@lightsing/llc-zh-cn 1.0.1784905041 → 1.0.1786857712
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Announcer.json +4 -0
- package/LimbusCompany_Data/Lang/LLC_zh-CN/BattleAnnouncerDlg/Announcer_MatthiasKira_51.json +1 -1
- package/LimbusCompany_Data/Lang/LLC_zh-CN/BattleAnnouncerDlg/Announcer_ValencinaLucio_52.json +132 -0
- package/LimbusCompany_Data/Lang/LLC_zh-CN/BattleSpeechBubbleDlg-a1c9p3.json +1 -1
- package/LimbusCompany_Data/Lang/LLC_zh-CN/BattleSpeechBubbleDlg.json +3 -3
- package/LimbusCompany_Data/Lang/LLC_zh-CN/BattleUIText.json +2 -2
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Bufs.json +2 -2
- package/LimbusCompany_Data/Lang/LLC_zh-CN/EGOVoiceDig/Voice_EGO_DonQuixote_3.json +10 -0
- package/LimbusCompany_Data/Lang/LLC_zh-CN/EGOgift_MirrorDungeon.json +29 -29
- package/LimbusCompany_Data/Lang/LLC_zh-CN/EGOgift_MirrorDungeon_2.json +2 -2
- package/LimbusCompany_Data/Lang/LLC_zh-CN/EGOgift_StoryDungeon.json +1 -1
- package/LimbusCompany_Data/Lang/LLC_zh-CN/EGOgift_TwiningThreads.json +1 -1
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Egos.json +5 -0
- package/LimbusCompany_Data/Lang/LLC_zh-CN/GachaTitle.json +19 -11
- package/LimbusCompany_Data/Lang/LLC_zh-CN/IAPProduct-a1c9.json +10 -0
- package/LimbusCompany_Data/Lang/LLC_zh-CN/IAPProduct.json +2 -2
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Info/version.json +1 -1
- package/LimbusCompany_Data/Lang/LLC_zh-CN/IntroductionPreset.json +8 -0
- package/LimbusCompany_Data/Lang/LLC_zh-CN/LobbyBGM.json +5 -0
- package/LimbusCompany_Data/Lang/LLC_zh-CN/MainUIText.json +1 -1
- package/LimbusCompany_Data/Lang/LLC_zh-CN/MirrorDungeonRentalName.json +8 -0
- package/LimbusCompany_Data/Lang/LLC_zh-CN/PanicInfo-a1c6p2.json +2 -2
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Passive_Ego.json +15 -0
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Passives.json +9 -9
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Passives_Abnormality-cultivation.json +1 -1
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Passives_Abnormality-walpu6.json +2 -2
- package/LimbusCompany_Data/Lang/LLC_zh-CN/PersonalityVoiceDlg/Voice_Donquixote_Cinq_10305.json +1 -1
- package/LimbusCompany_Data/Lang/LLC_zh-CN/PersonalityVoiceDlg/Voice_Donquixote_LEGO_10307.json +4 -4
- package/LimbusCompany_Data/Lang/LLC_zh-CN/PersonalityVoiceDlg/Voice_Donquixote_SwordGroup_10308.json +1 -1
- package/LimbusCompany_Data/Lang/LLC_zh-CN/PersonalityVoiceDlg/Voice_Faust_LEGO_10207.json +2 -2
- package/LimbusCompany_Data/Lang/LLC_zh-CN/PersonalityVoiceDlg/Voice_Meursault_Cinq_10511.json +2 -2
- package/LimbusCompany_Data/Lang/LLC_zh-CN/PersonalityVoiceDlg/Voice_Outis_LCB_11101.json +1 -1
- package/LimbusCompany_Data/Lang/LLC_zh-CN/PersonalityVoiceDlg/Voice_Rodion_KumoThumb_10916.json +1 -1
- package/LimbusCompany_Data/Lang/LLC_zh-CN/ProjectGSComboName.json +2 -2
- package/LimbusCompany_Data/Lang/LLC_zh-CN/RailwayDungeonNode1002.json +1 -1
- package/LimbusCompany_Data/Lang/LLC_zh-CN/RailwayDungeonStationName1002.json +1 -1
- package/LimbusCompany_Data/Lang/LLC_zh-CN/ScenarioModelCodes-AutoCreated.json +1 -1
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Skills.json +2 -2
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Skills_Abnormality-a1c5p3.json +2 -2
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Skills_Abnormality-a1c7p3.json +1 -1
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Skills_Abnormality.json +6 -6
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Skills_Abnormality_Refraction2_bokgak.json +2 -2
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Skills_Ego.json +138 -0
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Skills_Ego_Personality-03.json +178 -0
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Skills_Ego_Personality-04.json +4 -4
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Skills_Ego_Personality-07.json +1 -1
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Skills_Ego_Personality-08.json +3 -3
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Skills_Ego_Personality-09.json +3 -3
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Skills_Enemy-a1c7p2.json +16 -16
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Skills_Enemy-a1c7p3.json +6 -6
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Skills_personality-01.json +7 -7
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Skills_personality-05.json +3 -3
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Skills_personality-08.json +1 -1
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Skills_personality-09.json +2 -2
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Skills_personality-10.json +2 -2
- package/LimbusCompany_Data/Lang/LLC_zh-CN/Skills_personality-11.json +2 -2
- package/LimbusCompany_Data/Lang/LLC_zh-CN/StageContinueText.json +1 -1
- package/LimbusCompany_Data/Lang/LLC_zh-CN/StoryData/5D304I7.json +5 -5
- package/LimbusCompany_Data/Lang/LLC_zh-CN/StoryData/ES290B.json +2 -2
- package/LimbusCompany_Data/Lang/LLC_zh-CN/StoryData/P10203.json +5 -5
- package/LimbusCompany_Data/Lang/LLC_zh-CN/StoryData/P10207.json +1 -1
- package/LimbusCompany_Data/Lang/LLC_zh-CN/StoryData/P10305.json +1 -1
- package/LimbusCompany_Data/Lang/LLC_zh-CN/StoryData/P10311.json +2 -2
- package/LimbusCompany_Data/Lang/LLC_zh-CN/StoryData/P10616.json +205 -0
- package/LimbusCompany_Data/Lang/LLC_zh-CN/StoryData/P10716.json +1 -1
