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HVAA优化及BUG修复#155

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HVAA优化及BUG修复#155
WayneFerdon wants to merge 311 commits intododying:masterfrom
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@WayneFerdon
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@WayneFerdon WayneFerdon commented Aug 21, 2025

  1. 增加初始闲置竞技场配置非空检测
  2. 修正其他技能的OC判断及选择范围判断,修正条件判断中iscd的值与Readme中示例不相符的问题 (修复技能可释放判断及其他技能技能排序无效问题 #154 未进行冲突处理直接覆盖了,因此按照其中实际有效的内容重新修改了)

@Qiyue0515
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最近转法发现一个问题:
// 先处理特殊的 “先给全体上buff”
let skillPack = ['We', 'Im'];
这里改成先上weaken再上Imperil会比较好,这样血线的压力会小一点

@WayneFerdon
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最近转法发现一个问题: // 先处理特殊的 “先给全体上buff” let skillPack = ['We', 'Im']; 这里改成先上weaken再上Imperil会比较好,这样血线的压力会小一点

@Qiyue0515 现在这个应该就是先we再im的啊

@DreamSeeker08
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最近转法发现一个问题: // 先处理特殊的 “先给全体上buff” let skillPack = ['We', 'Im']; 这里改成先上weaken再上Imperil会比较好,这样血线的压力会小一点

你好,能分享一个法系的设置给我导入吗?
我不太会弄,更新到最新的v2.90.22.20还是不会释放陷危、虚弱等debuf

@Kotone-Hikaru
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法师好像不能正确的释放im 只会释放weaken 在给每个怪都上完weaken之后就卡在这里了

@WayneFerdon
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@DreamSeeker08 @SakuyaSaki 之前的debuff逻辑有条件判断时可能会有点问题,分支新上传了一版(2.90.22.22),可以测试看下还有没有问题

@Kotone-Hikaru
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@WayneFerdon 2.90.22.22 imp正确释放了 但是全部上好imp之后不会自动释放攻击,但是鼠标移动到对应的怪上后才会攻击 且有的时候只会用普通攻击 不会释放t123法术

@WayneFerdon
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WayneFerdon commented Oct 23, 2025

@WayneFerdon 2.90.22.22 imp正确释放了 但是全部上好imp之后不会自动释放攻击,但是鼠标移动到对应的怪上后才会攻击 且有的时候只会用普通攻击 不会释放t123法术

@SakuyaSaki
我这里测试是正常的,普通和高级的都能够释放,不确定是什么原因
不过推测可能是战斗中途启用新脚本,导致ability数据未初始化,战斗中读取技能范围数据出错,这个节点刚好是点击完技能还没选目标(在算范围),如果有mb等脚本的话刚好移上去就选中了?
新的版本(2.90.22.23)增加了非空检测,可以再看下

@Kotone-Hikaru
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@WayneFerdon 确实是因为中途才开启脚本导致的 如果在一开始就开启然后再进入战斗的话就能正常释放t123
不过这个 自动闲置竞技场好像有点问题 还是说逻辑改变了

@Kotone-Hikaru
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AR好像是ok 的但是GF不行 不知道为什么

@WayneFerdon
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AR好像是ok 的但是GF不行 不知道为什么

@SakuyaSaki 有bug,修复了(2.90.22.24)

@Kotone-Hikaru
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Kotone-Hikaru commented Oct 23, 2025

发现现在的全部上debuff好像逻辑和之前的相比 不一样 之前会优先释放258这3个位子然后再释放没有释放到的
现在是按照优先级来释放的 大部分时候是乱序 会导致有的时候会多1t 理论上来说假如敌人是8个的话 第一次释放 2 5 7 这样应该是最好的 (有机会补到6号位没有上到debuff的情况)其他的按照258释放 一遍然后补漏掉的 比较好

@WayneFerdon
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@SakuyaSaki
给全体放debuff的两个各加了选项,可以选是按照位置还是权重释放
按位置还是用权重的逻辑,但是统一权重为-1而非按状态计算,保留结合用死亡、已有debuff等的特殊权重进行排除
本来想直接改了,但是We给高权重的先放有时也能降低自己受到的伤害,所以各自处理了(

@Kotone-Hikaru
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@WayneFerdon 感谢 现在自动gf 已经正常工作了 但是debuff顺序释放好像还是没生效 现在还是按照权重来释放的

@WayneFerdon
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@WayneFerdon 感谢 现在自动gf 已经正常工作了 但是debuff顺序释放好像还是没生效 现在还是按照权重来释放的

