,"value2":0},{"code":22,"dataId":55,"value1":1,"value2":0},{"code":22,"dataId":56,"value1":1,"value2":0},{"code":22,"dataId":57,"value1":1,"value2":0},{"code":22,"dataId":59,"value1":1,"value2":0},{"code":22,"dataId":61,"value1":1,"value2":0}],"hitType":0,"iconIndex":327,"message1":"使用了%1","message2":"","mpCost":30,"name":"化身圣焰","note":"<技能类型:技能>\n<Learn Cost: 15 JP>\n\n<Cooldown: 30>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":4,"successRate":100,"tpCost":100,"tpGain":0},
{"id":322,"animationId":237,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"释放圣焰生成护盾,并强化后续三次普通攻击造成更高伤害,\n且有几率\\c[18]\\it[36]\\c[0]敌人,同时减少技能\\c[17]幽焰斩影\\c[0]一回合冷却","effects":[{"code":21,"dataId":15,"value1":1,"value2":0}],"hitType":0,"iconIndex":64,"message1":"使用了%1","message2":"","mpCost":15,"name":"圣焰狂涌I","note":"<技能类型:技能>\n<Learn Cost: 6 JP>\n\n<Custom User Barrier>\nvalue = user.mhp/20+user.mat*3;\n</Custom User Barrier>\n\n<Hide if Learned Skill: 323,324>\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":20,"tpGain":0},
{"id":323,"animationId":237,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"释放圣焰生成护盾,并强化后续三次普通攻击造成更高伤害,\n且有几率\\c[18]\\it[36]\\c[0]敌人,同时减少技能\\c[17]幽焰斩影\\c[0]一回合冷却","effects":[{"code":21,"dataId":15,"value1":1,"value2":0}],"hitType":0,"iconIndex":64,"message1":"使用了%1","message2":"","mpCost":15,"name":"圣焰狂涌II","note":"<技能类型:技能>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 322>\n\n<Custom User Barrier>\nvalue = user.mhp/15+user.mat*4;\n</Custom User Barrier>\n\n<Hide if Learned Skill: 324>\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":20,"tpGain":0},
{"id":324,"animationId":237,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"释放圣焰生成护盾,并强化后续三次普通攻击造成更高伤害,\n且有几率\\c[18]\\it[36]\\c[0]敌人,同时减少技能\\c[17]幽焰斩影\\c[0]一回合冷却","effects":[{"code":21,"dataId":15,"value1":1,"value2":0}],"hitType":0,"iconIndex":64,"message1":"使用了%1","message2":"","mpCost":15,"name":"圣焰狂涌III","note":"<技能类型:技能>\n<Learn Cost: 10 JP>\n<Learn Require Skill: 323>\n\n<Custom User Barrier>\nvalue = user.mhp/10+user.mat*5;\n</Custom User Barrier>\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":20,"tpGain":0},
{"id":318,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"","effects":[],"hitType":1,"iconIndex":0,"message1":"的攻击!","message2":"","mpCost":0,"name":"白火的普通攻击","note":"<技能类型:普攻>\n<Bypass Cooldown>\n\n<After ATB: 25%>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<damage formula>\n value = 80 + user.atk + user.mat*15/100 + 2*user.level;\n if(user.isStateAffected(15) && user._agatktimes > 0){\n var extradamage = 0;\n extradamage += user.isLearnedSkill(322)?(70 + user.mat/10): 0;\n extradamage += user.isLearnedSkill(323)?(90 + user.mat/20): 0;\n extradamage += user.isLearnedSkill(323)?(140 + user.mat/20): 0;\n value += extradamage;\n }\n value = Math.floor(value);\n</damage formula>\n\n<Before Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(15) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(15);\n }\n }\n</Before Eval>\n\n<Post-Damage Eval>\n if(user.isStateAffected(15)){\n var random = Math.random();\n if(random <= 0.5){\n target.addState(36);\n }\n }\n if(user.isStateAffected(28)){\n user.removeState(28);\n user.addState(29);\n }\n else{\n if(user.isStateAffected(27)){\n user.removeState(27);\n user.addState(28);\n }\n else{ user.addState(27); }\n }\n</Post-Damage Eval>\n\n<Pre-Damage Eval>\nif(user.isStateAffected(15)){\n user.addCooldown(326,-1);\n user.addCooldown(327,-1);\n user.addCooldown(328,-1);\n user.addCooldown(329,-1);\n user.addCooldown(330,-1);\n}\n</Pre-Damage Eval>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":6},
{"id":319,"animationId":234,"damage":{"critical":true,"elementId":8,"formula":"","type":1,"variance":5},"description":"","effects":[{"code":21,"dataId":36,"value1":0.5,"value2":0},{"code":22,"dataId":61,"value1":0.5,"value2":0}],"hitType":1,"iconIndex":0,"message1":"的\\c[18]十字斩击\\c[0]","message2":"","mpCost":0,"name":"十字斩击","note":"<技能类型:普攻>\n<Bypass Cooldown>\n\n<Before Eval>\n this._pcirate = 2;\n</Before Eval>\n\n<Before Eval>\n this._bsaffective = 0.6;\n</Before Eval>\n\n<damage formula>\n value = 140 + user.atk*12/10 + user.mat/4 + 2*user.level;\n if(user.isStateAffected(15) && user._agatktimes > 0){\n var extradamage = 0;\n extradamage += user.isLearnedSkill(322)?(70 + user.mat/10): 0;\n extradamage += user.isLearnedSkill(323)?(90 + user.mat/20): 0;\n extradamage += user.isLearnedSkill(323)?(140 + user.mat/20): 0;\n value += extradamage;\n }\n value = Math.floor(value);\n</damage formula>\n\n<Before Eval>\nuser.removeState(29);\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(15) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(15);\n }\n }\n</Before Eval>\n\n<Pre-Damage Eval>\nif(user.isStateAffected(15)){\n user.addCooldown(326,-1);\n user.addCooldown(327,-1);\n user.addCooldown(328,-1);\n user.addCooldown(329,-1);\n user.addCooldown(330,-1);\n}\n</Pre-Damage Eval>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":6},
{"id":320,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"瞬移(\\c[17]增加自身下回合读条90%\\c[0])后对敌人进行一次普通攻击\n也会累计攻击次数基本必中使用技能可以解除减速类和定身类控制","effects":[],"hitType":1,"iconIndex":82,"message1":"瞬移后攻击!","message2":"","mpCost":5,"name":"瞬移","note":"<技能类型:类普攻>\n\n<After ATB: 90%>\n\n<damage formula>\nif(user.isStateAffected(29)){\n value = 140 + user.atk*12/10 + user.mat/4 + 3*user.level;\n }\n else{\n value = 80 + user.atk + user.mat*15/100 + 2*user.level;\n }\nif(user.isStateAffected(15) && user._agatktimes > 0){\n var extradamage = 0;\n extradamage += user.isLearnedSkill(322)?(70 + user.mat/10): 0;\n extradamage += user.isLearnedSkill(323)?(90 + user.mat/20): 0;\n extradamage += user.isLearnedSkill(323)?(140 + user.mat/20): 0;\n value += extradamage;\n }\nvalue = Math.floor(value);\n</damage formula>\n\n<Before Eval>\nif(user.isStateAffected(29)){\n target.startAnimation(234);\n}\nelse{ target.startAnimation(235);}\nif(user.isStateAffected(15)){\n var random = Math.random();\n if(random <= 0.5){ target.addState(36);}\n user._agatktimes = user._agatktimes || 0;\n if(user._agatktimes > 0){\n user._agatktimes -= 1;\n user.addCooldown(326,-1);\n user.addCooldown(327,-1);\n user.addCooldown(328,-1);\n user.addCooldown(329,-1);\n user.addCooldown(330,-1);\n if(user._agatktimes == 0){\n user.removeState(15);}\n }\n }\nif(user.isStateAffected(29)){\n user.removeState(29); }\nelse{\n if(user.isStateAffected(28)){\n user.removeState(28);\n user.addState(29);\n }\n else{\n if(user.isStateAffected(27)){\n user.removeState(27);\n user.addState(28);\n }\n else{ user.addState(27); }\n }\n }\nuser.removeState(52);\nuser.removeState(54);\nuser.removeState(55);\nuser.removeState(56);\nuser.removeState(57);\nuser.removeState(59);\nuser.removeState(61);\n</Before Eval>\n\n<Before Eval>\nuser.addState(261);\n</Before Eval>\n\n<After Eval>\nuser.removeState(261);\n</After Eval>\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":4,"successRate":100,"tpCost":5,"tpGain":0},