- package/LimbusCompany_Data/Lang/LLC_zh-CN/StoryData/P10806.json +1 -1
- package/LimbusCompany_Data/Lang/LLC_zh-CN/StoryData/P10916.json +3 -3
- package/LimbusCompany_Data/Lang/LLC_zh-CN/StoryData/S415B.json +4 -4
- package/LimbusCompany_Data/Lang/LLC_zh-CN/StoryData/S706B.json +3 -3
- package/LimbusCompany_Data/Lang/LLC_zh-CN/StoryData/S903I.json +5 -5
- package/LimbusCompany_Data/Lang/LLC_zh-CN/StoryDungeonUI.json +3 -3
- package/LimbusCompany_Data/Lang/LLC_zh-CN/StoryTheaterDanteNoteDetail_10.json +1 -1
- package/LimbusCompany_Data/Lang/LLC_zh-CN/StoryTheaterDanteNoteDetail_2.json +1 -1
- package/LimbusCompany_Data/Lang/LLC_zh-CN/TutorialPopUpDesc.json +2 -2
- package/LimbusCompany_Data/Lang/LLC_zh-CN/UI_Mission_MirrorDungeon5Event.json +1 -1
- package/package.json +2 -2
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{
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"dataList": [
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{
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"id": "announcer_cheer_52_1",
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"dlg": "呼……卢西奥。再拿一个玻璃杯过来。\n……我也要喝吗?\n那你是指望我看着这帮废物,一个人喝闷酒吗?\n十分抱歉。我很快就拿过来。"
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{
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"id": "announcer_cheer_52_2",
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"dlg": "真是场有看点的战斗。\n啥……?哈,你眼睛瞎了吗,连那种场面都……但凡你把我教的都给学会了,这么丢人的战斗也入不了眼吧。\n……十分抱歉。"
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{
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"id": "announcer_specialcheer_52_1",
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"dlg": "哈,操。一塌糊涂啊。换作我还在的时候,你们要是这副鬼样的话早就全体脑袋搬家了,明白了吗?"
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{
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"id": "announcer_specialcheer_52_2",
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"dlg": "……他们似乎伤得很重。\n一个两个都大惊小怪的。就这点伤,放着不管也会自己好起来的。"
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},
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{
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"id": "announcer_enemy_break_52_1",
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"dlg": "哈,连这种人都杀不掉吗?看来在我不在的时候,士兵的素质一落千丈啊。"
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},
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{
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"id": "announcer_ally_break_52_1",
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"dlg": "……陷入混乱了啊。"
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{
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"id": "announcer_killenemy_52_1",
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"dlg": "把手臂给我伸直……哈,就是这样。看好了。只要听我的话,就是这么简单。"
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{
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"id": "announcer_ally_dead_52_1",
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"dlg": "真是废物。"
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{
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"id": "announcer_enemy_adv_52_1",
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"dlg": "所以说啊……像你们这种连战争都没经历过的家伙……听好了,战争里比这惨烈的情况可多得是。这个时候才应该去大干一场吧。\n虽然你们处于劣势,但还请逐一应对吧。"
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{
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"id": "announcer_ally_adv_52_1",
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"dlg": "呼……真他妈无聊。嗝……卢西奥,剩下的你收拾掉,弄好后叫我起床。\n……是,师父。"
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},
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{
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"id": "announcer_ally_advex_52_1",
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"dlg": "师父,形势逆转了。\n哈哈,这帮家伙不是能做好吗……是啊,一开始就这么干不就好了。"
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"id": "announcer_danger_52_1",
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"dlg": "啧。才喝了几口啊,就没了……\n让我为您添一杯吧。\n行。反正他们都完蛋了。"
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{
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"id": "announcer_enemy_specialskill_52_1",
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"dlg": "这种时候就不能把表情写在脸上。要是谁都能看出来你那急躁的样子,在想什么就全都暴露了。\n我会谨记的,师父。"
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{
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"id": "announcer_enemy_specialgimmick_52_1",
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"dlg": "哈哈,又要给我耍什么狗屎把戏了?"
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"id": "announcer_advatk_physical_52_1",
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"dlg": "分毫不差啊。"
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{
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"id": "announcer_disadvatk_physical_52_1",
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"dlg": "无能的家伙们。"
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"id": "announcer_advatk_attr_52_1",
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"dlg": "哈。总算动了点脑子。"
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"id": "announcer_disadvatk_attr_52_1",
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"dlg": "愚钝的家伙们。\n再重新确认一次弱点吧。"
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"id": "announcer_enemy_specialbuff_52_1",
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"dlg": "总算是蜕了一层皮吗?"
