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[{"$nulls":4},"1.主动\n2.被动","#enum\n1.自己|Myself\n2.敌方目标（当前攻击目标）|Defer\n3.己方全体随机|Rand_Friend\n4.敌方全体随机|Rand_Enemy\n5.己方血量百分比最低|Hp_Low_Percent\n6.敌方血量百分比最低|Enemy_Hp_Low_Percent\n","#enum\n1.单体|Single\n2.目标一列|Col\n3.目标背后一列（不包含目标)|Col_Rid\n4.目标和目标横向一排|Row\n5.目标横向一排（目标同一排，不包含目标）|Row_Rid\n6.目标相邻的周围（不包含目标自己）|Adjacent_Rid\n7.全体（不包含目标）|Total_Rid\n8.全体|Total\n","1.原地|Situ\n2.贴近目标||Near\n3.中间位置控制|MId_Pos","#enum\n1.不可以|No\n2.可以|Yes","#enum\n1.不可以|No\n2.可以|Yes","#enum\n1.不可以|No\n2.可以|Yes","#enum\n1.不可以|No\n2.可以|Yes","#enum\n1.不可以|No\n2.可以|Yes","#enum\n1.不可以|No\n2.可以|Yes","#enum\n1.不可以|No\n2.可以|Yes\n主要用于判断是否会触发战体","#enum\n1.概率|Probability\n2.自身生命自低于（百分百）|Hp_Percent_Below",null,"多个BUFF，则生效顺序是按照填写的先后顺序，比如“3,4”，3先生效。","填写子技能ID，此处关联的子技能是和该子技能同时触发的，比如穿透技能。两个子技能共享命中，暴击，闪避等判断机智","#enum\n1.不需要|No\n2.需要|Yes\n定义关联的子技能是否要解锁触发，不然程序在升级表里找不到的情况下，无法判断触发条件"]
[]
[null,null,"编号","子技能名称","施放类型","目标类型","范围类型","施放位置","是否可暴击","可否被打断","可否被招架","可否被反击","可否被追击","可否被援护","直接近战伤害","触发类型","触发参数","关联Buff","关联子技能","是否要解锁","招式动作","音效","图标","描述"]
[null,null,"Id","Name","ActionType","ObjectType","ScopeType","CastPosition","WhetherToCrit","CanBeChase","CanBeParry","CanBeFightBack","CanBeInterrupt","CanBeSupport","DirectInjury","TriggerType","TriggerParameter","Buff","SkillSon","Unlock","Action","Sound","Icon","Describe"]
[null,null,"int","string","int","int","int","int","int","int","int","int","int","int","int","int","int","int[]","int[]","int","string","string","string","string"]
[null,null,1,"刀普攻",1,2,1,2,2,1,2,2,2,2,2,1,100,1,0,1,"Attack"]
[null,null,2,"弓普攻",1,2,1,1,2,1,2,1,1,2,2,1,100,2,3,1,"Throw"]
[null,null,3,"弓穿透性普攻",1,2,3,1,2,1,1,1,1,1,1,1,30,"4,3",0,1,"Throw"]
[null,null,4,"没武器近战普攻",1,2,1,2,2,1,2,2,2,2,1,1,100,25,0,1,"Attack"]
[null,null,5,"没武器远程普攻",1,2,1,2,2,1,2,1,1,2,1,1,100,26,0,1,"Throw"]
[null,null,6,"锤普攻",1,2,1,2,2,1,2,2,2,2,2,1,100,"27,24",0,1,"Attack",null,null,"昏迷：10%的概率使目标昏迷2回合"]
[null,null,7,"长兵普攻",1,2,1,2,2,1,2,2,2,2,2,1,100,"28,30",0,1,"Attack",null,null,"刀影：20%的概率使目标命中降低30%，持续2回合"]
[null,null,8,"剑普攻",1,2,1,2,2,1,2,2,2,2,2,1,100,"29,31",0,1,"Attack",null,null,"寒冰：10%的概率冰冻目标2回合"]
[null,null,9,"老虎普攻",1,2,1,2,2,1,2,2,2,2,2,1,100,37,0,1,"Attack"]
[null,null,101,"劈柴一式",1,2,1,2,2,1,2,2,2,2,2,1,100,8,0,1,"Attack"]
[null,null,102,"劈柴二式",1,2,1,1,2,2,2,2,2,2,2,1,100,9,0,1,"Attack"]
[null,null,103,"劈柴三式",1,2,1,1,2,2,2,2,2,2,2,1,100,10,0,1,"Attack"]
[null,null,104,"劈柴四式",1,2,1,1,2,2,2,2,2,2,2,1,100,11,105,2,"Attack"]
[null,null,105,"劈柴五式",1,2,1,1,2,2,2,2,2,2,2,1,30,14,0,1,"Attack"]
[null,null,106,"刀气凌人",1,1,0,1,1,1,2,2,2,2,1,1,100,6,0,1,"Attack",null,null,"招式散发出强烈的刀气，使用技能攻击增加{LvSkill*50}"]
[null,null,107,"刀气四射",1,2,6,2,2,1,1,1,1,1,1,1,30,7,0,1,"Throw",null,null,"30%的概率对目标周围造成60%的攻击伤害"]