{"id":321,"animationId":236,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"化身圣焰增幅战斗力,特技冷却减,并免疫大部分物理伤害\n所有攻击都有几率\\c[18]\\it[36]\\c[0]敌人,使用技能可以解除减速类和定身类控制","effects":[{"code":21,"dataId":18,"value1":1,"value2":0},{"code":22,"dataId":52,"value1":1,"value2":0},{"code":22,"dataId":54,"value1":1,"value2":0},{"code":22,"dataId":55,"value1":1,"value2":0},{"code":22,"dataId":56,"value1":1,"value2":0},{"code":22,"dataId":57,"value1":1,"value2":0},{"code":22,"dataId":59,"value1":1,"value2":0},{"code":22,"dataId":61,"value1":1,"value2":0}],"hitType":0,"iconIndex":327,"message1":"使用了%1","message2":"","mpCost":30,"name":"化身圣焰","note":"<技能类型:技能>\n<Learn Cost: 15 JP>\n\n<Cooldown: 30>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":4,"successRate":100,"tpCost":100,"tpGain":0},
{"id":322,"animationId":237,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"以圣焰生成240+2.0\\c[27]ap\\c[0]点\\c[17]护盾\\c[0]并增加下三次普攻90+0.1\\c[27]ap\\c[0]点伤害,\n且普攻有几率\\c[18]\\it[36]\\c[0]敌人和减少\\c[17]\\I[436]幽焰斩影\\c[0]一回合冷却","effects":[{"code":21,"dataId":15,"value1":1,"value2":0}],"hitType":0,"iconIndex":64,"message1":"使用了%1","message2":"","mpCost":15,"name":"圣焰狂涌I","note":"<技能类型:技能>\n<Learn Cost: 6 JP>\n\n<Custom User Barrier>\nvalue = 240+user.mat*2;\n</Custom User Barrier>\n\n<Hide if Learned Skill: 323,324>\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":20,"tpGain":0},
{"id":323,"animationId":237,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"以圣焰生成300+2.5\\c[27]ap\\c[0]点\\c[17]护盾\\c[0]并增加下三次普攻140+0.15\\c[27]ap\\c[0]点伤害,\n且普攻有几率\\c[18]\\it[36]\\c[0]敌人和减少\\c[17]\\I[436]幽焰斩影\\c[0]一回合冷却","effects":[{"code":21,"dataId":15,"value1":1,"value2":0}],"hitType":0,"iconIndex":64,"message1":"使用了%1","message2":"","mpCost":15,"name":"圣焰狂涌II","note":"<技能类型:技能>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 322>\n\n<Custom User Barrier>\nvalue = user.mhp/15+user.mat*4;\n</Custom User Barrier>\n\n<Hide if Learned Skill: 324>\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":20,"tpGain":0},
{"id":324,"animationId":237,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"以圣焰生成360+3.0\\c[27]ap\\c[0]点\\c[17]护盾\\c[0]并增加下三次普攻300+0.2\\c[27]ap\\c[0]点伤害,\n且普攻有几率\\c[18]\\it[36]\\c[0]敌人和减少\\c[17]\\I[436]幽焰斩影\\c[0]一回合冷却","effects":[{"code":21,"dataId":15,"value1":1,"value2":0}],"hitType":0,"iconIndex":64,"message1":"使用了%1","message2":"","mpCost":15,"name":"圣焰狂涌III","note":"<技能类型:技能>\n<Learn Cost: 10 JP>\n<Learn Require Skill: 323>\n\n<Custom User Barrier>\nvalue = user.mhp/10+user.mat*5;\n</Custom User Barrier>\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":20,"tpGain":0},
{"id":325,"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":326,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<10%额外命中>\\c[0] 对选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人\n进行一次斩击技能对血量低于30%的敌人伤害增加40%,且技能无法被反击","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影I","note":"<技能类型:类普攻>\n<Learn Cost: 5 JP>\n<Cannot Counter>\n\n<Hide if Learned Skill: 327,328,329,330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\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<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk * 2 + user.mat - target.def - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value *= (target.hp/target.mhp <= 0.3)?1.4: 1;\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"tpGain":0},
{"id":327,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<20%额外命中>\\c[0] 对选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人\n进行一次斩击技能对血量低于30%的敌人伤害增加40%,且技能无法被反击","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影II","note":"<技能类型:类普攻>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 326>\n<Cannot Counter>\n\n<Hide if Learned Skill: 328,329,330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\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<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk * 11/5 + user.mat - target.def - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value *= (target.hp/target.mhp <= 0.3)?1.4: 1;\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"tpGain":0},
{"id":328,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<30%额外命中>\\c[0] 对选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人\n进行一次斩击技能对血量低于30%的敌人伤害增加40%,且技能无法被反击","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影III","note":"<技能类型:类普攻>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 327>\n<Cannot Counter>\n\n<Hide if Learned Skill: 329,330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\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<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk * 12/5 + user.mat - target.def - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value *= (target.hp/target.mhp <= 0.3)?1.4: 1;\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"tpGain":0},
{"id":329,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<40%额外命中>\\c[0] 对选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人\n进行一次斩击技能对血量低于30%的敌人伤害增加40%,且技能无法被反击","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影IV","note":"<技能类型:类普攻>\n<Learn Cost: 11 JP>\n<Learn Require Skill: 328>\n<Cannot Counter>\n\n<Hide if Learned Skill: 330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(230);\n</Before Eval>\n<After Eval>\n user.removeState(230);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk * 13/5 + user.mat - target.def - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value *= (target.hp/target.mhp <= 0.3)?1.4: 1;\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"tpGain":0},
