◆少前百科是非盈利性、非官方的少女前线维基百科。
◆如果您发现某些内容错误/空缺,请勇于修正/添加!参与进来其实很容易!点这里 加入少前百科
◆有任何意见、建议、纠错,欢迎在 GFwiki:反馈与建议 提出和讨论。编辑事务讨论QQ群:597764980,微博@GFwiki少前百科
◆To foreigners,You can use twitter to contact us.
Icon Nyto Silver.png

模块:Battle skill config/sangvis data 9

来自少前百科GFwiki
跳转至: 导航搜索

此模块的文档可以在模块:Battle skill config/sangvis data 9/doc创建

local data = {
	[900511] = {name = "咒缚",code = "Scarecrow3",cd_time = "0,0,0,0,0",desc = "稻草人每{}轮射击的最后一发伤害将降低目标单位闪避{},射速{},持续{}秒。",vals = "4,4,3,3,2;20%,25%,30%,35%,40%;10%,12.5%,15%,17.5%,20%;3,3.5,4,4.5,5",start_cd_time = 0},
	[900512] = {name = "鬼步",code = "Scarecrow4",cd_time = "0,0,0,0,0",desc = "位于敌方占领点进行战斗时,提升梯队伤害{}。",vals = "6%,7%,8%,9%,10%",start_cd_time = 0},
	[900515] = {name = "战场清洗",code = "Scarecrow1",cd_time = "450,441,429,420,411,399,390,381,369,360",desc = "被动:稻草人的一次攻击将由三把浮游枪完成一轮射击,每发浮游枪造成稻草人自身40%的伤害。主动:稻草人大幅提升自身攻击模组的性能,浮游枪在5秒内高速旋转造成10轮必中伤害,同时每发浮游枪伤害提升{},对当前血量最低单位造成伤害。",vals = "50%,56%,61%,67%,72%,78%,83%,89%,94%,100%",start_cd_time = 180},
	[900520] = {name = "锋舞",code = "Racing_SpdUp",cd_time = "0,0,0,0,0",desc = "该单位在坚守模式下额外获得3点攻击距离,开场立刻获得自身生命最大值{}的护盾,持续{}秒,护盾持续时间内提升自身伤害{},射速{},移速50%。护盾击破将移除加成效果。",vals = "9%,10.5%,12%,13.5%,15%;4,5,6,7,8;30%,35%,40%,45%,50%;30%,35%,40%,45%,50%",start_cd_time = 0},
	[900523] = {name = "枭兽打击",code = "NorLieou",cd_time = "0,0,0,0,0",desc = "每{}次普攻后,执行一次狙击,在1秒瞄准后对最远的敌方单位造成{}的必中无视护甲伤害。",vals = "5,5,5,4,4;230%,260%,290%,320%,350%",start_cd_time = 0},
	[900525] = {name = "防护涂层",code = "armor",cd_time = "300,285,270,255,240",desc = "坚守状态下为同排我方人形单位提供{}点护盾,非坚守状态下为自身范围3内的我方人形单位提供{}点护盾,最大叠加3层,持续{}秒。",vals = "12,14,16,18,20;24,28,32,36,40;3,3.5,4,4.5,5",start_cd_time = 150},
	[900526] = {name = "战场清洗",code = "Scarecrow1",cd_time = "450,441,429,420,411,399,390,381,369,360",desc = "被动:稻草人的一次攻击将由三把浮游枪完成一轮射击,每发浮游枪造成稻草人自身40%的伤害。主动:前置冷却缩短2秒,稻草人大幅提升自身攻击模组的性能,浮游枪在5秒内高速旋转造成10轮必中伤害,并额外追加5次伤害,同时每发浮游枪伤害提升{},对当前血量最低单位造成伤害。",vals = "50%,56%,61%,67%,72%,78%,83%,89%,94%,100%",start_cd_time = 120},
	[900527] = {name = "刃牢",code = "dodgeDebuff",cd_time = "0,0,0,0,0",desc = "对敌方单位的普通攻击将降低对方伤害{},命中{},最大叠加1层,持续{}秒。",vals = "5%,7.5%,10%,12.5%,15%;15%,17.5%,20%,22.5%,25%;1,1.5,2,2.5,3",start_cd_time = 0},
	[900571] = {name = "突击指令",code = "powBuffSelf",cd_time = "0,0,0,0,0",desc = "开场后每次攻击造成一次{}的额外伤害,持续{}秒。",vals = "50%,55%,60%,65%,70%;3,3.5,4,4.5,5",start_cd_time = 0},
	[900573] = {name = "弱点标记",code = "NorZhenC",cd_time = "300,285,270,255,240",desc = "标记当前目标2范围内的敌方单位,使被标记的目标闪避降低{},同时我方任一单位对被标记目标造成伤害时将额外制造伤害{}点。持续{}秒,上限1层。",vals = "30%,35%,40%,45%,50%;6,8,10,12,14;3,3.5,4,4.5,5",start_cd_time = 60},
	[900575] = {name = "燃魂直觉",code = "Norxunyou",cd_time = "0,0,0,0,0",desc = "坚守状态下,提升自身身后单位的火力和闪避。若处于非坚守状态,则提升自身周围3范围内所有我方近战单位的火力和闪避。火力提升{},闪避提升{},每个单位该组增益最大叠加3层。",vals = "8%,9%,10%,11%,12%;18%,21%,24%,27%,30%",start_cd_time = 0},
	[900578] = {name = "愤怒连击",code = "NorCans1",cd_time = "180,165,150,135,120",desc = "残兽的普通攻击将造成两段{}的<span style=\"color:#91c1f0\">近战伤害</span>。每{}秒将有一次普通攻击造成的伤害能降低敌方{}自身穿甲值的护甲,持续{}秒,最大叠加3层。",vals = "40%,45%,50%,55%,60%;6,5.5,5,4.5,4;10%,13%,15%,18%,20%;2,2.5,3,3.5,4",start_cd_time = 0},
