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[{"$nulls":4},"#enum\n1.闪避事件|Miss\n2.暴击事件|Critial\n3.招架事件|Parry\n4.反击事件|AttackBack\n5.回合触发|Round\n6.额外招式事件|Additional_Attack\n7.位移事件|Move\n8.队友被攻击事件|Teammate_Attack\n9.自身对地方攻击时|Attack\n10.自身生命自低于（百分百）|HP_Below\n11.被攻击时|Attacked\n12.承受直接攻击时|Direct_Attack",null,"#enum\n0.挂在谁身上就对谁生效|Attached_Target\n1.自己|Self\n2.敌方目标（当前攻击目标）|Attack_Target\n3.队友（除自己之外的队友全体）|Teammate\n4.敌方的队友|Enemy_Teammate\n5.己方全体随机|My_Teammate_Random\n6.敌方全体随机|Enemy_Teammate_Random\n7.己方血量百分比最低|My_Teammate_Lowest_HP\n8.敌方血量百分比最低|Enemy_Teammate_Lowest_HP\n","#enum\n1.单体|Single\n2.目标一列|Target_Column\n3.目标背后一列（不包含目标）|Target_Column_Back\n4.目标和目标横向一排|Target_Row\n5.目标横向一排（目标同一排，不包含目标）|Target_Row_Exclude\n6.目标相邻的周围（不包含目标自己）|Target_Round_Exclude\n7.全体|All\n","#enum\n1.回合|Round\n2.全场普通攻击次数|Normal_Attack_Times\n3.战斗场数|Battle_Times",null,"#enum\n1.增益|Positive\n2.负面(减益)|Negative\n只针对持续性BUFF","#enum\n1.可以|Yes\n2.不可以|No","#enum\n1.立即|RightNow\n2.回合|Round\n3.全场普通攻击次数|Battle_Normal_Attack_Times\n4.永久|Forever\n5.承受直接攻击的有效次数（作为被攻击目标时，承受来自原始目标的普通攻击和技能攻击次数）|Be_Hit_Times\n6.战斗场数|Battle_Times",null,null,"读取效果表格，可以多个同持续性的效果，比如减速并且持续性掉血","关联BUFF编号，定义BUFF生效的时候触发","关联BUFF编号，定义BUFF消失的时候触发","#enum\n1.不叠加(再次触发时，效果重置）|No\n2.叠加：时间重置，效果叠加|Yes",null,null,"定义在战斗中是否会显示Buff图标\n#enum\n0.不显示|No\n1.显示|Yes","OverlayNum当前叠加次数\nBoutNum当前剩余的回合数\nATF_DirectNum直接的攻击次数"]
[{"$nulls":23},"#"]
[null,null,"编号","名称","触发事件","触发参数","目标类型","范围类型","冷却类型","冷却参数","增益性","可被驱散","持续类型","持续参数","BUFF概率","关联效果","生效触发","消失触发","是否叠加","最大叠加","图标","战斗显示","描述","备注"]
[null,null,"Id","Name","TriggerEvent","TriggerParameter","ObjectType","ScopeType","CDType","CDParameter","Gain","Disperse","ContinuedType","ContinuedParameter","BuffProbability","LinkEffect","StartTrigger","EndTrigger","Overlay","OverlayMax","Icon","BattleShow","Describe"]
[null,null,"int","string","int","int","int","int","int","int","int","int","int","int","int","int[]","int[]","int","int","int","string","int","string"]
