Arcadia-eternity data

data/effect_skill.yaml

install
source · Clone the upstream repo
git clone https://github.com/arcadia-eternity/arcadia-eternity
manifest: packs/base/data/effect_skill.yaml
source content

data/effect_skill.yaml

yaml-language-server: $schema=../packages/schema/schema/effect.schema.json

@metaType effect

@version 1.0.0

  • id: effect_skill_reduce_stat_5_percent trigger: OnDamage priority: 0 apply: &apply_opponent_statstage_-1_template type: statStageBuff target: base: opponent statType: def value: -1 condition: &condition_probability_5_percent_template type: every conditions: - type: selfUseSkill - type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 5 tags: ['skill_effect_probability']
  • id: effect_skill_reduce_opponent_def_1_stage_5_percent trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: def condition: *condition_probability_5_percent_template
  • id: effect_skill_reduce_opponent_spe_1_stage_5_percent trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: spe condition: *condition_probability_5_percent_template
  • id: effect_skill_reduce_opponent_spd_1_stage_5_percent trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: spd condition: *condition_probability_5_percent_template
  • id: effect_skill_reduce_opponent_atk_1_stage_5_percent trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: atk condition: *condition_probability_5_percent_template
  • id: effect_skill_reduce_opponent_spa_1_stage_5_percent trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: spa condition: *condition_probability_5_percent_template
  • id: effect_skill_reduce_opponent_spd_1_stage_10_percent trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: spd condition: &condition_probability_10_percent_template type: every conditions: - type: selfUseSkill - type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 10 tags: ['skill_effect_probability']

15%弱化对手特防1级

  • id: effect_skill_reduce_opponent_spd_1_stage_15_percent trigger: BeforeHit priority: 0 apply: type: statStageBuff target: opponent statType: spd value: -1 condition: type: every conditions: - type: selfUseSkill - &condition_probability_15_percent_template type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 15 tags: ['skill_effect_probability']

25%弱化对手特防1级

  • id: effect_skill_reduce_opponent_spd_1_stage_25_percent trigger: BeforeHit priority: 0 apply: type: statStageBuff target: opponent statType: spd value: -1 condition: type: every conditions: - type: selfUseSkill - &condition_probability_25_percent_template type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 25 tags: ['skill_effect_probability']

30%弱化对手特防1级

  • id: effect_skill_reduce_opponent_spd_1_stage_30_percent trigger: BeforeHit priority: 0 apply: type: statStageBuff target: opponent statType: spd value: -1 condition: type: every conditions: - type: selfUseSkill - &condition_probability_30_percent_template type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 30 tags: ['skill_effect_probability']
  • id: effect_skill_reduce_opponent_def_1_stage_10_percent trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: def condition: *condition_probability_10_percent_template
  • id: effect_skill_reduce_opponent_def_1_stage_15_percent trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: def condition: type: every conditions: - type: selfUseSkill - &condition_probability_15_percent_template type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 15 tags: ['skill_effect_probability']
  • id: effect_skill_reduce_opponent_spa_1_stage_10_percent trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: spa condition: *condition_probability_10_percent_template
  • id: effect_skill_reduce_opponent_spa_1_stage_15_percent trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: spa condition: type: every conditions: - type: selfUseSkill - *condition_probability_15_percent_template
  • id: effect_skill_raise_atk_1_stage trigger: BeforeHit priority: 0 apply: &apply_self_statstage_+1_template type: statStageBuff target: self statType: atk value: 1 condition: &condition_self_use_skill_template type: selfUseSkill
  • id: effect_skill_raise_atk_1_stage_5_percent trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: atk condition: *condition_probability_5_percent_template
  • id: effect_skill_raise_atk_1_stage_10_percent trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: atk condition: type: every conditions: - type: selfUseSkill - *condition_probability_10_percent_template
  • id: effect_skill_raise_atk_1_stage_15_percent trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: atk condition: type: every conditions: - type: selfUseSkill - *condition_probability_15_percent_template
  • id: effect_skill_raise_def_1_stage trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: def condition: *condition_self_use_skill_template
  • id: effect_skill_raise_spa_1_stage trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spa condition: *condition_self_use_skill_template
  • id: effect_skill_raise_spa_1_stage_10_percent trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spa condition: type: every conditions: - type: selfUseSkill - *condition_probability_10_percent_template
  • id: effect_skill_raise_spa_1_stage_15_percent trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spa condition: type: every conditions: - type: selfUseSkill - *condition_probability_15_percent_template
  • id: effect_skill_raise_spd_1_stage trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spd condition: *condition_self_use_skill_template
  • id: effect_skill_raise_spd_1_stage_20_percent trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spd condition: type: every conditions: - type: selfUseSkill - &condition_probability_20_percent_template type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 20 tags: ['skill_effect_probability']
  • id: effect_skill_raise_spe_1_stage trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spe condition: *condition_self_use_skill_template
  • id: effect_skill_raise_spe_1_stage_5_percent trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spe condition: type: every conditions: - type: selfUseSkill - *condition_probability_5_percent_template
  • id: effect_skill_raise_spe_1_stage_10_percent trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spe condition: type: every conditions: - type: selfUseSkill - *condition_probability_10_percent_template
  • id: effect_skill_raise_spe_1_stage_20_percent trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spe condition: type: every conditions: - type: selfUseSkill - *condition_probability_20_percent_template
  • id: effect_skill_raise_atk_2_stages trigger: BeforeHit priority: 0 apply: &apply_self_statstage_+2_template type: statStageBuff target: self statType: atk value: 2 condition: *condition_self_use_skill_template
  • id: effect_skill_raise_def_2_stages trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+2_template statType: def condition: *condition_self_use_skill_template
  • id: effect_skill_raise_spa_2_stages trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+2_template statType: spa condition: *condition_self_use_skill_template
  • id: effect_skill_raise_spd_2_stages trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+2_template statType: spd condition: *condition_self_use_skill_template
  • id: effect_skill_raise_spe_2_stages trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+2_template statType: spe condition: *condition_self_use_skill_template
  • id: effect_skill_reduce_opponent_stat_1_stage trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: def condition: *condition_self_use_skill_template
  • id: effect_skill_reduce_opponent_atk_1_stage trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: atk condition: *condition_self_use_skill_template
  • id: effect_skill_reduce_opponent_atk_1_stage_20_percent trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: atk condition: type: every conditions: - type: selfUseSkill - *condition_probability_20_percent_template
  • id: effect_skill_reduce_opponent_def_1_stage trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: def condition: *condition_self_use_skill_template
  • id: effect_skill_reduce_opponent_spa_1_stage trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: spa condition: *condition_self_use_skill_template
  • id: effect_skill_reduce_opponent_spd_1_stage trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: spd condition: *condition_self_use_skill_template
  • id: effect_skill_reduce_opponent_spe_1_stage trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: spe condition: *condition_self_use_skill_template
  • id: effect_skill_add_mark_opponent_ruodian trigger: OnHit priority: 0 apply: &apply_opponent_add_mark_ruodian_template type: addMark target: opponent mark: type: entity:baseMark value: mark_ruodianjihao stack: 1 condition: *condition_self_use_skill_template
  • id: effect_skill_add_mark_opponent_ruodian_2 trigger: OnHit priority: 0 apply: <<: *apply_opponent_add_mark_ruodian_template stack: 2 condition: *condition_self_use_skill_template
  • id: effect_skill_consume_ruodian trigger: OnHit priority: -50 apply: type: consumeStacks target: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_ruodianjihao value: 2 condition: *condition_self_use_skill_template
  • id: effect_skill_add_crit_rate_ruodian trigger: AfterUseSkillCheck priority: 1 apply: type: addCritRate target: base: useSkillContext value: type: dynamic selector: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_ruodianjihao - type: select arg: type: base arg: stack - type: multiply arg: 45 condition: *condition_self_use_skill_template
  • id: effect_skill_add_hit_result_ruodian trigger: AfterUseSkillCheck priority: 0 apply: type: addMultihitResult target: base: useSkillContext value: type: dynamic selector: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_ruodianjihao - type: select arg: type: base arg: stack condition: *condition_self_use_skill_template
  • id: effect_skill_add_power_50_ruodian trigger: AfterUseSkillCheck priority: 0 apply: type: addPower target: base: useSkillContext value: type: dynamic selector: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_ruodianjihao - type: select arg: type: base arg: stack - type: multiply arg: 50 condition: *condition_self_use_skill_template