{"id":330,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<50%额外命中>\\c[0] 对选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人\n进行一次斩击技能对血量低于30%的敌人伤害增加40%,且技能无法被反击","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影V","note":"<技能类型:类普攻>\n<Learn Cost: 13 JP>\n<Learn Require Skill: 329>\n<Cannot Counter>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(231);\n</Before Eval>\n<After Eval>\n user.removeState(231);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk * 14/5 + user.mat - target.def - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value *= (target.hp/target.mhp <= 0.3)?1.4: 1;\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"tpGain":0},
{"id":331,"animationId":240,"damage":{"critical":false,"elementId":5,"formula":"","type":1,"variance":5},"description":"\\c[17]<20%额外命中>\\c[0] 向地下注入剑气在指定敌人及相邻敌人脚下爆炸,造成\n\\c[18]火\\c[0]属性伤害和\\c[9]\\it[52]\\c[0],对被\\c[18]\\it[36]\\c[0]的敌人伤害增加且造成\\c[17]\\it[56]\\c[0]","effects":[{"code":21,"dataId":36,"value1":0.5,"value2":0}],"hitType":2,"iconIndex":406,"message1":"使用了%1","message2":"","mpCost":8,"name":"隐焰爆破I","note":"<技能类型:技能>\n<Learn Cost: 5 JP>\n\n<Hide if Learned Skill: 332,333>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\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<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk + user.mat * 2 - target.def/3 - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value = Math.floor(value);\n value *= (target.isStateAffected(36)?1.2: 1);\n</damage formula>\n\n<Pre-Damage Eval>\nif(target.isStateAffected(36)){\n target.addState(56);\n}\nelse{ target.addState(52); }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
{"id":332,"animationId":240,"damage":{"critical":false,"elementId":5,"formula":"","type":1,"variance":5},"description":"\\c[17]<30%额外命中>\\c[0] 向地下注入剑气在指定敌人及相邻敌人脚下爆炸,造成\n\\c[18]火\\c[0]属性伤害和\\c[9]\\it[52]\\c[0],对被\\c[18]\\it[36]\\c[0]的敌人伤害增加且造成\\c[17]\\it[56]\\c[0]","effects":[{"code":21,"dataId":36,"value1":0.5,"value2":0}],"hitType":2,"iconIndex":406,"message1":"使用了%1","message2":"","mpCost":8,"name":"隐焰爆破II","note":"<技能类型:技能>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 331>\n\n<Hide if Learned Skill: 333>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>\n\n<Before Eval>\n user.addState(229);\n</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk + user.mat * 5/2 - target.def/3 - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value = Math.floor(value);\n value *= (target.isStateAffected(36)?1.2: 1);\n</damage formula>\n\n<Pre-Damage Eval>\nif(target.isStateAffected(36)){\n target.addState(56);\n}\nelse{ target.addState(52); }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
{"id":333,"animationId":240,"damage":{"critical":false,"elementId":5,"formula":"","type":1,"variance":5},"description":"\\c[17]<30%额外命中>\\c[0] 向地下注入剑气在指定敌人及相邻敌人脚下爆炸,造成\n\\c[18]火\\c[0]属性伤害和\\c[9]\\it[52]\\c[0],对被\\c[18]\\it[36]\\c[0]的敌人伤害增加且造成\\c[17]\\it[56]\\c[0]","effects":[{"code":21,"dataId":36,"value1":0.5,"value2":0}],"hitType":2,"iconIndex":406,"message1":"使用了%1","message2":"","mpCost":8,"name":"隐焰爆破III","note":"<技能类型:技能>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 332>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(230);\n</Before Eval>\n<After Eval>\n user.removeState(230);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk + user.mat * 3 - target.def/3 - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value = Math.floor(value);\n value *= (target.isStateAffected(36)?1.2: 1);\n</damage formula>\n\n<Pre-Damage Eval>\nif(target.isStateAffected(36)){\n target.addState(56);\n}\nelse{ target.addState(52); }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
{"id":334,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[0] 对选中敌人进行两次回旋斩击并\\c[17]增加自身下回合读条20%\\c[0],命中被\n\\c[18]\\it[36]\\c[0]的敌人时会减少其当前回合读条75%(对读条已满的敌人无效)","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":419,"message1":"使用了%1","message2":"","mpCost":6,"name":"炫焰风华I","note":"<技能类型:类普攻>\n<Learn Cost: 4 JP>\n\n<After ATB: 20%>\n\n<Hide if Learned Skill: 335,336>\n\n<Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk * 2 + user.mat - target.def - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value = Math.floor(value);\n value *= (target.isStateAffected(36)?1.2: 1);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1){\n target.startAnimation(241);\n if(target.isStateAffected(36)){\n var subject = $gameActors.actor(12);\n subject.forceAction(337, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n}\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0},
{"id":335,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[0] 对选中敌人进行两次回旋斩击并\\c[17]增加自身下回合读条30%\\c[0],命中被\n\\c[18]\\it[36]\\c[0]的敌人时会减少其当前回合读条75%(对读条已满的敌人无效)","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":419,"message1":"使用了%1","message2":"","mpCost":6,"name":"炫焰风华II","note":"<技能类型:类普攻>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 334>\n\n<After ATB: 30%>\n\n<Hide if Learned Skill: 336>\n\n<Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk * 11/5 + user.mat - target.def - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value = Math.floor(value);\n value *= (target.isStateAffected(36)?1.2: 1);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1){\n target.startAnimation(241);\n if(target.isStateAffected(36)){\n var subject = $gameActors.actor(12);\n subject.forceAction(337, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n}\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0},
{"id":336,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[0] 对选中敌人进行两次回旋斩击并\\c[17]增加自身下回合读条40%\\c[0],命中被\n\\c[18]\\it[36]\\c[0]的敌人时会减少其当前回合读条75%(对读条已满的敌人无效)","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":419,"message1":"使用了%1","message2":"","mpCost":6,"name":"炫焰风华III","note":"<技能类型:类普攻>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 335>\n\n<After ATB: 40%>\n\n<Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk * 12/5 + user.mat - target.def - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value = Math.floor(value);\n value *= (target.isStateAffected(36)?1.2: 1);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1){\n target.startAnimation(241);\n if(target.isStateAffected(36)){\n var subject = $gameActors.actor(12);\n subject.forceAction(337, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n}\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0},