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"id": "announcer_enemy_specialdebuff_52_1",
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"dlg": "看他们身上粘满了厚厚一层的样子。"
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"id": "announcer_ally_specialbuff_52_1",
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"dlg": "现在这些小崽子们啊,一点自尊心都没有。给什么都来者不拒。"
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"id": "announcer_ally_specialdebuff_52_1",
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"dlg": "嗝……他们穿上了什么东西?真恶心。\n看起来动作会变迟钝。"
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"id": "announcer_enemy_destroy_52_1",
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"dlg": "被解体了啊。"
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"id": "announcer_enemy_destroy_52_2",
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"dlg": "没错,猎物得从四肢开始切起。不然的话,他们就会不知天高地厚地反复试图逃跑。"
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"id": "announcer_round_takebigdmg_52_1",
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"dlg": "搞砸的话就去死吧。"
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"id": "announcer_round_takebigdmg_52_2",
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"dlg": "竟让我看到如此丑态,难道我的身份已经跌到了这种程度吗?哈哈哈哈……操。\n……让您看到这副样子,本身就已经很失礼了吧。"
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"id": "announcer_round_givebigdmg_52_1",
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"dlg": "……!\n有什么好大惊小怪的?那种程度连阿猫阿狗都能做到。"
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"id": "announcer_round_givebigdmg_52_2",
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"dlg": "呼……在良秀(Yoshihide)十四岁的时候,这种程度对她来说就是小菜一碟了。啧,和某个蠢教材比简直天差地别。\n十分抱歉。我会尽力在不久后变得和那位大人一样……\n闭嘴。你说这话还早了十年呢。"
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"id": "announcer_multikillenemy_52_1",
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"dlg": "……没错。就是那样的时刻。每个人都……乞求着伯纳特利家族的瓦伦希娜……呼……"
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"id": "announcer_battle_win_52_1",
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"dlg": "……辛苦了。\n狩猎结束。我先走了,你们差不多了就滚吧。"
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"id": "announcer_battle_defeat_52_1",
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"dlg": "即便如此,这次的经验也会成为良好的养分吧。\n呼……什么狗屎养分。一堆散发恶臭的粪肥罢了。"
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"id": "announcer_equip_52_1",
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"dlg": "师父,是时候完成顾问下达的课题了。\n……就说那混账怎么最近没露面,居然又把这种无聊的工作塞给我们?啧。卢西奥,把那个拿来。\n……我为您准备好了老伯威加冰。"
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}
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}
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"dlg": "那秽物……"
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"dlg": "就由我来剥下!"
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"id": "dungeon_encounter_save",
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"content": "存档点"
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"content": "已到达存档点。\n探索进度已保存。\n所有罪人都已被治疗。"
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390
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},
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{
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"id": "battle_battleunit_evade",
|
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@@ -1993,7 +1993,7 @@
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1993
1993
|
{
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1994
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|
"id": "ChargeLoad",
|
|
1995
1995
|
"name": "载荷",
|
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1996
|
-
"desc": "- 最大值:6\n- 本效果每有1层,使消耗充能 层数的攻击技能造成的伤害+({0} × 2.5)
|
|
1996
|
+
"desc": "- 最大值:6\n- 本效果每有1层,使消耗充能 层数的攻击技能造成的伤害+({0} × 2.5)%(最多+15%)\n- 若受影响的单位属于W公司员工,则改为使造成的伤害+({0} × 5)%(最多+30%)\n- 回合结束时,解除本效果",
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1997
1997
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"summary": ""
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1998
1998
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},
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1999
1999
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{
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@@ -2004,7 +2004,7 @@
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2004
2004
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},
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2005
2005
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{
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2006
2006
|
"id": "AaCfPaBa_Alt1",
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2007
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-
"name": "
|
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2007
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+
"name": "无尽的丧失感",
|
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2008
2008
|
"desc": "回合开始时,使自身恢复5点理智值\n受到攻击时,失去3点理智值并在下回合使自身获得2层攻击等级提升 (每回合最多3次)\n回合开始时,若自身的理智值低于0点,则使自身获得3层强壮 ",
|
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2009
2009
|
"summary": "",
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2010
2010
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"undefined": "-"
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@@ -139,6 +139,16 @@
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139
139
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"id": "battle_erosion_20309_6",
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140
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"desc": "E.G.O侵蚀",
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141
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"dlg": "我是被选中的……和你们不一样……不一样!!!"
|
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+
},
|
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|
+
{
|
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144
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+
"id": "battle_awaken_20310_1",
|
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|
+
"desc": "E.G.O觉醒",
|
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146
|
+
"dlg": "汝已败北!规则即是规则……来,把那只手臂交出来吧!"
|
|
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+
},
|
|
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|
+
{
|
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|
+
"id": "battle_erosion_20310_1",
|
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|
+
"desc": "E.G.O侵蚀",
|
|
151
|
+
"dlg": "是朋友!有朋友来了!来吧,我出……剪、剪刀……!你要出什么?!"