	[900579] = {name = "歼敌指令",code = "NorCans2",cd_time = "0,0,0,0,0",desc = "歼灭和冲锋状态下,每次攻击可增加目标单位受到的<span style=\"color:#91c1f0\">近战伤害</span>{}点,并提升自身回避{},增伤最大叠加3层,回避最大叠加6层,持续{}秒。",vals = "3,4,5,6,7;15%,17.5%,20%,22.5%,25%;1,1.5,2,2.5,3",start_cd_time = 0},
	[900592] = {name = "灭狱血弹",code = "Hunter1",cd_time = "450,441,429,420,411,399,390,381,369,360",desc = "被动:猎手普通攻击状态下使用双枪进行射击,对目标敌人造成2段0.5倍伤害。主动:释放技能{}秒内,攻击场上当前血量最高的敌方单位,每枪造成{}倍的伤害;技能持续时间内,对同一目标的每一次伤害都将比对该目标的前一次伤害倍数增加{},最大叠加15层。若场上有被拘束弹影响的单位,则优先攻击该目标。",vals = "4,4.2,4.4,4.7,4.9,5.1,5.3,5.6,5.8,6;0.55,0.57,0.58,0.6,0.62,0.63,0.65,0.67,0.68,0.7;6%,7%,8%,9%,10%,11%,12%,13%,14%,15%",start_cd_time = 180},
	[900594] = {name = "困兽狙击",code = "Hunter2",cd_time = "90,90,90,90,90,90,90,90,90,90",desc = "猎手每间隔{}秒将获得一发特殊的拘束弹,最大储蓄3发;点击释放,对当前血量最高的敌方单位造成100%的必中伤害,禁足该目标并使其获得嘲讽状态,持续时间{}秒,同时降低目标单位命中{},护甲{},持续{}秒,最大叠加一层。",vals = "8,7.8,7.6,7.3,7.1,6.9,6.7,6.4,6.2,6;1.5,1.7,1.8,2,2.2,2.3,2.5,2.7,2.8,3;30%,32%,34%,37%,39%,41%,43%,46%,48%,50%;30%,32%,34%,37%,39%,41%,43%,46%,48%,50%;3,3.2,3.4,3.7,3.9,4.1,4.3,4.6,4.8,5",start_cd_time = 0},
	[900596] = {name = "狂怒",code = "Hunter3",cd_time = "0,0,0,0,0",desc = "每有一次攻击未产生暴击,下一次暴击的暴击伤害增加{}。",vals = "6%,8%,11%,13%,15%",start_cd_time = 0},
	[900597] = {name = "瘟刃",code = "Hunter4",cd_time = "0,0,0,0,0",desc = "若当前目标身上拥有负面状态, 猎手对该目标造成的伤害将额外增加{}。",vals = "10%,13%,15%,18%,20%",start_cd_time = 0},
	[900598] = {name = "灭狱血弹",code = "Hunter1",cd_time = "450,441,429,420,411,399,390,381,369,360",desc = "被动:猎手普通攻击状态下使用双枪进行射击,对目标敌人造成2段0.5倍伤害。主动:释放技能{}秒内,攻击场上当前血量最高的敌方单位,每枪造成{}倍的伤害;技能持续时间内,对同一目标的每一次伤害都将比对该目标的前一次伤害倍数增加{},最大叠加15层。若场上有被拘束弹影响的单位,则优先攻击该目标。",vals = "4,4.2,4.4,4.7,4.9,5.1,5.3,5.6,5.8,6;0.6,0.62,0.64,0.67,0.69,0.71,0.73,0.76,0.78,0.8;9%,10%,11%,12%,13%,14%,15%,16%,17%,18%",start_cd_time = 180},
	[900612] = {name = "暴虐印记",code = "neme1",cd_time = "0,0,0,0,0",desc = "钢狮的普通攻击将为目标添加一层标记,持续{}秒。当钢狮攻击拥有该标记的单位时,目标单位每有一层标记,钢狮自身的暴击率额外提升{},上限10层。",vals = "3,3.5,4,4.5,5;3%,3%,4%,4%,5%",start_cd_time = 0},
	[900613] = {name = "剥削打击",code = "neme2",cd_time = "0,0,0,0,0",desc = "每次普通攻击额外造成目标最大生命值{}的伤害,最大提升至自身伤害的2倍。",vals = "0.3%,0.35%,0.4%,0.45%,0.5%",start_cd_time = 0},
	[900617] = {name = "猛烈强袭",code = "mantic1",cd_time = "300,270,240,210,180",desc = "下一次普通攻击强化为以目标单位为中心对一横排造成伤害的扫射,对每个目标造成两段总计{}倍的编制伤害。",vals = "1.5,1.75,2,2.25,2.5",start_cd_time = 90},
	[900618] = {name = "应变式压制",code = "mantic2",cd_time = "360,345,330,315,300",desc = "蝎甲兽在场上时将对未进入攻击状态的单位产生压制影响,已受压制单位在冷却时间内无法再次受到影响;若当前指令为坚守,击退敌方并降低目标移速和攻速{},持续{}秒;若当前指令非坚守,眩晕敌方{}秒。",vals = "18%,21%,24%,27%,30%;2,2.3,2.5,2.8,3;1,1.4,1.8,2.1,2.5",start_cd_time = 1},
	[900644] = {name = "全局防护",code = "shield",cd_time = "99999,99999,99999,99999,99999",desc = "战斗开始时,赋予我方全体基于干扰者最大生命值{}的护盾,持续{}秒。",vals = "6%,7%,8%,9%,10%;3,3.5,4,4.5,5",start_cd_time = 0},
	[900645] = {name = "增援强化",code = "Intruder3",cd_time = "10,10,10,10,10",desc = "当干扰者在场时,我方所有增援入场的单位都将获得干扰者自身最大生命值{}的护盾,并额外获得干扰者自身伤害{}的伤害增强。",vals = "6%,7%,8%,9%,10%;6%,7%,8%,9%,10%",start_cd_time = 3},