{"id":326,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<10%额外命中>\\c[0] 攻击选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人,无法被反击\n每次造成160+2*\\c[17]Lv\\c[0]+0.9\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0]点\\c[18]物理伤害\\c[0]对同一目标每次衰减15%","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影I","note":"<技能类型:类普攻>\n<Learn Cost: 5 JP>\n<Cannot Counter>\n\n<Hide if Learned Skill: 327,328,329,330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\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<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n target._attackedtimes = target._attackedtimes || 0;\n value = 160 + user.level*2 + user.atk*9/10 + user.mat/5;\n value *= (target.hp/target.mhp <= 0.3)?7/5: 1;\n value *= (1 - target._attackedtimes*15/100);\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>\n\n<After-Damage Eval>\n target._attackedtimes = target._attackedtimes || 0;\n target._attackedtimes += 1;\n</After-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"tpGain":0},
{"id":327,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<20%额外命中>\\c[0] 攻击选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人,无法被反击\n每次造成220+2.2*\\c[17]Lv\\c[0]+0.9\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0]点\\c[18]物理伤害\\c[0]对同一目标每次衰减15%","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影II","note":"<技能类型:类普攻>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 326>\n<Cannot Counter>\n\n<Hide if Learned Skill: 328,329,330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\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<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n target._attackedtimes = target._attackedtimes || 0;\n value = 220 + user.level*11/5 + user.atk*9/10 + user.mat/5;\n value *= (target.hp/target.mhp <= 0.3)?7/5: 1;\n value *= (1 - target._attackedtimes*15/100);\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>\n\n<After-Damage Eval>\n target._attackedtimes = target._attackedtimes || 0;\n target._attackedtimes += 1;\n</After-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"tpGain":0},
{"id":328,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<30%额外命中>\\c[0] 攻击选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人,无法被反击\n每次造成280+2.5*\\c[17]Lv\\c[0]+0.9\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0]点\\c[18]物理伤害\\c[0]对同一目标每次衰减15%","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影III","note":"<技能类型:类普攻>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 327>\n<Cannot Counter>\n\n<Hide if Learned Skill: 329,330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\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<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n target._attackedtimes = target._attackedtimes || 0;\n value = 280 + user.level*5/2 + user.atk*9/10 + user.mat/5;\n value *= (target.hp/target.mhp <= 0.3)?7/5: 1;\n value *= (1 - target._attackedtimes*15/100);\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>\n\n<After-Damage Eval>\n target._attackedtimes = target._attackedtimes || 0;\n target._attackedtimes += 1;\n</After-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"tpGain":0},
{"id":329,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<20%额外命中>\\c[0] 攻击选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人,无法被反击\n每次造成340+2.7*\\c[17]Lv\\c[0]+0.9\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0]点\\c[18]物理伤害\\c[0]对同一目标每次衰减15%","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影IV","note":"<技能类型:类普攻>\n<Learn Cost: 11 JP>\n<Learn Require Skill: 328>\n<Cannot Counter>\n\n<Hide if Learned Skill: 330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(230);\n</Before Eval>\n<After Eval>\n user.removeState(230);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n target._attackedtimes = target._attackedtimes || 0;\n value = 340 + user.level*27/10 + user.atk*9/10 + user.mat/5;\n value *= (target.hp/target.mhp <= 0.3)?7/5: 1;\n value *= (1 - target._attackedtimes*15/100);\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n target._attackedtimes = target._attackedtimes || 0;\n target._attackedtimes += 1;\n</Pre-Damage Eval>\n\n<After-Damage Eval>\n target._attackedtimes = target._attackedtimes || 0;\n target._attackedtimes += 1;\n</After-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"tpGain":0},
{"id":330,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<20%额外命中>\\c[0] 攻击选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人,无法被反击\n每次造成400+3*\\c[17]Lv\\c[0]+0.9\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0]点\\c[18]物理伤害\\c[0]对同一目标每次衰减15%","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影V","note":"<技能类型:类普攻>\n<Learn Cost: 13 JP>\n<Learn Require Skill: 329>\n<Cannot Counter>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(231);\n</Before Eval>\n<After Eval>\n user.removeState(231);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n target._attackedtimes = target._attackedtimes || 0;\n value = 400 + user.level*3 + user.atk*9/10 + user.mat/5;\n value *= (target.hp/target.mhp <= 0.3)?7/5: 1;\n value *= (1 - target._attackedtimes*15/100);\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>\n\n<After-Damage Eval>\n target._attackedtimes = target._attackedtimes || 0;\n target._attackedtimes += 1;\n</After-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"tpGain":0},
{"id":331,"animationId":240,"damage":{"critical":false,"elementId":5,"formula":"","type":1,"variance":5},"description":"\\c[17]<20%额外命中>\\c[0] 在选定和相邻敌人脚下引爆剑气造成160+2*\\c[17]Lv\\c[0]+0.4\\c[18]ad\\c[0]+0.8\\c[27]ap\\c[0]点\n\\c[18]火\\c[0]属性\\c[27]魔法伤害\\c[0]和\\c[9]\\it[52]\\c[0],目标被\\c[18]\\it[36]\\c[0]则伤害增加20%且造成\\c[17]\\it[56]\\c[0]","effects":[{"code":21,"dataId":36,"value1":0.5,"value2":0}],"hitType":2,"iconIndex":406,"message1":"使用了%1","message2":"","mpCost":8,"name":"隐焰爆破I","note":"<技能类型:技能>\n<Learn Cost: 5 JP>\n\n<Hide if Learned Skill: 332,333>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\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<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>\n\n<damage formula>\n value = 160 + user.level*2 + user.atk*2/5 + user.mat*4/5;\n value *= (target.isStateAffected(36)?1.2: 1);\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nif(target.isStateAffected(36)){\n target.addState(56);\n}\nelse{ target.addState(52); }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