减少对方20点怒气

  • id: effect_skill_reduce_opponent_rage_20 trigger: OnHit priority: 0 apply: type: addRage target: opponent value: -20 condition: *condition_self_use_skill_template
  • id: effect_skill_add_mark_opponent_yishang trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_yishang condition: *condition_self_use_skill_template
  • id: effect_skill_add_mark_opponent_shaoshang trigger: OnHit priority: 0 apply: &apply_opponent_add_mark_shaoshang_template type: conditional condition: &condition_opponent_not_fire_element type: evaluate target: base: opponent chain: - type: select arg: type: base arg: element evaluator: type: notSame value: Fire trueOperator: type: addMark target: opponent mark: type: entity:baseMark value: mark_shaoshang condition: type: every conditions: - type: selfUseSkill - *condition_opponent_not_fire_element
  • id: effect_skill_add_mark_opponent_shaoshang_5_percent trigger: OnHit priority: 0 apply: *apply_opponent_add_mark_shaoshang_template condition: type: every conditions: - type: selfUseSkill - *condition_probability_5_percent_template - *condition_opponent_not_fire_element
  • id: effect_skill_add_mark_opponent_shaoshang_10_percent trigger: OnHit priority: 0 apply: *apply_opponent_add_mark_shaoshang_template condition: type: every conditions: - type: selfUseSkill - *condition_probability_10_percent_template - *condition_opponent_not_fire_element
  • id: effect_skill_add_mark_opponent_shaoshang_15_percent trigger: OnHit priority: 0 apply: *apply_opponent_add_mark_shaoshang_template condition: type: every conditions: - type: selfUseSkill - *condition_probability_15_percent_template - *condition_opponent_not_fire_element
  • id: effect_skill_add_mark_opponent_shaoshang_20_percent trigger: OnHit priority: 0 apply: *apply_opponent_add_mark_shaoshang_template condition: type: every conditions: - type: selfUseSkill - *condition_probability_20_percent_template - *condition_opponent_not_fire_element
  • id: effect_skill_add_mark_opponent_shaoshang_30_percent trigger: OnHit priority: 0 apply: *apply_opponent_add_mark_shaoshang_template condition: type: every conditions: - type: selfUseSkill - *condition_probability_30_percent_template - *condition_opponent_not_fire_element
  • id: effect_skill_add_mark_opponent_shaoshang_50_percent trigger: OnHit priority: 0 apply: *apply_opponent_add_mark_shaoshang_template condition: type: every conditions: - type: selfUseSkill - *condition_opponent_not_fire_element - &condition_probability_50_percent_template type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 50 configId: probability tags: ['skill_effect_probability']
  • id: effect_skill_add_mark_opponent_shaoshang_60_percent trigger: OnHit priority: 0 apply: *apply_opponent_add_mark_shaoshang_template condition: type: every conditions: - type: selfUseSkill - *condition_opponent_not_fire_element - &condition_probability_60_percent_template type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 60 tags: ['skill_effect_probability']
  • id: effect_skill_min_damage_95 trigger: OnBeforeCalculateDamage priority: 0 apply: type: addThreshold target: damageContext min: 95 condition: *condition_self_use_skill_template
  • id: effect_skill_min_damage_100 trigger: OnBeforeCalculateDamage priority: 0 apply: type: addThreshold target: damageContext min: 100 condition: *condition_self_use_skill_template
  • id: effect_skill_add_mark_yanggong trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_yanggong condition: *condition_self_use_skill_template
  • id: effect_skill_add_mark_jizhong trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_bizhong condition: *condition_self_use_skill_template
  • id: effect_skill_add_mark_busi trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_busi condition: *condition_self_use_skill_template
  • id: effect_skill_add_mark_weilifanbei trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_weilifanbei condition: *condition_self_use_skill_template
  • id: effect_skill_reduce_self_hp_1_6 trigger: BeforeHit priority: 0 apply: type: dealDamage target: self value: type: dynamic selector: base: self chain: - type: select arg: type: base arg: maxHp - type: divide arg: 6 condition: *condition_self_use_skill_template
  • id: effect_skill_add_rage_35 trigger: OnHit priority: 0 apply: type: addRage target: self value: 35 condition: *condition_self_use_skill_template
  • id: effect_skill_power_4x_below_1_6_hp trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: base: useSkillContext value: 4 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: self chain: - type: select arg: type: base arg: currentHp evaluator: type: compare operator: <= value: type: dynamic selector: base: self chain: - type: select arg: type: base arg: maxHp - type: divide arg: 6
  • id: effect_heal_self_half trigger: OnHit priority: 0 apply: type: heal target: self value: type: dynamic selector: base: self chain: - type: select arg: type: base arg: maxHp - type: divide arg: 2 condition: *condition_self_use_skill_template
  • id: effect_heal_self_onethird trigger: OnHit priority: 0 apply: type: heal target: self value: type: dynamic selector: base: self chain: - type: select arg: type: base arg: maxHp - type: divide arg: 3 condition: *condition_self_use_skill_template
  • id: effect_skill_heal_self_quarter trigger: OnHit priority: 0 condition: type: selfUseSkill apply: &operator_heal_self_quarter type: heal target: self value: type: dynamic selector: base: self chain: - type: select arg: type: base arg: maxHp - type: divide arg: 4
  • id: effect_skill_add_mark_zhongzinengliang trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_zhongzinengliang stack: 4 condition: *condition_self_use_skill_template
  • id: effect_skill_consume_all_zhongzinengliang trigger: OnHit priority: -50 apply: type: consumeStacks target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_zhongzinengliang value: 4 condition: *condition_self_use_skill_template
  • id: effect_skill_add_power_25_zhongzinengliang trigger: AfterUseSkillCheck priority: 0 apply: type: addPower target: base: useSkillContext value: type: dynamic selector: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_zhongzinengliang - type: select arg: type: base arg: stack - type: multiply arg: 25 condition: *condition_self_use_skill_template
  • id: effect_skill_heal_by_damage_25_zhongzinengliang trigger: PostDamage priority: 0 apply: type: heal target: self value: type: dynamic selector: base: damageContext chain: - type: selectPath arg: damageResult - type: divide arg: 4 - type: multiply arg: type: dynamic selector: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_zhongzinengliang - type: select arg: type: base arg: stack condition: *condition_self_use_skill_template
  • id: effect_skill_add_mark_opponent_mingzhongxiajiang_15 trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_mingzhongxiajiang stack: type: raw:number value: 15 tags: ['skill_effect_stack', 'skill_effect_mingzhongxiajiang_stack'] condition: *condition_self_use_skill_template
  • id: effect_skill_opponent_clear_stage trigger: BeforeHit priority: 0 apply: type: clearStatStage target: opponent cleanStageStrategy: positive condition: *condition_self_use_skill_template
  • id: effect_skill_clear_stage trigger: BeforeHit priority: 0 apply: type: clearStatStage target: self cleanStageStrategy: negative condition: *condition_self_use_skill_template
  • id: effect_skill_power_2x_below_quarter_hp trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: base: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - &condition_self_hp_below_quarter type: evaluate target: base: self chain: - type: select arg: type: base arg: currentHp evaluator: type: compare operator: <= value: type: dynamic selector: base: self chain: - type: select arg: type: base arg: maxHp - type: divide arg: 4
  • id: effect_skill_power_2x_opponent_below_quarter_hp trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: base: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - &condition_opponent_below_quarter_hp type: evaluate target: base: opponent chain: - type: select arg: type: base arg: currentHp evaluator: type: compare operator: <= value: type: dynamic selector: base: opponent chain: - type: select arg: type: base arg: maxHp - type: divide arg: 4
  • id: effect_skill_add_mark_opponent_jishengzhadan trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_jishengzhadan condition: *condition_self_use_skill_template
  • id: effect_skill_ignite_opponent_mark_jishengzhadan trigger: OnHit priority: 0 apply:
    • type: destroyMark target: base: opponentMarks chain: - type: whereAttr extractor: baseId evaluator: type: same value: mark_jishengzhadan
    • type: dealDamage target: opponent value: 300 condition: type: every conditions:
      • type: selfUseSkill
      • type: evaluate target: base: opponentMarks chain: - type: whereAttr extractor: baseId evaluator: type: same value: mark_jishengzhadan evaluator: type: exist
  • id: effect_skill_add_mark_opponent_jisheng trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_jisheng condition: *condition_self_use_skill_template
  • id: effect_skill_add_mark_opponent_liuxie_with_zhongzinengliang trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_liuxie duration: type: dynamic selector: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_zhongzinengliang - type: select arg: type: base arg: stack - type: add arg: 3 stack: 50 condition: *condition_self_use_skill_template
  • id: effect_skill_add_mark_opponent_nishui trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_nishui condition: type: every conditions: - *condition_self_use_skill_template - &condition_opponent_not_water_element type: evaluate target: base: opponent chain: - type: select arg: type: base arg: element evaluator: type: notSame value: Water
  • id: effect_skill_add_mark_opponent_nishui_10_percent trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_nishui condition: type: every conditions: - type: selfUseSkill - *condition_probability_10_percent_template - *condition_opponent_not_water_element
  • id: effect_skill_add_mark_huifu trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_huifu condition: *condition_self_use_skill_template
  • id: effect_skill_save_hp_to_1 trigger: OnDamage priority: 0 apply: type: addThreshold target: damageContext max: type: dynamic selector: base: opponent chain: - type: select arg: type: base arg: currentHp - type: add arg: -1 condition: *condition_self_use_skill_template
  • id: effect_skill_add_mark_mingzhongtisheng_10 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_mingzhongtisheng stack: 10 condition: *condition_self_use_skill_template
  • id: effect_skill_add_mark_mingzhongtisheng_15 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_mingzhongtisheng stack: 15 condition: *condition_self_use_skill_template
  • id: effect_skill_add_mark_weilibianhua_50 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_weilibianhua stack: 50 condition: *condition_self_use_skill_template
  • id: effect_skill_power_2x_opponent_maxhp trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: base: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: opponent chain: - type: select arg: type: base arg: maxHp evaluator: type: compare operator: == value: type: dynamic selector: base: opponent chain: - type: select arg: type: base arg: currentHp
  • id: effect_skill_power_4x_opponent_below_quarter_hp trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: base: useSkillContext value: 4 condition: type: every conditions: - type: selfUseSkill - *condition_opponent_below_quarter_hp
  • id: effect_skill_add_mark_opponent_meihuo trigger: OnHit priority: 0 apply:
    • type: addMark target: opponent mark: type: entity:baseMark value: mark_meihuo condition: type: every conditions:
      • type: selfUseSkill
  • id: effect_skill_sure_crit_below_1_4 trigger: AfterUseSkillCheck priority: 0 apply: type: setSureCrit target: useSkillContext priority: 0 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: self chain: - type: select arg: type: base arg: currentHp evaluator: type: compare operator: <= value: type: dynamic selector: base: self chain: - type: select arg: type: base arg: maxHp - type: divide arg: 4
  • id: effect_skill_add_mark_shanbi trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shanbi stack: 1 condition: *condition_self_use_skill_template
  • id: effect_skill_add_mark_shanbi_2 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shanbi stack: 2 condition: *condition_self_use_skill_template
  • id: effect_skill_add_mark_bizhong trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_bizhong condition: *condition_self_use_skill_template
  • id: effect_skill_add_mark_opponent_mihuo trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_mihuo condition: *condition_self_use_skill_template
  • id: effect_skill_add_damage_maxhp_1_4_maxhp_max_180 trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext delta: type: dynamic selector: base: opponent chain: - type: select arg: type: base arg: maxHp - type: divide arg: 4 - type: clampMax arg: 180 percent: 0 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: opponent chain: - type: select arg: type: base arg: currentHp evaluator: type: compare operator: == value: type: dynamic selector: base: opponent chain: - type: select arg: type: base arg: maxHp
  • id: effect_skill_add_multihit_opponent_has_mark_kuihuazhongzi trigger: BeforeMultiHit priority: 0 apply: type: addMultihitResult target: base: useSkillContext value: 1 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_kuihuazhongzi
  • id: effect_skill_ignore_stat_opponent_has_mark_kuihuazhongzi trigger: BeforeHit priority: 0 apply: type: setIgnoreStageStrategy target: useSkillContext value: positive condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_kuihuazhongzi
  • id: effect_skill_add_mark_opponent_kuihuazhongzi trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_kuihuazhongzi condition: type: selfUseSkill
  • id: effect_skill_add_mark_opponent_wulicao trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_wulicao condition: type: selfUseSkill
  • id: effect_skill_add_mark_xishoucao trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_xishoucao condition: type: selfUseSkill
  • id: effect_skill_clear_status trigger: OnHit priority: 0 apply: type: destroyMark target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: tags evaluator: type: contain tag: status condition: type: selfUseSkill
  • id: effect_skill_add_mark_opponent_zhongdu trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_zhongdu condition: type: selfUseSkill
  • id: effect_skill_add_mark_opponent_zhongdu_5_percent trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_zhongdu condition: type: every conditions: - type: selfUseSkill - *condition_probability_5_percent_template
  • id: effect_skill_add_mark_opponent_zhongdu_10_percent trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_zhongdu condition: *condition_probability_10_percent_template
  • id: effect_skill_set_field_qingtian trigger: OnHit priority: 0 apply: type: addMark target: battle mark: type: entity:baseMark value: mark_global_qingtian condition: type: selfUseSkill
  • id: effect_skill_setsurehit_opponent_has_mark_kuihuazhongzi trigger: AfterUseSkillCheck priority: 0 apply: type: setSureHit target: useSkillContext priority: 2 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_kuihuazhongzi
  • id: effect_skill_add_mark_opponent_zhongdu_duration_2 trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_zhongdu duration: type: dynamic selector: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_zhongdu - type: select arg: type: base arg: stack - type: add arg: 2 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_zhongdu
  • id: effect_skill_add_mark_rouhua_50 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_rouhua stack: 50 condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_add_accuracy_when_reused trigger: AfterUseSkillCheck priority: 0 apply: type: addAccuracy target: base: useSkillContext value: 25 condition: type: every conditions: - type: selfUseSkill - type: continuousUseSkill
  • id: effect_skill_add_mark_zengzhong_1 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_zengzhong stack: 1 condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_power2x_if_heavier trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: base: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - &condition_heavier_template type: evaluate target: base: self chain: - type: select arg: type: dynamic arg: weight evaluator: type: compare operator: '>' value: type: dynamic selector: base: opponent chain: - type: select arg: type: dynamic arg: weight
  • id: effect_skill_add_mark_zhifanghudun_stack_with_weight trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_zhifanghudun stack: type: dynamic selector: base: self chain: - type: select arg: type: dynamic arg: weight condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_power2x_if_higher_level trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: base: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - &condition_level_higher_template type: evaluate target: base: self chain: - type: select arg: type: dynamic arg: level evaluator: type: compare operator: '>' value: type: dynamic selector: base: opponent chain: - type: select arg: type: dynamic arg: level
  • id: effect_skill_increase_accuracy_50_if_higher_level trigger: AfterUseSkillCheck priority: 0 apply: type: addAccuracy target: base: useSkillContext value: 50 condition: type: every conditions: - type: selfUseSkill - *condition_level_higher_template
  • id: effect_skill_add_mark_opponent_haipa trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_haipa condition: type: selfUseSkill
  • id: effect_skill_add_mark_opponent_haipa_10_if_heavier_40 trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_haipa condition: type: every conditions: - type: selfUseSkill - type: evaluate target: self evaluator: type: probability percent: type: conditional trueValue: 40 falseValue: 10 condition: *condition_heavier_template
  • id: effect_skill_fixed_damage_by_weight trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 0 delta: type: dynamic selector: base: self chain: - type: select arg: type: dynamic arg: weight condition: type: selfUseSkill
  • id: effect_skill_add_mark_zengzhong_2 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_zengzhong stack: 2 condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_add_mark_opponent_tanhuan_10_percent trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_tanhuan condition: *condition_probability_10_percent_template
  • id: effect_skill_power2x_if_weight_above_99 trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: base: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: self chain: - type: select arg: type: dynamic arg: weight evaluator: type: compare operator: '>' value: 99
  • id: effect_skill_add_mark_shanghaizengjia_stack_with_zengzhong_stack_x75 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shanghaizengjia stack: type: dynamic selector: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_zengzhong - type: select arg: type: base arg: stack - type: multiply arg: 75 condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_consume_all_zengzhong trigger: OnHit priority: -50 apply: type: consumeStacks target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_zengzhong value: 2 condition: *condition_self_use_skill_template
  • id: effect_skill_add_mark_exin_opponent_50 trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_exin stack: 50 condition: type: every conditions: - type: selfUseSkill - *condition_probability_50_percent_template
  • id: effect_skill_add_mark_tanxingzhifang trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_tanxingzhifang condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_add_mark_yinghua_25 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_yinghua stack: 25 condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_add_power_30_has_mark_yinghua trigger: AfterUseSkillCheck priority: 0 apply: type: addPower target: base: useSkillContext value: 30 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_yinghua
  • id: effect_skill_heal_self_90_hp trigger: OnHit priority: 0 apply: type: heal target: self value: 90 condition: *condition_self_use_skill_template
  • id: effect_skill_add_mark_fanshe trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_fanshe condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_clear_opponent_def_stage_if_has_mark_yinghua trigger: BeforeHit priority: 0 apply: type: clearStatStage target: opponent statType: def condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_yinghua
  • id: effect_skill_clear_opponent_spd_stage_if_has_mark_yinghua trigger: BeforeHit priority: 0 apply: type: clearStatStage target: opponent statType: spd condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_yinghua
  • id: effect_skill_add_mark_opponent_liuxie trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_liuxie stack: 30 condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_double_mark_liuxie_stack trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_liuxie stack: type: dynamic selector: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_liuxie - type: select arg: type: base arg: stack - type: multiply arg: 2 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_liuxie
  • id: effect_skill_sure_hit_if_has_mark_yinghua trigger: AfterUseSkillCheck priority: 0 apply: type: setSureHit target: useSkillContext priority: 2 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_yinghua
  • id: effect_skill_add_power_30_per_usetime trigger: AfterUseSkillCheck priority: 0 apply: type: addPower target: base: useSkillContext value: &value_skill_add_30_per_usetime type: dynamic selector: base: self chain: - type: select arg: type: dynamic arg: lastSkillUsedTimes - type: add arg: -1 - type: clampMax arg: 3 - type: multiply arg: 30 condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_add_crit_rate_30_per_usetime trigger: AfterUseSkillCheck priority: 0 apply: type: addCritRate target: base: useSkillContext value: *value_skill_add_30_per_usetime condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_add_multihit_per_usetime trigger: BeforeMultiHit priority: 0 apply: type: addMultihitResult target: base: useSkillContext value: type: dynamic selector: base: self chain: - type: select arg: type: dynamic arg: lastSkillUsedTimes - type: add arg: -1 - type: clampMax arg: 3 condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_add_mark_mianyiruohua trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_mianyiruohua condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_self_damage_25_percent trigger: PostDamage priority: 0 apply: type: dealDamage target: self value: type: dynamic selector: base: damageContext chain: - type: selectPath arg: damageResult - type: multiply arg: 0.25 condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_add_mark_shiming_10_percent trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shiming condition: *condition_probability_10_percent_template
  • id: effect_skill_add_damage_50_per_usetime trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: type: dynamic selector: base: self chain: - type: select arg: type: dynamic arg: lastSkillUsedTimes - type: add arg: -1 - type: clampMax arg: 3 - type: multiply arg: 50 delta: 0 condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_sure_hit_below_1_4_hp trigger: AfterUseSkillCheck priority: 0 apply: type: setSureHit target: useSkillContext priority: 2 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: self chain: - type: select arg: type: base arg: currentHp evaluator: type: compare operator: <= value: type: dynamic selector: base: self chain: - type: select arg: type: base arg: maxHp - type: divide arg: 4
  • id: effect_skill_add_mark_hunzhuoshuiyu trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_hunzhuoshuiyu condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_add_mark_opponent_manxingduyao_1_stack trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_manxingduyao stack: 1 condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_add_mark_opponent_manxingduyao_70_percent trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_manxingduyao stack: 1 condition: &condition_probability_70_percent_template type: every conditions: - type: selfUseSkill - type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 70 tags: ['skill_effect_probability']
  • id: effect_skill_heal_self_120_hp trigger: OnHit priority: 0 apply: type: heal target: self value: 120 condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_reduce_opponent_def_1_stage_50_percent trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: def condition: type: every conditions: - type: selfUseSkill - *condition_probability_50_percent_template
  • id: effect_skill_reduce_opponent_spd_1_stage_50_percent trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: spd condition: type: every conditions: - type: selfUseSkill - *condition_probability_50_percent_template
  • id: effect_skill_add_mark_opponent_manxingduyao_5_stack trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_manxingduyao stack: 5 condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_destroy_mark_zhongdu trigger: OnHit priority: 0 apply: type: destroyMark target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_zhongdu condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_add_power_10_per_opponent_manxingduyao trigger: AfterUseSkillCheck priority: 0 apply: type: addPower target: base: useSkillContext value: type: dynamic selector: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_manxingduyao - type: select arg: type: base arg: stack - type: multiply arg: 10
  • id: effect_skill_consume_all_opponent_manxingduyao trigger: OnHit priority: -50 apply: type: consumeStacks target: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_manxingduyao value: 10
  • id: effect_skill_add_mark_judushenti trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_judushenti condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_reduce_opponent_def_1_stage_20_percent trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: def condition: type: every conditions: - type: selfUseSkill - *condition_probability_20_percent_template
  • id: effect_skill_reduce_opponent_spa_1_stage_20_percent trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: spa condition: type: every conditions: - type: selfUseSkill - *condition_probability_20_percent_template
  • id: effect_skill_reduce_opponent_spd_1_stage_20_percent trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: spd condition: type: every conditions: - type: selfUseSkill - *condition_probability_20_percent_template
  • id: effect_skill_reduce_opponent_spe_1_stage_15_percent trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: spe condition: type: every conditions: - type: selfUseSkill - *condition_probability_15_percent_template
  • id: effect_skill_reduce_opponent_spe_1_stage_20_percent trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: spe condition: type: every conditions: - type: selfUseSkill - *condition_probability_20_percent_template
  • id: effect_skill_raise_spe_70_percent trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spe condition: *condition_probability_70_percent_template
  • id: effect_skill_add_mark_kongqichuliang_100 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_kongqichuliang stack: 100 condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_consume_mark_kongqichuliang_10_if_fail_reduce_damage_25_percent trigger: OnBeforeCalculateDamage priority: 0 apply: type: conditional condition: type: evaluate target: &mark_kongqichuliang_stack_template base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_kongqichuliang - type: select arg: type: base arg: stack evaluator: type: compare operator: '>=' value: 10 trueOperator: type: consumeStacks target: &mark_kongqichuliang_template base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_kongqichuliang value: 10 falseOperator: &reduce_damage_25_percent_operator type: addModified target: damageContext percent: -25 delta: 0 condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_consume_mark_kongqichuliang_15_if_fail_effect_skill_reduce_damage_25_percent trigger: OnBeforeCalculateDamage priority: 0 apply: type: conditional condition: type: evaluate evaluator: type: compare operator: '>=' value: 15 target: *mark_kongqichuliang_stack_template trueOperator: type: consumeStacks target: *mark_kongqichuliang_template value: 15 falseOperator: *reduce_damage_25_percent_operator condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_consume_mark_kongqichuliang_20_if_fail_effect_skill_reduce_damage_25_percent trigger: OnBeforeCalculateDamage priority: 0 apply: type: conditional condition: type: evaluate evaluator: type: compare operator: '>=' value: 20 target: *mark_kongqichuliang_stack_template trueOperator: type: consumeStacks target: *mark_kongqichuliang_template value: 20 falseOperator: *reduce_damage_25_percent_operator condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_consume_mark_kongqichuliang_25_if_fail_effect_skill_reduce_damage_25_percent trigger: OnBeforeCalculateDamage priority: 0 apply: type: conditional condition: type: evaluate target: *mark_kongqichuliang_stack_template evaluator: type: compare operator: '>=' value: 25 trueOperator: type: consumeStacks target: *mark_kongqichuliang_template value: 25 falseOperator: *reduce_damage_25_percent_operator condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_add_mark_kongqihudun_stack_with_kongqichuliang_stack trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_kongqihudun stack: type: dynamic selector: *mark_kongqichuliang_stack_template condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: selfMarks chain: - type: whereAttr extractor: baseId evaluator: type: same value: mark_kongqichuliang evaluator: type: exist
  • id: effect_skill_consume_all_kongqichuliang trigger: OnHit priority: -50 apply: type: consumeStacks target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_kongqichuliang value: 100 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: selfMarks chain: - type: whereAttr extractor: baseId evaluator: type: same value: mark_kongqichuliang evaluator: type: exist
  • id: effect_skill_add_damage_by_kongqichuliang trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 0 delta: type: dynamic selector: *mark_kongqichuliang_stack_template condition: type: selfUseSkill
  • id: effect_skill_add_mark_opponent_zhixi trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_zhixi condition: type: selfUseSkill
  • id: effect_skill_heal_self_eighth trigger: OnHit priority: 0 apply: type: heal target: self value: type: dynamic selector: base: self chain: - type: select arg: type: base arg: maxHp - type: divide arg: 8 condition: type: selfUseSkill
  • id: effect_skill_heal_self_by_kongqi trigger: OnHit priority: 0 apply: type: heal target: self value: type: dynamic selector: *mark_kongqichuliang_stack_template condition: type: selfUseSkill
  • id: effect_skill_reduce_power_on_consecutive_hits_10_max_20 tags: ['xingzhili'] trigger: AfterUseSkillCheck priority: 0 apply: type: addPower target: useSkillContext value: type: dynamic selector: base: self chain: - type: select arg: type: dynamic arg: lastSkillUsedTimes - type: add arg: -1 - type: clampMax arg: 2 - type: multiply arg: -10 condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_add_self_yuansuzhufu_increase_on_consecutive_hits_10_max_20 tags: ['xingzhili'] trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_yuansuzhufu stack: type: dynamic selector: base: self chain: - type: select arg: type: dynamic arg: lastSkillUsedTimes - type: add arg: -1 - type: clampMax arg: 2 - type: multiply arg: 10 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: self chain: - type: select arg: type: dynamic arg: lastSkillUsedTimes evaluator: type: compare operator: '>' value: 1
  • id: effect_skill_reduce_multihit_on_consecutive_hits_1_max_2 tags: ['xingzhili'] trigger: BeforeMultiHit priority: 0 apply: type: addMultihitResult target: base: useSkillContext value: type: dynamic selector: base: self chain: - type: select arg: type: dynamic arg: lastSkillUsedTimes - type: add arg: -1 - type: clampMax arg: 2 - type: multiply arg: -1 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: self chain: - type: select arg: type: dynamic arg: lastSkillUsedTimes evaluator: type: compare operator: '>' value: 1
  • id: effect_skill_reduce_damage_on_consecutive_hits_10_percent_max_2 tags: ['xingzhili'] trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: type: dynamic selector: base: self chain: - type: select arg: type: dynamic arg: lastSkillUsedTimes - type: add arg: -1 - type: clampMax arg: 2 - type: multiply arg: -10 delta: 0 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: self chain: - type: select arg: type: dynamic arg: lastSkillUsedTimes evaluator: type: compare operator: '>' value: 1
  • id: effect_skill_add_mark_xingzhili trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_xingzhili condition: type: selfUseSkill
  • id: effect_skill_add_mark_shuiwenzhenji trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shuiwenzhenji condition: type: selfUseSkill
  • id: effect_skill_consume_shuiwenzhenji trigger: OnHit priority: -50 apply: type: consumeStacks target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_shuiwenzhenji value: 1 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_shuiwenzhenji
  • id: effect_skill_add_crit_rate_50_shuiwenzhenji trigger: AfterUseSkillCheck priority: 0 apply: type: addCritRate target: base: useSkillContext value: 50 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_shuiwenzhenji
  • id: effect_skill_add_crit_rate_70_shuiwenzhenji trigger: AfterUseSkillCheck priority: 0 apply: type: addCritRate target: base: useSkillContext value: 70 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_shuiwenzhenji
  • id: effect_skill_sure_crit_shuiwenzhenji trigger: AfterUseSkillCheck priority: 0 apply: type: setSureCrit target: useSkillContext priority: 0 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_shuiwenzhenji
  • id: effect_skill_reduce_opponent_atk_1_stage_30_percent trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: atk condition: type: every conditions: - type: selfUseSkill - *condition_probability_30_percent_template
  • id: effect_skill_add_mark_shuiwenpingzhang trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shuiwenpingzhang stack: type: dynamic selector: base: self chain: - type: select arg: type: base arg: maxHp - type: divide arg: 4 - type: multiply arg: type: raw:number value: 1 configId: multiply_value condition: type: selfUseSkill
  • id: effect_skill_add_mark_opponent_nishui_30_percent trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_nishui condition: type: every conditions: - type: selfUseSkill - *condition_probability_30_percent_template - *condition_opponent_not_water_element
  • id: effect_skill_set_field_yutian trigger: OnHit priority: 0 apply: type: addMark target: battle mark: type: entity:baseMark value: mark_global_yutian condition: type: selfUseSkill
  • id: effect_skill_add_mark_fantan trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_fantan condition: type: selfUseSkill
  • id: effect_skill_power_2x_opponent_shaoshang trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - &condition_opponent_shaoshang_exist type: evaluate target: base: opponentMarks chain: - type: whereAttr extractor: baseId evaluator: type: same value: mark_shaoshang evaluator: type: exist
  • id: effect_skill_add_mark_mianyibuliang trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_mianyibuliang condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_sure_hit_opponent_shaoshang trigger: AfterUseSkillCheck priority: 0 apply: type: setSureHit target: useSkillContext priority: 2 condition: type: every conditions: - type: selfUseSkill - *condition_opponent_shaoshang_exist
  • id: effect_skill_sure_hit_opponent_below_quarter_hp trigger: AfterUseSkillCheck priority: 0 apply: type: setSureHit target: useSkillContext priority: 2 condition: type: every conditions: - type: selfUseSkill - *condition_opponent_below_quarter_hp
  • id: effect_skill_add_mark_opponent_xuanyun trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_xuanyun condition: type: selfUseSkill
  • id: effect_skill_sure_hit_opponent_xuanyun trigger: AfterUseSkillCheck priority: 0 apply: type: setSureHit target: useSkillContext priority: 2 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: opponentMarks chain: - type: whereAttr extractor: baseId evaluator: type: same value: mark_xuanyun evaluator: type: exist
  • id: effect_skill_add_mark_shoudaoshanghaijianshao_50 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shoudaoshanghaijianshao stack: 50 condition: type: selfUseSkill
  • id: effect_skill_add_mark_shanghaizengjia_75 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shanghaizengjia stack: 75 condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_add_mark_teshushanghaizengjia_50 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_teshushanghaizengjia stack: 50 condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_add_mark_wulishanghaizengjia_50 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_wulishanghaizengjia stack: 50 condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_add_mark_teshushanghaizengjia_35 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_teshushanghaizengjia stack: 35 condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_add_mark_wulishanghaizengjia_35 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_wulishanghaizengjia stack: 35 condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_add_mark_teshushanghaizengjia_100 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_teshushanghaizengjia stack: 100 condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_add_mark_wulishanghaizengjia_100 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_wulishanghaizengjia stack: 100 condition: type: every conditions: - type: selfUseSkill
  • id: effect_skill_raise_spa_1_stage_20_percent trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spa condition: type: every conditions: - type: selfUseSkill - *condition_probability_20_percent_template

将当前的天气设为“炎热”

  • id: effect_skill_set_field_yanre trigger: OnHit priority: 0 apply: type: addMark target: battle mark: type: entity:baseMark value: mark_global_yanre condition: type: selfUseSkill

技能命中时,给自己添加一个名为“焰火”的标记。

  • id: effect_skill_add_mark_yanhuo trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_yanhuo condition: type: selfUseSkill

如果该效果的技能是本回合使用的第一个技能,则威力变为2倍。

  • id: effect_skill_power_2x_if_first trigger: AfterUseSkillCheck priority: 1 apply: type: amplifyPower target: base: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: isFirstSkillUsedThisTurn

    如果该效果的技能是第一回合使用的技能,则威力变为2倍。

  • id: effect_skill_power_2x_if_first_round trigger: AfterUseSkillCheck priority: 1 apply: type: amplifyPower target: base: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: evaluate evaluator: type: compare operator: '==' value: 1 target: base: battle chain: - type: select arg: type: dynamic arg: currentTurn

技能命中时,给自己添加一个名为“火星”的标记。

  • id: effect_skill_add_mark_huoxing trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_huoxing condition: type: selfUseSkill

清除对手攻击和特攻的正面能力等级变化

  • id: effect_skill_clear_opponent_atk_spa_stage trigger: BeforeHit priority: 0 apply: type: clearStatStage target: opponent statType: - atk - spa cleanStageStrategy: positive condition: type: selfUseSkill

清除对手速度的正面能力等级变化

  • id: effect_skill_clear_opponent_spe_stage trigger: BeforeHit priority: 0 apply: type: clearStatStage target: opponent statType: - spe cleanStageStrategy: positive condition: type: selfUseSkill