|
|
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|
}
|
|
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|
]
|
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}
|
|
@@ -63,7 +63,7 @@
|
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|
{
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|
"id": 9003,
|
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|
"name": "尘归尘",
|
|
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|
-
"desc": "战斗开始时,若全体敌方单位(
|
|
66
|
+
"desc": "战斗开始时,若全体敌方单位(若是异想体,则改为所有部位)都带有[Combustion]或特殊烧伤,则使全体敌方单位(若是异想体,则改为所有部位)增加2级[Combustion]强度。",
|
|
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|
"simpleDesc": [
|
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|
{
|
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69
|
"abilityID": 9003,
|
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@@ -74,7 +74,7 @@
|
|
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74
|
{
|
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75
|
"id": 19003,
|
|
76
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|
"name": "尘归尘+",
|
|
77
|
-
"desc": "战斗开始时,<style=\"upgradeHighlight\">使带有[Combustion]或特殊烧伤的全体敌方单位(
|
|
77
|
+
"desc": "战斗开始时,<style=\"upgradeHighlight\">使带有[Combustion]或特殊烧伤的全体敌方单位(若是异想体,则改为所有部位)增加2级[Combustion]强度</style>。",
|
|
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|
"simpleDesc": [
|
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|
{
|
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|
"abilityID": 19003,
|
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@@ -85,7 +85,7 @@
|
|
|
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|
{
|
|
86
86
|
"id": 29003,
|
|
87
87
|
"name": "尘归尘++",
|
|
88
|
-
"desc": "战斗开始时,<style=\"upgradeHighlight\">使全体敌方单位(
|
|
88
|
+
"desc": "战斗开始时,<style=\"upgradeHighlight\">使全体敌方单位(若是异想体,则改为所有部位)增加3级[Combustion]强度</style>。",
|
|
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|
"simpleDesc": [
|
|
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90
|
{
|
|
91
91
|
"abilityID": 29003,
|
|
@@ -406,7 +406,7 @@
|
|
|
406
406
|
{
|
|
407
407
|
"id": 9016,
|
|
408
408
|
"name": "绿光果实",
|
|
409
|
-
"desc": "使用暴食技能对未陷入混乱的敌方单位造成伤害,或通过技能效果增加[Vibration]强度时,随机使全体敌方单位(
|
|
409
|
+
"desc": "使用暴食技能对未陷入混乱的敌方单位造成伤害,或通过技能效果增加[Vibration]强度时,随机使全体敌方单位(若是异想体,则改为所有部位)增加共计4级[Vibration]强度。",
|
|
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410
|
"simpleDesc": [
|
|
411
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|
{
|
|
412
412
|
"abilityID": 9016,
|
|
@@ -417,7 +417,7 @@
|
|
|
417
417
|
{
|
|
418
418
|
"id": 19016,
|
|
419
419
|
"name": "绿光果实+",
|
|
420
|
-
"desc": "使用暴食技能对未陷入混乱的敌方单位造成伤害,或通过技能效果增加[Vibration]强度时,随机使全体敌方单位(
|
|
420
|
+
"desc": "使用暴食技能对未陷入混乱的敌方单位造成伤害,或通过技能效果增加[Vibration]强度时,随机使全体敌方单位(若是异想体,则改为所有部位)增加共计<style=\"upgradeHighlight\">6级[Vibration]强度</style>。",
|
|
421
421
|
"simpleDesc": [
|
|
422
422
|
{
|
|
423
423
|
"abilityID": 19016,
|
|
@@ -428,7 +428,7 @@
|
|
|
428
428
|
{
|
|
429
429
|
"id": 29016,
|
|
430
430
|
"name": "绿光果实++",
|
|
431
|
-
"desc": "使用暴食技能对未陷入混乱的敌方单位造成伤害,或通过技能效果增加[Vibration]强度时,随机使全体敌方单位(
|
|
431
|
+
"desc": "使用暴食技能对未陷入混乱的敌方单位造成伤害,或通过技能效果增加[Vibration]强度时,随机使全体敌方单位(若是异想体,则改为所有部位)增加共计<style=\"upgradeHighlight\">8级[Vibration]强度</style>。",
|
|
432
432
|
"simpleDesc": [
|
|
433
433
|
{
|
|
434
434
|
"abilityID": 29016,
|
|
@@ -454,7 +454,7 @@
|
|
|
454
454
|
{
|
|
455
455
|
"id": 9018,
|
|
456
456
|
"name": "玫瑰王冠",
|
|
457
|
-
"desc": "回合开始时,随机使1名敌方单位(
|
|
457
|
+
"desc": "回合开始时,随机使1名敌方单位(若是异想体,则改为所有部位)增加4级[Burst]强度。\n\n激活暴食完全共鸣时,在战斗开始时使全体敌方单位增加2级[Burst]强度。",
|
|
458
458
|
"simpleDesc": [
|
|
459
459
|
{
|
|
460
460
|
"abilityID": 9018,
|
|
@@ -469,7 +469,7 @@
|
|
|
469
469
|
{
|
|
470
470
|
"id": 19018,
|
|
471
471
|
"name": "玫瑰王冠+",
|
|
472
|
-
"desc": "回合开始时,随机使<style=\"upgradeHighlight\">2名敌方单位</style>(
|
|
472
|
+
"desc": "回合开始时,随机使<style=\"upgradeHighlight\">2名敌方单位</style>(若是异想体,则改为所有部位)增加4级[Burst]强度。\n\n激活暴食完全共鸣时,在战斗开始时使全体敌方单位<style=\"upgradeHighlight\">增加3级[Burst]强度</style>。",
|
|
473
473
|
"simpleDesc": [
|
|
474
474
|
{
|
|
475
475
|
"abilityID": 19018,
|
|
@@ -484,7 +484,7 @@
|
|
|
484
484
|
{
|
|
485
485
|
"id": 29018,
|
|
486
486
|
"name": "玫瑰王冠++",
|
|
487
|
-