{"id":332,"animationId":240,"damage":{"critical":false,"elementId":5,"formula":"","type":1,"variance":5},"description":"\\c[17]<30%额外命中>\\c[0] 在选定和相邻敌人脚下引爆剑气造成240+2.5*\\c[17]Lv\\c[0]+0.4\\c[18]ad\\c[0]+0.8\\c[27]ap\\c[0]点\n\\c[18]火\\c[0]属性\\c[27]魔法伤害\\c[0]和\\c[9]\\it[52]\\c[0],目标被\\c[18]\\it[36]\\c[0]则伤害增加20%且造成\\c[17]\\it[56]\\c[0]","effects":[{"code":21,"dataId":36,"value1":0.5,"value2":0}],"hitType":2,"iconIndex":406,"message1":"使用了%1","message2":"","mpCost":8,"name":"隐焰爆破II","note":"<技能类型:技能>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 331>\n\n<Hide if Learned Skill: 333>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>\n\n<Before Eval>\n user.addState(229);\n</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\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>\n\n<damage formula>\n value = 240 + user.level*5/2 + user.atk*2/5 + user.mat*4/5;\n value *= (target.isStateAffected(36)?1.2: 1);\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nif(target.isStateAffected(36)){\n target.addState(56);\n}\nelse{ target.addState(52); }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
{"id":333,"animationId":240,"damage":{"critical":false,"elementId":5,"formula":"","type":1,"variance":5},"description":"\\c[17]<40%额外命中>\\c[0] 在选定和相邻敌人脚下引爆剑气造成320+3*\\c[17]Lv\\c[0]+0.4\\c[18]ad\\c[0]+0.8\\c[27]ap\\c[0]点\n\\c[18]火\\c[0]属性\\c[27]魔法伤害\\c[0]和\\c[9]\\it[52]\\c[0],目标被\\c[18]\\it[36]\\c[0]则伤害增加20%且造成\\c[17]\\it[56]\\c[0]","effects":[{"code":21,"dataId":36,"value1":0.5,"value2":0}],"hitType":2,"iconIndex":406,"message1":"使用了%1","message2":"","mpCost":8,"name":"隐焰爆破III","note":"<技能类型:技能>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 332>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(230);\n</Before Eval>\n<After Eval>\n user.removeState(230);\n</After Eval>\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>\n\n<damage formula>\n value = 320 + user.level*3 + user.atk*2/5 + user.mat*4/5;\n value *= (target.isStateAffected(36)?1.2: 1);\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nif(target.isStateAffected(36)){\n target.addState(56);\n}\nelse{ target.addState(52); }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
{"id":334,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[0] 进行两次回旋斩击每次造成80+1.0*\\c[17]Lv\\c[0]+0.8\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0]点\\c[18]物理伤害\\c[0]\n并\\c[17]增加自身下回合读条20%\\c[0],目标被\\c[18]\\it[36]\\c[0]且\\c[9]回合读条未满\\c[0]则\\c[17]减少其75%读条\\c[0]","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":419,"message1":"使用了%1","message2":"","mpCost":6,"name":"炫焰风华I","note":"<技能类型:类普攻>\n<Learn Cost: 4 JP>\n\n<After ATB: 20%>\n\n<Hide if Learned Skill: 335,336>\n\n<Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<damage formula>\n value = 80 + user.level + user.atk*4/5 + user.mat/5;\n value = Math.floor(value);\n value *= (target.isStateAffected(36)?1.2: 1);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1){\n target.startAnimation(241);\n if(target.isStateAffected(36)){\n var subject = $gameActors.actor(12);\n subject.forceAction(337, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n}\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0},
{"id":335,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[0] 进行两次回旋斩击每次造成130+1.5*\\c[17]Lv\\c[0]+0.8\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0]点\\c[18]物理伤害\\c[0]\n并\\c[17]增加自身下回合读条30%\\c[0],目标被\\c[18]\\it[36]\\c[0]且\\c[9]回合读条未满\\c[0]则\\c[17]减少其75%读条\\c[0]","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":419,"message1":"使用了%1","message2":"","mpCost":6,"name":"炫焰风华II","note":"<技能类型:类普攻>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 334>\n\n<After ATB: 30%>\n\n<Hide if Learned Skill: 336>\n\n<Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<damage formula>\n value = 130 + 3/2*user.level + user.atk*4/5 + user.mat/5;\n value = Math.floor(value);\n value *= (target.isStateAffected(36)?1.2: 1);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1){\n target.startAnimation(241);\n if(target.isStateAffected(36)){\n var subject = $gameActors.actor(12);\n subject.forceAction(337, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n}\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0},
{"id":336,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[0] 进行两次回旋斩击每次造成200+2.0*\\c[17]Lv\\c[0]+0.8\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0]点\\c[18]物理伤害\\c[0]\n并\\c[17]增加自身下回合读条40%\\c[0],目标被\\c[18]\\it[36]\\c[0]且\\c[9]回合读条未满\\c[0]则\\c[17]减少其75%读条\\c[0]","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":419,"message1":"使用了%1","message2":"","mpCost":6,"name":"炫焰风华III","note":"<技能类型:类普攻>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 335>\n\n<After ATB: 40%>\n\n<Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<damage formula>\n value = 200 + 2*user.level + user.atk*4/5 + user.mat/5;\n value = Math.floor(value);\n value *= (target.isStateAffected(36)?1.2: 1);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1){\n target.startAnimation(241);\n if(target.isStateAffected(36)){\n var subject = $gameActors.actor(12);\n subject.forceAction(337, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n}\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0},
{"id":337,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"减少目标行动读条","note":"<Target ATB Eval>\nspeed = speed * 1/4;\n</Target ATB Eval>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":338,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"被动技能,在菜单中使用查看被动说明","effects":[{"code":44,"dataId":20,"value1":1,"value2":0}],"hitType":0,"iconIndex":435,"message1":"","message2":"","mpCost":0,"name":"猎魔剑术","note":"<Bypass Cooldown>","occasion":2,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":339,"animationId":54,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"白火不受猎魔人猎杀本能的影响,当她认为战斗没有意义的时候,会在安全的位置\n开始摸鱼恢复10点TP和8%最大MP且期间获得极高闪避率和魔法闪避率","effects":[{"code":12,"dataId":0,"value1":0.08,"value2":0},{"code":21,"dataId":5,"value1":1,"value2":0}],"hitType":0,"iconIndex":260,"message1":"开始摸鱼!","message2":"","mpCost":0,"name":"死宅摸鱼","note":"","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":10},

@ -274,10 +274,10 @@ null,