	[900653] = {name = "强体增援",code = "Langz1",cd_time = "30,30,30,30,30",desc = "每{}次普通攻击后,将在单位位置处增援1编继承自身属性{}的单位,持续{}秒。额外增援:狼蛛单位每损耗1编制,将额外增援1编继承自身全部属性的单位,持续{}秒;同时将获得自身单编生命值{}的护盾,上限1层,持续{}秒。",vals = "10,9,8,7,6;60%,70%,80%,90%,100%;6,7,8,9,10;6,7,8,9,10;60%,70%,80%,90%,100%;3,3.5,4,4.5,5",start_cd_time = 0},
	[900661] = {name = "求生本能",code = "Langz2",cd_time = "99999,99999,99999,99999,99999",desc = "狼蛛当前生命值越低,受到的伤害越低。每损失自身最大生命值的{},受到的伤害降低1%,增援入场的狼蛛单位仍拥有该技能。",vals = "5%,4.5%,4%,3.5%,3%",start_cd_time = 0},
	[900667] = {name = "军势侵扰",code = "Intruder1",cd_time = "450,441,429,420,411,399,390,381,369,360",desc = "呼叫3组兵蚁增援战斗,向前冲撞并对沿途敌人造成伤害;每组兵蚁包含3队5编兵蚁单位,继承干扰者自身5%的最大生命,100%的伤害,50%的命中,50%的闪避,每编兵蚁都将对冲撞的敌人造成{}倍的伤害。",vals = "0.2,0.22,0.24,0.27,0.29,0.31,0.33,0.36,0.38,0.4",start_cd_time = 180},
	[900674] = {name = "军势侵扰",code = "Intruder1",cd_time = "450,441,429,420,411,399,390,381,369,360",desc = "呼叫3组兵蚁增援战斗,向前冲撞并对沿途敌人造成伤害;每组兵蚁包含3队5编兵蚁单位,继承干扰者自身10%的最大生命,100%的伤害,50%的命中,50%的闪避,每编兵蚁都将对冲撞的敌人造成{}倍的伤害。",vals = "0.3,0.32,0.34,0.37,0.39,0.41,0.43,0.46,0.48,0.5",start_cd_time = 180},
	[900676] = {name = "弱体增援",code = "Bingy",cd_time = "99999,99999,99999,99999,99999",desc = "每{}次普通攻击后,将在单位位置处增援1编继承自身属性{}的单位,持续{}秒。额外增援:兵蚁单位每损耗1编制,将额外增援1编继承自身全部属性的单位,持续{}秒;同时将获得自身单编生命值{}的护盾,上限1层,持续{}秒。",vals = "10,9,8,7,6;60%,70%,80%,90%,100%;6,7,8,9,10;6,7,8,9,10;60%,70%,80%,90%,100%;3,3.5,4,4.5,5",start_cd_time = 0},
	[900733] = {name = "复合榴弹",code = "Destroyer3",cd_time = "0,0,0,0,0",desc = "破坏者使用特殊的榴弹发射器进行常规攻击,获得12发榴弹并在消耗后花费2秒补充,以降低自身攻速{}为代价,每次攻击发射2发榴弹对1范围内的敌方单位造成0.5倍计算编制的<span style=\"color:#db3d3d\">爆炸伤害</span>。",vals = "70%,65%,60%,55%,50%",start_cd_time = 0},
	[900734] = {name = "赤焰填充",code = "Destroyer4",cd_time = "0,0,0,0,0",desc = "每次换弹后的第一发攻击造成{}倍的伤害,并额外引燃伤害区域,每0.5秒造成{}倍的伤害,同时赋予范围内敌方单位{}的易伤,持续2.5秒。",vals = "0.6,0.65,0.7,0.75,0.8;0.06,0.09,0.11,0.13,0.15;6%,7%,8%,9%,10%",start_cd_time = 0},
	[900736] = {name = "航点打击",code = "Destroyer2",cd_time = "300,288,273,261,245,234,219,207,192,180",desc = "对范围2以内的我方梯队进行支援,在战斗中每间隔{}秒发射2枚榴弹对范围1以内的敌方单位造成{}倍的编制伤害。可对设施造成0.1倍的伤害。",vals = "10,9.6,9.1,8.7,8.2,7.8,7.3,6.9,6.4,6;0.3,0.32,0.34,0.37,0.39,0.41,0.43,0.46,0.48,0.5",start_cd_time = 1},
	[900737] = {name = "指间风",code = "Destroyer1",cd_time = "450,441,429,420,411,399,390,381,369,360",desc = "锁定敌方血量最高的单位,以该单位为中心对十字范围内的敌方单位造成{}倍无视护甲的编制伤害。",vals = "0.8,0.93,1.07,1.2,1.33,1.47,1.6,1.73,1.87,2",start_cd_time = 180},
	[900738] = {name = "指间风",code = "Destroyer1",cd_time = "450,441,429,420,411,399,390,381,369,360",desc = "锁定敌方血量最高的单位,以该单位为中心对十字范围内的敌方单位造成{}倍无视护甲的编制伤害。",vals = "1,1.17,1.33,1.5,1.67,1.83,2,2.17,2.33,2.5",start_cd_time = 180},
	[900741] = {name = "精确校准",code = "powBuffSelf",cd_time = "0,0,0,0,0",desc = "劫豹的每次攻击将对2范围的敌方单位造成{}倍的<span style=\"color:#db3d3d\">爆炸伤害</span>。",vals = "1.05,1.1,1.15,1.2,1.25",start_cd_time = 0},
	[900744] = {name = "弹反涂层",code = "Langz2",cd_time = "240,225,210,195,180",desc = "获得{}减伤,持续{}秒,该增益被移除/时间结束后,对面前敌人造成{}倍的必中伤害。",vals = "10%,13%,15%,18%,20%;3,3.5,4,4.5,5;0.6,0.75,0.9,1.05,1.2",start_cd_time = 90},