清除对手防御和特防的正面能力等级变化

  • id: effect_skill_clear_opponent_def_spd_stage trigger: BeforeHit priority: 0 apply: type: clearStatStage target: opponent statType: - def - spd cleanStageStrategy: positive condition: type: selfUseSkill

给自己添加爱的名义标记

  • id: effect_skill_add_mark_aideminyi trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_aideminyi condition: type: selfUseSkill

如果有爱的名义标记,防御提升1级

  • id: effect_skill_raise_def_1_stage_if_aideminyi trigger: BeforeHit priority: 0 apply: type: statStageBuff target: self statType: def value: 1 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_aideminyi

如果有爱的名义标记,技能威力增加50

  • id: effect_skill_add_power_50_if_aideminyi trigger: AfterUseSkillCheck priority: 0 apply: type: addPower target: useSkillContext value: 50 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_aideminyi

给自己添加誓言之约标记

  • id: effect_skill_add_mark_shiyanzhiyue trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shiyanzhiyue condition: type: selfUseSkill

如果有爱的名义标记,恢复125点体力

  • id: effect_skill_heal_125_if_aideminyi trigger: OnHit priority: 0 apply: type: heal target: self value: 125 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_aideminyi

如果有爱的名义标记,最小伤害100

  • id: effect_skill_minimum_damage_100_if_aideminyi trigger: OnBeforeCalculateDamage priority: 0 apply: type: addThreshold target: damageContext min: 100 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_aideminyi

如果有爱的名义标记,先制+1

  • id: effect_skill_priority_plus_1_if_aideminyi trigger: BeforeSort priority: 0 apply: type: addValue target: base: useSkillContext chain: - type: selectProp arg: priority value: 1 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_aideminyi

如果有爱的名义标记,恢复自身最大体力的1/16

  • id: effect_skill_heal_self_1_16_if_aideminyi trigger: OnHit priority: 0 apply: type: heal target: self value: type: dynamic selector: base: self chain: - type: select arg: type: base arg: maxHp - type: divide arg: 16 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_aideminyi

如果是本回合第一个技能,给自己添加闪避标记

  • id: effect_skill_add_mark_shanbi_if_first trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shanbi condition: type: every conditions: - type: selfUseSkill - type: isFirstSkillUsedThisTurn

给对手添加心灵制约标记

  • id: effect_skill_add_mark_opponent_xinlingzhiyue trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_xinlingzhiyue condition: type: selfUseSkill

转移自身负面能力等级变化给对手

  • id: effect_skill_transfer_debuff_stage_to_opponent trigger: OnHit priority: 0 apply: type: transferStatStage source: self target: opponent cleanStageStrategy: negative condition: type: selfUseSkill

给自己添加静养生息标记

  • id: effect_skill_add_mark_jingyangshengxi trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_jingyangshengxi condition: type: selfUseSkill

给自己添加1/16恢复标记

  • id: effect_skill_add_mark_huifu_1_16 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_huifu_1_16 condition: type: selfUseSkill

如果有爱的名义标记,给自己添加1/16恢复标记

  • id: effect_skill_add_mark_huifu_1_16_if_aideminyi trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_huifu_1_16 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_aideminyi

如果目标身上有“烧伤”标记,则移除该标记,并对目标造成150点伤害。

  • id: effect_skill_ignite_opponent_mark_shaoshang trigger: OnHit priority: 0 apply:
    • type: destroyMark target: base: opponentMarks chain: - type: whereAttr extractor: baseId evaluator: type: same value: mark_shaoshang
    • type: dealDamage target: opponent value: 150 condition: type: every conditions:
      • type: selfUseSkill
      • type: evaluate target: base: opponentMarks chain: - type: whereAttr extractor: baseId evaluator: type: same value: mark_shaoshang evaluator: type: exist

给目标添加一层“削弱水泡”

  • id: effect_skill_add_mark_opponent_xueruoshuipao trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_xueruoshuipao stack: 1 condition: type: selfUseSkill

给目标添加一层“虚弱水泡”

  • id: effect_skill_add_mark_opponent_xuruoshuipao trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_xuruoshuipao stack: 1 condition: type: selfUseSkill
  • id: effect_skill_add_mark_guanghua trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_guanghua condition: type: selfUseSkill
  • id: effect_skill_add_mark_suijixianzhi trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_suijixianzhi condition: type: selfUseSkill
  • id: effect_skill_add_mark_opponent_xinzhiyinji trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_xinzhiyinji condition: type: selfUseSkill
  • id: effect_skill_consume_xinzhiyinji_sure_hit trigger: AfterUseSkillCheck priority: 0 apply: type: setSureHit target: useSkillContext priority: 2 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: tags evaluator: type: contain tag: xinzhiyinji_tag evaluator: type: exist
  • id: effect_skill_consume_xinzhiyinji_multihit trigger: AfterUseSkillCheck priority: 0 apply: type: conditional condition: type: evaluate target: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: tags evaluator: type: contain tag: xinzhiyinji_tag evaluator: type: exist trueOperator: type: setMultihit target: base: useSkillContext value: [5, 8] falseOperator: type: setMultihit target: base: useSkillContext value: 1 condition: type: selfUseSkill
  • id: effect_skill_consume_xinzhiyinji_multihit_consume trigger: OnHit priority: -50 apply: type: consumeStacks target: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_xinzhiyinji value: 1 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_xinzhiyinji
  • id: effect_skill_consume_xinzhiyinji_power_2x trigger: AfterUseSkillCheck priority: 0 apply: type: addPower target: base: useSkillContext value: type: dynamic selector: base: useSkillContext chain: - type: selectPath arg: power - type: multiply arg: 1 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: tags evaluator: type: contain tag: xinzhiyinji_tag evaluator: type: exist
  • id: effect_skill_add_mark_opponent_mingzhongxiajiang_5 trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_mingzhongxiajiang stack: type: raw:number value: 5 tags: ['skill_effect_stack', 'skill_effect_mingzhongxiajiang_stack'] condition: type: selfUseSkill
  • id: effect_skill_add_mark_opponent_xuehongyinji trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_xuehongyinji condition: type: selfUseSkill
  • id: effect_skill_heal_self_quarter_if_consecutive_half trigger: OnHit priority: 0 apply: type: heal target: base: self value: type: dynamic selector: base: self chain: - type: select arg: type: base arg: maxHp - type: divide arg: type: conditional trueValue: 8 falseValue: 4 condition: type: evaluate target: base: self chain: - type: select arg: type: dynamic arg: lastSkillUsedTimes evaluator: type: compare operator: '>' value: 1 condition: type: selfUseSkill

添加准备动作状态

  • id: effect_skill_add_mark_zhunbeidongzuo trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_zhunbeidongzuo condition: type: selfUseSkill

自身身高>对手时威力2倍

  • id: effect_skill_power_2x_if_height_gt_opponent trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: base: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: self chain: - type: select arg: type: dynamic arg: height evaluator: type: compare operator: '>' value: type: dynamic selector: base: opponent chain: - type: select arg: type: dynamic arg: height

自身身高>100时威力2倍

  • id: effect_skill_power_2x_if_height_above_100 trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: base: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: self chain: - type: select arg: type: dynamic arg: height evaluator: type: compare operator: '>' value: 100

添加灵巧状态

  • id: effect_skill_add_mark_lingqiao trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_lingqiao condition: type: selfUseSkill

自身身高<对手时威力2倍

  • id: effect_skill_power_2x_if_height_lt_opponent trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: base: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: self chain: - type: select arg: type: dynamic arg: height evaluator: type: compare operator: '<' value: type: dynamic selector: base: opponent chain: - type: select arg: type: dynamic arg: height

自身身高>100时必中

  • id: effect_skill_sure_hit_if_height_above_100 trigger: AfterUseSkillCheck priority: 0 apply: type: setSureHit target: useSkillContext priority: 2 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: self chain: - type: select arg: type: dynamic arg: height evaluator: type: compare operator: '>' value: 100

自身身高>对手时连击3次

  • id: effect_skill_multihit_if_height_gt_opponent trigger: AfterUseSkillCheck priority: 0 apply: type: conditional condition: type: evaluate target: base: self chain: - type: select arg: type: dynamic arg: height evaluator: type: compare operator: '>' value: type: dynamic selector: base: opponent chain: - type: select arg: type: dynamic arg: height trueOperator: type: setMultihit target: base: useSkillContext value: 3 falseOperator: type: setMultihit target: base: useSkillContext value: 1 condition: type: selfUseSkill

自身身高>100时连击3次

  • id: effect_skill_multihit_if_height_above_100 trigger: AfterUseSkillCheck priority: 0 apply: type: conditional condition: type: evaluate target: base: self chain: - type: select arg: type: dynamic arg: height evaluator: type: compare operator: '>' value: 100 trueOperator: type: setMultihit target: base: useSkillContext value: 3 falseOperator: type: setMultihit target: base: useSkillContext value: 1 condition: type: selfUseSkill

自身身高<对手时连击3次

  • id: effect_skill_multihit_if_height_lt_opponent trigger: AfterUseSkillCheck priority: 0 apply: type: conditional condition: type: evaluate target: base: self chain: - type: select arg: type: dynamic arg: height evaluator: type: compare operator: '<' value: type: dynamic selector: base: opponent chain: - type: select arg: type: dynamic arg: height trueOperator: type: setMultihit target: base: useSkillContext value: 3 falseOperator: type: setMultihit target: base: useSkillContext value: 1 condition: type: selfUseSkill

添加麦麦金针状态

  • id: effect_skill_add_mark_opponent_maimaijinzhen trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_maimaijinzhen condition: type: selfUseSkill

消耗麦麦金针并添加50点流血

  • id: effect_skill_consume_maimaijinzhen_add_liuxie_50 trigger: OnHit priority: 0 apply:
    • type: consumeStacks target: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_maimaijinzhen value: 1
    • type: addMark target: opponent mark: type: entity:baseMark value: mark_liuxie stack: 50 condition: type: every conditions:
      • type: selfUseSkill
      • type: opponentHasMark baseId: mark_maimaijinzhen

对手有麦麦金针时必中

  • id: effect_skill_sure_hit_if_opponent_has_maimaijinzhen trigger: AfterUseSkillCheck priority: 0 apply: type: setSureHit target: useSkillContext priority: 2 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_maimaijinzhen

添加金针外衣状态

  • id: effect_skill_add_mark_jinzhenwayi trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_jinzhenwayi condition: type: selfUseSkill

添加冲撞刺针状态

  • id: effect_skill_add_mark_opponent_chongzhuangzhenci trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_chongzhuangzhenci condition: type: selfUseSkill

添加50点流血给对手

  • id: effect_skill_add_liuxie_50_opponent trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_liuxie stack: 50 condition: type: selfUseSkill

消耗麦麦金针并在5回合内每回合恢复50点体力

  • id: effect_skill_consume_maimaijinzhen_heal_self_50 trigger: OnHit priority: 0 apply:
    • type: consumeStacks target: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_maimaijinzhen value: 1
    • type: addMark target: self mark: type: entity:baseMark value: mark_huifu_50_per_turn duration: 5 condition: type: every conditions:
      • type: selfUseSkill
      • type: opponentHasMark baseId: mark_maimaijinzhen

消耗麦麦金针并添加麦迪金针

  • id: effect_skill_consume_maimaijinzhen_add_maidijinzhen trigger: OnHit priority: 0 apply:
    • type: consumeStacks target: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_maimaijinzhen value: 1
    • type: addMark target: opponent mark: type: entity:baseMark value: mark_maidijinzhen condition: type: every conditions:
      • type: selfUseSkill
      • type: opponentHasMark baseId: mark_maimaijinzhen

消耗麦迪金针并添加金针粉末

  • id: effect_skill_consume_maidijinzhen_add_jinzhenfenmo trigger: OnHit priority: 0 apply:
    • type: consumeStacks target: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_maidijinzhen value: 1
    • type: addMark target: opponent mark: type: entity:baseMark value: mark_jinzhenfenmo condition: type: every conditions:
      • type: selfUseSkill
      • type: opponentHasMark baseId: mark_maidijinzhen

最佳助攻被动效果:替换上场时添加临时标记

  • id: effect_skill_add_first_turn_mark_on_switch_in trigger: OnSwitchIn priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_first_turn_after_switch condition: type: selfSwitchIn

最佳助攻主动效果:有临时标记时威力2倍

  • id: effect_skill_power_2x_if_first_switch_in_zuijiazhuogong trigger: AfterUseSkillCheck priority: 1 apply: type: amplifyPower target: base: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_first_turn_after_switch

具有虚空感应时威力2倍

  • id: effect_skill_power_2x_if_has_xukongganying trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_xukongganying

解除自身弱化

  • id: effect_skill_clear_self_negative_stage trigger: BeforeHit priority: 0 apply: type: clearStatStage target: self cleanStageStrategy: negative condition: type: selfUseSkill

10%使对手窒息,具有虚空感应时40%使对手窒息

  • id: effect_skill_add_mark_opponent_zhixi_10_or_40_percent_if_has_xukongganying trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_zhixi condition: type: every conditions: - type: selfUseSkill - type: some conditions: - type: every conditions: - type: not condition: type: evaluate target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_xukongganying evaluator: type: exist - type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 10 tags: ['skill_effect_probability'] - type: every conditions: - type: selfHasMark baseId: mark_xukongganying - type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 40 tags: ['skill_effect_probability']

附加40点固伤,具有虚空感应时附加80点固伤

  • id: effect_skill_add_damage_40_or_80_if_has_xukongganying trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 0 delta: type: conditional trueValue: 80 falseValue: 40 condition: type: evaluate target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_xukongganying evaluator: type: exist condition: type: selfUseSkill

具有虚空感应时必中

  • id: effect_skill_sure_hit_if_has_xukongganying trigger: AfterUseSkillCheck priority: 0 apply: type: setSureHit target: useSkillContext priority: 2 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_xukongganying

具有虚空感应时增加50点威力

  • id: effect_skill_add_power_50_if_has_xukongganying trigger: AfterUseSkillCheck priority: 0 apply: type: addPower target: useSkillContext value: 50 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_xukongganying

附加50点固伤,具有虚空感应时附加100点固伤

  • id: effect_skill_add_damage_50_or_100_if_has_xukongganying trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 0 delta: type: conditional trueValue: 100 falseValue: 50 condition: type: evaluate target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_xukongganying evaluator: type: exist condition: type: selfUseSkill

使自身获得75点受伤减少

  • id: effect_skill_add_mark_shoudaoshanghaijianshao_75 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shoudaoshanghaijianshao stack: 75 condition: type: selfUseSkill

添加伊特领域标记

  • id: effect_skill_add_mark_yitelingyu trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_yitelingyu condition: type: selfUseSkill

有伊特领域时必定暴击

  • id: effect_skill_sure_crit_if_has_yitelingyu trigger: AfterUseSkillCheck priority: 0 apply: type: setSureCrit target: useSkillContext priority: 1 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_yitelingyu

添加气流涌动标记 (2层)

  • id: effect_skill_add_mark_qiliuyongdong trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_qiliuyongdong stack: 2 condition: type: selfUseSkill

恢复怒气15点

  • id: effect_skill_add_rage_15 trigger: OnHit priority: 0 apply: type: addRage target: self value: 15 condition: type: selfUseSkill

暴击时强化自身物攻1级

  • id: effect_skill_raise_atk_1_stage_on_crit trigger: OnCritPreDamage priority: 0 apply: type: statStageBuff target: self statType: atk value: 1 condition: type: selfUseSkill

添加闪电外衣标记

  • id: effect_skill_add_mark_shandianwaiyi trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shandianwaiyi condition: type: selfUseSkill

20%强化自身物攻1级

  • id: effect_skill_raise_atk_20_percent trigger: BeforeHit priority: 0 apply: type: statStageBuff target: self statType: atk value: 1 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 20 tags: ['skill_effect_probability']

添加电之领域或电磁领域

  • id: effect_skill_add_mark_dianzhilingyu_or_diancilingyu trigger: OnHit priority: 0 apply:
    • type: addMark target: self mark: type: conditional trueValue: type: entity:baseMark value: mark_diancilingyu falseValue: type: entity:baseMark value: mark_dianzhilingyu condition: type: selfHasMark baseId: mark_yitelingyu condition: type: selfUseSkill

根据电之领域威力变化

  • id: effect_skill_power_100_if_dianzhilingyu_200_if_diancilingyu trigger: AfterUseSkillCheck priority: 0 apply: type: addPower target: useSkillContext value: type: conditional trueValue: 150 falseValue: type: conditional trueValue: 50 falseValue: 0 condition: type: evaluate target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_dianzhilingyu evaluator: type: exist condition: type: evaluate target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_diancilingyu evaluator: type: exist condition: type: selfUseSkill

40%使对手冰冻

  • id: effect_skill_add_mark_opponent_bingdong_40_percent trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_bingdong condition: type: every conditions: - type: selfUseSkill - type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' configId: bingdong_probability value: 40 tags: ['skill_effect_probability']

对手冰冻时必定暴击

  • id: effect_skill_sure_crit_if_opponent_bingdong trigger: AfterUseSkillCheck priority: 0 apply: type: setSureCrit target: useSkillContext priority: 1 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_bingdong

对手冰冻时额外弱化特攻1级

  • id: effect_skill_reduce_opponent_spa_1_stage_if_bingdong trigger: OnHit priority: 0 apply: type: statStageBuff target: opponent statType: spa value: -1 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_bingdong

使对手获得冰凝之气

  • id: effect_skill_add_mark_opponent_bingningzhiqi trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_bingningzhiqi stack: 1 condition: type: selfUseSkill

使对手获得冰霜之星

  • id: effect_skill_add_mark_opponent_bingshuangzhixing trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_bingshuangzhixing stack: 60 condition: type: selfUseSkill

使自身获得免疫异常

  • id: effect_skill_add_mark_mianyiyichang trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_mianyiyichang condition: type: selfUseSkill

添加冰之领域或冰霜领域

  • id: effect_skill_add_mark_bingzhilingyu_or_bingshuanglingyu trigger: OnHit priority: 0 apply:
    • type: addMark target: self mark: type: conditional trueValue: type: entity:baseMark value: mark_bingshuanglingyu falseValue: type: entity:baseMark value: mark_bingzhilingyu condition: type: selfHasMark baseId: mark_yitelingyu condition: type: selfUseSkill

根据冰之领域威力变化

  • id: effect_skill_power_100_if_bingzhilingyu_200_if_bingshuanglingyu trigger: AfterUseSkillCheck priority: 0 apply: type: addPower target: useSkillContext value: type: conditional trueValue: 150 falseValue: type: conditional trueValue: 50 falseValue: 0 condition: type: evaluate target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_bingzhilingyu evaluator: type: exist condition: type: evaluate target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_bingshuanglingyu evaluator: type: exist condition: type: selfUseSkill

添加寒冰甲标记

  • id: effect_skill_add_mark_hanbingjia trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_hanbingjia condition: type: selfUseSkill

当怒气低于40时,立即获得20点怒气

  • id: effect_skill_add_rage_20_if_rage_below_40 trigger: OnHit priority: 0 apply: type: addRage target: self value: type: 'raw:number' value: 20 configId: add_rage_value condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: selfPlayer chain: - type: select arg: type: base arg: rage evaluator: type: compare operator: '<' value: 40

添加风之领域或风暴领域

  • id: effect_skill_add_mark_fengzhilingyu_or_fengbaolingyu trigger: OnHit priority: 0 apply:
    • type: addMark target: self mark: type: conditional trueValue: type: entity:baseMark value: mark_fengbaolingyu falseValue: type: entity:baseMark value: mark_fengzhilingyu condition: type: selfHasMark baseId: mark_yitelingyu condition: type: selfUseSkill
  • id: effect_skill_power_100_if_fengzhilingyu_200_if_fengbaolingyu trigger: AfterUseSkillCheck priority: 0 apply: type: addPower target: useSkillContext value: type: conditional trueValue: 150 falseValue: type: conditional trueValue: 50 falseValue: 0 condition: type: evaluate target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_fengzhilingyu evaluator: type: exist condition: type: evaluate target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_fengbaolingyu evaluator: type: exist condition: type: selfUseSkill

添加25点怒气

  • id: effect_skill_add_rage_25 trigger: OnHit priority: 0 apply: type: addRage target: self value: 25 condition: type: selfUseSkill

70%麻痹对手

  • id: effect_skill_add_mark_opponent_mabi_70_percent trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_mabi condition: type: every conditions: - type: selfUseSkill - type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 70 tags: ['skill_effect_probability', 'mark_mabi_chance']

如果对方麻痹,威力翻倍

  • id: effect_skill_power_2x_if_opponent_mabi trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_mabi

增加一层电荷

  • id: effect_skill_add_mark_dianhe_1 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_dianhe stack: 1 condition: type: selfUseSkill

如果后手,威力翻倍

  • id: effect_skill_power_2x_if_last trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: isLastSkillUsedThisTurn