{"id":272,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"装备枪炮","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":273,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"一式解锁","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":274,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"二式解锁","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":275,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[],"iconIndex":437,"maxTurns":2,"message1":"","message2":"","message3":"","message4":"","minTurns":2,"motion":0,"name":"三目标射击","note":"<SF_CommonAttack: 0302, 8>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":275,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[],"iconIndex":437,"maxTurns":2,"message1":"","message2":"","message3":"","message4":"","minTurns":2,"motion":0,"name":"强力射击","note":"<SF_CommonAttack: 0302, 8>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":276,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":21,"dataId":6,"value":1.3},{"code":22,"dataId":1,"value":0.5},{"code":22,"dataId":4,"value":0.5}],"iconIndex":778,"maxTurns":3,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"狐迅零式加速","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":277,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":21,"dataId":6,"value":2},{"code":22,"dataId":1,"value":10},{"code":22,"dataId":4,"value":10},{"code":23,"dataId":0,"value":0}],"iconIndex":395,"maxTurns":2,"message1":"","message2":"","message3":"","message4":"","minTurns":2,"motion":0,"name":"狐迅二式隐身","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":278,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":0,"value":10},{"code":22,"dataId":0,"value":10}],"iconIndex":438,"maxTurns":2,"message1":"","message2":"","message3":"","message4":"","minTurns":2,"motion":0,"name":"普攻背刺","note":"<SF_CommonAttack: 0303, 8>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":278,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":0,"value":10},{"code":22,"dataId":0,"value":10}],"iconIndex":438,"maxTurns":2,"message1":"","message2":"","message3":"","message4":"","minTurns":2,"motion":0,"name":"背刺攻击","note":"<SF_CommonAttack: 0303, 8>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":279,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":21,"dataId":6,"value":1.3},{"code":22,"dataId":9,"value":0.05},{"code":21,"dataId":2,"value":1.2}],"iconIndex":336,"maxTurns":9,"message1":"进入\\c[17]\\it[279]\\c[0]","message2":"","message3":"","message4":"\\c[17]\\it[279]\\c[0]已结束!","minTurns":9,"motion":0,"name":"全功率模式","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":280,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"机体增强模块I","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":281,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"机体增强模块II","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},

File diff suppressed because one or more lines are too long

File diff suppressed because one or more lines are too long

File diff suppressed because one or more lines are too long

@ -637,6 +637,26 @@ Yanfly.BEC.version = 1.5;
* @default false
*
* @help
*
* 魔改作者: 流逝的岁月
* 魔改版本: v1.00
*
* 魔改内容: v1.00 封装了一些函数功能,可以使用
*
$gameTroop.LowerHpIndex = function()//返回血量第一低的敌人的下标
$gameParty.LowerHpIndex = function()//返回血量第一低的队友的下标
$gameTroop.Lower2HpIndex = function()//返回血量第二低的敌人的下标,如果没有,则会返回第一血量下标
$gameParty.Lower2HpIndex = function()//返回血量第二低的队友的下标,如果没有,则会返回第一血量下标
$gameTroop.HighHpIndex = function()//返回血量第一高的敌人的下标
$gameParty.HighHpIndex = function()//返回血量第一高的队友的下标
$gameTroop.High2HpIndex = function()//返回血量第二高的敌人的下标,如果没有,则会返回第一血量下标
$gameParty.High2HpIndex = function()//返回血量第二高的队友的下标,如果没有,则会返回第一血量下标
*
* ============================================================================
* Introduction
* ============================================================================
@ -1179,6 +1199,12 @@ Yanfly.BEC.version = 1.5;
Yanfly.Parameters = PluginManager.parameters("YEP_BattleEngineCore");
Yanfly.Param = Yanfly.Param || {};
var Zzy = Zzy || {};
Zzy.CYBEC = Zzy.CYBEC || {};
Yanfly.Param.BECSystem = String(Yanfly.Parameters["Default System"]);
Yanfly.Param.BECEscRatio = String(Yanfly.Parameters["Escape Ratio"]);
Yanfly.Param.BECEscFail = String(Yanfly.Parameters["Fail Escape Boost"]);
@ -5569,6 +5595,111 @@ Yanfly.Util.onlyUnique = function (value, index, self) {
return self.indexOf(value) === index;
};
//=============================================================================
//Zzy.CYBEC.Function
//=============================================================================
//---魔改--- v1.01 函数功能打包
Zzy.CYBEC.LowerHpIndexOfArr = function(mems)
{
var li = 0;
for(var i=1;i<mems.length;i++)
{
if(mems[li].hp > mems[i].hp)li = i;
}
return li;
}
Zzy.CYBEC.HighHpIndexOfArr = function(mems)
{
var li = 0;
for(var i=1;i<mems.length;i++)
{
if(mems[li].hp < mems[i].hp)li = i;
}
return li;
}
Zzy.CYBEC.Lower2HpIndex = function(unArr)
{
var mems = unArr.aliveMembers();
if(mems.length < 1)return 0;
if(mems.length === 1)return 0;
var lIndex = Zzy.CYBEC.LowerHpIndexOfArr(mems);
mems.splice(lIndex,1);
var nIndex = Zzy.CYBEC.LowerHpIndexOfArr(mems);
if(nIndex >= lIndex)return nIndex+1;
return nIndex;
}
Zzy.CYBEC.High2HpIndex = function(unArr)
{
var mems = unArr.aliveMembers();
if(mems.length < 1)return 0;
if(mems.length === 1)return 0;
var lIndex = Zzy.CYBEC.HighHpIndexOfArr(mems);
mems.splice(lIndex,1);
var nIndex = Zzy.CYBEC.HighHpIndexOfArr(mems);
if(nIndex >= lIndex)return nIndex+1;
return nIndex;
}
Game_Troop.prototype.LowerHpIndex = function()//血量第一低的敌人
{
return Zzy.CYBEC.LowerHpIndexOfArr(this.aliveMembers());
}
Game_Party.prototype.LowerHpIndex = function()//血量第一低的队友
{
return Zzy.CYBEC.LowerHpIndexOfArr(this.aliveMembers());
}
Game_Troop.prototype.Lower2HpIndex = function()//血量第二低的敌人
{
return Zzy.CYBEC.Lower2HpIndex(this);
}
Game_Party.prototype.Lower2HpIndex = function()//血量第二低的队友
{
return Zzy.CYBEC.Lower2HpIndex(this);
}
Game_Troop.prototype.HighHpIndex = function()//血量第一高的敌人
{
return Zzy.CYBEC.HighHpIndexOfArr(this.aliveMembers());
}
Game_Party.prototype.HighHpIndex = function()//血量第一高的队友
{
return Zzy.CYBEC.HighHpIndexOfArr(this.aliveMembers());
}
Game_Troop.prototype.High2HpIndex = function()//血量第二高的敌人
{
return Zzy.CYBEC.High2HpIndex(this);
}
Game_Party.prototype.High2HpIndex = function()//血量第二高的队友
{
return Zzy.CYBEC.High2HpIndex(this);
}
//=============================================================================
// End of File
//=============================================================================