	[900746] = {name = "适应涂层",code = "armor",cd_time = "300,285,270,255,240",desc = "为我方全体人形提供自身最大生命值{}的护盾,护盾持续10秒。若目标单位身上没有护盾,则额外获得{}闪避;若目标单位身上拥有护盾,则额外增加{}伤害,持续{}秒。",vals = "2%,2.5%,3%,3.5%,4%;30%,35%,40%,45%,50%;6%,7%,8%,9%,10%;3,3.5,4,4.5,5",start_cd_time = 150},
	[900770] = {name = "极限适性",code = "comboBuffSelf",cd_time = "300,285,270,255,240",desc = "坚守状态下发动技能提升自身回避{},非坚守状态下发动技能提升自身伤害{},持续{}秒。",vals = "80%,90%,100%,110%,120%;50%,60%,70%,80%,90%;3,3.5,4,4.5,5",start_cd_time = 180},
	[900782] = {name = "场地精神",code = "BossArchitect2",cd_time = "300,288,273,261,245,234,219,207,192,180",desc = "对范围2以内的我方梯队进行支援,在战斗中每间隔{}秒发射1枚榴弹对范围2以内的敌方单位造成{}倍的编制伤害,并造成自身伤害50%的破防效果。",vals = "10,9.6,9.1,8.7,8.2,7.8,7.3,6.9,6.4,6;0.3,0.32,0.34,0.37,0.39,0.41,0.43,0.46,0.48,0.5",start_cd_time = 1},
	[900783] = {name = "激活狂欢",code = "BossArchitect1",cd_time = "450,441,429,420,411,399,390,381,369,360",desc = "对敌方血量最高的单位造成{}倍必中编制伤害,之后以该目标为中心对4范围内的敌方单位造成{}倍编制<span style=\"color:#db3d3d\">爆炸伤害</span>。",vals = "1.6,1.87,2.13,2.4,2.67,2.93,3.2,3.47,3.73,4;0.5,0.58,0.66,0.73,0.81,0.89,0.97,1.04,1.12,1.2",start_cd_time = 180},
	[900784] = {name = "激活狂欢",code = "BossArchitect1",cd_time = "450,441,429,420,411,399,390,381,369,360",desc = "对敌方血量最高的单位造成{}倍必中编制伤害,之后以该目标为中心对4范围内的敌方单位造成{}倍编制<span style=\"color:#db3d3d\">爆炸伤害</span>。",vals = "2,2.33,2.67,3,3.33,3.67,4,4.33,4.67,5;0.6,0.7,0.8,0.9,1,1.1,1.2,1.3,1.4,1.5",start_cd_time = 180},
	[900785] = {name = "爆裂",code = "BossArchitect4",cd_time = "0,0,0,0,0",desc = "该单位每次普通攻击造成4段0.25倍的伤害,每间隔6次普通攻击,额外对目标范围1以内的敌人造成{}倍的编制<span style=\"color:#db3d3d\">爆炸伤害</span>。",vals = "0.4,0.5,0.6,0.7,0.8",start_cd_time = 0},
	[900786] = {name = "通透",code = "BossArchitect3",cd_time = "0,0,0,0,0",desc = "当该单位在场时,我方所有<span style=\"color:#db3d3d\">爆炸伤害</span>额外提升{}",vals = "12%,14%,16%,18%,20%",start_cd_time = 0},
	[900831] = {name = "毒牙",code = "Wea3",cd_time = "0,0,0,0,0",desc = "衔尾蛇每次常规攻击将造成两段0.5倍的伤害。任何时候该单位产生暴击,将给予目标{}易伤,持续{}秒,最大叠加3层。",vals = "3%,3%,4%,4%,5%;2,2.5,2.5,3,3",start_cd_time = 0},
	[900832] = {name = "刺激性激素",code = "Wea4",cd_time = "360,330,300,270,240",desc = "增加我方全体暴击率{},持续{}秒。",vals = "12%,14%,16%,18%,20%;3,3.5,4,4.5,5",start_cd_time = 90},
	[900833] = {name = "热毒坠落",code = "Wea1",cd_time = "450,441,429,420,411,399,390,381,369,360",desc = "每间隔1秒对敌方随机单位造成{}倍的可暴击编制伤害。总计造成8次伤害。",vals = "0.5,0.58,0.66,0.73,0.81,0.89,0.97,1.04,1.12,1.2",start_cd_time = 180},
	[900834] = {name = "热毒坠落",code = "Wea1",cd_time = "450,441,429,420,411,399,390,381,369,360",desc = "每间隔1秒对敌方随机单位造成{}倍的可暴击编制伤害。总计造成8次伤害。",vals = "0.6,0.7,0.8,0.9,1,1.1,1.2,1.3,1.4,1.5",start_cd_time = 180},
	[900841] = {name = "并群支援",code = "NorHufeng",cd_time = "300,285,270,255,240",desc = "提升全体远程单位射速{}和命中{},持续{}秒,不可叠加。",vals = "4%,5%,6%,7%,8%;18%,21%,24%,27%,30%;3,3.5,4,4.5,5",start_cd_time = 150},
	[900842] = {name = "火力干扰",code = "debuff",cd_time = "0,0,0,0,0",desc = "首次攻击目标为敌方生命值最高的单位,必定暴击同时降低目标伤害{},射速{},移速{},持续{}秒,不可叠加。首次攻击后,每间隔3次攻击将再次触发技能效果。",vals = "6%,7%,8%,9%,10%;6%,7%,8%,9%,10%;6%,7%,8%,9%,10%;1,1.5,2,2.5,3",start_cd_time = 0},