技能本身获得15%的额外暴击率

  • id: effect_skill_add_crit_rate_15_percent trigger: AfterUseSkillCheck priority: 0 apply: type: addCritRate target: useSkillContext value: 15 condition: type: selfUseSkill

给对手添加恐惧之念

  • id: effect_skill_add_mark_opponent_kongjuzhinian trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_kongjuzhinian stack: 1 condition: type: selfUseSkill

如果对手有恐惧之念,威力增加50点

  • id: effect_skill_power_plus_50_if_opponent_has_kongjuzhinian trigger: AfterUseSkillCheck priority: 0 apply: type: addPower target: useSkillContext value: 50 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_kongjuzhinian

使自己获得暗影之光

  • id: effect_skill_add_mark_anyingzhiguang trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_anyingzhiguang condition: type: selfUseSkill

对手具有2层恐惧之念时必定暴击

  • id: effect_skill_sure_crit_if_opponent_has_2_kongjuzhinian trigger: AfterUseSkillCheck priority: 0 apply: type: setSureCrit target: useSkillContext priority: 1 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_kongjuzhinian - type: select arg: type: base arg: stack evaluator: type: compare operator: '>=' value: 2

附加对手最大体力6%的固伤

  • id: effect_skill_add_fixed_damage_6_percent_max_hp trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 0 delta: type: dynamic selector: base: opponent chain: - type: select arg: type: base arg: maxHp - type: multiply arg: type: raw:number value: 0.06 configId: fixed_damage_percent condition: type: selfUseSkill

具有暗之领域或暗影领域时威力2倍

  • id: effect_skill_power_2x_if_anzhilingyu_or_anyinglingyu trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: some conditions: - type: selfHasMark baseId: mark_anzhilingyu - type: selfHasMark baseId: mark_anyinglingyu

具有暗影领域时,该技能命中后获得一级攻击强化

  • id: effect_skill_raise_atk_1_stage_if_anyinglingyu trigger: BeforeHit priority: 0 apply: type: statStageBuff target: self statType: atk value: 1 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_anyinglingyu

为自己添加暗之领域或暗影领域

  • id: effect_skill_add_mark_anzhilingyu_or_anyinglingyu trigger: OnHit priority: 0 apply:
    • type: addMark target: self mark: type: conditional trueValue: type: entity:baseMark value: mark_anyinglingyu falseValue: type: entity:baseMark value: mark_anzhilingyu condition: type: selfHasMark baseId: mark_yitelingyu condition: type: selfUseSkill

如果先手,使对方获得失明

  • id: effect_skill_add_mark_opponent_shiming_if_first trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_shiming condition: type: every conditions: - type: selfUseSkill - type: isFirstSkillUsedThisTurn

使对手获得光辉之影

  • id: effect_skill_add_mark_opponent_guanghuizhiying trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_guanghuizhiying condition: type: selfUseSkill

恢复自身最大体力的1/6

  • id: effect_skill_heal_self_1_6_max_hp trigger: OnHit priority: 0 apply: type: heal target: self value: type: dynamic selector: base: self chain: - type: select arg: type: base arg: maxHp - type: divide arg: type: raw:number value: 6 condition: type: selfUseSkill

为自己添加光之领域或光辉领域

  • id: effect_skill_add_mark_guangzhilingyu_or_guanghuilingyu trigger: OnHit priority: 0 apply:
    • type: addMark target: self mark: type: conditional trueValue: type: entity:baseMark value: mark_guanghuilingyu falseValue: type: entity:baseMark value: mark_guangzhilingyu condition: type: selfHasMark baseId: mark_yitelingyu condition: type: selfUseSkill

当有光之领域或光辉领域时,威力翻倍

  • id: effect_skill_power_2x_if_guangzhilingyu_or_guanghuilingyu trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: some conditions: - type: selfHasMark baseId: mark_guangzhilingyu - type: selfHasMark baseId: mark_guanghuilingyu

当有光辉领域时,恢复自身最大体力的1/4

  • id: effect_skill_heal_quarter_if_guanghuilingyu trigger: OnHit priority: 0 apply: type: heal target: self value: type: dynamic selector: base: self chain: - type: select arg: type: base arg: maxHp - type: divide arg: type: raw:number value: 4 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_guanghuilingyu

先出手时必定暴击

  • id: effect_skill_crit_if_first trigger: AfterUseSkillCheck priority: 0 apply: type: setSureCrit target: useSkillContext priority: 1 condition: type: every conditions: - type: selfUseSkill - type: isFirstSkillUsedThisTurn

使环境随机变为晴天或夜幕

  • id: effect_skill_set_field_qingtian_or_yemu trigger: OnHit priority: 0 apply: type: addMark target: battle mark: type: selectorValue value: - type: entity:baseMark value: mark_global_qingtian - type: entity:baseMark value: mark_global_yemu chain: - type: randomPick arg: 1 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: useSkillContext chain: - type: selectPath arg: currentHitCount evaluator: type: compare operator: == value: 1
  • id: effect_skill_multihit_50_percent_2_times trigger: AfterUseSkillCheck priority: 0 apply: type: setMultihit target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 50 tags: ['skill_effect_probability']
  • id: effect_skill_damage_by_opponent_weight trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 0 delta: type: dynamic selector: base: opponent chain: - type: select arg: type: dynamic arg: weight condition: type: selfUseSkill
  • id: effect_skill_add_mark_houkongfan trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_houkongfan condition: type: selfUseSkill
  • id: effect_skill_multihit_40_percent_3_times trigger: AfterUseSkillCheck priority: 0 apply: type: setMultihit target: useSkillContext value: 3 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 40 tags: ['skill_effect_probability']
  • id: effect_skill_add_mark_opponent_haipa_5_percent trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_haipa condition: type: every conditions: - type: selfUseSkill - type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 5 tags: ['skill_effect_probability']
  • id: effect_skill_add_mark_opponent_haipa_10_percent trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_haipa condition: type: every conditions: - type: selfUseSkill - type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 10 tags: ['skill_effect_probability']
  • id: effect_skill_multihit_35_percent_4_times trigger: AfterUseSkillCheck priority: 0 apply: type: setMultihit target: useSkillContext value: 4 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 35 tags: ['skill_effect_probability']
  • id: effect_skill_add_mark_xingzhihui_50 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_xingzhihui stack: 50 condition: type: selfUseSkill
  • id: effect_skill_add_mark_opponent_haipa_15_percent trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_haipa condition: type: every conditions: - type: selfUseSkill - type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 15 tags: ['skill_effect_probability']
  • id: effect_skill_multihit_30_percent_4_times trigger: AfterUseSkillCheck priority: 0 apply: type: setMultihit target: useSkillContext value: 4 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 30 tags: ['skill_effect_probability']
  • id: effect_skill_add_mark_xingzhihui_20 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_xingzhihui stack: 20 condition: type: selfUseSkill

对方添加45层音波标记

  • id: effect_skill_add_mark_opponent_yinbo_45 trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_yinbo stack: type: 'raw:number' value: 45 tags: ['skill_effect_stack', 'skill_effect_yinbo_stack'] condition: type: selfUseSkill

对方添加40层音波标记

  • id: effect_skill_add_mark_opponent_yinbo_40 trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_yinbo stack: type: 'raw:number' value: 40 tags: ['skill_effect_stack', 'skill_effect_yinbo_stack'] condition: type: selfUseSkill

对方添加35层音波标记

  • id: effect_skill_add_mark_opponent_yinbo_35 trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_yinbo stack: type: 'raw:number' value: 35 tags: ['skill_effect_stack', 'skill_effect_yinbo_stack'] condition: type: selfUseSkill

对方添加30层音波标记

  • id: effect_skill_add_mark_opponent_yinbo_30 trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_yinbo stack: type: 'raw:number' value: 30 tags: ['skill_effect_stack', 'skill_effect_yinbo_stack'] condition: type: selfUseSkill

对方添加10层音波标记

  • id: effect_skill_add_mark_opponent_yinbo_10 trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_yinbo stack: type: 'raw:number' value: 10 tags: ['skill_effect_stack', 'skill_effect_yinbo_stack'] condition: type: selfUseSkill

30%给对方添加30层流血

  • id: effect_skill_add_mark_opponent_liuxie_30_30_percent trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_liuxie stack: 30 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 30 tags: ['skill_effect_probability']

消耗对方的音波标记,恢复自身音波印记x2的HP

  • id: effect_skill_consume_opponent_yinbo_heal_self_2x trigger: OnHit priority: 0 apply:
    • type: heal target: self value: type: dynamic selector: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_yinbo - type: select arg: type: base arg: stack - type: multiply arg: type: raw:number value: 2
    • type: destroyMark target: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_yinbo condition: type: selfUseSkill

消耗对方的音波标记,为对方添加等同于音波标记层数的噪音

  • id: effect_skill_consume_opponent_yinbo_add_zaoyin trigger: OnHit priority: 0 apply:
    • type: addMark target: opponent mark: type: entity:baseMark value: mark_zaoyin stack: type: dynamic selector: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_yinbo - type: select arg: type: base arg: stack
    • type: destroyMark target: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_yinbo condition: type: every conditions:
      • type: selfUseSkill
      • type: opponentHasMark baseId: mark_yinbo

消耗对方的音波标记,为己方添加等同于音波标记层数的音波屏障

  • id: effect_skill_consume_opponent_yinbo_add_yinbopingzhang trigger: OnHit priority: 0 apply:
    • type: addMark target: self mark: type: entity:baseMark value: mark_yinbopingzhang stack: type: dynamic selector: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_yinbo - type: select arg: type: base arg: stack
    • type: destroyMark target: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_yinbo condition: type: every conditions:
      • type: selfUseSkill
      • type: opponentHasMark baseId: mark_yinbo

消耗对方的音波标记,给对方造成音波标记层数*2的伤害

  • id: effect_skill_consume_opponent_yinbo_damage_2x trigger: OnHit priority: 0 apply:
    • type: dealDamage target: opponent value: type: dynamic selector: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_yinbo - type: select arg: type: base arg: stack - type: multiply arg: type: raw:number value: 2
    • type: destroyMark target: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_yinbo condition: type: every conditions:
      • type: selfUseSkill
      • type: opponentHasMark baseId: mark_yinbo

给对方添加音之网

  • id: effect_skill_add_mark_opponent_yinzhiwang trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_yinzhiwang condition: type: selfUseSkill

使对方获得50点破防

  • id: effect_skill_add_mark_opponent_pofang_50 trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_pofang stack: 50 condition: type: selfUseSkill

附加对手破防剩余回合数20倍的威力

  • id: effect_skill_add_power_20_per_pofang_turn trigger: AfterUseSkillCheck priority: 0 apply: type: addPower target: useSkillContext value: type: dynamic selector: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_pofang - type: select arg: type: dynamic arg: duration - type: multiply arg: type: raw:number value: 20 condition: type: selfUseSkill

如果对手有破防标记,附加40点流血

  • id: effect_skill_add_mark_opponent_liuxie_40_if_pofang trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_liuxie stack: 40 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_pofang

使对手获得蓝宝石

  • id: effect_skill_add_mark_opponent_lanbaoshi trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_lanbaoshi condition: type: selfUseSkill

使对手获得红宝石

  • id: effect_skill_add_mark_opponent_hongbaoshi trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_hongbaoshi condition: type: selfUseSkill

使自身获得流星盾

  • id: effect_skill_add_mark_liuxingdun trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_liuxingdun condition: type: selfUseSkill

使自身获得沙鹤之力

  • id: effect_skill_add_mark_shahezhili trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shahezhili condition: type: selfUseSkill

设置连击数为沙鹤之力的剩余回合数

  • id: effect_skill_multihit_by_shahezhili_turns trigger: AfterUseSkillCheck priority: 0 apply: type: setMultihit target: useSkillContext value: type: dynamic selector: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_shahezhili - type: select arg: type: dynamic arg: duration condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_shahezhili

20%强化自身速度1级

  • id: effect_skill_raise_spe_20_percent trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spe condition: type: every conditions: - type: selfUseSkill - *condition_probability_20_percent_template

使自身获得50点硬化

  • id: effect_skill_add_mark_yinghua_50 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_yinghua stack: 50 condition: type: selfUseSkill

沙鹤之力每剩余1回合增加25%暴击率

  • id: effect_skill_add_crit_rate_25_per_shahezhili_turn trigger: AfterUseSkillCheck priority: 0 apply: type: addCritRate target: useSkillContext value: type: dynamic selector: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_shahezhili - type: select arg: type: dynamic arg: duration - type: multiply arg: type: raw:number value: 25 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_shahezhili

使自身获得沙之网

  • id: effect_skill_add_mark_shazhiwang trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shazhiwang stack: 30 condition: type: selfUseSkill

使对手获得25层命中下降

  • id: effect_skill_add_mark_opponent_mingzhongxiajiang_25 trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_mingzhongxiajiang stack: type: raw:number value: 25 tags: ['skill_effect_stack', 'skill_effect_mingzhongxiajiang_stack'] condition: type: selfUseSkill

沙鹤之力每剩余1回合增加25%命中率

  • id: effect_skill_add_accuracy_25_per_shahezhili_turn trigger: AfterUseSkillCheck priority: 0 apply: type: addAccuracy target: useSkillContext value: type: dynamic selector: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_shahezhili - type: select arg: type: dynamic arg: duration - type: multiply arg: type: raw:number value: 25 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_shahezhili

给自己添加一层蓄力

  • id: effect_skill_add_mark_xuli_1 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_xuli stack: 1 condition: type: selfUseSkill

给自己添加五层蓄力

  • id: effect_skill_add_mark_xuli_5 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_xuli stack: 5 condition: type: selfUseSkill

给自己添加沙之蛋壳

  • id: effect_skill_add_mark_shazhidanke trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shazhidanke condition: type: selfUseSkill

消耗一层沙之蛋壳使连击数+1

  • id: effect_skill_add_multihit_1_consume_shazhidanke trigger: BeforeMultiHit priority: 0 apply:
    • type: addMultihitResult target: useSkillContext value: 1
    • type: consumeStacks target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_shazhidanke value: 1 condition: type: every conditions:
      • type: selfUseSkill
      • type: selfHasMark baseId: mark_shazhidanke

消耗一层沙之蛋壳使威力+10

  • id: effect_skill_add_power_10_consume_shazhidanke trigger: AfterUseSkillCheck priority: 0 apply:
    • type: addPower target: useSkillContext value: 10
    • type: consumeStacks target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_shazhidanke value: 1 condition: type: every conditions:
      • type: selfUseSkill
      • type: selfHasMark baseId: mark_shazhidanke

消耗一层沙之蛋壳使技能必中

  • id: effect_skill_sure_hit_consume_shazhidanke trigger: AfterUseSkillCheck priority: 0 apply:
    • type: setSureHit target: useSkillContext priority: 2
    • type: consumeStacks target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_shazhidanke value: 1 condition: type: every conditions:
      • type: selfUseSkill
      • type: selfHasMark baseId: mark_shazhidanke

恢复120体力,连续使用则减半

  • id: effect_skill_heal_self_120_hp_if_consecutive_half trigger: OnHit priority: 0 apply: type: heal target: self value: type: conditional trueValue: type: raw:number value: 120 falseValue: type: raw:number value: 60 condition: type: evaluate target: base: self chain: - type: select arg: type: dynamic arg: lastSkillUsedTimes evaluator: type: compare operator: '>' value: 1 condition: type: every conditions: - type: selfUseSkill

消耗一层沙之蛋壳使优先级+1

  • id: effect_skill_priority_plus_1_consume_shazhidanke trigger: BeforeSort priority: 0 apply:
    • type: addValue target: base: useSkillContext chain: - type: selectProp arg: priority value: 1
    • type: consumeStacks target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_shazhidanke value: 1 condition: type: every conditions:
      • type: selfUseSkill
      • type: selfHasMark baseId: mark_shazhidanke

为敌方添加一层武者之心

  • id: effect_skill_add_mark_opponent_wuzhezhixin_1 trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_wuzhezhixin stack: 1 condition: type: selfUseSkill

如果自身有武者之心,降低对方一级防御

  • id: effect_skill_reduce_opponent_def_1_stage_if_wuzhezhixin trigger: BeforeHit priority: 0 apply: type: statStageBuff target: opponent statType: def value: -1 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_wuzhezhixin

给对方施加绝影

  • id: effect_skill_add_mark_opponent_jueying trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_jueying condition: type: selfUseSkill

如果对方有武者之心,威力增加50

  • id: effect_skill_add_power_50_if_opponent_wuzhezhixin trigger: AfterUseSkillCheck priority: 0 apply: type: addPower target: useSkillContext value: 50 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_wuzhezhixin

为对方添加影之斗气

  • id: effect_skill_add_mark_opponent_yingzhidouqi trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_yingzhidouqi condition: type: selfUseSkill

当伤害低于100时,为对方添加双刃追击

  • id: effect_skill_add_mark_opponent_shuangrenzhuiji_if_damage_less_100 trigger: OnDamage priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_shuangrenzhuiji condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: damageContext chain: - type: selectPath arg: damageResult evaluator: type: compare operator: '<' value: type: raw:number value: 100

为对方添加等同于本次伤害层数的白牙

  • id: effect_skill_add_mark_opponent_baiya_equal_damage_max_800 trigger: OnDamage priority: 0 apply:
    • type: addMark target: opponent mark: type: entity:baseMark value: mark_baiya stack: type: dynamic selector: base: damageContext chain: - type: selectPath arg: damageResult - type: clampMax arg: 800 condition: type: selfUseSkill

为自己添加攻守兼备

  • id: effect_skill_add_mark_gongshoujianbei trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_gongshoujianbei condition: type: selfUseSkill

使自身获得一层仁者之心

  • id: effect_skill_add_mark_renzhezhixin_1 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_renzhezhixin stack: 1 condition: type: selfUseSkill

如果对方有仁者之心,降低一级特防

  • id: effect_skill_reduce_opponent_spd_1_stage_if_renzhezhixin trigger: BeforeHit priority: 0 apply: type: statStageBuff target: opponent statType: spd value: -1 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_renzhezhixin

给对方添加极光

  • id: effect_skill_add_mark_opponent_jiguang trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_jiguang condition: type: selfUseSkill

如果对方有仁者之心,威力增加50

  • id: effect_skill_add_power_50_if_opponent_renzhezhixin trigger: AfterUseSkillCheck priority: 0 apply: type: addPower target: useSkillContext value: 50 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_renzhezhixin

为对方添加闪光搏击

  • id: effect_skill_add_mark_opponent_shanguangboji trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_shanguangboji condition: type: selfUseSkill

当伤害低于100时,为对方添加双破追击

  • id: effect_skill_add_mark_opponent_shuangpozhuiji_if_damage_less_100 trigger: OnDamage priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_shuangpozhuiji condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: damageContext chain: - type: selectPath arg: damageResult evaluator: type: compare operator: '<' value: type: raw:number value: 100

为对方添加等同于本次伤害层数的黑牙

  • id: effect_skill_add_mark_opponent_heiya_equal_damage_max_800 trigger: OnDamage priority: 0 apply:
    • type: addMark target: opponent mark: type: entity:baseMark value: mark_heiya stack: type: dynamic selector: base: damageContext chain: - type: selectPath arg: damageResult - type: clampMax arg: 800 condition: type: selfUseSkill

为自己添加蓄力冲击

  • id: effect_skill_add_mark_xulichongji trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_xulichongji condition: type: selfUseSkill

附加40点固定伤害

  • id: effect_skill_fixed_damage_40 trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 0 delta: 40 condition: type: selfUseSkill

给敌人施加沉默

  • id: effect_skill_add_mark_opponent_chenmo trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_chenmo condition: type: selfUseSkill

在连续使用两次后,提升一级速度

  • id: effect_skill_raise_spe_1_stage_after_2_uses trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spe condition: type: every conditions: - type: selfUseSkill - type: continuousUseSkill times: 2 strategy: Periodic

在连续使用两次后,提升一级攻击

  • id: effect_skill_raise_atk_1_stage_after_2_uses trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: atk condition: type: every conditions: - type: selfUseSkill - type: continuousUseSkill times: 2 strategy: Periodic

在连续使用两次后,提升一级特攻

  • id: effect_skill_raise_spa_1_stage_after_2_uses trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spa condition: type: every conditions: - type: selfUseSkill - type: continuousUseSkill times: 2 strategy: Periodic

在连续使用两次后,提升一级防御

  • id: effect_skill_raise_def_1_stage_after_2_uses trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: def condition: type: every conditions: - type: selfUseSkill - type: continuousUseSkill times: 2 strategy: Periodic

在连续使用两次后,提升一级特防

  • id: effect_skill_raise_spd_1_stage_after_2_uses trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spd condition: type: every conditions: - type: selfUseSkill - type: continuousUseSkill times: 2 strategy: Periodic