"desc": "回合开始时,随机使<style=\"upgradeHighlight\">3名敌方单位</style>(
|
|
487
|
+
"desc": "回合开始时,随机使<style=\"upgradeHighlight\">3名敌方单位</style>(若是异想体,则改为所有部位)增加4级[Burst]强度。\n\n激活暴食完全共鸣时,在战斗开始时使全体敌方单位<style=\"upgradeHighlight\">增加4级[Burst]强度</style>。",
|
|
488
488
|
"simpleDesc": [
|
|
489
489
|
{
|
|
490
490
|
"abilityID": 29018,
|
|
@@ -703,7 +703,7 @@
|
|
|
703
703
|
{
|
|
704
704
|
"id": 9029,
|
|
705
705
|
"name": "又小又可能很坏的玩偶",
|
|
706
|
-
"desc": "对战斗开始时带有[Laceration]或特殊流血的敌方单位造成的伤害+10%\n\n受到来自战斗开始时带有[Laceration]或特殊流血的敌方单位的伤害-20%\n\n
|
|
706
|
+
"desc": "对战斗开始时带有[Laceration]或特殊流血的敌方单位造成的伤害+10%\n\n受到来自战斗开始时带有[Laceration]或特殊流血的敌方单位的伤害-20%\n\n拥有傲慢攻击技能的友方单位改为对带有[Laceration]或特殊流血的敌方单位造成的伤害+20%\n\n拥有傲慢攻击技能的友方单位改为受到来自带有[Laceration]或特殊流血的敌方单位的伤害-30%。",
|
|
707
707
|
"simpleDesc": [
|
|
708
708
|
{
|
|
709
709
|
"abilityID": 9029,
|
|
@@ -737,7 +737,7 @@
|
|
|
737
737
|
{
|
|
738
738
|
"id": 9031,
|
|
739
739
|
"name": "辉光变动仪",
|
|
740
|
-
"desc": "关卡的首个回合开始时,使全体敌方单位(
|
|
740
|
+
"desc": "关卡的首个回合开始时,使全体敌方单位(若是异想体,则改为所有部位)增加4级[Vibration]强度,并对其施加4层[Vibration]。\n\n使用嫉妒技能造成伤害时,使目标增加2级[Vibration]强度。",
|
|
741
741
|
"simpleDesc": [
|
|
742
742
|
{
|
|
743
743
|
"abilityID": 9031,
|
|
@@ -752,7 +752,7 @@
|
|
|
752
752
|
{
|
|
753
753
|
"id": 19031,
|
|
754
754
|
"name": "辉光变动仪+",
|
|
755
|
-
"desc": "<style=\"upgradeHighlight\">波次的首个回合开始时</style>,使全体敌方单位(
|
|
755
|
+
"desc": "<style=\"upgradeHighlight\">波次的首个回合开始时</style>,使全体敌方单位(若是异想体,则改为所有部位)增加4级[Vibration]强度,并对其施加4层[Vibration]。\n\n使用嫉妒技能造成伤害时,使目标增加2级[Vibration]强度。",
|
|
756
756
|
"simpleDesc": [
|
|
757
757
|
{
|
|
758
758
|
"abilityID": 19031,
|
|
@@ -767,7 +767,7 @@
|
|
|
767
767
|
{
|
|
768
768
|
"id": 29031,
|
|
769
769
|
"name": "辉光变动仪++",
|
|
770
|
-
"desc": "波次的首个回合开始时,使全体敌方单位(
|
|
770
|
+
"desc": "波次的首个回合开始时,使全体敌方单位(若是异想体,则改为所有部位)<style=\"upgradeHighlight\">增加5级[Vibration]强度,并对其施加5层[Vibration]。</style>\n\n使用嫉妒技能造成伤害时,使目标<style=\"upgradeHighlight\">增加3级[Vibration]强度。</style>",
|
|
771
771
|
"simpleDesc": [
|
|
772
772
|
{
|
|
773
773
|
"abilityID": 29031,
|
|
@@ -812,7 +812,7 @@
|
|
|
812
812
|
{
|
|
813
813
|
"id": 9034,
|
|
814
814
|
"name": "单点打击逻辑电路",
|
|
815
|
-
"desc": "使用增加[Combustion]强度或施加特殊烧伤的技能或嫉妒技能命中敌方单位时,额外使目标增加(技能硬币数/2)级[Combustion]强度(向上取整)\n- [不可重复触发] 迁居申请 希斯克利夫 E.G.O被动“电路连接”触发时,该效果不会触发\n\n命中时,若目标的[Combustion]强度为99
|
|
815
|
+
"desc": "使用增加[Combustion]强度或施加特殊烧伤的技能或嫉妒技能命中敌方单位时,额外使目标增加(技能硬币数/2)级[Combustion]强度(向上取整)\n- [不可重复触发] 迁居申请 希斯克利夫 E.G.O被动“电路连接”触发时,该效果不会触发\n\n命中时,若目标的[Combustion]强度为99级,则对其施加1层[IDMicroChip](每个敌方单位最多1次,每回合最多3次)",
|
|
816
816
|
"simpleDesc": [
|
|
817
817
|
{
|
|
818
818
|
"abilityID": 9034,
|
|
@@ -1293,7 +1293,7 @@
|
|
|
1293
1293
|
{
|
|
1294
1294
|
"id": 29049,
|
|
1295
1295
|
"name": "荆棘之路++",
|
|
1296
|
-
"desc": "使用增加[Sinking]强度或施加特殊沉沦的技能对敌方单位造成体力伤害时,回合结束时额外使其<style=\"upgradeHighlight\">增加4级[Sinking]
|
|
1296
|
+
"desc": "使用增加[Sinking]强度或施加特殊沉沦的技能对敌方单位造成体力伤害时,回合结束时额外使其<style=\"upgradeHighlight\">增加4级[Sinking]强度并对其施加3层[Sinking]</style>。(每个回合,每名敌方单位最多1次)\n\n若激活忧郁或色欲共鸣,则在战斗开始时,使全体敌方单位(若是异想体,则随机对一个部位)增加3级[Sinking]强度并对其施加3层[Sinking]。",
|
|
1297
1297
|
"simpleDesc": [
|
|
1298
1298
|
{
|
|
1299
1299
|
"abilityID": 29049,
|
|
@@ -1308,7 +1308,7 @@
|
|
|
1308
1308
|
{
|
|
1309
1309
|
"id": 9050,
|
|
1310
1310
|
"name": "红染棉花",
|
|
1311
|
-
"desc": "关卡的首个回合开始时,使全体敌方单位(
|
|
1311
|
+
"desc": "关卡的首个回合开始时,使全体敌方单位(若是异想体,则改为所有部位)增加1级[Laceration]强度并对其施加15层[Laceration]。\n\n回合开始时,带有[Laceration]的敌方单位在本回合减少(其[Laceration]强度/3)级攻击等级与防御等级。([Laceration]强度积累至30级时效果最高)",
|
|
1312
1312
|
"simpleDesc": [
|
|
1313
1313
|
{
|
|
1314
1314
|
"abilityID": 9050,
|
|
@@ -1323,7 +1323,7 @@
|
|
|
1323
1323
|
{
|
|
1324
1324
|
"id": 19050,
|
|
1325
1325
|
"name": "红染棉花+",
|
|
1326
|
-
"desc": "<style=\"upgradeHighlight\">波次的首个回合开始时</style>,使全体敌方单位<style=\"upgradeHighlight\"
|
|
1326
|
+
"desc": "<style=\"upgradeHighlight\">波次的首个回合开始时</style>,使全体敌方单位<style=\"upgradeHighlight\">(若是异想体,则改为所有部位)增加2级[Laceration]强度</style>并对其施加15层[Laceration]。\n\n回合开始时,带有[Laceration]的敌方单位在本回合减少(其[Laceration]强度/3)级攻击等级与防御等级。([Laceration]强度积累至30级时效果最高)",
|
|
1327
1327
|
"simpleDesc": [
|
|
1328
1328
|
{
|
|
1329
1329
|
"abilityID": 19050,
|
|
@@ -1338,7 +1338,7 @@
|
|
|
1338
1338
|
{
|
|
1339
1339
|
"id": 29050,
|
|
1340
1340
|
"name": "红染棉花++",
|
|