@ -15,6 +15,30 @@ Yanfly.Core.version = 1.31;
* @plugindesc v1.31 [v1.0] 系统 - 引擎核心
* @author Yanfly Engine Plugins drill_up翻译
*
*
*
* @param ---魔改---
* @default
*
* @param MaxLuk
* @text 幸运-最大值
* @parent ---魔改---
* @type text
* @desc 将限制所有角色的最大值上限,这可以是一个公式
* @default 999
*
* @param MaxMrf
* @text 魔法反射率-最大值
* @parent ---魔改---
* @type text
* @desc 将限制所有角色的最大值上限,其中0代表0%,100代表100%这可以是一个公式
* @default 100
*
*
*
*
*
*
* @param ---屏幕---
* @default
*
@ -513,6 +537,36 @@ Yanfly.Core.version = 1.31;
* @default 29
*
* @help
*
* 魔改作者: 流逝的岁月
* 魔改版本: v1.00
*
*
*
* 魔改内容: v1.00 添加了 幸运 魔法反射率 的控制值 , 添加脚本控制 魔法反射是否有效,可通过脚本进行控制
*
*
* -以下是可能会用到的脚本信息
* Zzy.CYCE.EnableMrf() //开启魔法反射效果
* Zzy.CYCE.DisableMrf() //关闭魔法反射效果
* $gameSystem._ZzyCYCECanMrf = true //开启反射
* $gameSystem._ZzyCYCECanMrf = false //禁用反射
*
*
*
*
*
* 关于参数中设置的公式问题
* 其实是可以输入一段js代码,这会更佳灵活的去操作数据
*
* 以下是在写入公式时可以带入的数据信息:
*
* v[ID],V[ID] //id替换,将会返回全局变量的值
* s[ID],S[ID] //id替换,将会返回全局开关的值
* gw,GW //游戏窗口的宽度
* gh,GH //游戏窗口的高度
*
*
* ============================================================================
* 插件介绍
* ============================================================================
@ -826,10 +880,25 @@ Yanfly.Core.version = 1.31;
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters("YEP_CoreEngine");
Yanfly.Param = Yanfly.Param || {};
Yanfly.Icon = Yanfly.Icon || {};
var Zzy = Zzy || {};
Zzy.CYCE = Zzy.CYCE || {};
Zzy.CYCE.MaxLuk = String(Yanfly.Parameters['MaxLuk'] || 999);
Zzy.CYCE.MaxMrf = String(Yanfly.Parameters['MaxMrf'] || 100);
Yanfly.Param.ScreenWidth = Number(Yanfly.Parameters["屏幕宽度"] || 816);
Yanfly.Param.ScreenHeight = Number(Yanfly.Parameters["屏幕高度"] || 624);
Yanfly.Param.ScaleBattleback = String(Yanfly.Parameters["屏幕重置-战斗背景"]);
@ -2712,6 +2781,143 @@ Yanfly.Util.displayError = function (e, code, message) {
}
};
//---魔改--- v1.00 最大值限制
//=============================================================================
//Game_Actor
//=============================================================================
Zzy.CYCE.Game_Actor_param = Game_Actor.prototype.param;
Game_Actor.prototype.param = function(paramId)
{
var value = Zzy.CYCE.Game_Actor_param.call(this,paramId);
if(paramId === 7)//幸运
{
var maxValue = Zzy.CYCE.EvalTransformation(Zzy.CYCE.MaxLuk);
value = value > maxValue ? maxValue : value;
}
return value;//
};
Zzy.CYCE.Game_Actor_xparam = Game_Actor.prototype.xparam;
Game_Actor.prototype.xparam = function(paramId)
{
var value = Zzy.CYCE.Game_Actor_xparam.call(this,paramId);
if(paramId === 5)//魔法反射率
{
var maxValue = Zzy.CYCE.EvalTransformation(Zzy.CYCE.MaxMrf) * 0.01;
value = value > maxValue ? maxValue : value;
}
return value;
};
//=============================================================================
//Game_Enemy
//=============================================================================
Zzy.CYCE.Game_Enemy_param = Game_Enemy.prototype.param;
Game_Enemy.prototype.param = function(paramId)
{
var value = Zzy.CYCE.Game_Enemy_param.call(this,paramId);
if(paramId === 7)//幸运
{
var maxValue = Zzy.CYCE.EvalTransformation(Zzy.CYCE.MaxLuk);
value = value > maxValue ? maxValue : value;
}
return value;//
};
Zzy.CYCE.Game_Enemy_xparam = Game_Enemy.prototype.xparam;
Game_Enemy.prototype.xparam = function(paramId)
{
var value = Zzy.CYCE.Game_Enemy_xparam.call(this,paramId);
if(paramId === 5)//魔法反射率
{
var maxValue = Zzy.CYCE.EvalTransformation(Zzy.CYCE.MaxMrf) * 0.01;
value = value > maxValue ? maxValue : value;
}
return value;
};
//=============================================================================
//Game_Action
//=============================================================================
//此处进行反射判断检测
Zzy.CYCE.Game_Action_itemMrf = Game_Action.prototype.itemMrf;
Game_Action.prototype.itemMrf = function(target)
{
if(!Zzy.CYCE.GetCanMrf())return 0;//不可以进行反射
return Zzy.CYCE.Game_Action_itemMrf.call(this,target);
};
//=============================================================================
//Zzy.CYCE.Function
//=============================================================================
//公式
Zzy.CYCE.EvalTransformation = function(formula)//转换
{
var v = $gameVariables._data;
var s = $gameSwitches._data;
var V = v;
var S = s;
var gw = Graphics.boxWidth;
var gh = Graphics.boxHeight;
var GW = gw;
var GH = gh;
return eval(formula);
}
Zzy.CYCE.EnableMrf = function() //开启魔法反射效果
{
$gameSystem._ZzyCYCECanMrf = true;
}
Zzy.CYCE.DisableMrf = function() //关闭魔法反射效果
{
$gameSystem._ZzyCYCECanMrf = false;
}
//获取反射
Zzy.CYCE.GetCanMrf = function()
{
if($gameSystem._ZzyCYCECanMrf === undefined)$gameSystem._ZzyCYCECanMrf = true;
return $gameSystem._ZzyCYCECanMrf;
}
//=============================================================================
// End of File
//=============================================================================

@ -76,11 +76,11 @@ Yanfly.Equip.version = 1.16;
* @help
*
* 魔改作者: 流逝的岁月
* 魔改版本: v1.04
*
*
* 魔改版本: v1.05
*
*
*
* v1.05 修改界面的布局方式
* v1.04 添加额外标签,实现功能拓展,可在下方 数据库备注 中查看用法
* v1.03 修改参数结构,自定义化调整接口
* v1.02 添加更多的信息显示,调整布局
@ -149,7 +149,7 @@ if($gameSwitches.value(10))
*
* 以下是在写入公式时可以带入的数据信息:
*
* a,User,user //如果有,那这个值就是目前指定的 持有者(玩家)对象
* User,user //如果有,那这个值就是目前指定的 持有者(玩家)对象
* Item,item //如果有,那这个值就是目前 安装/卸载 的装备对象
* v[ID],V[ID] //id替换,将会返回全局变量的值
* s[ID],S[ID] //id替换,将会返回全局开关的值
@ -1105,13 +1105,13 @@ Window_StatCompare.prototype.drawParamName = function(y, paramId)
{
var pid = Window_StatCompare.BaseParamMap[paramId];
name = TextManager.param(pid);
}
}
else
{
paramId -= bLen;
var pid = Window_StatCompare.XParamMap[paramId];
var tArr = ['命中率','暴击率','回避率'];
name = tArr[pid]
var tArr = Window_StatCompare.XParamMapTextArr;
name = tArr[pid];
}
@ -1275,9 +1275,15 @@ Window_StatCompare.prototype.drawParamDifference = function(y, paramId)
//--魔改--
// Window_StatCompare.BaseParamMap = [0,1,2,3,4,5,6];
// Window_StatCompare.XParamMap = [0,2,1];
// Window_StatCompare.XParamMapTextArr = ['命中率','暴击率','回避率'];
Window_StatCompare.BaseParamMap = [0,1,2,3,4,5,6];
Window_StatCompare.XParamMap = [0,2,1];
//---魔改--- v1.05
Window_StatCompare.BaseParamMap = [0,1,2,3,4,5,6,7];
Window_StatCompare.XParamMap = [0,1];
Window_StatCompare.XParamMapTextArr = ['命中率','暴击率'];
Window_StatCompare.ParamsLen = Window_StatCompare.BaseParamMap.length + Window_StatCompare.XParamMap.length;//默认12个参数