20%几率添加一级物攻

  • id: effect_skill_raise_atk_1_stage_20_percent trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: atk condition: type: every conditions: - type: selfUseSkill - *condition_probability_20_percent_template

将所有不良效果的印记转移给对方

  • id: effect_skill_transfer_status_marks_to_opponent trigger: OnHit priority: 0 apply: type: transferMark target: opponent mark: type: dynamic selector: base: selfMarks chain: - type: whereAttr extractor: type: base arg: tags evaluator: type: contain tag: status condition: type: selfUseSkill

为自己添加分身术

  • id: effect_skill_add_mark_fenshen trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_fenshen condition: type: selfUseSkill

将这个技能本身的怒气消耗锁定为10

  • id: effect_skill_lock_rage_to_10 trigger: OnBattleStart priority: 0 apply: type: addSkillAttributeModifier target: skill attribute: rage modifierType: override value: 10

当你使用非本技能的时候,将这个技能变化成使用的技能

  • id: effect_skill_change_to_used_skill trigger: AfterUseSkillCheck priority: 0 apply: type: transform target: skill newBase: type: dynamic selector: base: useSkillContext chain: - type: selectPath arg: skillId - type: select arg: baseId condition: type: every conditions: - type: checkSelf - type: evaluate target: base: useSkillContext chain: - type: selectPath arg: skillId evaluator: type: notSame value: type: dynamic selector: skill

使用本技能后,清除本技能的变化状态

  • id: effect_skill_clear_transform_when_use trigger: SkillUseEnd priority: 5 apply: type: removeTransformation target: skill condition: type: selfUseSkill

无论命中与否,回复1/4物防的hp

  • id: effect_skill_heal_self_def_quarter_hit_or_miss trigger: [OnHit, OnMiss] priority: 0 apply: type: heal target: self value: type: dynamic selector: base: self chain: - type: select arg: type: dynamic arg: def - type: divide arg: 4 condition: type: selfUseSkill

命中时造成特攻1/6的额外伤害

  • id: effect_skill_add_damage_spa_sixth trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 0 delta: type: dynamic selector: base: self chain: - type: select arg: type: dynamic arg: spa - type: divide arg: 6 condition: type: selfUseSkill

未命中时,给敌方造成特攻1/6的伤害

  • id: effect_skill_deal_damage_spa_sixth_on_miss trigger: OnMiss priority: 0 apply: type: dealDamage target: opponent value: type: dynamic selector: base: self chain: - type: select arg: type: dynamic arg: spa - type: divide arg: 6 condition: type: selfUseSkill

无论命中与否,使自身获得65点硬化

  • id: effect_skill_add_mark_yinghua_65_hit_or_miss trigger: [OnHit, OnMiss] priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_yinghua stack: 65 condition: type: selfUseSkill

无论命中与否,给对方添加60层流血

  • id: effect_skill_add_mark_opponent_liuxie_60_hit_or_miss trigger: [OnHit, OnMiss] priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_liuxie stack: 60 condition: type: selfUseSkill

无论命中与否,添加免疫异常

  • id: effect_skill_add_mark_mianyiyichang_hit_or_miss trigger: [OnHit, OnMiss] priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_mianyiyichang condition: type: every conditions: - type: selfUseSkill

无论命中与否,清理自身的不良印记

  • id: effect_skill_clear_status_hit_or_miss trigger: [OnHit, OnMiss] priority: 0 apply: type: destroyMark target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: tags evaluator: type: contain tag: status condition: type: selfUseSkill

无论命中与否,恢复30点怒气

  • id: effect_skill_add_rage_30_hit_or_miss trigger: [OnHit, OnMiss] priority: 0 apply: type: addRage target: self value: 30 condition: type: selfUseSkill

使自身获得一层大地之佑

  • id: effect_skill_add_mark_dadizhiyou_1 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_dadizhiyou stack: 1 condition: type: selfUseSkill

使自身获得一层沙暴之力

  • id: effect_skill_add_mark_shabaozhili_1 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shabaozhili stack: 1 condition: type: selfUseSkill

无论命中与否,清除对方的强化状态

  • id: effect_skill_opponent_clear_stage_hit_or_miss trigger: [BeforeHit, OnMiss] priority: 0 apply: type: clearStatStage target: opponent cleanStageStrategy: positive condition: *condition_self_use_skill_template

无论命中与否,斩杀血量低于75的对手

  • id: effect_skill_execute_opponent_hp_under_75_hit_or_miss trigger: [OnHit, OnMiss] priority: 100 apply: type: executeKill target: opponent condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: opponent chain: - type: select arg: type: base arg: currentHp evaluator: type: compare operator: < value: 75

无论命中与否,使自身获得接力

  • id: effect_skill_add_mark_jieli_hit_or_miss trigger: [OnHit, OnMiss] priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_jieli condition: type: every conditions: - type: selfUseSkill

使自身获得泰坦之护

  • id: effect_skill_add_mark_taitanzhihu trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_taitanzhihu condition: type: every conditions: - type: selfUseSkill

附加1/8最大体力的伤害

  • id: effect_skill_fixed_damage_max_hp_1_8 trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 0 delta: type: dynamic selector: base: opponent chain: - type: select arg: type: base arg: maxHp - type: divide arg: 8 condition: type: selfUseSkill

连续使用2次弱化对手特防1级

  • id: effect_skill_reduce_opponent_spd_1_stage_consecutive_2_times trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: spd condition: type: every conditions: - type: selfUseSkill - type: continuousUseSkill times: 2 strategy: Periodic

15%使对手麻痹 失败时50%强化自身特攻1级

  • id: effect_skill_add_mark_opponent_mabi_15_percent_or_raise_spa_1_stage_50_percent trigger: OnHit priority: 0 condition: type: selfUseSkill apply: type: conditional condition: type: evaluate target: opponent evaluator: type: probability percent: type: 'raw:number' value: 15 tags: ['skill_effect_probability', 'mark_mabi_chance'] trueOperator: type: addMark target: opponent mark: type: entity:baseMark value: mark_mabi falseOperator: type: conditional condition: type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 50 tags: ['skill_effect_probability'] trueOperator: # If the 50% chance succeeds <<: *apply_self_statstage_+1_template statType: spa

15%使对手睡眠 失败时50%强化自身速度1级

  • id: effect_skill_add_mark_opponent_shuimian_15_percent_or_raise_spe_1_stage_50_percent trigger: OnHit #BeforeHit睡眠之后直接就被打醒了 priority: 0 condition: type: selfUseSkill apply: type: conditional condition: type: evaluate target: opponent evaluator: type: probability percent: type: 'raw:number' value: 15 tags: ['skill_effect_probability'] trueOperator: type: addMark target: opponent mark: type: entity:baseMark value: mark_shuimian falseOperator: type: conditional condition: type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 50 tags: ['skill_effect_probability'] trueOperator: <<: *apply_self_statstage_+1_template statType: spe

使自己获得花粉弥漫

  • id: effect_skill_add_mark_huafenmiman_1 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_huafenmiman stack: 1 condition: type: selfUseSkill

10%使对手睡眠

  • id: effect_skill_add_mark_opponent_shuimian_10_percent trigger: BeforeHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_shuimian condition: type: every conditions: - type: selfUseSkill - *condition_probability_10_percent_template

连续使用两次使对手中毒

  • id: effect_skill_add_mark_opponent_zhongdu_consecutive_2_times trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_zhongdu condition: type: every conditions: - type: selfUseSkill - type: continuousUseSkill times: 2 strategy: Periodic

对手睡眠或麻痹时候威力2倍

  • id: effect_skill_power_2x_if_opponent_shuimian_or_mabi trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: anyOf value: - mark_shuimian - mark_mabi evaluator: type: exist

使对手睡眠

  • id: effect_skill_add_mark_opponent_shuimian trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_shuimian condition: type: selfUseSkill

自身满体力时威力2倍

  • id: effect_skill_power_2x_if_self_full_hp trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: base: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: self chain: - type: select arg: type: base arg: currentHp evaluator: type: compare operator: == value: type: dynamic selector: base: self chain: - type: select arg: type: base arg: maxHp

使自身获得龙鳞甲

  • id: effect_skill_add_mark_longlinjia trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_longlinjia condition: type: selfUseSkill

体力值大于3/4时使对手烧伤

  • id: effect_skill_add_mark_opponent_shaoshang_if_hp_above_75_percent trigger: OnHit priority: 0 apply: *apply_opponent_add_mark_shaoshang_template condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: self chain: - type: select arg: type: base arg: currentHp evaluator: type: compare operator: '>' value: type: dynamic selector: base: self chain: - type: select arg: type: base arg: maxHp - type: multiply arg: 0.75

恢复造成伤害1/4的体力

  • id: effect_skill_heal_25_percent_damage_dealt trigger: OnDamage priority: 0 apply: type: heal target: self value: type: dynamic selector: base: damageContext chain: - type: selectPath arg: damageResult - type: multiply arg: 0.25 condition: type: selfUseSkill

体力大于一半时使对手获得50点流血

  • id: effect_skill_add_mark_opponent_liuxie_50_if_hp_above_half trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_liuxie stack: 50 condition: type: every conditions: - type: selfUseSkill - &condition_self_hp_above_half type: evaluate target: base: self chain: - type: select arg: type: base arg: currentHp evaluator: type: compare operator: '>' value: type: dynamic selector: base: self chain: - type: select arg: type: base arg: maxHp - type: multiply arg: 0.5

体力低于一半时恢复30点怒气

  • id: effect_skill_add_rage_30_if_hp_below_half trigger: OnHit priority: 0 apply: type: addRage target: self value: 30 condition: type: every conditions: - type: selfUseSkill - &condition_self_hp_below_half type: evaluate target: base: self chain: - type: select arg: type: base arg: currentHp evaluator: type: compare operator: '<' value: type: dynamic selector: base: self chain: - type: select arg: type: base arg: maxHp - type: multiply arg: 0.5

体力低于1/4时必定暴击

  • id: effect_skill_set_sure_crit_if_hp_below_quarter trigger: AfterUseSkillCheck priority: 0 apply: type: setSureCrit target: useSkillContext priority: 1 condition: type: every conditions: - type: selfUseSkill - *condition_self_hp_below_quarter

体力大于1/4时无视对手双防强化

  • id: effect_skill_ignore_opponent_stat_if_hp_above_quarter trigger: BeforeHit priority: 0 apply: type: setIgnoreStageStrategy target: useSkillContext value: positive condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: self chain: - type: select arg: type: base arg: currentHp evaluator: type: compare operator: '>' value: type: dynamic selector: base: self chain: - type: select arg: type: base arg: maxHp - type: multiply arg: 0.25

5%使对手昏迷

  • id: effect_skill_add_mark_opponent_hunmi_5_percent trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_hunmi condition: type: every conditions: - type: selfUseSkill - *condition_probability_5_percent_template

体力低于3/4时强化自身速度1级

  • id: effect_skill_raise_spe_1_stage_if_hp_below_75_percent trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spe condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: self chain: - type: select arg: type: base arg: currentHp evaluator: type: compare operator: '<' value: type: dynamic selector: base: self chain: - type: select arg: type: base arg: maxHp - type: multiply arg: 0.75

体力大于一半时威力2倍

  • id: effect_skill_power_2x_if_hp_above_half trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: base: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - *condition_self_hp_above_half

体力低于一半时必定暴击

  • id: effect_skill_set_sure_crit_if_hp_below_half trigger: AfterUseSkillCheck priority: 0 apply: type: setSureCrit target: useSkillContext priority: 1 condition: type: every conditions: - type: selfUseSkill - *condition_self_hp_below_half

为对方添加一层黑暗物质

  • id: effect_skill_add_mark_opponent_heianwuzhi_1 trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_heianwuzhi stack: 1 condition: type: selfUseSkill

消耗一层黑暗物质降低对手一级特防

  • id: effect_skill_consume_heianwuzhi_reduce_opponent_spd_1_stage trigger: BeforeHit priority: 0 apply:
    • &apply_consume_heianwuzhi_1_stack_template type: consumeStacks target: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_heianwuzhi value: 1
    • type: statStageBuff target: opponent statType: spd value: -1 condition: type: every conditions:
      • type: selfUseSkill
      • &condition_opponent_has_heianwuzhi type: evaluate target: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_heianwuzhi - type: select arg: type: base arg: stack evaluator: type: compare operator: '>' value: 0

将当前的场地设为夜幕

  • id: effect_skill_set_field_yemu trigger: OnHit priority: 0 apply: type: addMark target: battle mark: type: entity:baseMark value: mark_global_yemu condition: type: selfUseSkill

消耗一个黑暗物质使威力增加50

  • id: effect_skill_add_power_50_consume_heianwuzhi trigger: AfterUseSkillCheck priority: 0 apply:
    • type: addPower target: useSkillContext value: 50
    • *apply_consume_heianwuzhi_1_stack_template condition: type: every conditions:
      • type: selfUseSkill
      • *condition_opponent_has_heianwuzhi

当场地为夜幕时,使对手获得50层流血

  • id: effect_skill_add_mark_opponent_liuxie_50_if_field_yemu trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_liuxie stack: 50 condition: type: every conditions: - type: selfUseSkill - &condition_field_is_yemu type: evaluate target: base: battle chain: - type: select arg: type: base arg: marks - type: flat - type: whereAttr extractor: baseId evaluator: type: same value: mark_global_yemu evaluator: type: exist

恢复70点HP,如果场地为夜幕,恢复量翻倍

  • id: effect_skill_heal_70_double_if_field_yemu trigger: OnHit priority: 0 apply: type: heal target: self value: type: conditional trueValue: type: raw:number value: 140 falseValue: type: raw:number value: 70 condition: *condition_field_is_yemu condition: type: selfUseSkill

消耗两层黑暗物质使技能必定暴击

  • id: effect_skill_consume_heimowuzhi_2_sure_crit trigger: AfterUseSkillCheck priority: 0 apply:
    • type: consumeStacks target: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_heianwuzhi value: 2
    • type: setSureCrit target: useSkillContext priority: 1 condition: type: every conditions:
      • type: selfUseSkill
      • type: opponentHasMark baseId: mark_heianwuzhi
      • type: evaluate target: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_heianwuzhi - type: select arg: type: base arg: stack evaluator: type: compare operator: '>' value: 1

如果环境为夜幕,清除自身弱化

  • id: effect_skill_clear_self_negative_stage_if_field_yemu trigger: BeforeHit priority: 0 apply: type: clearStatStage target: self cleanStageStrategy: negative condition: type: every conditions: - type: selfUseSkill - *condition_field_is_yemu

附加对手7%最大生命值的伤害

  • id: effect_skill_fixed_damage_7_percent_max_hp trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 0 delta: type: dynamic selector: base: opponent chain: - type: select arg: type: base arg: maxHp - type: multiply arg: type: raw:number value: 0.07 condition: type: selfUseSkill

如果环境为夜幕,必中

  • id: effect_skill_set_sure_hit_if_field_yemu trigger: AfterUseSkillCheck priority: 0 apply: type: setSureHit target: useSkillContext priority: 2 condition: type: every conditions: - type: selfUseSkill - *condition_field_is_yemu

清除对方速度强化,如果环境为夜幕,则改为反转对方速度强化

  • id: effect_skill_clear_opponent_spe_up_reverse_if_field_yemu trigger: BeforeHit priority: 0 apply: type: conditional condition: *condition_field_is_yemu trueOperator: type: reverseStatStage target: opponent statType: - spe cleanStageStrategy: positive falseOperator: type: clearStatStage target: opponent statType: - spe cleanStageStrategy: positive condition: type: selfUseSkill

使自身获得影缝

  • id: effect_skill_add_mark_yingfeng trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_yingfeng condition: type: selfUseSkill

使自己获得50点受到伤害增加

  • id: effect_skill_add_mark_shoudaoshanghaizengjia_50 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shoudaoshanghaizengjia stack: 50 condition: type: selfUseSkill

使自己获得150点伤害增加

  • id: effect_skill_add_mark_shanghaizengjia_150 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shanghaizengjia stack: 150 condition: type: selfUseSkill

10%使对手麻痹

  • id: effect_skill_add_mark_opponent_mabi_10_percent trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_mabi condition: type: every conditions: - type: selfUseSkill - type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 10 tags: ['skill_effect_probability', 'mark_mabi_chance']

50%强化自身速度1级

  • id: effect_skill_raise_spe_1_stage_50_percent trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spe condition: type: every conditions: - type: selfUseSkill - *condition_probability_50_percent_template

对手麻痹时威力2倍

  • id: effect_skill_power_2x_if_opponent_has_mark_mabi trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_mabi

使自身获得蓄电

  • id: effect_skill_add_mark_xudian trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_xudian condition: type: selfUseSkill

使自身获得闪电守护

  • id: effect_skill_add_mark_shandianshoushu trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shandianshoushu stack: 150 condition: type: selfUseSkill

对手麻痹时50%使对手昏迷

  • id: effect_skill_add_mark_hunmi_50_percent_if_opponent_has_mark_mabi trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_hunmi condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_mabi - *condition_probability_50_percent_template

对手麻痹时必中

  • id: effect_skill_sure_hit_if_opponent_has_mark_mabi trigger: AfterUseSkillCheck priority: 0 apply: type: setSureHit target: useSkillContext priority: 2 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_mabi

30%使对手麻痹 若失败则给对手获得闪电烙印

  • id: effect_skill_add_mark_mabi_30_percent_or_shandianluoyin_if_fail trigger: OnHit priority: 0 apply: type: conditional condition: type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 30 tags: ['skill_effect_probability', 'mark_mabi_chance'] trueOperator: type: addMark target: opponent mark: type: entity:baseMark value: mark_mabi falseOperator: type: addMark target: opponent mark: type: entity:baseMark value: mark_shandianluoyin condition: type: selfUseSkill

对手昏迷时威力2倍

  • id: effect_skill_power_2x_if_opponent_has_mark_hunmi trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_hunmi

10%使对手昏迷

  • id: effect_skill_add_mark_opponent_hunmi_10_percent trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_hunmi condition: type: every conditions: - type: selfUseSkill - *condition_probability_10_percent_template

给对手添加精神错乱

  • id: effect_skill_add_mark_opponent_jingshencuoluan trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_jingshencuoluan condition: type: selfUseSkill

对手精神错乱时,该技能必中

  • id: effect_skill_sure_hit_opponent_jingshencuoluan trigger: AfterUseSkillCheck priority: 0 apply: type: setSureHit target: useSkillContext priority: 2 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_jingshencuoluan

对手精神错乱时,吸收造成伤害1/4的体力

  • id: effect_skill_heal_25_percent_damage_dealt_if_opponent_jingshencuoluan trigger: OnDamage priority: 0 apply: type: heal target: self value: type: dynamic selector: base: damageContext chain: - type: selectPath arg: damageResult - type: multiply arg: 0.25 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_jingshencuoluan

对手害怕时,威力2倍

  • id: effect_skill_power_2x_if_opponent_has_mark_haipa trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_haipa

对手中毒时,附加80点伤害

  • id: effect_skill_add_damage_80_if_opponent_has_mark_zhongdu trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 0 delta: type: raw:number value: 80 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_zhongdu

对手精神错乱时,增加40点威力

  • id: effect_skill_add_power_40_if_opponent_has_mark_jingshencuoluan trigger: AfterUseSkillCheck priority: 0 apply: type: addPower target: useSkillContext value: 40 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_jingshencuoluan

给对手添加石化

  • id: effect_skill_add_mark_opponent_shihua trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_shihua condition: type: selfUseSkill

对手石化时,暴击率增加85%

  • id: effect_skill_add_crit_rate_85_if_opponent_has_mark_shihua trigger: AfterUseSkillCheck priority: 0 apply: type: addCritRate target: useSkillContext value: 85 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_shihua

对手害怕且中毒时,暴击率增加85%

  • id: effect_skill_add_crit_rate_85_if_opponent_has_mark_zhongdu_and_haipa trigger: AfterUseSkillCheck priority: 0 apply: type: addCritRate target: useSkillContext value: 85 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_zhongdu - type: opponentHasMark baseId: mark_haipa

对手精神错乱且害怕时,威力2倍

  • id: effect_skill_power_2x_if_opponent_has_mark_jingshencuoluan_and_haipa trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_jingshencuoluan - type: opponentHasMark baseId: mark_haipa

使自身获得幻想

  • id: effect_skill_add_mark_huanxiang trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_huanxiang condition: type: selfUseSkill

消耗幻想连击2次

  • id: effect_skill_consume_huanxiang_multihit_2 trigger: BeforeMultiHit priority: 0 apply:
    • type: addMultihitResult target: useSkillContext value: 1
    • &apply_consume_huanxiang_1_stack_template type: consumeStacks target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_huanxiang value: 1 condition: type: every conditions:
      • type: selfUseSkill
      • &condition_self_has_huanxiang type: selfHasMark baseId: mark_huanxiang