1341
|
-
"desc": "波次的首个回合开始时,使全体敌方单位<style=\"upgradeHighlight\"
|
|
1341
|
+
"desc": "波次的首个回合开始时,使全体敌方单位<style=\"upgradeHighlight\">(若是异想体,则改为所有部位)增加4级[Laceration]强度并对其施加20层[Laceration]。</style>\n\n回合开始时,带有[Laceration]的敌方单位在本回合减少<style=\"upgradeHighlight\">(其[Laceration]强度/2)级攻击等级与防御等级。</style>([Laceration]强度积累至30级时效果最高)",
|
|
1342
1342
|
"simpleDesc": [
|
|
1343
1343
|
{
|
|
1344
1344
|
"abilityID": 29050,
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@@ -1499,7 +1499,7 @@
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{
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"id": 9055,
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"name": "暴雨",
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"desc": "回合开始时,使全体敌方单位(
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"desc": "回合开始时,使全体敌方单位(若是异想体,则改为所有部位)增加(当前回合数×2)级[Vibration]强度并对其施加2层[Vibration]。\n\n回合结束时,使全体敌方单位(若是异想体,则改为所有部位)[VibrationExplosion]。",
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"simpleDesc": [
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{
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"abilityID": 9055,
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@@ -1514,7 +1514,7 @@
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{
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"id": 19055,
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"name": "暴雨+",
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"desc": "回合开始时,使全体敌方单位(
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"desc": "回合开始时,使全体敌方单位(若是异想体,则改为所有部位)<style=\"upgradeHighlight\">增加(3+当前回合数×2)级[Vibration]强度并对其施加3层[Vibration]。</style>\n\n回合结束时,使全体敌方单位(若是异想体,则改为所有部位)[VibrationExplosion]。",
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"simpleDesc": [
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{
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"abilityID": 19055,
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@@ -1529,7 +1529,7 @@
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{
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"id": 29055,
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"name": "暴雨++",
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"desc": "回合开始时,使全体敌方单位(
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"desc": "回合开始时,使全体敌方单位(若是异想体,则改为所有部位)<style=\"upgradeHighlight\">增加(5+当前回合数×2)级[Vibration]强度</style>并对其施加3层[Vibration]。\n\n回合结束时,<style=\"upgradeHighlight\">使全体敌方单位(若是异想体,则改为所有部位)[VibrationExplosion]2次</style>。",
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"simpleDesc": [
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"abilityID": 29055,
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@@ -2269,7 +2269,7 @@
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{
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"id": 9083,
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"name": "月之记忆",
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"desc": "全体敌方单位(
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"desc": "全体敌方单位(若是异想体,则改为所有部位)的物理抗性及罪孽抗性全部变为“致命”。",
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"simpleDesc": [
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{
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"abilityID": 9083,
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@@ -2354,7 +2354,7 @@
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{
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"id": 9088,
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"name": "镇魂",
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"desc": "回合开始时,若拥有增加[Combustion]强度,施加[Combustion]层数或施加特殊烧伤的攻击技能的人格不低于5名,则在本场战斗期间触发该效果。(不包括E.G.O技能,不包括待命人员)\n\n回合开始时,对全体敌方单位(
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"desc": "回合开始时,若拥有增加[Combustion]强度,施加[Combustion]层数或施加特殊烧伤的攻击技能的人格不低于5名,则在本场战斗期间触发该效果。(不包括E.G.O技能,不包括待命人员)\n\n回合开始时,对全体敌方单位(若是异想体,则改为所有部位)施加6层[Combustion]并随机使全体敌方单位增加共计15级[Combustion]强度。(每个波次最多1次)\n\n使增加[Combustion]强度,施加[Combustion]层数或施加特殊烧伤的加算硬币技能的最终威力+1,硬币威力+1,使目标增加的[Combustion]强度额外+1级,对目标施加的[Combustion]层数额外+1层。\n- 减算硬币技能改为基础威力+(4/硬币数),而非硬币威力(最少+1,向下取整)\n\n增加[Combustion]强度,施加[Combustion]层数或施加特殊烧伤的技能拼点胜利时,使目标敌方单位增加(剩余硬币数+1)级[Combustion]强度",