[null,null,1,"近战普攻",0,0,0,0,0,0,0,2,1,0,100,0,1,0,1,0,null,0]
[null,null,2,"远程普攻伤害",0,0,0,0,0,0,0,2,1,0,100,0,2,0,1,0,null,0]
[null,null,3,"远程普攻穿透伤害",0,0,0,0,0,0,0,2,1,0,100,0,3,0,1,0,null,0]
[null,null,4,"远程普攻破防",0,0,0,0,0,0,2,1,2,3,100,0,4,0,2,3,null,1,"破防：降低{10%*OverlayNum}防御，剩下{BoutNum}回合"]
[null,null,6,"刀气凌人",0,0,0,0,0,0,0,2,1,0,100,0,6,0,1,0,null,0,null,"劈柴四式的3级解锁效果"]
[null,null,7,"刀气四射",0,0,0,0,0,0,0,2,1,0,100,0,7,0,1,0,null,0,null,"劈柴四式的7级解锁效果"]
[null,null,8,"劈柴四式招式1伤害",0,0,0,0,0,0,0,2,1,0,100,0,8,0,1,0,null,0]
[null,null,9,"劈柴四式招式2伤害",0,0,0,0,0,0,0,2,1,0,100,0,9,0,1,0,null,0]
[null,null,10,"劈柴四式招式3伤害",0,0,0,0,0,0,0,2,1,0,100,0,10,0,1,0,null,0]
[null,null,11,"劈柴四式招式4伤害",0,0,0,0,0,0,0,2,1,0,100,0,11,0,1,0,null,0]
[null,null,12,"战体(被动)",10,50,0,0,3,1,1,2,6,1,100,0,"1009,1019",0,1,0,null,0,"战体：驱散自身负面效果，招架并反击，持续{ATF_DirectNum}次受击"]
[null,null,13,"战体",0,0,0,0,0,0,1,2,5,4,100,"1001,1002",0,0,1,0,null,1]
[null,null,14,"劈柴四式第5招伤害",0,0,0,0,0,0,0,2,1,0,100,0,12,0,1,0,null,0]
[null,null,15,"追魂箭伤害",0,0,0,0,0,0,0,2,1,0,100,0,13,0,1,0,null,0]
[null,null,16,"追魂箭流血",5,0,0,0,1,3,2,1,2,3,100,14,14,0,1,0,null,0,"流血：每回合受到{ATK_P*0.4}点伤害，持续{BoutNum}回合"]
[null,null,17,"追魂击退效果",0,0,0,0,1,4,0,2,1,0,100,0,15,0,1,0,null,0]
[null,null,18,"追魂箭慑魂效果",5,0,0,0,1,3,2,1,2,3,100,0,16,0,1,0,null,0,"慑魂：战意恢复降低20%，持续{BoutNum}回合"]
[null,null,19,"颤栗",5,0,0,0,0,0,2,1,2,2,20,1007,1007,0,1,0,null,0,"无法释放技能，持续{BoutNum}回合"]
[null,null,20,"沐心决",0,0,0,0,0,0,0,2,1,0,100,0,1010,0,1,0,null,0]
[null,null,21,"羽裳",2,0,0,0,0,0,1,1,4,0,100,1011,0,0,2,2,null,1,"受到的伤害降低{10%*OverlayNum}"]
[null,null,22,"吸血",0,0,0,0,0,0,1,2,4,0,100,1012,0,0,1,0,null,0]
[null,null,23,"反弹",11,0,0,0,0,0,1,2,4,0,100,1013,0,0,1,0,null,0]
[null,null,24,"昏迷",2,0,0,0,1,3,2,2,2,2,100,1014,1014,0,1,0,null,1,"陷入昏迷，持续{BoutNum}回合"]
[null,null,25,"没武器近战普攻",0,0,0,0,0,0,0,2,1,0,100,0,1015,0,1,0,null,0]
[null,null,26,"没武器远程普攻",0,0,0,0,0,0,0,2,1,0,100,0,1016,0,1,0,null,0]
[null,null,27,"锤普攻伤害",0,0,0,0,0,0,0,2,1,0,100,0,16,0,1,0,null,0]