消耗幻想强化自身特攻1级

  • id: effect_skill_consume_huanxiang_raise_spa_1_stage trigger: BeforeHit priority: 0 apply:
    • *apply_consume_huanxiang_1_stack_template
    • <<: *apply_self_statstage_+1_template statType: spa condition: type: every conditions:
      • type: selfUseSkill
      • *condition_self_has_huanxiang

消耗幻想使对手冻伤

  • id: effect_skill_consume_huanxiang_add_mark_opponent_dongshang trigger: OnHit priority: 0 apply:
    • *apply_consume_huanxiang_1_stack_template
    • type: addMark target: opponent mark: type: entity:baseMark value: mark_dongshang condition: type: every conditions:
      • type: selfUseSkill
      • *condition_self_has_huanxiang
      • &condition_opponent_not_ice_element type: evaluate target: base: opponent chain: - type: select arg: type: base arg: element evaluator: type: notSame value: Ice

使自身获得晚安

  • id: effect_skill_add_mark_wanan trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_wanan condition: type: selfUseSkill

消耗幻想使技能必中

  • id: effect_skill_consume_huanxiang_set_sure_hit trigger: BeforeHit priority: 0 apply:
    • *apply_consume_huanxiang_1_stack_template
    • type: setSureHit target: useSkillContext priority: 99 condition: type: every conditions:
      • type: selfUseSkill
      • *condition_self_has_huanxiang

暴击时获得20点怒气

  • id: effect_skill_crit_gain_rage_20 trigger: OnCritPostDamage priority: 0 apply: type: addRage target: self value: 20 condition: type: selfUseSkill

消耗幻想强化自身物防1级

  • id: effect_skill_consume_huanxiang_raise_def_1_stage trigger: BeforeHit priority: 0 apply:
    • *apply_consume_huanxiang_1_stack_template
    • <<: *apply_self_statstage_+1_template statType: def condition: type: every conditions:
      • type: selfUseSkill
      • *condition_self_has_huanxiang

使自身获得真实幻想

  • id: effect_skill_add_mark_zhenshihuanxiang trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_zhenshihuanxiang condition: type: selfUseSkill

将自身的特攻强化设定为物攻强化的等级

当前物攻强化等级为0时,特攻强化等级也为0。

否则,特攻强化等级为物攻强化等级。

如果物攻强化等级为负或者为0,没有任何效果。

  • id: effect_skill_set_self_spa_to_atk trigger: BeforeHit priority: 0 apply: type: statStageBuff target: self statType: spa strategy: set value: type: dynamic selector: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: stat_stage_atk_up - type: select arg: type: base arg: stack condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: stat_stage_atk_up

使自身获得逃避

  • id: effect_skill_add_mark_taobi trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_taobi condition: type: selfUseSkill

消耗幻想连击4到5次

  • id: effect_skill_consume_huanxiang_multihit_4_to_5 trigger: AfterUseSkillCheck priority: 0 apply:
    • type: setMultihit target: useSkillContext value: [4, 5]
    • *apply_consume_huanxiang_1_stack_template condition: type: every conditions:
      • type: selfUseSkill
      • *condition_self_has_huanxiang

消耗幻想强化自身特防1级

  • id: effect_skill_consume_huanxiang_raise_spd_1_stage trigger: BeforeHit priority: 0 apply:
    • *apply_consume_huanxiang_1_stack_template
    • <<: *apply_self_statstage_+1_template statType: spd condition: type: every conditions:
      • type: selfUseSkill
      • *condition_self_has_huanxiang

使自身随机获得招财或进宝

  • id: effect_skill_add_mark_zhaocai_or_jinbao trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: selectorValue value: - type: entity:baseMark value: mark_zhaocai - type: entity:baseMark value: mark_jinbao chain: - type: randomPick arg: 1 condition: type: selfUseSkill

具有招财时威力2倍

  • id: effect_skill_power_2x_if_has_zhaocai trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - &condition_self_has_zhaocai type: selfHasMark baseId: mark_zhaocai

具有进宝时暴击率增加95%

  • id: effect_skill_add_crit_rate_95_if_has_jinbao trigger: AfterUseSkillCheck priority: 0 apply: type: addCritRate target: useSkillContext value: 95 condition: type: every conditions: - type: selfUseSkill - &condition_self_has_jinbao type: selfHasMark baseId: mark_jinbao

具有招财时必中

  • id: effect_skill_sure_hit_if_has_zhaocai trigger: AfterUseSkillCheck priority: 0 apply: type: setSureHit target: useSkillContext priority: 2 condition: type: every conditions: - type: selfUseSkill - *condition_self_has_zhaocai

具有进宝时,使对手获得15点命中下降

  • id: effect_skill_add_mark_opponent_mingzhongxiajiang_15_if_has_jinbao trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_mingzhongxiajiang stack: 15 condition: type: every conditions: - type: selfUseSkill - *condition_self_has_jinbao

具有招财时,连击3次

  • id: effect_skill_multihit_3_if_has_zhaocai trigger: AfterUseSkillCheck priority: 0 apply: type: setMultihit target: useSkillContext value: 3 condition: type: every conditions: - type: selfUseSkill - *condition_self_has_zhaocai

具有进宝时,附加100点伤害

  • id: effect_skill_add_fixed_damage_100_if_has_jinbao trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 0 delta: 100 condition: type: every conditions: - type: selfUseSkill - *condition_self_has_jinbao

具有招财时,伤害增加50%

  • id: effect_skill_damage_increase_50_if_has_zhaocai trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 50 delta: 0 condition: type: every conditions: - type: selfUseSkill - *condition_self_has_zhaocai

具有进宝时,造成伤害减少50%

  • id: effect_skill_damage_reduce_50_if_has_jinbao trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: -50 delta: 0 condition: type: every conditions: - type: selfUseSkill - *condition_self_has_jinbao

具有进宝时,造成伤害增加50%

  • id: effect_skill_damage_increase_50_if_has_jinbao trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 50 delta: 0 condition: type: every conditions: - type: selfUseSkill - *condition_self_has_jinbao

具有招财时,造成伤害减少50%

  • id: effect_skill_damage_reduce_50_if_has_zhaocai trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: -50 delta: 0 condition: type: every conditions: - type: selfUseSkill - *condition_self_has_zhaocai

先出手时增加40点威力

  • id: effect_skill_add_power_40_if_first trigger: BeforeHit priority: 0 apply: type: addPower target: useSkillContext value: 40 condition: type: every conditions: - type: selfUseSkill - type: isFirstSkillUsedThisTurn

后出手时增加40点威力

  • id: effect_skill_add_power_40_if_last trigger: BeforeHit priority: 0 apply: type: addPower target: useSkillContext value: 40 condition: type: every conditions: - type: selfUseSkill - type: isLastSkillUsedThisTurn

先出手时连击4次

  • id: effect_skill_multihit_4_if_first trigger: AfterUseSkillCheck priority: 0 apply: type: setMultihit target: useSkillContext value: 4 condition: type: every conditions: - type: selfUseSkill - type: isFirstSkillUsedThisTurn

后出手时连击4次

  • id: effect_skill_multihit_4_if_last trigger: AfterUseSkillCheck priority: 0 apply: type: setMultihit target: useSkillContext value: 4 condition: type: every conditions: - type: selfUseSkill - type: isLastSkillUsedThisTurn

先出手时伤害增加30%

  • id: effect_skill_damage_increase_30_percent_if_first trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 30 delta: 0 condition: type: every conditions: - type: selfUseSkill - type: isFirstSkillUsedThisTurn

后出手时伤害增加30%

  • id: effect_skill_damage_increase_30_percent_if_last trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 30 delta: 0 condition: type: every conditions: - type: selfUseSkill - type: isLastSkillUsedThisTurn

使自身获得一层迅捷

  • id: effect_skill_add_mark_xunjie_1 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_xunjie stack: 1 condition: type: selfUseSkill

使自身获得一层迟缓

  • id: effect_skill_add_mark_chihuan_1 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_chihuan stack: 1 condition: type: selfUseSkill

先出手附带50点固伤

  • id: effect_skill_add_fixed_damage_50_if_first trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 0 delta: 50 condition: type: every conditions: - type: selfUseSkill - type: isFirstSkillUsedThisTurn

后出手附带50点固伤

  • id: effect_skill_add_fixed_damage_50_if_last trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 0 delta: 50 condition: type: every conditions: - type: selfUseSkill - type: isLastSkillUsedThisTurn

添加一层强攻

  • id: effect_skill_add_mark_qianggong_1_stack trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_qianggong stack: 1 condition: type: selfUseSkill

获得羽刃反弹

  • id: effect_skill_add_mark_yurenfantan trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_yurenfantan condition: type: selfUseSkill

强化自身物攻1级及其他1项能力1级

  • id: effect_skill_raise_atk_1_stage_and_other_1_stage trigger: BeforeHit priority: 0 apply:
    • <<: *apply_self_statstage_+1_template statType: atk
    • <<: *apply_self_statstage_+1_template statType: type: selectorValue value: ['def', 'spd', 'spa', 'spe'] chain: - type: randomPick arg: 1 condition: type: selfUseSkill

自身物攻大于500时,先制+1

  • id: effect_skill_priority_plus_1_if_atk_over_500 trigger: BeforeSort priority: 0 apply: type: addValue target: base: useSkillContext chain: - type: selectProp arg: priority value: 1 condition: type: every conditions: - type: selfUseSkill - &condition_self_atk_over_500 type: evaluate target: base: self chain: - type: selectPath arg: atk evaluator: type: compare operator: '>' value: 500

自身物攻大于500时,必中

  • id: effect_skill_sure_hit_if_atk_over_500 trigger: AfterUseSkillCheck priority: 0 apply: type: setSureHit target: useSkillContext priority: 2 condition: type: every conditions: - type: selfUseSkill - *condition_self_atk_over_500

自身物攻大于500时,附加强攻增加的攻击力的伤害

  • id: effect_skill_fixed_damage_with_qianggong_stack_if_atk_over_500 trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 0 delta: type: dynamic selector: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_qianggong - type: select arg: type: base arg: stack - type: multiply arg: 35 condition: type: every conditions: - type: selfUseSkill - *condition_self_atk_over_500 - type: selfHasMark baseId: mark_qianggong

如果有时间法则,则额外附加50点伤害,否则添加定时炸弹

  • id: effect_skill_add_damage_50_or_add_mark_dingshizhadan trigger: OnBeforeCalculateDamage priority: 0 apply: type: conditional condition: type: selfHasMark baseId: mark_shijianfaze trueOperator: type: addModified target: damageContext percent: 0 delta: 50 falseOperator: type: addMark target: opponent mark: type: entity:baseMark value: mark_dingshizhadan condition: type: selfUseSkill

使自身获得时间法则

  • id: effect_skill_add_mark_shijianfaze trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shijianfaze condition: type: selfUseSkill

强化双方速度1级

  • id: effect_skill_raise_both_spe_1_stage trigger: BeforeHit priority: 0 apply:
    • <<: *apply_self_statstage_+1_template statType: spe
    • <<: *apply_self_statstage_+1_template target: opponent statType: spe condition: type: selfUseSkill

具有时间法则时,弱化对手两级

  • id: effect_skill_reduce_opponent_spe_2_stage_if_shijianfaze trigger: BeforeHit priority: -1 apply: <<: *apply_opponent_statstage_-1_template statType: spe value: -2 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_shijianfaze

弱化双方特攻1级

  • id: effect_skill_reduce_both_spa_1_stage trigger: BeforeHit priority: 0 apply:
    • <<: *apply_self_statstage_+1_template statType: spa value: -1
    • <<: *apply_opponent_statstage_-1_template statType: spa condition: type: selfUseSkill

具有时间法则时,额外强化自身特攻2级

  • id: effect_skill_raise_self_spa_2_stage_if_has_shijianfaze trigger: BeforeHit priority: -1 apply: <<: *apply_self_statstage_+1_template statType: spa value: 2 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_shijianfaze

先出手时必中

  • id: effect_skill_sure_hit_if_first trigger: AfterUseSkillCheck priority: 0 apply: type: setSureHit target: useSkillContext priority: 2 condition: type: every conditions: - type: selfUseSkill - type: isFirstSkillUsedThisTurn

先出手时暴击率增加50%

  • id: effect_skill_add_crit_rate_50_if_first trigger: AfterUseSkillCheck priority: 0 apply: type: addCritRate target: useSkillContext value: 50 condition: type: every conditions: - type: selfUseSkill - type: isFirstSkillUsedThisTurn

使自身获得时间护盾

  • id: effect_skill_add_mark_shijianhudun trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shijianhudun condition: type: selfUseSkill

如果有时间法则,则额外附加50点伤害,否则添加定时炸弹

  • id: effect_skill_add_damage_100_or_add_mark_shijianzhadan trigger: OnBeforeCalculateDamage priority: 0 apply: type: conditional condition: type: selfHasMark baseId: mark_shijianfaze trueOperator: type: addModified target: damageContext percent: 0 delta: 100 falseOperator: type: addMark target: opponent mark: type: entity:baseMark value: mark_shijianzhadan condition: type: selfUseSkill

使自身获得穿梭未来

  • id: effect_skill_add_mark_chuansuoweilai trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_chuansuoweilai condition: type: selfUseSkill

先出手时暴击率增加65%

  • id: effect_skill_add_crit_rate_65_if_first trigger: AfterUseSkillCheck priority: 0 apply: type: addCritRate target: useSkillContext value: 65 condition: type: every conditions: - type: selfUseSkill - type: isFirstSkillUsedThisTurn

使自身获得越挫越勇

  • id: effect_skill_add_mark_yuecuoyueyong trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_yuecuoyueyong condition: type: selfUseSkill

获得20点怒气

  • id: effect_skill_add_rage_20 trigger: OnHit priority: 0 apply: type: addRage target: self value: 20 condition: type: selfUseSkill

使自身获得水量充足

  • id: effect_skill_add_mark_shuiliangchongzu trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shuiliangchongzu condition: type: selfUseSkill

使自身获得水量饱和

  • id: effect_skill_add_mark_shuiliangbaohe trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shuiliangbaohe condition: type: selfUseSkill

水量充足时使威力翻倍

  • id: effect_skill_power_2x_if_has_shuiliangchongzu trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_shuiliangchongzu

水量充足时使连击5次

  • id: effect_skill_multi_hit_5_times_if_has_shuiliangchongzu trigger: AfterUseSkillCheck priority: 0 apply: type: setMultihit target: useSkillContext value: 5 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_shuiliangchongzu

50%几率使对手溺水

  • id: effect_skill_add_mark_opponent_nishui_50_percent trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_nishui condition: type: every conditions: - type: selfUseSkill - *condition_probability_50_percent_template - *condition_opponent_not_water_element

水量饱和时威力翻倍

  • id: effect_skill_power_2x_if_has_shuiliangbaohe trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_shuiliangbaohe

水量饱和时强化自身特攻1级

  • id: effect_skill_raise_spa_1_stage_if_shuiliangbaohe trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spa condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_shuiliangbaohe

在技能命中后,如果存在水量饱和,消耗它

  • id: effect_skill_consume_mark_shuiliangbaohe trigger: OnHit priority: -1 apply: type: destroyMark target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_shuiliangbaohe condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_shuiliangbaohe

在技能命中后,如果存在水量充足,消耗它

  • id: effect_skill_consume_mark_shuiliangchongzu trigger: OnHit priority: -1 apply: type: destroyMark target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_shuiliangchongzu condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_shuiliangchongzu

获得3个火环之心

  • id: effect_skill_add_mark_huohuanzhixin_3 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_huohuanzhixin stack: type: raw:number value: 3 tags: ['skill_effect_stack', 'skill_effect_huohuanzhixin_stack'] condition: type: selfUseSkill

获得2个火环之心

  • id: effect_skill_add_mark_huohuanzhixin_2 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_huohuanzhixin stack: type: raw:number value: 2 tags: ['skill_effect_stack', 'skill_effect_huohuanzhixin_stack'] condition: type: selfUseSkill

获得1个火环之心

  • id: effect_skill_add_mark_huohuanzhixin_1 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_huohuanzhixin stack: type: raw:number value: 1 tags: ['skill_effect_stack', 'skill_effect_huohuanzhixin_stack'] condition: type: selfUseSkill

每有一个火环之心,增加15威力

  • id: effect_skill_add_power_15_each_huohuanzhixin trigger: AfterUseSkillCheck priority: 0 apply: type: addPower target: useSkillContext value: type: dynamic selector: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_huohuanzhixin - type: select arg: type: base arg: stack - type: multiply arg: 15 condition: type: selfUseSkill

如果有火环之心,则消耗它

  • id: effect_skill_consume_mark_huohuanzhixin trigger: OnHit priority: -1 apply: type: destroyMark target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_huohuanzhixin condition: type: selfUseSkill

获得真空之心

  • id: effect_skill_add_mark_zhenkongzhixin trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_zhenkongzhixin condition: type: selfUseSkill

当有真空之心时,必中

  • id: effect_skill_sure_hit_if_has_zhenkongzhixin trigger: AfterUseSkillCheck priority: 0 apply: type: setSureHit target: useSkillContext priority: 2 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_zhenkongzhixin

使自身获得光武神通

  • id: effect_skill_add_mark_guangwushentong trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_guangwushentong stack: 1 #TODO: 实现0层的印记 condition: type: selfUseSkill

当此次造成伤害大于100时,恢复自身25点怒气

  • id: effect_skill_add_rage_25_if_damage_over_100 trigger: OnDamage priority: 0 apply: type: addRage target: self value: 25 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: damageContext chain: - type: selectPath arg: damageResult evaluator: type: compare operator: '>' value: 100

使自身获得光武灵通

  • id: effect_skill_add_mark_guangwulingtong trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_guangwulingtong stack: 1 #TODO: 实现0层的印记 condition: type: selfUseSkill

附加50点固伤

  • id: effect_skill_add_fixed_damage_50 trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 0 delta: 50 condition: type: selfUseSkill

附加55点固伤

  • id: effect_skill_add_fixed_damage_55 trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 0 delta: 55 condition: type: selfUseSkill

使自身获得灵通传达

  • id: effect_skill_add_mark_lingtongchuanda trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_lingtongchuanda condition: type: selfUseSkill

减少对方15点怒气

  • id: effect_skill_reduce_opponent_rage_15 trigger: OnHit priority: 0 apply: type: addRage target: opponent value: -15 condition: *condition_self_use_skill_template

击败对手时,恢复自身1/6的体力

  • id: effect_skill_heal_self_1_6_max_hp_on_defeat_opponent trigger: OnDefeat priority: 0 apply: type: heal target: self value: type: dynamic selector: base: self chain: - type: select arg: type: base arg: maxHp - type: divide arg: type: raw:number value: 6 condition: type: selfUseSkill

使对手获得35点拉扯

  • id: effect_skill_add_mark_opponent_lache_35 trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_lache stack: 35 condition: type: selfUseSkill

对手特攻>物攻时必中

  • id: effect_skill_sure_hit_if_opponent_spa_gt_atk trigger: AfterUseSkillCheck priority: 0 apply: type: setSureHit target: useSkillContext priority: 2 condition: type: every conditions: - type: selfUseSkill - &condition_opponent_spa_gt_atk type: evaluate target: base: opponent chain: - type: selectPath arg: spa evaluator: type: compare operator: '>' value: type: dynamic selector: base: opponent chain: - type: selectPath arg: atk

对手特攻>物攻时,威力增加35点

  • id: effect_skill_add_power_35_if_opponent_spa_gt_atk trigger: AfterUseSkillCheck priority: 0 apply: type: addPower target: useSkillContext value: 35 condition: type: every conditions: - type: selfUseSkill - *condition_opponent_spa_gt_atk

使对手获得安魂曲

  • id: effect_skill_add_mark_opponent_anhunqu trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_anhunqu condition: type: selfUseSkill

使自身获得寒霜屏障

  • id: effect_skill_add_mark_self_hanshuangpingzhang trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_hanshuangpingzhang condition: type: selfUseSkill

使自身获得抑火屏障

  • id: effect_skill_add_mark_self_yihuopingzhang trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_yihuopingzhang condition: type: selfUseSkill

使对手获得霜魂旋律

  • id: effect_skill_add_mark_opponent_shuanghunxuanlv trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_shuanghunxuanlv condition: type: selfUseSkill

顺流时提升物攻

  • id: effect_skill_raise_atk_1_stage_if_has_shunliu trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: atk condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_shunliu

逆流时提升特防

  • id: effect_skill_raise_spd_1_stage_if_has_niliu trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spd condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_niliu

每一层顺流增加30点威力

  • id: effect_skill_add_power_30_per_shunliu trigger: AfterUseSkillCheck priority: 0 apply: type: addPower target: useSkillContext value: type: dynamic selector: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_shunliu - type: select arg: type: base arg: stack - type: multiply arg: 30 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_shunliu

每一层逆流附加30点伤害

  • id: effect_skill_add_damage_30_per_niliu trigger: AfterUseSkillCheck priority: 0 apply: type: addModified target: damageContext percent: 0 delta: type: dynamic selector: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_niliu - type: select arg: type: base arg: stack - type: multiply arg: 30 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_niliu