	[900921] = {name = "大限",code = "Alch1",cd_time = "450,441,429,420,411,399,390,381,369,360",desc = "被动:炼金术士在坚守状态下将获得额外的攻击距离进行两段0.5倍的射击;在非坚守状态下暴击率提升50%,对敌方造成两段0.5倍的必中<span style=\"color:#91c1f0\">近战伤害</span>。主动:释放技能后对随机单位进行共计9次攻击,每次攻击造成两段{}倍的必中可暴击伤害,并给予受击目标【有机体】标记。技能持续时间内自身无敌。",vals = "0.8,0.85,0.9,0.95,1,1.05,1.1,1.15,1.2,1.3",start_cd_time = 180},
	[900922] = {name = "质量激活",code = "Alch3",cd_time = "360,348,333,321,306,294,279,267,252,240",desc = "被动:暴击时将赋予目标【有机体】标记。\n主动:提升自身伤害{},回避{},暴击伤害{},持续{}秒。",vals = "10%,12%,14%,17%,19%,21%,23%,26%,28%,30%;60%,64%,69%,73%,78%,82%,87%,91%,96%,100%;10%,12%,14%,17%,19%,21%,23%,26%,28%,30%;2,2.2,2.4,2.7,2.9,3.1,3.3,3.6,3.8,4",start_cd_time = 90},
	[900923] = {name = "有机体",code = "Alch2",cd_time = "0,0,0,0,0",desc = "任何时候,对拥有【有机体】标记的单位将造成{}倍伤害,同时自身将获得{}点护盾,持续{}秒,无上限。【有机体】标记将持续存在{}秒。",vals = "1.06,1.07,1.08,1.09,1.1;4,4,5,5,6;10,12,14,16,18;5,6,7,8,9",start_cd_time = 0},
	[900926] = {name = "大限",code = "Alch1",cd_time = "450,441,429,420,411,399,390,381,369,360",desc = "被动:炼金术士在坚守状态下将获得额外的攻击距离进行两段0.5倍的射击;在非坚守状态下暴击率提升50%,对敌方造成两段0.5倍的必中<span style=\"color:#91c1f0\">近战伤害</span>。主动:释放技能后对随机单位进行共计9次攻击,每次攻击造成两段{}倍的必中可暴击伤害,并给予受击目标【有机体】标记。技能持续时间内自身无敌。",vals = "1,1.05,1.1,1.15,1.2,1.25,1.3,1.35,1.4,1.5",start_cd_time = 180},
	[900928] = {name = "重力开解",code = "Alch4",cd_time = "180,180,180,180,180",desc = "非坚守状态下每间隔6秒,提升我方全体移动速度{};持续3秒并快速衰减。\n坚守状态下,每1秒获得最大生命值{}的护盾,护盾持续{}秒。",vals = "60%,70%,80%,90%,100%;4%,4.5%,5%,5.5%,6%;3,3.5,4,4.5,5",start_cd_time = 0},
	[900934] = {name = "燃魂直觉",code = "Norxunyou",cd_time = "0,0,0,0,0",desc = "坚守状态下,提升自身身后单位的火力和闪避。若处于非坚守状态,则提升自身周围3范围内所有我方近战单位的火力和闪避。火力提升{},闪避提升{},每个单位该组增益最大叠加3层。",vals = "9%,11%,12%,14%,15%;24%,28%,32%,36%,40%",start_cd_time = 0},
	[900937] = {name = "侧重防护",code = "Invincible_35",cd_time = "420,390,360,330,300",desc = "我方全体单位获得{}点护盾,若目标单位为近战单位,该单位每损失1%的生命值,获得的护盾额外增加2%,持续{}秒,最大叠加3层。",vals = "12,15,18,21,24;6,7,8,9,10",start_cd_time = 90},
	[900960] = {name = "寂灭爆破",code = "Dreamer1",cd_time = "450,441,429,420,411,399,390,381,369,360",desc = "被动:梦想家将优先攻击距离自己最远的单位。\n主动:对当前目标最前端的单位射出具有贯通效果的光束,在3秒的持续时间内对受到攻击的单位造成{}倍无视护甲的{}段必中编制伤害。",vals = "0.2,0.22,0.24,0.26,0.28,0.3,0.32,0.34,0.37,0.4;4,4,4,4,5,5,5,5,6,6",start_cd_time = 180},
	[900961] = {name = "行刑时刻",code = "Dreamer2",cd_time = "150,144,138,132,126,120,114,108,99,90",desc = "对范围3以内的我方梯队进行支援,在战斗中每间隔{}秒进行一发远程狙击,对敌方血量最高的单位造成{}倍的必中无视护甲的伤害,并降低其射速{},持续3秒。该狙击无法对建筑造成伤害。",vals = "5,4.8,4.6,4.4,4.2,4,3.8,3.6,3.3,3;1.2,1.3,1.4,1.5,1.6,1.7,1.8,1.95,2.1,2.25;30%,32%,34%,36%,38%,40%,42%,44%,47%,50%",start_cd_time = 1},
	[900962] = {name = "鹰眼庇护",code = "Dreamer3",cd_time = "0,0,0,0,0",desc = "坚守状态下,自身有效攻击范围提升至16,同时提升暴击率{},暴击伤害{},且每次攻击都将造成必中伤害。非坚守状态下,我方全体远程单位提升伤害{},射速{},我方近战单位获得减伤{}。",vals = "5%,6%,7%,8%,10%;5%,6%,7%,8%,10%;5%,6%,7%,8%,10%;5%,6%,7%,8%,10%;10%,12%,14%,16%,20%",start_cd_time = 0},
	[900963] = {name = "天空掌握者",code = "Dreamer4",cd_time = "0,0,0,0,0",desc = "梦想家在战斗中距离攻击目标越远造成的伤害越高,距离5以上时开始获得伤害加成,距离12时获得最大{}倍的伤害加成。",vals = "0.12,0.14,0.16,0.18,0.20",start_cd_time = 0},
	[900981] = {name = "刃牢",code = "dodgeDebuff",cd_time = "0,0,0,0,0",desc = "对敌方单位的普通攻击将降低对方伤害{},命中{},最大叠加1层,持续{}秒。",vals = "5%,7.5%,10%,12.5%,15%;15%,17.5%,20%,22.5%,25%;1,1.5,2,2.5,3",start_cd_time = 0},