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"simpleDesc": [
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{
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"abilityID": 9088,
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@@ -2493,7 +2493,7 @@
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{
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"id": 9093,
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"name": "荧光灯",
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"desc": "回合结束时,若有敌方单位或异想体部位带有[Burst],则下回合随机使1名友方单位获得1层[AttackDmgUp]或1层[Agility]。触发(带有[Burst]
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"desc": "回合结束时,若有敌方单位或异想体部位带有[Burst],则下回合随机使1名友方单位获得1层[AttackDmgUp]或1层[Agility]。触发(带有[Burst]的敌方单位(若是异想体,则改为所有部位)数量+1)次。",
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"simpleDesc": [
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{
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"abilityID": 9093,
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@@ -2504,7 +2504,7 @@
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{
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"id": 19093,
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"name": "荧光灯+",
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"desc": "回合结束时,若有敌方单位或异想体部位带有[Burst],则下回合随机使1名友方单位获得1层[AttackDmgUp]或1层[Agility]。<style=\"upgradeHighlight\">触发(带有[Burst]
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"desc": "回合结束时,若有敌方单位或异想体部位带有[Burst],则下回合随机使1名友方单位获得1层[AttackDmgUp]或1层[Agility]。<style=\"upgradeHighlight\">触发(带有[Burst]的敌方单位(若是异想体,则改为所有部位)数量+3)次</style>。",
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"simpleDesc": [
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{
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"abilityID": 19093,
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@@ -2515,7 +2515,7 @@
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{
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"id": 29093,
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"name": "荧光灯++",
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"desc": "回合结束时,若有敌方单位或异想体部位带有[Burst],则下回合随机使1名友方单位<style=\"upgradeHighlight\">获得1层[AttackDmgUp]与1层[Agility]。</style>触发(带有[Burst]
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"desc": "回合结束时,若有敌方单位或异想体部位带有[Burst],则下回合随机使1名友方单位<style=\"upgradeHighlight\">获得1层[AttackDmgUp]与1层[Agility]。</style>触发(带有[Burst]的敌方单位(若是异想体,则改为所有部位)数量+3)次。",
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"simpleDesc": [
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{
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"abilityID": 29093,
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@@ -2545,7 +2545,7 @@
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{
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"id": 9095,
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"name": "破碎罗盘",
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"desc": "波次的首个回合开始时,随机对全体敌方单位(
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"desc": "波次的首个回合开始时,随机对全体敌方单位(若是异想体,则改为所有部位)施加共计(5+敌方单位数量×3)层[Sinking]。(若是异想体,仅其本体算作1名敌方单位)",
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"simpleDesc": [
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{
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"abilityID": 9095,
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@@ -2556,7 +2556,7 @@
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{
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"id": 19095,
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"name": "破碎罗盘+",
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"desc": "波次的首个回合开始时,随机对全体敌方单位(
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"desc": "波次的首个回合开始时,随机对全体敌方单位(若是异想体,则改为所有部位)施加共计<style=\"upgradeHighlight\">(10+敌方单位数量×3)层[Sinking]</style>。(若是异想体,仅其本体算作1名敌方单位)",
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"simpleDesc": [
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{
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"abilityID": 19095,
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@@ -2567,7 +2567,7 @@
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{