@SakuyaSaki 应该修复了(2.90.22.26)
漏了选初始目标也要按顺序了(

@Kotone-Hikaru
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@WayneFerdon 观察了一下 现在的释放 第一次 释放目标1 会给 123上(可能是机制?给第一位上会顺延到后面) 第二次就会释放4 但是这个时候只会给45上debuff 这样3的位置会被重复上debuff 浪费了一个轮次 感觉还是应该改为给2 5 8位置轮流释放

@Kotone-Hikaru
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function getRangeCenterID(target, range = undefined, isWeaponAttack = false, excludeCondition = undefined, forceUseIndex = undefined) {
    // 静态计数器
    if (typeof getRangeCenterID.callCount === 'undefined') getRangeCenterID.callCount = 0;
    getRangeCenterID.callCount++;

    // --- 固定顺序目标 ---
    const fixedIndices = [1, 4, 7]; // 数组索引
    let msTemp = JSON.parse(JSON.stringify(g('battle').monsterStatus));
    msTemp.sort(objArrSort('order'));

    if (getRangeCenterID.callCount <= fixedIndices.length) {
        // 尝试获取固定目标,如果越界或死亡就跳过
        for (let i = getRangeCenterID.callCount - 1; i < fixedIndices.length; i++) {
            const idx = fixedIndices[i];
            if (idx >= 0 && idx < msTemp.length && !msTemp[idx].isDead) {
                return getMonsterID(msTemp[idx].order);
            }
        }
        // 如果固定顺序没有可用目标,回归正常逻辑
    }

    // ---------------- 原本逻辑 ----------------
    if (!range) return getMonsterID(target);

    const centralExtraWeight = -1 * Math.log10(1 + (isWeaponAttack ? ((g('option').centralExtraRatio / 100) ?? 0) : 0));
    let order = target.order;
    let newOrder = order;

    let unreachableWeight = g('option').unreachableWeight;
    let minRank = Infinity;

    for (let i = order - range; i <= order + range; i++) {
        if (i < 0 || i >= msTemp.length || msTemp[i].isDead) continue;

        let rank = 0;
        for (let j = i - range; j <= i + range; j++) {
            let cew = (j === i) ? centralExtraWeight : 0;
            let mon = msTemp[j];

            if (j < 0 || j >= msTemp.length || mon.isDead || (excludeCondition && excludeCondition(mon))) {
                rank += unreachableWeight - cew;
                continue;
            }

            rank += cew;
            rank += forceUseIndex ? -1 : mon.finWeight;
        }

        if (rank < minRank) {
            minRank = rank;
            newOrder = i;
        }
    }

    return getMonsterID(newOrder);
}

让GPT写了一下 我试了一下这样是ok的 可以正确的释放到正确的258的位置()

@WayneFerdon
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WayneFerdon commented Oct 25, 2025

@WayneFerdon 观察了一下 现在的释放 第一次 释放目标1 会给 123上(可能是机制?给第一位上会顺延到后面) 第二次就会释放4 但是这个时候只会给45上debuff 这样3的位置会被重复上debuff 浪费了一个轮次 感觉还是应该改为给2 5 8位置轮流释放

@SakuyaSaki
gpt这个即使不是全体或按顺序也会强行按顺序,而且目标死亡往后跳一个实际也会将死亡的包含在范围内了,也是不对的

原来的是按照顺序从上往下选需要释放的
但是释放本身可能会失败(被抵抗了)
你的这个可能是放了123,然后选5放456,但是6被抵抗了
例如:

  1. 在2放完123
  2. 在5放456,5失败
  3. 此时因为5需要释放,而包含5的最优的范围为567,就会在6释放567

不过这个也有问题,新的版本已经改为:

  1. 释放全体时会遍历全部需要放的目标
  2. 然后选出包含任意目标中权重最优的(按顺序的话仍是单个权重为-1)
  3. 这样就能优先往后去释放一片目标(无论是按顺序还是实际权重,确保收益最大化)
  4. 然后再进行补漏(失败或者未释放到的)

@Kotone-Hikaru
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新版这个 选择权重好像还是有点问题 在8个怪的时候 有时候会先在2或者6释放,这样123 567都会上上debuff 然后就会空下来4和8 这样会多放一次imp 这里的逻辑感觉如果是要按照释放的debuff到底有没有赋予 然后再对应的改变逻辑好像有点复杂()

@Kotone-Hikaru
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想到一个逻辑大概是就是重下往上检测第一个带debuff的 然后+2就是下一个需要释放的目标
比如给123上好imp了 然后下一个就应该上在5
假如1和3抵抗了 就给2的+2上 那就是345 然后漏掉的之后再补?
不知道能不能实现()

@WayneFerdon
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WayneFerdon commented Oct 25, 2025