	[900982] = {name = "制动设备",code = "Chasing_Shield",cd_time = "99999,99999,99999,99999,99999",desc = "战斗开始时获得自身生命最大值{}的护盾,之后每间隔{}秒获得自身生命最大值{}的护盾,{}的减伤,减伤最大叠加2层。护盾持续时间内提升自身伤害{},射速{},移速{},若护盾被击破将移除加成效果并后跳,额外获得3点攻击距离,提升自身闪避{}。",vals = "9%,10.5%,12%,13.5%,15%;12,11.5,11,10.5,10;5%,6%,7%,8%,10%;5%,6%,7%,8%,10%;30%,35%,40%,45%,50%;30%,35%,40%,45%,50%;30%,35%,40%,45%,50%;30%,35%,40%,45%,50%",start_cd_time = 0},
	[901031] = {name = "落月回返",code = "Gager1",cd_time = "450,441,429,420,411,399,390,381,369,360",desc = "对敌方血量最多的3个单位进行一次两段冲锋,第一段攻击造成{}倍必中无视护甲不可暴击的伤害,并附加1层砝码印记;第二段攻击造成{}倍的必中无视护盾不可暴击的伤害,随后影响目标周围半径2以内敌方单位的砝码印记,每1层印记造成2段{}倍的必中无视护甲和护盾不可暴击的<span style=\"color:#db3d3d\">爆炸伤害</span>。",vals = "0.6,0.7,0.8,0.9,1,1.1,1.2,1.3,1.4,1.5;1.5,1.6,1.8,2,2.2,2.4,2.6,2.8,3,3.2;0.2,0.22,0.24,0.26,0.28,0.3,0.32,0.34,0.37,0.4",start_cd_time = 180},
	[901032] = {name = "全局校正",code = "Gager2",cd_time = "300,294,288,282,276,270,264,258,249,240",desc = "被动:计量官每次普通攻击造成2段0.6倍的伤害,对敌方单位造成伤害时有30%概率赋予目标1层砝码印记。\n主动:计量官将自身射速提升至极限,降低自身闪避{},降低自身命中{},持续{}秒;持续时间内优先攻击未攻击的单位,同时每次伤害必定赋予目标砝码印记。",vals = "50%,48%,46%,44%,42%,40%,38%,36%,33%,30%;30%,28%,26%,24%,22%,20%,18%,16%,13%,10%;2,2.1,2.2,2.3,2.4,2.5,2.6,2.7,2.8,3",start_cd_time = 90},
	[901033] = {name = "砝码",code = "Gager3",cd_time = "0,0,0,0,0",desc = "每层砝码印记降低目标单位移速{},伤害{},护甲{},持续{}秒,最大叠加3层。",vals = "6%,7%,8%,9%,10%;6%,7%,8%,9%,10%;30%,35%,40%,45%,50%;3,3.5,4,4.5,5",start_cd_time = 0},
	[901034] = {name = "决斗裁判",code = "Gager4",cd_time = "0,0,0,0,0",desc = "战斗开始3秒后,当我方场上人数不大于敌方场上人数时,我方全体伤害提升{}。任何时候我方人数大于敌方人数,则立刻失去该增益。",vals = "12%,14%,16%,18%,20%",start_cd_time = 90},
	[901041] = {name = "清空协议",code = "mantic2",cd_time = "0,0,0,0,0",desc = "战斗开始后,依据自身攻速持续向场内增援歌利亚。每只歌利亚拥有10点移速,并继承歌利亚工厂{}的生命以及10%的伤害,其余属性与本体保持一致。\n歌利亚接触到敌方或到达最大行进距离后,立刻触发自爆,对周边范围3以内的敌方单位造成{}倍的<span style=\"color:#db3d3d\">爆炸伤害</span>;坚守和冲锋模式下,歌利亚将向前移动直至碰撞敌方单位;歼灭模式下歌利亚将寻找最近的单位触发伤害。",vals = "30%,35%,40%,45%,50%;12,14,16,18,20",start_cd_time = 0},
	[901200] = {name = "裁决",code = "Justic1",cd_time = "450,441,429,420,411,399,390,381,369,360",desc = "对敌方血量最高的单位发动飞踢,对以目标为中心1范围内敌人造成4段共计{}倍必中无视护甲不可暴击的编制均摊伤害,同时对以目标为中心4范围内区域产生持续{}秒的影响,区域内的敌方单位火力下降{},射速下降{},获得{}的易伤。并为自身张开拥有嘲讽状态的护盾,该护盾具有法官最大生命值{}的独立血量,敌方对护盾的伤害固定为1;持续存在{}秒。",vals = "5,5.5,6,6.5,7,8,9,10,11,12;3,3.2,3.4,3.6,3.8,4,4.2,4.4,4.7,5;5%,5.5%,6%,6.5%,7%,7.5%,8%,8.5%,9%,10%;12%,14%,16%,18%,20%,22%,24%,26%,28%,30%;5%,5.5%,6%,6.5%,7%,7.5%,8%,8.5%,9%,10%;1%,1%,1%,2%,2%,2%,3%,3%,3%,4%;2,2.1,2.2,2.3,2.4,2.5,2.6,2.7,2.8,3",start_cd_time = 180},
	[901201] = {name = "裁决",code = "Justic1",cd_time = "450,441,429,420,411,399,390,381,369,360",desc = "对敌方血量最高的单位发动飞踢,对以目标为中心1范围内敌人造成4段共计{}倍必中无视护甲不可暴击的编制均摊伤害,同时对以目标为中心4范围内区域产生持续{}秒的影响,区域内的敌方单位火力下降{},射速下降{},获得{}的易伤。并为自身张开拥有嘲讽状态的护盾,该护盾具有法官最大生命值{}的独立血量,敌方对护盾的伤害固定为1;持续存在{}秒。",vals = "9,9.5,10,10.5,11,12,13,14,15,16;3,3.2,3.4,3.6,3.8,4,4.2,4.4,4.7,5;5%,5.5%,6%,6.5%,7%,7.5%,8%,8.5%,9%,10%;12%,14%,16%,18%,20%,22%,24%,26%,28%,30%;5%,5.5%,6%,6.5%,7%,7.5%,8%,8.5%,9%,10%;2%,2%,2%,3%,3%,3%,4%,4%,4%,5%;3,3.1,3.2,3.3,3.4,3.5,3.6,3.7,3.8,4",start_cd_time = 180},