[null,null,28,"长兵普攻伤害",0,0,0,0,0,0,0,2,1,0,100,0,17,0,1,0,null,0]
[null,null,29,"剑普攻伤害",0,0,0,0,0,0,0,2,1,0,100,0,18,0,1,0,null,0]
[null,null,30,"长兵降低命中",5,0,0,0,1,3,2,1,2,2,20,1017,1017,0,1,0,null,1,"刀影：20%的概率使目标命中降低30%，持续{BoutNum}回合"]
[null,null,31,"剑冰效果",5,0,0,0,1,3,2,2,2,2,10,1008,1008,0,1,0,null,1,"寒冰：10%的概率冰冻目标{BoutNum}回合"]
[null,null,32,"金刚",5,0,0,0,0,0,1,1,2,3,20,1018,0,0,1,0,null,1,"金刚：防御提升{5%+2.5%*LvSkill}，持续{BoutNum}回合"]
[null,null,33,"暖男",8,0,0,0,0,0,0,2,4,0,20,0,1003,0,1,0,null,0,"暖男：当队友被攻击时，有20%的概率援护队友"]
[null,null,34,"来而必往",8,0,0,0,0,0,0,2,4,0,100,0,1004,0,1,0,null,0,"来而必往：当队友被攻击时，有20%的概率追击对手"]
[null,null,35,"灭神斩一式伤害",0,0,0,0,0,0,0,2,1,0,100,0,20,0,1,0,null,0]
[null,null,36,"灭神斩二式伤害",0,0,0,0,0,0,0,2,1,0,100,0,21,0,1,0,null,0]
[null,null,37,"老虎普通",0,0,0,0,0,0,0,2,1,0,100,0,22,0,1,0,null,0]

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[]
[null,"表格定义","定义战斗Buff的各种参数。该表格是约束BUFF的各种参数，表示BUFF已经生成的状态"]
[null,"字段名称","字段含义","填写规则"]
[null,"编号","Buff编号"]
[null,"名称","Buff名称"]
[null,"触发事件","定义已经生效的BUFF，触发事件是什么。比如一个持续3回合的伤害BUFF，触发事件是：回合事件。","1.闪避事件\n2.暴击事件\n3.招架事件\n4.反击事件\n5.额外招式事件\n6.位移事件"]
[null,"目标类型","决定buff对那些人生效","0.挂在谁身上就对谁生效\n1.自己\n2.敌方目标（当前攻击目标）\n3.队友（除自己之外的队友全体）\n4.敌方的队友\n5.己方全体随机\n6.敌方全体随机\n7.己方血量百分比最低\n8.敌方血量百分比最低"]
[null,"范围类型","Buff的生效范围","1.单体\n2.目标一列\n3.目标背后一列（不包含目标）\n4.目标和目标横向一排\n5.目标横向一排（目标同一排，不包含目标）\n6.目标相邻的周围（不包含目标自己）\n7.全体"]
[null,"增益性","定义BUFF是增益BUFF还是负面BUFF","1.增益\n2.负面(减益)\n只针对持续性BUFF"]
[null,"可被驱散","定义该BUFF是否可以被驱散，只有持续性BUFF才需要这个字段","1.可以\n2.不可以"]
[null,"持续类型","BUFF持续的类型","1.立即\n2.回合\n3.全场普通攻击次数\n4.永久\n5.承受直接攻击的有效次数（作为被攻击目标时，承受来自原始目标的普通攻击和技能攻击次数）"]
[null,"持续参数","根据类型填写的参数"]
[null,"BUFF概率","BUFF的触发概率"]
[null,"关联效果","BUFF关联的效果，关联技能效果表SkillEffect表格","读取效果表格，可以多个同持续性的效果，比如减速并且持续性掉血"]
[null,"是否叠加","定义BUFF是否可以被叠加","1.不叠加(再次触发时，效果重置）\n2.叠加：时间重置，效果叠加"]
[null,"最大叠加","最大叠加的层数"]
[null,"图标","BUFF图标"]
[null,"战斗显示","定义BUFF图标是否要在战斗中显示","定义在战斗中是否会显示Buff图标\n0.不显示\n1.显示"]
[null,"描述"]