顺流时提升物防

  • id: effect_skill_raise_def_1_stage_if_has_shunliu trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: def condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_shunliu

逆流时提升特攻

  • id: effect_skill_raise_spa_1_stage_if_has_niliu trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spa condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_niliu

顺流时无视对手护盾

  • id: effect_skill_ignore_opponent_shield_if_has_shunliu trigger: AfterUseSkillCheck priority: 0 apply: type: setIgnoreShield target: useSkillContext condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_shunliu

逆流时必中

  • id: effect_skill_set_sure_hit_if_has_niliu trigger: AfterUseSkillCheck priority: 0 apply: type: setSureHit target: useSkillContext priority: 2 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_niliu

先出手时恢复15点怒气

  • id: effect_skill_add_rage_15_if_first trigger: BeforeHit priority: 0 apply: type: addRage target: self value: 15 condition: type: every conditions: - type: selfUseSkill - type: isFirstSkillUsedThisTurn

顺流时50%使对手溺水

  • id: effect_skill_add_mark_opponent_nishui_50_percent_if_has_shunliu trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_nishui condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_shunliu - *condition_probability_50_percent_template - *condition_opponent_not_water_element

逆流时清除自身不良

  • id: effect_skill_clear_status_if_has_niliu trigger: OnHit priority: 0 apply: type: destroyMark target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: tags evaluator: type: contain tag: status condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_niliu

顺流时弱化对手物防1级

  • id: effect_skill_reduce_opponent_def_1_stage_if_has_shunliu trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: def condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_shunliu

逆流时弱化对手特攻1级

  • id: effect_skill_reduce_opponent_spa_1_stage_if_has_niliu trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: spa condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_niliu

每层顺流添加30点威力

  • id: effect_skill_add_power_30_per_stack_if_has_shunliu trigger: BeforeHit priority: 0 apply: type: addPower target: useSkillContext value: type: dynamic selector: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_shunliu - type: select arg: type: base arg: stack - type: multiply arg: 30 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_shunliu

每层逆流恢复最大体力的1/16

  • id: effect_heal_1_16_max_hp_per_stack_if_has_niliu trigger: OnHit priority: 0 apply: type: heal target: self value: type: dynamic selector: base: self chain: - type: select arg: type: base arg: maxHp - type: divide arg: 16 - type: multiply arg: type: dynamic selector: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_niliu - type: select arg: type: base arg: stack condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_niliu

技能命中时,给自己添加一个名为"电系增强"的标记。

  • id: effect_skill_add_mark_dianxizengqiang trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_dianxizengqiang condition: type: selfUseSkill

技能命中时,给自己添加一个名为"雷神觉醒"的标记。

  • id: effect_skill_add_mark_leishenjuexing trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_leishenjuexing condition: type: selfUseSkill

体力低于一半时威力2倍

  • id: effect_skill_power_2x_if_hp_below_half trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: base: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - *condition_self_hp_below_half

将场地设为雷暴天

  • id: effect_skill_set_field_leibaotian trigger: OnHit priority: 0 apply: type: addMark target: battle mark: type: entity:baseMark value: mark_global_leibaotian condition: type: selfUseSkill

技能本身获得30%的额外暴击率

  • id: effect_skill_add_crit_rate_30_percent trigger: AfterUseSkillCheck priority: 0 apply: type: addCritRate target: useSkillContext value: 30 condition: type: selfUseSkill

使对手麻痹

  • id: effect_skill_add_mark_opponent_mabi trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_mabi condition: type: every conditions: - type: selfUseSkill

15%麻痹对手

  • id: effect_skill_add_mark_opponent_mabi_15_percent trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_mabi condition: type: every conditions: - type: selfUseSkill - type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 15 tags: ['skill_effect_probability', 'mark_mabi_chance']

20%麻痹对手

  • id: effect_skill_add_mark_opponent_mabi_20_percent trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_mabi condition: type: every conditions: - type: selfUseSkill - type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 20 tags: ['skill_effect_probability', 'mark_mabi_chance']

当对手麻痹时,获得40点怒气

  • id: effect_skill_add_self_40_rage_if_opponent_mabi trigger: OnHit priority: 0 apply: type: addRage target: self value: 40 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_mabi

10%几率威力4倍

  • id: effect_skill_power_4x_10_percent trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 4 condition: type: every conditions: - type: selfUseSkill - *condition_probability_10_percent_template

对方有护盾时,威力2倍

  • id: effect_skill_power_2x_if_opponent_has_shield trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - &condition_opponent_has_shield type: evaluate target: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: tags evaluator: type: contain tag: shield evaluator: type: exist

自身hp低于一半时,附加50点伤害

  • id: effect_skill_fixed_damage_50_if_hp_lt_half trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 0 delta: 50 condition: type: every conditions: - type: selfUseSkill - *condition_self_hp_below_half

将敌方的怒气设为和己方相同

  • id: effect_skill_set_opponent_rage_to_self trigger: OnHit priority: 0 apply: type: setRage target: opponent value: type: dynamic selector: base: selfPlayer chain: - type: select arg: type: base arg: rage condition: type: selfUseSkill

生命值低于一半时,获得15%暴击率

  • id: effect_skill_add_crit_rate_15_percent_if_hp_lt_half trigger: AfterUseSkillCheck priority: 0 apply: type: addCritRate target: useSkillContext value: 15 condition: type: every conditions: - type: selfUseSkill - *condition_self_hp_below_half

对手烧伤时,恢复25点怒气

  • id: effect_skill_add_rage_25_if_opponent_shaoshang trigger: OnHit priority: 0 apply: type: addRage target: self value: 25 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_shaoshang

反转自身的弱化

  • id: effect_skill_reverse_self_negative_stage trigger: BeforeHit priority: 0 apply: type: reverseStatStage target: self cleanStageStrategy: negative condition: type: selfUseSkill

生命值低于一半时,提升一级特攻

  • id: effect_skill_raise_spa_1_stage_if_hp_lt_half trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spa condition: type: every conditions: - type: selfUseSkill - *condition_self_hp_below_half

使自身获得冻气附体

  • id: effect_skill_add_mark_dongqifuti trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_dongqifuti condition: type: every conditions: - type: selfUseSkill

消耗冻气附体恢复自身1/4的HP

  • id: effect_skill_consume_dongqifuti_heal_self_quarter_max_hp trigger: OnHit priority: 0 apply:
    • *operator_heal_self_quarter
    • &operator_consume_mark_dongqifuti type: destroyMark target: base: opponentMarks chain: - type: whereAttr extractor: baseId evaluator: type: same value: mark_dongqifuti condition: type: every conditions:
      • type: selfUseSkill
      • type: selfHasMark baseId: mark_dongqifuti

消耗冻气附体使技能必定暴击

  • id: effect_skill_consume_dongqifuti_sure_crit trigger: AfterUseSkillCheck priority: 0 apply:
    • type: setSureCrit target: useSkillContext priority: 0
    • *operator_consume_mark_dongqifuti condition: type: every conditions:
      • type: selfUseSkill
      • type: selfHasMark baseId: mark_dongqifuti

10%使对方冻伤

  • id: effect_skill_add_mark_opponent_dongshang_10_percent trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_dongshang condition: type: every conditions: - type: selfUseSkill - *condition_probability_10_percent_template - *condition_opponent_not_ice_element

10%使对方冻伤 如果有冻气附体,消耗冻气附体并改为70%冻伤

  • id: effect_skill_add_mark_opponent_dongshang_10_percent_if_consume_dongqifuti_70_percent trigger: OnHit priority: 0 apply:
    • type: addMark target: opponent mark: type: entity:baseMark value: mark_dongshang
    • *operator_consume_mark_dongqifuti condition: type: every conditions:
      • type: selfUseSkill
      • *condition_opponent_not_ice_element
      • type: selfHasMark baseId: mark_dongqifuti
      • type: evaluate target: self evaluator: type: probability percent: type: conditional trueValue: 70 falseValue: 10 condition: type: selfHasMark baseId: mark_dongqifuti

当最大生命值大于敌方时,增加95%暴击率

  • id: effect_skill_increase_crit_rate_95_if_max_hp_gt_opponent trigger: BeforeHit priority: 0 apply: type: addCritRate target: useSkillContext value: 95 condition: type: every conditions: - type: selfUseSkill - &condition_self_max_hp_gt_opponent type: evaluate target: base: self chain: - type: select arg: type: base arg: maxHp evaluator: type: compare operator: '>' value: type: dynamic selector: base: opponent chain: - type: select arg: type: base arg: maxHp

当最大生命值大于敌方时,给敌方附加30点流血

  • id: effect_skill_add_mark_opponent_liuxie_30_if_max_hp_gt_opponent trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_liuxie stack: 30 condition: type: every conditions: - type: selfUseSkill - *condition_self_max_hp_gt_opponent

给自己添加最大生命值-500层的反射龟壳

  • id: effect_skill_add_mark_fansheguike trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_fansheguike stack: &value_max_hp_minus_500 type: dynamic selector: base: self chain: - type: select arg: type: base arg: maxHp - type: add arg: -500 - type: clampMin arg: 0 condition: type: every conditions: - type: selfUseSkill - &condition_self_max_hp_gt_500 type: evaluate target: base: self chain: - type: select arg: type: base arg: maxHp evaluator: type: compare operator: '>' value: 500

增加最大生命值-500点威力

  • id: effect_skill_add_power_by_self_max_hp_minus_500 trigger: BeforeHit priority: 0 apply: type: addPower target: useSkillContext value: *value_max_hp_minus_500 condition: type: every conditions: - type: selfUseSkill - *condition_self_max_hp_gt_500

对手冰冻时威力翻倍

  • id: effect_skill_power_2x_if_opponent_is_bingdong trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_bingdong

附加最大生命值-500的伤害

  • id: effect_skill_fixed_damage_by_self_max_hp_minus_500 trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 0 delta: *value_max_hp_minus_500 condition: type: every conditions: - type: selfUseSkill - *condition_self_max_hp_gt_500

给自己添加(最大生命值-500)*2的寒冰护甲

  • id: effect_skill_add_mark_hanbinghujia_2x_self_max_hp_minus_500 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_hanbinghujia stack: type: dynamic selector: base: self chain: - type: select arg: type: base arg: maxHp - type: add arg: -500 - type: clampMin arg: 0 - type: multiply arg: 2 condition: type: every conditions: - type: selfUseSkill - *condition_self_max_hp_gt_500

对手每提升1级攻击则威力增加40

  • id: effect_skill_add_power_40_opponent_per_atk_level trigger: BeforeHit priority: 0 apply: type: addPower target: useSkillContext value: type: dynamic selector: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: stat_stage_atk_up - type: select arg: type: base arg: stack - type: multiply arg: 40 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: stat_stage_atk_up

对手每提升1级防御则威力增加40

  • id: effect_skill_add_power_40_opponent_per_def_level trigger: BeforeHit priority: 0 apply: type: addPower target: useSkillContext value: type: dynamic selector: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: stat_stage_def_up - type: select arg: type: base arg: stack - type: multiply arg: 40 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: stat_stage_def_up

对手每提升1级特攻则威力增加40

  • id: effect_skill_add_power_40_opponent_per_spa_level trigger: BeforeHit priority: 0 apply: type: addPower target: useSkillContext value: type: dynamic selector: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: stat_stage_spa_up - type: select arg: type: base arg: stack - type: multiply arg: 40 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: stat_stage_spa_up

对手每提升1级特防则威力增加40

  • id: effect_skill_add_power_40_opponent_per_spd_level trigger: BeforeHit priority: 0 apply: type: addPower target: useSkillContext value: type: dynamic selector: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: stat_stage_spd_up - type: select arg: type: base arg: stack - type: multiply arg: 40 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: stat_stage_spd_up

对手每提升1级速度则威力增加40

  • id: effect_skill_add_power_40_opponent_per_spe_level trigger: BeforeHit priority: 0 apply: type: addPower target: useSkillContext value: type: dynamic selector: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: stat_stage_spe_up - type: select arg: type: base arg: stack - type: multiply arg: 40 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: stat_stage_spe_up

重复使用时使对手冻伤

  • id: effect_skill_add_mark_opponent_dongshang_when_reused trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_dongshang condition: type: every conditions: - type: selfUseSkill - type: continuousUseSkill - *condition_opponent_not_ice_element

给自己添加回家吃饭

  • id: effect_skill_add_mark_huijiachifan trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_huijiachifan condition: type: selfUseSkill

消耗对方的音波标记,恢复自身音波印记的怒气

  • id: effect_skill_add_rage_with_consume_yinbo_stack trigger: OnHit priority: 0 apply:
    • type: addRage target: self value: type: dynamic selector: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_yinbo - type: select arg: type: base arg: stack
    • type: destroyMark target: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: mark_yinbo condition: type: every conditions:
      • type: selfUseSkill
      • type: opponentHasMark baseId: mark_yinbo

对手有音之网时,威力翻倍

  • id: effect_skill_power_2x_if_oppoent_has_yinzhiwang trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_yinzhiwang

给自己添加喷嚏

  • id: effect_skill_add_mark_penti trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_penti condition: type: selfUseSkill

给自己添加强力喷嚏

  • id: effect_skill_add_mark_qianglipenti trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_qianglipenti condition: type: selfUseSkill

给自己添加超级喷嚏

  • id: effect_skill_add_mark_chaojipenti trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_chaojipenti condition: type: selfUseSkill

有喷嚏时,威力两倍

  • id: effect_skill_power_2x_if_has_mark_penti trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_penti

恢复125体力,连续使用则减半

  • id: effect_skill_heal_self_125_hp_if_consecutive_half trigger: OnHit priority: 0 apply: type: heal target: self value: type: conditional trueValue: type: raw:number value: 125 falseValue: type: raw:number value: 63 condition: type: evaluate target: base: self chain: - type: select arg: type: dynamic arg: lastSkillUsedTimes evaluator: type: compare operator: '>' value: 1 condition: type: every conditions: - type: selfUseSkill

10%降低对面一级物攻

  • id: effect_skill_reduce_opponent_atk_1_stage_10_percent trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: atk condition: type: every conditions: - type: selfUseSkill - *condition_probability_10_percent_template

15%降低对面一级物攻

  • id: effect_skill_reduce_opponent_atk_1_stage_15_percent trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: atk condition: type: every conditions: - type: selfUseSkill - *condition_probability_15_percent_template

当有强力喷嚏时,威力2倍

  • id: effect_skill_power_2x_if_has_mark_qianglipenti trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_qianglipenti

当有强力喷嚏时,威力4倍

  • id: effect_skill_power_4x_if_has_mark_qianglipenti trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 4 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_qianglipenti

当有超级喷嚏时,威力4倍

  • id: effect_skill_power_4x_if_has_mark_chaojipenti trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 4 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_chaojipenti

附加50点伤害

  • id: effect_skill_fixed_damage_50 trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 0 delta: 50 condition: type: every conditions: - type: selfUseSkill

如果有超级喷嚏标记,先制+2

  • id: effect_skill_priority_plus_2_if_has_mark_chaojipenti trigger: BeforeSort priority: 0 apply: type: addValue target: base: useSkillContext chain: - type: selectProp arg: priority value: 2 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_chaojipenti

给自己添加发丝壁垒

  • id: effect_skill_add_mark_fasibilei trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_fasibilei condition: type: selfUseSkill

给对手添加催眠

  • id: effect_skill_add_mark_opponent_cuimian trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_cuimian condition: type: selfUseSkill

对方有催眠时,造成30-70点伤害

  • id: effect_skill_fixed_damage_30_70_if_opponent_has_cuimian trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 0 delta: &sample_30_70 type: selectorValue value: [30, 70] chain: - type: sampleBetween condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_cuimian

对手睡眠时威力2倍

  • id: effect_skill_power_2x_if_opponent_shuimian trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_shuimian

40%使对手睡眠

  • id: effect_skill_add_mark_opponent_shuimian_40_percent trigger: BeforeHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_shuimian condition: type: every conditions: - type: selfUseSkill - &condition_probability_40_percent_template type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 40 tags: ['skill_effect_probability']

给自己添加念动反射

  • id: effect_skill_add_mark_niandongfanshe trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_niandongfanshe condition: type: selfUseSkill

对手催眠时,使对方获得50点流血

  • id: effect_skill_add_mark_opponent_liuxie_50_if_has_cuimian trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_liuxie stack: 50 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_cuimian

使自身获得精神失控

  • id: effect_skill_add_mark_jingshenshikong trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_jingshenshikong condition: type: selfUseSkill

附加30-70点伤害

  • id: effect_skill_fixed_damage_30_70 trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 0 delta: *sample_30_70 condition: type: selfUseSkill

使自身睡眠

  • id: effect_skill_add_mark_shuimian trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shuimian condition: type: selfUseSkill

使自己获得100点伤害增加

  • id: effect_skill_add_mark_shanghaizengjia_100 trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shanghaizengjia stack: 100 condition: type: selfUseSkill

对手催眠时,10%使对手害怕

  • id: effect_skill_add_mark_opponent_haipa_if_has_cuimian_10_percent trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_haipa condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_cuimian - *condition_probability_10_percent_template

对手催眠时,15%使对手害怕

  • id: effect_skill_add_mark_opponent_haipa_if_has_cuimian_15_percent trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_haipa condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_cuimian - *condition_probability_15_percent_template

减少对方5点怒气

  • id: effect_skill_reduce_opponent_rage_5 trigger: OnHit priority: 0 apply: type: addRage target: opponent value: -5 condition: *condition_self_use_skill_template

使自身获得飞旋阵

  • id: effect_skill_add_mark_feixuanzhen trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_feixuanzhen condition: type: selfUseSkill

获得10点怒气

  • id: effect_skill_add_rage_10 trigger: OnHit priority: 0 apply: type: addRage target: self value: 10 condition: type: selfUseSkill

使自身获得飞之领域或飞空领域

  • id: effect_skill_add_mark_feizhilingyu_or_feikonglingyu trigger: OnHit priority: 0 apply:
    • type: addMark target: self mark: type: conditional trueValue: type: entity:baseMark value: mark_feikonglingyu falseValue: type: entity:baseMark value: mark_feizhilingyu condition: type: selfHasMark baseId: mark_yitelingyu condition: type: selfUseSkill

使自身获得沙之领域或沙暴领域

  • id: effect_skill_add_mark_shazhilingyu_or_shabaoLingyu trigger: OnHit priority: 0 apply:
    • type: addMark target: self mark: type: conditional trueValue: type: entity:baseMark value: mark_shabaolingyu falseValue: type: entity:baseMark value: mark_shazhilingyu condition: type: selfHasMark baseId: mark_yitelingyu condition: type: selfUseSkill

使自身获得虫之领域或虫群领域

  • id: effect_skill_add_mark_chongzhilingyu_or_chongqunLingyu trigger: OnHit priority: 0 apply:
    • type: addMark target: self mark: type: conditional trueValue: type: entity:baseMark value: mark_chongqunlingyu falseValue: type: entity:baseMark value: mark_chongzhilingyu condition: type: selfHasMark baseId: mark_yitelingyu condition: type: selfUseSkill

拥有飞之领域或飞空领域时,威力2倍

  • id: effect_skill_power_2x_if_has_mark_feizhilingyu_or_feikonglingyu trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: some conditions: - type: selfHasMark baseId: mark_feizhilingyu - type: selfHasMark baseId: mark_feikonglingyu

拥有沙之领域或沙暴领域时,威力2倍

  • id: effect_skill_power_2x_if_has_mark_shazhilingyu_or_shabaoLingyu trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: some conditions: - type: selfHasMark baseId: mark_shazhilingyu - type: selfHasMark baseId: mark_shabaoLingyu

拥有虫之领域或虫群领域时,威力2倍

  • id: effect_skill_power_2x_if_has_mark_chongzhilingyu_or_chongqunLingyu trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: some conditions: - type: selfHasMark baseId: mark_chongzhilingyu - type: selfHasMark baseId: mark_chongqunlingyu

当有飞空领域时,恢复40点怒气

  • id: effect_skill_add_rage_40_if_feikonglingyu trigger: OnHit priority: 0 apply: type: addRage target: self value: 35 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_feikonglingyu

当有任意领域时,必定暴击

  • id: effect_skill_sure_crit_if_has_field trigger: AfterUseSkillCheck priority: 0 apply: type: setSureCrit target: useSkillContext priority: 1 condition: type: every conditions: - type: selfUseSkill - &condition_has_field type: evaluate target: base: selfMarks chain: - type: whereAttr extractor: type: base arg: tags evaluator: type: contain tag: area evaluator: type: exist

40%使对手窒息

  • id: effect_skill_add_mark_opponent_zhixi_40_percent trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_zhixi condition: type: every conditions: - type: selfUseSkill - *condition_probability_40_percent_template