	[901225] = {name = "法理",code = "Justic3",cd_time = "0,0,0,0,0",desc = "该单位每次常规攻击对两名敌人分别造成0.5倍伤害;每间隔8次常规攻击,额外对自身周围3范围以内的敌人造成{}倍当前护甲值的必中无视护甲不可暴击的编制伤害,同时自身获得护盾{}点,持续{}秒。",vals = "24,28,32,36,40;30,35,40,45,50;3,3.5,4,4.5,5",start_cd_time = 0},
	[901226] = {name = "规范",code = "Justic4",cd_time = "0,0,0,0,0",desc = "法官在场时,位于第一/二/三排的人形单位,增加护甲{}点/增加命中{}点/提升火力{}。",vals = "6,7,8,9,10;24,28,32,36,40;6%,7%,8%,9%,10%",start_cd_time = 0},
	[901251] = {name = "突击指令",code = "powBuffSelf",cd_time = "0,0,0,0,0",desc = "开场后每次攻击造成一次{}的额外伤害,持续{}秒。",vals = "60%,65%,70%,75%,80%;3,3.5,4,4.5,5",start_cd_time = 0},
	[901253] = {name = "崩解指令",code = "armorDebuff",cd_time = "0,0,0,0,0",desc = "每4次攻击对有甲敌人额外造成{}倍自身穿甲与敌方护甲差值的编制伤害,该差值最小取1。",vals = "1.2,1.5,1.8,2.1,2.5",start_cd_time = 0},
	[902162] = {name = "血光映射",code = "Daili1",cd_time = "900,879,861,840,819,801,780,759,741,720",desc = "在己方梯队第一排特定位置增援入场3个傀儡分身,分身拥有代理人本体的被动技能,同时继承代理人10%的最大生命值,{}的伤害,{}的射速,{}的命中,20%的回避,并拥有10点护甲,其余属性与代理人当前属性相同,最多存在{}秒。",vals = "30%,32%,34%,37%,39%,41%,43%,46%,48%,50%;50%,53%,57%,60%,63%,67%,70%,73%,77%,80%;45%,47%,48%,50%,52%,53%,55%,57%,58%,60%;12,12.3,12.7,13,13.3,13.7,14,14.3,14.7,15",start_cd_time = 90},
	[902163] = {name = "血光映射",code = "Daili1",cd_time = "900,879,861,840,819,801,780,759,741,720",desc = "在己方梯队第一排特定位置增援入场3个傀儡分身,分身拥有代理人本体的被动技能,同时继承代理人10%的最大生命值,{}的伤害,{}的射速,{}的命中,20%的回避,并拥有10点护甲,其余属性与代理人当前属性相同,最多存在{}秒。",vals = "40%,42%,44%,47%,49%,51%,53%,56%,58%,60%;60%,63%,67%,70%,73%,77%,80%,83%,87%,90%;50%,53%,57%,60%,63%,67%,70%,73%,77%,80%;12,12.4,12.9,13.3,13.8,14.2,14.7,15.1,15.6,16",start_cd_time = 90},
	[902165] = {name = "无睹",code = "Daili3",cd_time = "0,0,0,0,0",desc = "该角色的一次常规攻击将由4把机关枪完成一轮射击,每发机关枪造成0.25倍的伤害。每5轮射击将额外给予目标1秒的眩晕效果,并造成{}的易伤,持续{}秒",vals = "6%,7%,8%,9%,10%;3,3.5,4,4.5,5",start_cd_time = 0},
	[902166] = {name = "罚罪",code = "Daili4",cd_time = "0,0,0,0,0",desc = "己方场上每有一个单位/增援入场单位死亡时,提升自身伤害{},持续{}秒,最大叠加3层。",vals = "6%,7%,8%,9%,10%;3,3.5,4,4.5,5",start_cd_time = 0},
	[902200] = {name = "圣光护盾",code = "shield",cd_time = "300,270,240,210,180",desc = "为自身提供能吸收{}点伤害的护盾,持续{}秒。",vals = "20,25,30,35,40;3,3.5,4,4.5,5",start_cd_time = 120},
	[902201] = {name = "力场集结",code = "06S",cd_time = "30,30,30,30,30",desc = "该角色自身编制数越高,受到的伤害越低,每编制提供{}的减伤。同时有护盾存在时,该角色受到的伤害最高不会超过自身护盾值。",vals = "2%,3%,4%,5%,6%",start_cd_time = 0},
	[902356] = {name = "谧亡碑文",code = "NytoB1",cd_time = "600,588,573,561,546,534,519,506,491,480",desc = "被动:艾德琳造成的伤害均由受击目标的各个编制平摊。当敌方单位身上同时存在黑色印记和白色印记时,会藉由在场的艾德琳引爆印记(黑白印记消去),造成{}倍必中无视护甲的<span style=\"color:#db3d3d\">爆炸伤害</span>。\n主动:{}秒的持续时间内,敌方的黑色印记不会因引爆而被消去,敌方全体命中和回避降低{}。同时技能持续时间内优先攻击敌方单编单位,每隔1秒瞄准时间造成{}倍计算护甲的必中可暴击伤害。",vals = "1,1.1,1.2,1.3,1.4,1.6,1.7,1.8,1.9,2;4,4.2,4.4,4.7,4.9,5.1,5.3,5.6,5.8,6;10%,12%,14%,17%,19%,21%,23%,26%,28%,30%;1.6,1.7,1.8,1.9,2,2.1,2.2,2.3,2.4,2.5",start_cd_time = 180},
	[902357] = {name = "降临碑文",code = "NytoB2",cd_time = "120,114,108,99,93,87,81,72,66,60",desc = "对范围3以内的我方梯队进行支援,每间隔{}秒优先选择没有黑色印记的敌方单位造成{}倍的必中无视护甲<span style=\"color:#db3d3d\">爆炸伤害</span>并赋予黑色印记,印记持续3秒。",vals = "4,3.8,3.6,3.3,3.1,2.9,2.7,2.4,2.2,2;0.5,0.56,0.61,0.67,0.72,0.78,0.83,0.89,0.94,1",start_cd_time = 1},