@ -361,9 +361,13 @@ Yanfly.Status = Yanfly.Status || {};
*
*
* 魔改作者: 流逝的岁月
* 魔改版本: v1.00
* 魔改版本: v1.01
*
* 魔改内容: 隐藏状态窗口,信息窗口的绘制内容 使下方信息向上调整
*
*
*
* 魔改内容: v1.01 界面调整
* 魔改内容: v1.00 隐藏状态窗口,信息窗口的绘制内容 使下方信息向上调整
*
* ============================================================================
* Introduction
@ -747,7 +751,7 @@ Window_StatusInfo.prototype.drawGeneralParam = function () {
//--魔改--距离调整
var disY = this.lineHeight() * 2;
//---魔改--- v1.01 调整界面布局
var dx = rect.x + this.textPadding();
var dw = rect.width - this.textPadding() * 2;
this.drawDarkRect(rect.x, rect.y - disY, rect.width, rect.height);
@ -758,30 +762,100 @@ Window_StatusInfo.prototype.drawGeneralParam = function () {
this.drawText(text, dx, rect.y - disY, dw, "right");
for (var i = 0; i < 8; ++i) {
if (i < 2) {
rect.y += this.lineHeight();
} else if (i === 2) {
rect.y += this.lineHeight();
rect.width /= 2;
dw = rect.width - this.textPadding() * 2;
} else if (i % 2 === 0) {
rect.x = 0;
dx = rect.x + this.textPadding();
rect.y += this.lineHeight();
} else {
rect.x += rect.width;
dx += rect.width;
}
var paramPosIndexArr = [0,1,2,4,3,5,7,undefined,6];
//设置取一半
for (var i = 0; i < paramPosIndexArr.length; ++i)
{
var pid = paramPosIndexArr[i];//进行转换
var hw = rect.width/2;
var hdw = hw - this.textPadding() * 2;
if(i === paramPosIndexArr.length - 1)//最后一个
{
hw = rect.width;
hdw = dw;
}
if (i % 2 === 0)
{
rect.x = 0;
dx = rect.x + this.textPadding();
rect.y += this.lineHeight();
}
else
{
rect.x += hw;
dx += hw;
}
if(pid === undefined)
{
//---魔改--- v1.01 显示魔法反击率
this.drawDarkRect(rect.x, rect.y - disY, hw, rect.height);
this.changeTextColor(this.systemColor());
this.drawText(Yanfly.Param.StatusAttr_mrf, dx, rect.y - disY, hdw, "left");
this.changeTextColor(this.normalColor());
text = Yanfly.Util.toGroup(this._actor.xparam(5));
text = text + '%';//添加百分号
this.drawText(text, dx, rect.y - disY, hdw, "right");
}
else
{
this.drawDarkRect(rect.x, rect.y - disY, hw, rect.height);
this.changeTextColor(this.systemColor());
this.drawText(TextManager.param(pid), dx, rect.y - disY, hdw, "left");
this.changeTextColor(this.normalColor());
text = Yanfly.Util.toGroup(this._actor.param(pid));
this.drawText(text, dx, rect.y - disY, hdw, "right");
}
}
// for (var i = 0; i < 8; ++i)
// {
// if (i < 2)
// {
// rect.y += this.lineHeight();
// } else if (i === 2) {
// rect.y += this.lineHeight();
// rect.width /= 2;
// dw = rect.width - this.textPadding() * 2;
// } else if (i % 2 === 0) {
// rect.x = 0;
// dx = rect.x + this.textPadding();
// rect.y += this.lineHeight();
// } else {
// rect.x += rect.width;
// dx += rect.width;
// }
this.drawDarkRect(rect.x, rect.y - disY, rect.width, rect.height);
this.changeTextColor(this.systemColor());
this.drawText(TextManager.param(i), dx, rect.y - disY, dw, "left");
this.changeTextColor(this.normalColor());
text = Yanfly.Util.toGroup(this._actor.param(i));
this.drawText(text, dx, rect.y - disY, dw, "right");
}
// this.drawDarkRect(rect.x, rect.y - disY, rect.width, rect.height);
// this.changeTextColor(this.systemColor());
// this.drawText(TextManager.param(i), dx, rect.y - disY, dw, "left");
// this.changeTextColor(this.normalColor());
// text = Yanfly.Util.toGroup(this._actor.param(i));
// this.drawText(text, dx, rect.y - disY, dw, "right");
// }
};
Window_StatusInfo.prototype.actorCurrentExpRate = function (actor) {

@ -74,38 +74,13 @@ Yanfly.BStats.version = 1.01;
* @help
*
* 魔改作者: 流逝的岁月
* 魔改版本: v1.01
*
* 魔改版本: v1.02
*
* 魔改内容: v1.02 转移封装到YEP_BattleEngineCore.js中,功能不变
* 魔改内容: v1.01 封装了一些函数功能,可以使用
*
*
*
*
*
$gameTroop.LowerHpIndex = function()//返回血量第一低的敌人的下标
$gameParty.LowerHpIndex = function()//返回血量第一低的队友的下标
$gameTroop.Lower2HpIndex = function()//返回血量第二低的敌人的下标,如果没有,则会返回第一血量下标
$gameParty.Lower2HpIndex = function()//返回血量第二低的队友的下标,如果没有,则会返回第一血量下标
$gameTroop.HighHpIndex = function()//返回血量第一高的敌人的下标
$gameParty.HighHpIndex = function()//返回血量第一高的队友的下标
$gameTroop.High2HpIndex = function()//返回血量第二高的敌人的下标,如果没有,则会返回第一血量下标
$gameParty.High2HpIndex = function()//返回血量第二高的队友的下标,如果没有,则会返回第一血量下标
*
*
*
*
*
* 魔改内容: v1.00 移除受到治疗数,移除助攻数
*
*
*
* ============================================================================
* Introduction
* ============================================================================
@ -542,17 +517,6 @@ Window_StatusInfo.prototype.drawTotalDamageHealing = function() {
};
//=============================================================================
// Utilities
//=============================================================================
@ -572,95 +536,3 @@ if (!Yanfly.Util.toGroup) {
//---魔改--- v1.01 函数功能打包
Zzy.CXBS.LowerHpIndexOfArr = function(mems)
{
var li = 0;
for(var i=1;i<mems.length;i++)
{
if(mems[li].hp > mems[i].hp)li = i;
}
return li;
}
Zzy.CXBS.HighHpIndexOfArr = function(mems)
{
var li = 0;
for(var i=1;i<mems.length;i++)
{
if(mems[li].hp < mems[i].hp)li = i;
}
return li;
}
Zzy.CXBS.Lower2HpIndex = function(unArr)
{
var mems = unArr.aliveMembers();
if(mems.length < 1)return -1;
if(mems.length === 1)return 0;
var lIndex = Zzy.CXBS.LowerHpIndexOfArr(mems);
mems.splice(lIndex,1);
var nIndex = Zzy.CXBS.LowerHpIndexOfArr(mems);
if(nIndex >= lIndex)return nIndex+1;
return nIndex;
}
Zzy.CXBS.High2HpIndex = function(unArr)
{
var mems = unArr.aliveMembers();
if(mems.length < 1)return -1;
if(mems.length === 1)return 0;
var lIndex = Zzy.CXBS.HighHpIndexOfArr(mems);
mems.splice(lIndex,1);
var nIndex = Zzy.CXBS.HighHpIndexOfArr(mems);
if(nIndex >= lIndex)return nIndex+1;
return nIndex;
}
Game_Troop.prototype.LowerHpIndex = function()//血量第一低的敌人
{
return Zzy.CXBS.LowerHpIndexOfArr(this.aliveMembers());
}
Game_Party.prototype.LowerHpIndex = function()//血量第一低的队友
{
return Zzy.CXBS.LowerHpIndexOfArr(this.aliveMembers());
}
Game_Troop.prototype.Lower2HpIndex = function()//血量第二低的敌人
{
return Zzy.CXBS.Lower2HpIndex(this);
}
Game_Party.prototype.Lower2HpIndex = function()//血量第二低的队友
{
return Zzy.CXBS.Lower2HpIndex(this);
}
Game_Troop.prototype.HighHpIndex = function()//血量第一高的敌人
{
return Zzy.CXBS.HighHpIndexOfArr(this.aliveMembers());
}
Game_Party.prototype.HighHpIndex = function()//血量第一高的队友
{
return Zzy.CXBS.HighHpIndexOfArr(this.aliveMembers());
}
Game_Troop.prototype.High2HpIndex = function()//血量第二高的敌人
{
return Zzy.CXBS.High2HpIndex(this);
}
Game_Party.prototype.High2HpIndex = function()//血量第二高的队友
{
return Zzy.CXBS.High2HpIndex(this);
}

Loading…
Cancel
Save