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"id": 29095,
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"name": "破碎罗盘++",
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"desc": "波次的首个回合开始时,随机对全体敌方单位(
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"desc": "波次的首个回合开始时,随机对全体敌方单位(若是异想体,则改为所有部位)施加共计<style=\"upgradeHighlight\">(10+敌方单位数量×4)层[Sinking]</style>。(若是异想体,仅其本体算作1名敌方单位)",
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"simpleDesc": [
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{
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"abilityID": 29095,
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},
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{
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"abilityID": 91621,
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"simpleDesc": "拼点后,触发敌方单位的流血 (其剩余硬币数)
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"simpleDesc": "拼点后,触发敌方单位的流血 (其剩余硬币数)次(减少(触发次数)层流血 )"
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},
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{
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"abilityID": 91622,
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{
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"id": 9176,
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"name": "袭来的浪潮",
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"desc": "回合开始时,若拥有增加[Sinking]强度,施加[Sinking]层数或施加特殊沉沦的攻击技能的人格不低于5名,则在本场战斗期间触发该效果。(不包括E.G.O技能,不包括待命人员)\n\n回合开始时,随机对1名敌方单位施加1层[WaveSinking]\n\n击杀带有[WaveSinking]的敌方单位时,在下回合开始时将其[WaveSinking]层数施加给[WaveSinking]层数最高但未达到最大值的1名敌方单位\n\n增加[Sinking]强度,施加[Sinking]层数或施加特殊沉沦的技能命中敌方单位并对其造成体力伤害时,在回合结束时使其增加4级[Sinking]强度并对其施加3层[Sinking](每回合每名敌方单位最多1次)\n若激活忧郁或色欲完全共鸣,则在战斗开始时,使全体敌方单位(若是异想体,则随机对一个部位)增加3级[Sinking]强度并对其施加3层[Sinking]\n\n基础攻击技能攻击后,若目标的[Sinking]强度不低于10级,则使自身恢复(目标的[Sinking]强度/10)点理智值(最多5点)并对目标施加相应层数的[DefenseDown](最多5层,每回合每名敌方单位最多1次)\n\n回合结束时,每有1名敌方单位理智值为-45点或未带有理智值,下回合使全体友方单位获得1层[AttackUp](最多6层)\n\n增加[Sinking]强度,施加[Sinking]层数或施加特殊沉沦的加算硬币技能的硬币威力+1\n增加[Sinking]强度,施加[Sinking]层数或施加特殊沉沦的减算硬币技能的基础威力+(4/硬币数)(最少+1,向下取整)\n\n使用增加[Sinking]强度,施加[Sinking]层数或施加特殊沉沦(包括使自身增加或对自身施加)的基础攻击技能命中敌方单位时,每触发1次目标的[Sinking]
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"desc": "回合开始时,若拥有增加[Sinking]强度,施加[Sinking]层数或施加特殊沉沦的攻击技能的人格不低于5名,则在本场战斗期间触发该效果。(不包括E.G.O技能,不包括待命人员)\n\n回合开始时,随机对1名敌方单位施加1层[WaveSinking]\n\n击杀带有[WaveSinking]的敌方单位时,在下回合开始时将其[WaveSinking]层数施加给[WaveSinking]层数最高但未达到最大值的1名敌方单位\n\n增加[Sinking]强度,施加[Sinking]层数或施加特殊沉沦的技能命中敌方单位并对其造成体力伤害时,在回合结束时使其增加4级[Sinking]强度并对其施加3层[Sinking](每回合每名敌方单位最多1次)\n若激活忧郁或色欲完全共鸣,则在战斗开始时,使全体敌方单位(若是异想体,则随机对一个部位)增加3级[Sinking]强度并对其施加3层[Sinking]\n\n基础攻击技能攻击后,若目标的[Sinking]强度不低于10级,则使自身恢复(目标的[Sinking]强度/10)点理智值(最多5点)并对目标施加相应层数的[DefenseDown](最多5层,每回合每名敌方单位最多1次)\n\n回合结束时,每有1名敌方单位理智值为-45点或未带有理智值,下回合使全体友方单位获得1层[AttackUp](最多6层)\n\n增加[Sinking]强度,施加[Sinking]层数或施加特殊沉沦的加算硬币技能的硬币威力+1\n增加[Sinking]强度,施加[Sinking]层数或施加特殊沉沦的减算硬币技能的基础威力+(4/硬币数)(最少+1,向下取整)\n\n使用增加[Sinking]强度,施加[Sinking]层数或施加特殊沉沦(包括使自身增加或对自身施加)的基础攻击技能命中敌方单位时,每触发1次目标的[Sinking](包括特殊沉沦),在回合结束时,使自身恢复5点理智值(每回合每名人格最多2次)\n若该友方单位在回合开始时理智值为45点,则改为使用基础攻击技能命中敌方单位并触发目标的[Sinking](包括特殊沉沦)时,对目标施加3层[Sinking](每回合每名人格最多2次)",
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"simpleDesc": [
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{
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"abilityID": 9176,
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@@ -83,7 +83,7 @@
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{
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"id": 9268,
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"name": "万物的本能",
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"desc": "回合结束时,使属于环指的(带有[Laceration]的敌方单位数)名人格在下回合获得1层随机罪孽属性的<noparse>伤害强化</noparse>(每回合每名人格最多1
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"desc": "回合结束时,使属于环指的(带有[Laceration]的敌方单位数)名人格在下回合获得1层随机罪孽属性的<noparse>伤害强化</noparse>(每回合每名人格最多1次;若是集中遭遇战,则改为以部位判定)\n\n属于环指的人格造成的伤害+10%",
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"simpleDesc": [
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{}
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]
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