	[902358] = {name = "静睡",code = "NytoB3",cd_time = "0,0,0,0,0",desc = "每有一次攻击未命中,艾德琳会给目标单位赋予黑色印记,并且提升自身伤害{},持续3秒。",vals = "12%,14%,16%,18%,20%",start_cd_time = 0},
	[902359] = {name = "告死",code = "NytoB4",cd_time = "0,0,0,0,0",desc = "艾德琳在场时,己方所有单位对有黑色/白色印记的敌方单位造成的伤害提升{}。",vals = "6%,7%,8%,9%,10%",start_cd_time = 0},
	[902362] = {name = "谧亡碑文",code = "NytoB1",cd_time = "600,588,573,561,546,534,519,506,491,480",desc = "被动:艾德琳造成的伤害均由受击目标的各个编制平摊。当敌方单位身上同时存在黑色印记和白色印记时,会藉由在场的艾德琳引爆印记(黑白印记消去),造成{}倍必中无视护甲的<span style=\"color:#db3d3d\">爆炸伤害</span>。\n主动:{}秒的持续时间内,敌方的黑色印记不会因引爆而被消去,敌方全体命中和回避降低{}。同时技能持续时间内优先攻击敌方单编单位,每隔1秒瞄准时间造成{}倍计算护甲的必中可暴击伤害。",vals = "1,1.1,1.2,1.3,1.4,1.6,1.7,1.8,1.9,2;4,4.2,4.4,4.7,4.9,5.1,5.3,5.6,5.8,6;10%,12%,14%,17%,19%,21%,23%,26%,28%,30%;2,2.1,2.2,2.3,2.4,2.6,2.7,2.8,2.9,3",start_cd_time = 180},
	[902431] = {name = "白夜降临",code = "Nytow1",cd_time = "540,540,540,540,540,540,540,540,540,540",desc = "被动:埃莉诺造成的伤害均由受击目标的各个编制平摊。当敌方单位身上同时存在黑色印记和白色印记时,会藉由在场的埃莉诺引爆印记(黑白印记消去),造成{}倍必中无视护甲的<span style=\"color:#db3d3d\">爆炸伤害</span>。\n主动:在{}秒的持续时间内,强化普攻为三段攻击,依次造成两段单体<span style=\"color:#91c1f0\">近战伤害</span>和一段范围为3的<span style=\"color:#91c1f0\">近战伤害</span>并必定触发安息,每次攻击都将永久赋予目标白色印记,伤害倍率分别为{}倍,{}倍和{}倍。",vals = "1,1.1,1.2,1.3,1.4,1.6,1.7,1.8,1.9,2;9,9.3,9.7,10,10.3,10.7,11,11.3,11.7,12;1,1.1,1.2,1.3,1.4,1.6,1.7,1.8,1.9,2;2,2.1,2.2,2.3,2.4,2.6,2.7,2.8,2.9,3;0.8,0.9,1,1,1.1,1.2,1.3,1.3,1.4,1.5",start_cd_time = 120},
	[902432] = {name = "白夜先兆",code = "Nytow2",cd_time = "120,114,107,99,92,87,81,72,66,60",desc = "对范围1以内的我方梯队进行支援,每间隔{}秒选择随机敌方单位,以该单位为中心对范围3以内的敌方单位造成{}倍的必中无视护甲<span style=\"color:#db3d3d\">爆炸伤害</span>并赋予白色印记,印记持续3秒。",vals = "4,3.8,3.6,3.3,3.1,2.9,2.7,2.4,2.2,2;1,1.12,1.22,1.34,1.44,1.56,1.66,1.78,1.88,2",start_cd_time = 1},
	[902433] = {name = "安息",code = "Nytow3",cd_time = "0,0,0,0,0",desc = "每次攻击有20%的概率触发一次安息:提升自身范围2以内己方单位(不包括召唤物)伤害{}并且保护单位不受伤害,持续1秒。",vals = "50%,63%,75%,88%,100%",start_cd_time = 0},
	[902434] = {name = "告死",code = "NytoB4",cd_time = "0,0,0,0,0",desc = "埃莉诺在场时,己方所有单位对有白色/黑色印记的敌方单位造成的伤害提升{}。",vals = "6%,7%,8%,9%,10%",start_cd_time = 0},
	[902442] = {name = "白夜降临",code = "Nytow1",cd_time = "540,540,540,540,540,540,540,540,540,540",desc = "被动:埃莉诺造成的伤害均由受击目标的各个编制平摊。当敌方单位身上同时存在黑色印记和白色印记时,会藉由在场的埃莉诺引爆印记(黑白印记消去),造成{}倍必中无视护甲的<span style=\"color:#db3d3d\">爆炸伤害</span>。\n主动:在{}秒的持续时间内,强化普攻为三段攻击,依次造成两段单体<span style=\"color:#91c1f0\">近战伤害</span>和一段范围为3的<span style=\"color:#91c1f0\">近战伤害</span>并必定触发安息,每次攻击都将永久赋予目标白色印记,伤害倍率分别为{}倍,{}倍和{}倍。",vals = "1,1.1,1.2,1.3,1.4,1.6,1.7,1.8,1.9,2;9,9.3,9.7,10,10.3,10.7,11,11.3,11.7,12;1.2,1.3,1.5,1.6,1.8,1.9,2.1,2.2,2.4,2.5;2.5,2.7,2.8,3,3.2,3.3,3.5,3.7,3.8,4;1,1.1,1.2,1.3,1.4,1.6,1.7,1.8,1.9,2",start_cd_time = 120},
	[910774] = {name = "危机感应",code = "powBuffShield",cd_time = "0,0,0,0,0",desc = "每间隔{}秒或损失编制时发动技能,在坚守状态下获得{}秒的力场盾;在非坚守状态下提升火力{},持续{}秒。",vals = "12,11,10,9,8;1.2,1.4,1.6,1.8,2;40%,50%,60%,70%,80%;2,2.3,2.5,2.8,3",start_cd_time = 0}
}
return data