使自身获得沙暴阵

  • id: effect_skill_add_mark_shabaozhen trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shabaozhen condition: type: selfUseSkill

对手窒息时威力翻倍

  • id: effect_skill_power_2x_if_opponent_zhixi trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_zhixi

当有沙暴领域时,使自身获得闪避物攻

  • id: effect_skill_add_mark_shanbiwugong_if_shabaolingyu trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shanbiwugong stack: 1 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_shabaolingyu

连击3次时,提升一级特攻

  • id: effect_skill_raise_self_spa_1_stage_if_3_hits trigger: BeforeMultiHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spa condition: type: every conditions: - type: selfUseSkill - &condition_multihit_3 type: evaluate target: base: useSkillContext chain: - type: selectPath arg: multihitResult evaluator: type: compare operator: '==' value: 3

连击3次时,恢复造成伤害一半的hp

  • id: effect_skill_heal_half_damage_dealt_if_3_hits trigger: OnDamage priority: 0 apply: type: heal target: self value: type: dynamic selector: base: damageContext chain: - type: selectPath arg: damageResult - type: multiply arg: 0.5 condition: type: every conditions: - type: selfUseSkill - *condition_multihit_3

连击3次时,每次命中附加25点固伤

  • id: effect_skill_add_fixed_damage_25_if_3_hits trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 0 delta: 25 condition: type: every conditions: - type: selfUseSkill - *condition_multihit_3

使自身获得虫群阵

  • id: effect_skill_add_mark_chongqunzhen trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_chongqunzhen condition: type: selfUseSkill

连击3次时,使对手中毒

  • id: effect_skill_add_mark_opponent_zhongdu_if_3_hits trigger: BeforeMultiHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_zhongdu condition: type: every conditions: - type: selfUseSkill - &condition_multihit_3 type: evaluate target: base: useSkillContext chain: - type: selectPath arg: multihitResult evaluator: type: compare operator: '==' value: 3

使自身获得连击

  • id: effect_skill_add_mark_lianji trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_lianji condition: type: selfUseSkill

当有虫群领域时,使对手获得60点流血

  • id: effect_skill_add_mark_opponent_liuxue_60_if_chongqunlingyu trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_liuxue stack: 60 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_chongqunlingyu

使当前场地变为虫群

  • id: effect_skill_set_field_chongqun trigger: OnHit priority: 0 apply: type: addMark target: battle mark: type: entity:baseMark value: mark_global_chongqun condition: type: selfUseSkill

当有任意领域时,增加25点威力

  • id: effect_skill_add_power_25_if_has_field trigger: AfterUseSkillCheck priority: 0 apply: type: addPower target: useSkillContext value: 25 condition: type: every conditions: - type: selfUseSkill - *condition_has_field

当怒气低于30点时,使对手物防降低一级

  • id: effect_skill_reduce_opponent_def_1_stage_if_rage_lt_30 trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: def condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: selfPlayer chain: - type: select arg: type: base arg: rage evaluator: type: compare operator: '<' value: 30

当对方为风系,超能系,战斗系,特质系时,威力翻倍

  • id: effect_skill_power2x_vs_wind_psychic_fighting_trait trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: base: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: opponent chain: - type: select arg: type: base arg: element evaluator: type: anyOf value: - Wind - Psychic - Fighting - Trait

造成当前怒气的附加伤害,并清空所有怒气

  • id: effect_skill_clear_rage_add_fixed_damage trigger: OnBeforeCalculateDamage priority: 0 apply:
    • type: addModified target: damageContext percent: 0 delta: type: dynamic selector: base: selfPlayer chain: - type: select arg: type: base arg: rage - type: multiply arg: type: raw:number value: 1 configId: multiply_value
    • type: addRage target: selfPlayer value: type: dynamic selector: base: selfPlayer chain: - type: select arg: type: base arg: rage - type: multiply arg: -1 condition: type: selfUseSkill

当前场地为古战场时,添加30点怒气

  • id: effect_skill_add_rage_30_if_guzhanchang trigger: OnHit priority: 0 apply: type: addRage target: self value: 30 condition: type: every conditions: - type: selfUseSkill - &condition_field_is_guzhanchang type: evaluate target: base: battle chain: - type: select arg: type: base arg: marks - type: flat - type: whereAttr extractor: baseId evaluator: type: same value: mark_global_guzhanchang evaluator: type: exist

20%提升一级物防

  • id: effect_skill_raise_def_1_stage_20_percent trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: def condition: type: every conditions: - type: selfUseSkill - *condition_probability_20_percent_template

将当前的场地设为古战场

  • id: effect_skill_set_field_guzhanchang trigger: OnHit priority: 0 apply: type: addMark target: battle mark: type: entity:baseMark value: mark_global_guzhanchang condition: type: selfUseSkill

使自身获得战之领域或战斗领域

  • id: effect_skill_add_mark_zhanzhilingyu_or_zhandoulingyu trigger: OnHit priority: 0 apply:
    • type: addMark target: self mark: type: conditional trueValue: type: entity:baseMark value: mark_zhandoulingyu falseValue: type: entity:baseMark value: mark_zhanzhilingyu condition: type: selfHasMark baseId: mark_yitelingyu condition: type: selfUseSkill

拥有战之领域或战斗领域时,威力2倍

  • id: effect_skill_power_2x_if_has_mark_zhanzhilingyu_or_zhandouLingyu trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: some conditions: - type: selfHasMark baseId: mark_zhanzhilingyu - type: selfHasMark baseId: mark_zhandoulingyu

有战斗领域时提升一级速度

  • id: effect_skill_raise_spe_1_stage_if_zhandoulingyu trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spe condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_zhandoulingyu

使双方方获得50点伤害增加

  • id: effect_skill_add_mark_both_shanghaizengjia_50 trigger: OnHit priority: 0 apply:
    • type: addMark target: opponent mark: type: entity:baseMark value: mark_shanghaizengjia stack: 50
    • type: addMark target: self mark: type: entity:baseMark value: mark_shanghaizengjia stack: 50 condition: type: selfUseSkill

对手混乱时威力翻倍

  • id: effect_skill_power_2x_if_opponent_hunluan trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_hunluan

如果自身的血量低于1/8,使自身获得闪避

  • id: effect_skill_add_mark_shanbi_below_1_8_hp trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shanbi stack: 1 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: self chain: - type: select arg: type: base arg: currentHp evaluator: type: compare operator: <= value: type: dynamic selector: base: self chain: - type: select arg: type: base arg: maxHp - type: divide arg: 8

先制+1

  • id: effect_skill_priority_plus_1 trigger: BeforeSort priority: 0 apply: type: addValue target: base: useSkillContext chain: - type: selectProp arg: priority value: 1 condition: type: every conditions: - type: selfUseSkill

随机产生一个戏法效果

  • id: effect_skill_random_xifa_effect trigger: BeforeSort priority: 100 apply: type: addTemporaryEffect target: skill effect: type: selectorValue value: - type: entity:effect value: effect_skill_add_mark_shanbi_below_1_8_hp - type: entity:effect value: effect_skill_add_mark_both_shanghaizengjia_50 - type: entity:effect value: effect_skill_add_mark_opponent_mingzhongxiajiang_15 - type: entity:effect value: effect_skill_priority_plus_1 chain: - type: randomPick arg: 1 condition: type: every conditions: - type: selfUseSkill

如果自身是雌性,威力+30

  • id: effect_skill_add_power_30_if_female trigger: AfterUseSkillCheck priority: 0 apply: type: addPower target: base: useSkillContext value: 30 condition: type: every conditions: - type: selfUseSkill - &condition_self_female type: evaluate target: base: self chain: - type: selectPath arg: gender evaluator: type: compare operator: == value: Female

如果自身是雄性,威力+30

  • id: effect_skill_add_power_30_if_male trigger: AfterUseSkillCheck priority: 0 apply: type: addPower target: base: useSkillContext value: 30 condition: type: every conditions: - type: selfUseSkill - &condition_self_male type: evaluate target: base: self chain: - type: selectPath arg: gender evaluator: type: compare operator: == value: Male

如果对方是雌性,降低对方一级特攻

  • id: effect_skill_reduce_opponent_spa_1_stage_if_opponent_female trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: spa condition: type: every conditions: - type: selfUseSkill - &condition_opponent_female type: evaluate target: base: opponent chain: - type: selectPath arg: gender evaluator: type: compare operator: == value: Female

如果对方是雄性,降低对方一级物攻

  • id: effect_skill_reduce_opponent_atk_1_stage_if_opponent_male trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: atk condition: type: every conditions: - type: selfUseSkill - &condition_opponent_male type: evaluate target: base: opponent chain: - type: selectPath arg: gender evaluator: type: compare operator: == value: Male

如果对方是无性别且自身有无性纹章,随机降低对方一级物攻或者特攻

  • id: effect_skill_reduce_opponent_atk_or_spa_1_stage_if_opponent_nogender_and_self_has_wuxing trigger: BeforeHit priority: 0 apply: type: executeActions target: type: selectorValue value: - <<: *apply_opponent_statstage_-1_template statType: atk - <<: *apply_opponent_statstage_-1_template statType: spa chain: - type: randomPick arg: 1 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_emblem_wuxing - &condition_opponent_nogender type: evaluate target: base: opponent chain: - type: selectPath arg: gender evaluator: type: compare operator: == value: NoGender

对方是雌性时提升速度

  • id: effect_skill_raise_spe_1_stage_if_opponent_female trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spe condition: type: every conditions: - type: selfUseSkill - *condition_opponent_female

对方是雄性时提升物攻

  • id: effect_skill_raise_atk_1_stage_if_opponent_male trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: atk condition: type: every conditions: - type: selfUseSkill - *condition_opponent_male

对方是无性别且自身有无性纹章,随机提升自身一级物攻或速度

  • id: effect_skill_raise_atk_or_spe_1_stage_if_opponent_nogender_and_self_has_wuxing trigger: BeforeHit priority: 0 apply: type: executeActions target: type: selectorValue value: - <<: *apply_self_statstage_+1_template statType: atk - <<: *apply_self_statstage_+1_template statType: spe chain: - type: randomPick arg: 1 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_emblem_wuxing - *condition_opponent_nogender

如果自身是雌性,获得50层柔化

  • id: effect_skill_add_mark_rouhua_50_if_female trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_rouhua stack: 50 condition: type: every conditions: - type: selfUseSkill - *condition_self_female

如果自身是雄性,获得50层硬化

  • id: effect_skill_add_mark_yinghua_50_if_male trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_yinghua stack: 50 condition: type: every conditions: - type: selfUseSkill - *condition_self_male

自身是雌性时提升2级特攻

  • id: effect_skill_raise_spa_2_stage_if_female trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+2_template statType: spa condition: type: every conditions: - type: selfUseSkill - *condition_self_female

自身是雄性时提升2级物攻

  • id: effect_skill_raise_atk_2_stage_if_male trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+2_template statType: atk condition: type: every conditions: - type: selfUseSkill - *condition_self_male

自身是雌性时,提升特攻特防一级

  • id: effect_skill_raise_spa_spd_1_stage_if_female trigger: BeforeHit priority: 0 apply:
    • <<: *apply_self_statstage_+1_template statType: spa
    • <<: *apply_self_statstage_+1_template statType: spd condition: type: every conditions:
      • type: selfUseSkill
      • *condition_self_female

自身是雄性时,提升物攻物防一级

  • id: effect_skill_raise_atk_def_1_stage_if_male trigger: BeforeHit priority: 0 apply:
    • <<: *apply_self_statstage_+1_template statType: atk
    • <<: *apply_self_statstage_+1_template statType: def condition: type: every conditions:
      • type: selfUseSkill
      • *condition_self_male

对方是雌性时,降低对方特攻特防一级

  • id: effect_skill_reduce_opponent_spa_spd_1_stage_if_opponent_female trigger: BeforeHit priority: 0 apply:
    • <<: *apply_opponent_statstage_-1_template statType: spa
    • <<: *apply_opponent_statstage_-1_template statType: spd condition: type: every conditions:
      • type: selfUseSkill
      • *condition_opponent_female

对方是雄性时,降低对方物攻物防一级

  • id: effect_skill_reduce_opponent_atk_def_1_stage_if_opponent_male trigger: BeforeHit priority: 0 apply:
    • <<: *apply_opponent_statstage_-1_template statType: atk
    • <<: *apply_opponent_statstage_-1_template statType: def condition: type: every conditions:
      • type: selfUseSkill
      • *condition_opponent_male

对方是无性别且自身有无性纹章,随机降低对方物攻物防一级或降低对方特攻特防一级

  • id: effect_skill_reduce_opponent_atk_def_or_spa_spd_1_stage_if_opponent_nogender_and_self_has_wuxing trigger: BeforeHit priority: 0 apply: type: executeActions target: type: selectorValue value: - - <<: *apply_opponent_statstage_-1_template statType: atk - <<: *apply_opponent_statstage_-1_template statType: def - - <<: *apply_opponent_statstage_-1_template statType: spa - <<: *apply_opponent_statstage_-1_template statType: spd chain: - type: randomPick arg: 1 - type: flat condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: mark_emblem_wuxing - *condition_opponent_nogender

使对方获得自损

  • id: effect_skill_add_mark_opponent_zisun trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_zisun condition: type: selfUseSkill

连续使用两次增加50威力

  • id: effect_skill_add_power_50_consecutive_2_times trigger: AfterUseSkillCheck priority: 0 apply: type: addPower target: base: useSkillContext value: 50 condition: type: every conditions: - type: selfUseSkill - type: continuousUseSkill times: 2 strategy: Periodic

使对手获得砂毒

  • id: effect_skill_add_mark_opponent_shadu trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_shadu condition: type: selfUseSkill

使自身获得砂毒之血

  • id: effect_skill_add_mark_shaduzhixue trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_shaduzhixue condition: type: selfUseSkill

自身每提升1级特防则威力增加15

  • id: effect_skill_add_power_15_per_spd_level trigger: BeforeHit priority: 0 apply: type: addPower target: useSkillContext value: type: dynamic selector: base: selfMarks chain: - type: whereAttr extractor: type: base arg: baseId evaluator: type: same value: stat_stage_spd_up - type: select arg: type: base arg: stack - type: multiply arg: 15 condition: type: every conditions: - type: selfUseSkill - type: selfHasMark baseId: stat_stage_spd_up

使对手获得砂毒之血

  • id: effect_skill_add_mark_opponent_shaduhongxue trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_shaduhongxue condition: type: selfUseSkill

使对手获得通缉令

  • id: effect_skill_add_mark_opponent_tongjiling trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_tongjiling condition: type: selfUseSkill

35%使对手物防降低一级

  • id: effect_skill_reduce_opponent_def_1_stage_35_percent trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: def condition: type: every conditions: - type: selfUseSkill - &condition_probability_35_percent_template type: evaluate target: self evaluator: type: probability percent: type: 'raw:number' value: 35 tags: ['skill_effect_probability']

对手有通缉令时,必定命中

  • id: effect_skill_sure_hit_if_opponent_has_tongjiling trigger: AfterUseSkillCheck priority: 0 apply: type: setSureHit target: useSkillContext priority: 2 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_tongjiling

对方有通缉令时,提升特防一级

  • id: effect_skill_raise_spd_1_stage_if_opponent_has_tongjiling trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spd condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_tongjiling

对方有通缉令且低于1/2体力时威力2倍

  • id: effect_skill_power2x_if_opponent_has_tongjiling_and_below_half_hp trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: base: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_tongjiling - &condition_opponent_hp_below_half type: evaluate target: base: opponent chain: - type: select arg: type: base arg: currentHp evaluator: type: compare operator: '<' value: type: dynamic selector: base: opponent chain: - type: select arg: type: base arg: maxHp - type: multiply arg: 0.5

35%使对手速度降低一级

  • id: effect_skill_reduce_opponent_spe_1_stage_35_percent trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: spe condition: type: every conditions: - type: selfUseSkill - *condition_probability_35_percent_template

30%使对手瘫痪

  • id: effect_skill_add_mark_opponent_tanhuan_30_percent trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_tanhuan condition: type: every conditions: - type: selfUseSkill - *condition_probability_30_percent_template

击败具有通缉令的对手时, 强化自身速度一级

  • id: effect_skill_raise_spe_1_stage_if_opponent_has_tongjiling_on_defeated trigger: OnDefeat priority: 0 apply: <<: *apply_self_statstage_+1_template statType: spe condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_tongjiling

20%使对手恐惧

  • id: effect_skill_add_mark_opponent_kongju_20_percent trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_kongju condition: type: every conditions: - type: selfUseSkill - *condition_probability_20_percent_template

对方有通缉令时连击3次

  • id: effect_skill_multihit_3_times_if_opponent_has_tongjiling trigger: AfterUseSkillCheck priority: 0 apply: type: setMultihit target: useSkillContext value: 3 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_tongjiling

使自身获得英勇遗志

  • id: effect_skill_add_mark_yingyongyizhi trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_yingyongyizhi condition: type: selfUseSkill

对方具有异常时威力2倍

  • id: effect_skill_power2x_if_opponent_has_exceptional trigger: AfterUseSkillCheck priority: 0 apply: type: amplifyPower target: base: useSkillContext value: 2 condition: type: every conditions: - type: selfUseSkill - type: evaluate target: base: opponentMarks chain: - type: whereAttr extractor: type: base arg: tags evaluator: type: contain tag: exceptional evaluator: type: exist

对方有通缉令时降低对方30点怒气

  • id: effect_skill_reduce_opponent_rage_30_if_opponent_has_tongjiling trigger: OnHit priority: 0 apply: type: addRage target: opponent value: -20 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_tongjiling

使对手获得拷问

  • id: effect_skill_add_mark_opponent_kaowen trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_kaowen condition: type: selfUseSkill

使对方拥有拷问时恢复45点怒气

  • id: effect_skill_add_rage_opponent_45_if_opponent_has_kaowen trigger: OnHit priority: 0 apply: type: addRage target: opponent value: 45 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_kaowen

对手拥有拷问时对方获得50点受伤增加

  • id: effect_skill_add_mark_opponent_shoudaoshanghaizengjia_50_if_opponent_has_kaowen trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_shoudaoshanghaizengjia stack: 50 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_kaowen

后出手时造成的伤害增加50%

  • id: effect_skill_add_damage_50_percent_if_last trigger: OnBeforeCalculateDamage priority: 0 apply: type: addModified target: damageContext percent: 50 delta: 0 condition: type: every conditions: - type: selfUseSkill - type: isLastSkillUsedThisTurn

后出手时使具有拷问的对手获得15点命中下降

  • id: effect_skill_add_mark_opponent_mingzhongxiajiang_15_if_opponent_has_kaowen_and_last trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_mingzhongxiajiang stack: 15 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_kaowen - type: isLastSkillUsedThisTurn

对方有拷问时,提升物防一级

  • id: effect_skill_raise_def_1_stage_if_opponent_has_kaowen trigger: BeforeHit priority: 0 apply: <<: *apply_self_statstage_+1_template statType: def condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_kaowen

后出手且对手具有拷问时,弱化对手特攻1级

  • id: effect_skill_reduce_opponent_spa_1_stage_if_opponent_has_kaowen_and_last trigger: BeforeHit priority: 0 apply: <<: *apply_opponent_statstage_-1_template statType: spa condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_kaowen - type: isLastSkillUsedThisTurn

后出手时使对手获得40点流血

  • id: effect_skill_add_mark_opponent_liuxie_40_if_last trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_liuxie stack: 40 condition: type: every conditions: - type: selfUseSkill - type: isLastSkillUsedThisTurn

对方有拷问时60%使对手获得逃避

  • id: effect_skill_add_mark_opponent_taobi_60_percent_if_opponent_has_kaowen trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_taobi condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_kaowen - *condition_probability_60_percent_template

后出手时连击4次

  • id: effect_skill_multihit_4_times_if_last trigger: AfterUseSkillCheck priority: 0 apply: type: setMultihit target: useSkillContext value: 4 condition: type: every conditions: - type: selfUseSkill - type: isLastSkillUsedThisTurn

5%使对手获得窒息

  • id: effect_skill_add_mark_opponent_zhixi_5_percent trigger: OnHit priority: 0 apply: type: addMark target: opponent mark: type: entity:baseMark value: mark_zhixi condition: type: every conditions: - type: selfUseSkill - *condition_probability_5_percent_template

使自身获得壁垒延伸

  • id: effect_skill_add_mark_bileiyanshen trigger: OnHit priority: 0 apply: type: addMark target: self mark: type: entity:baseMark value: mark_bileiyanshen condition: type: selfUseSkill

击败被拷问的对手时恢复1/4体力

  • id: effect_skill_heal_self_quarter_if_opponent_has_kaowen_on_defeat_opponent trigger: OnDefeat priority: 0 condition: type: every conditions: - type: selfUseSkill - type: opponentHasMark baseId: mark_kaowen apply: *operator_heal_self_quarter