[null,null,108,"战体",2,1,0,1,2,1,2,2,2,2,1,1,100,12,0,1,"Attack",null,null,"当生命值低于50%时，触发战体效果：驱散自身负面效果，招架并反击，持续4次受击；每次战斗只触发一次"]
[null,null,109,"追魂箭",1,2,1,1,2,1,2,1,1,2,2,1,100,15,0,1,"Throw"]
[null,null,110,"千伤百孔",1,2,1,1,1,1,1,1,1,1,1,1,30,16,0,1,"Throw",null,null,"30%的概率对目标造成流血效果：每回合造成{ATK_P*0.4}点伤害，持续3回合，持续3回合"]
[null,null,111,"蓄力箭",1,2,1,1,1,1,1,1,1,1,1,1,20,17,0,1,"Throw",null,null,"20%的概率将目标击退一格"]
[null,null,112,"慑魂",1,2,1,2,1,1,1,1,1,1,1,1,30,18,0,1,"Attack",null,null,"30%的概率对目标造成慑魂效果：战意恢复降低20%，持续3回合"]
[null,null,113,"颤栗",1,2,8,2,1,1,1,1,1,1,1,1,100,19,0,1,"Attack",null,null,"绝妙的刀法让敌人颤栗，无法施放技能"]
[null,null,114,"沐心决",1,1,0,1,1,1,1,1,1,1,1,1,100,20,0,1,"Throw"]
[null,null,115,"羽裳",2,1,0,1,1,1,1,1,1,1,1,1,100,21,0,1,"Attack",null,null,"受到暴击时，增加一层羽裳效果：受到的伤害降低10%，最大可叠加两层"]
[null,null,116,"战神心经",2,1,0,1,1,1,1,1,1,1,1,1,100,22,0,1,"Attack",null,null,"给目标造成伤害值的10%，转换为恢复自身的生命值"]
[null,null,117,"借力打力",2,1,0,1,1,1,1,1,1,1,1,1,100,23,0,1,"Attack",null,null,"每次受到攻击时，反弹25%的伤害值"]
[null,null,118,"雷动九天",2,1,1,1,1,1,1,1,1,1,1,1,50,24,0,1,"Attack",null,null,"攻击目标造成暴击效果时，有50%的概率让目标陷入昏迷"]
[null,null,119,"金刚",1,1,0,1,1,1,1,1,1,1,1,1,100,32,0,1,"Attack",null,null,"防御提升{5%+2.5%*LvSkill}，持续3回合"]
[null,null,120,"灭神斩一式",1,2,1,2,2,1,2,2,2,2,2,1,100,35,0,1,"Attack"]
[null,null,121,"灭神斩二式",1,2,1,1,2,2,2,2,2,2,2,1,100,36,0,1,"Attack"]
[null,null,122,"暖男",2,1,1,1,1,1,1,1,1,1,1,1,100,33,0,1,"Attack",null,null,"暖男：当队友被攻击时，有20%的概率援护队友"]
[null,null,123,"来而必往",2,1,1,1,1,1,1,1,1,1,1,1,100,34,0,1,"Attack",null,null,"来而必往：当队友被攻击时，有20%的概率追击对手"]

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[]
[null,"表格定义","定义子技能相关的参数"]
[null,"字段名称","字段含义","填写规则"]
[null,"编号","子技能编号"]
[null,"子技能名称","子技能名称"]
[null,"施放类型","定义子技能的按次数触发的还是永久触发的，比如通过施放类型的技能触发的填主动，不需要施放某个技能一进入战斗就会生效的填被动。","1.主动\n2.被动"]
[null,"目标类型","决定施放子技能时，子技能的BUFF挂在谁身上。\n","0.默认\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","这两个字段和BUFF表格中的区别是：\n1. 技能表里的含义是，技能调用的BUFF作用对象和作用范围\n2.BUFF表格里的含义是，BUFF作用的对象和范围——0是代表BUFF挂谁身上就影响谁（即取决于技能）；范围是指BUFF 的影响范围，比如BUFF挂在A身上，但是同时对A周围（比如B和C）有影响，这种影响不是因为B和C因为受A影响而生成的BUFF。而是A本身的BUFF影响到B和C。比如常见的光环，A身上挂的光环影响到B和C，本身B和C是没有BUFF的。这个影响效果不会被作用于B和C身上的驱散效果所驱散。\n"]
[null,"范围类型","施放技能的范围","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,"冷却类型","定义子技能冷却的类型","1.回合\n2.全场普通攻击次数\n3.战斗场数"]
[null,"冷却参数"]
[null,"可否被打断","定义该技能是否可以被打断。如果父技能中包括多个子技能，希望的效果是某个子技能被打断后，后续的也会被打断，那么需要把会被打断的子技能都标记为可被打断。","1.不可以\n2.可以"]
[null,"直接近战伤害",null,"1.是\n2.不是\n主要用于判断是否会触发战体"]
[null,"触发类型","触发子技能的类型","1.概率\n2.自身生命自低于（百分百）"]
[null,"触发参数","触发类型对应的参数，如果是概率，这里只填写数值，不需要填写百分比符号"]
[null,"关联Buff","填写子技能调用的BUFF","填写SkillBull表格的ID，多个编号之间用\",\"符号隔开。\n多个BUFF，则生效顺序是按照填写的先后顺序，比如“3,4”，3先生效。"]
[null,"关联子技能","填写子技能ID，此处关联的子技能是和该子技能同时触发的，比如穿透技能。两个子技能共享命中，暴击，闪避等判断机智"]
[null,"是否要解锁","定义关联的子技能是否要解锁触发，不然程序在升级表里找不到的情况下，无法判断触发条件","1.需要\n2.不需要"]
[null,"招式动作","子技能招式的动作名称"]
[null,"图标","子技能图标"]
[null,"描述","子技能描述"]