@SakuyaSaki 遍历的时候忘记按照顺序遍历了,导致还是按照权重遍历,后面权重高,先遍历到被记录了,然后遍历到前面的低权重的时候,算出来有效范围都一样,不大于先记录的,所以没覆盖掉
2.90.22.29已改为要按顺序的话就会按顺序遍历,这下应该行了(

想到一个逻辑大概是就是重下往上检测第一个带debuff的 然后+2就是下一个需要释放的目标 比如给123上好imp了 然后下一个就应该上在5 假如1和3抵抗了 就给2的+2上 那就是345 然后漏掉的之后再补? 不知道能不能实现()

从下往上找这个如果之前手动选了最后一个,就会变成直接补漏,所以还是得上面这个修复(

@Kotone-Hikaru
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@WayneFerdon 试了一下好像好像正常工作了 感谢更新

@Kotone-Hikaru
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Kotone-Hikaru commented Oct 27, 2025

发现卷轴使用有点异常 守护卷轴好像 有点问题 同样的条件 一次 gf 其他卷轴都是15左右 守护卷轴用了150
image
且这个好像没有效果 在ar也会不停释放守护卷轴

@WayneFerdon
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发现卷轴使用有点异常 守护卷轴好像 有点问题 同样的条件 一次 gf 其他卷轴都是15左右 守护卷轴用了150 image 且这个好像没有效果 在ar也会不停释放守护卷轴

@SakuyaSaki 我这里是正常的啊(
没有一直放,而且筛选也是有用的
不过原来的释放逻辑也有点问题,也稍微改了下(2.90.22.30)

@Kotone-Hikaru
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@WayneFerdon 这个有没有什么办法能导出log之类的吗

@Kotone-Hikaru
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Kotone-Hikaru commented Oct 27, 2025

You evade the attack from Macallan. -- Aiga Mizuki crits you for 3810 wind damage. You evade the attack from Google Dancing Israelis. You evade the attack from Hemidactylus. You evade the attack from Storyteller. Youshi153 gains the effect Imperiled. Hemidactylus gains the effect Coalesced Mana. Hemidactylus gains the effect Imperiled. Practiced Ass Spanker gains the effect Imperiled. You cast Imperil.   Cooldown expired for Storms of Njord You are healed for 11583 Health Points. You cast Cure.   You gain the effect Protection. You use Scroll of Protection.   Cooldown expired for Cure You evade the attack from Youshi153. You evade the attack from Practiced Ass Spanker. Hemidactylus gains the effect Coalesced Mana. Hemidactylus gains the effect Imperiled. Practiced Ass Spanker gains the effect Imperiled. Macallan gains the effect Imperiled. You cast Imperil.   You evade the attack from Macallan. Aiga Mizuki crits you for 3487 wind damage. You evade the attack from Storyteller. Hemidactylus crits you for 5077 slashing damage. Your spirit shield absorbs 1553 points of damage from the attack into 24 points of spirit damage. Aiga Mizuki gains the effect Imperiled. Storyteller gains the effect Coalesced Mana. Storyteller gains the effect Imperiled. Google Dancing Israelis gains the effect Imperiled. You cast Imperil.   Google Dancing Israelis hits you for 2676 wind damage. You evade the attack from Youshi153. You are healed for 11583 Health Points. You cast Cure.   Spawned Monster G: MID=282436 (Youshi153) LV=500 HP=174260 Spawned Monster F: MID=110494 (Hemidactylus) LV=500 HP=203444 Spawned Monster E: MID=153284 (Practiced Ass Spanker) LV=500 HP=183060 Spawned Monster D: MID=124000 (Macallan) LV=500 HP=183060 Spawned Monster C: MID=112618 (Aiga Mizuki) LV=500 HP=179060 Spawned Monster B: MID=194240 (Storyteller) LV=500 HP=171860 image 这是一次异常的释放保护卷轴的战斗记录

我试了几次 每次在异常释放卷轴的时候 都会放一个cure

@JKU533
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JKU533 commented Mar 15, 2026

TypeError: Cannot read properties of null (reading '1')

userscript.html?name=%255BHV%255DAutoAttack.user.js&id=3f7312a3-4de3-4254-be84-fca477d537ea:4943 Uncaught TypeError: Cannot read properties of null (reading '1')
at userscript.html?name=%255BHV%255DAutoAttack.user.js&id=3f7312a3-4de3-4254-be84-fca477d537ea:4943:116
at Array.map ()
at countMonsterHP (userscript.html?name=%255BHV%255DAutoAttack.user.js&id=3f7312a3-4de3-4254-be84-fca477d537ea:4943:14)
at onBattleRound (userscript.html?name=%255BHV%255DAutoAttack.user.js&id=3f7312a3-4de3-4254-be84-fca477d537ea:4238:7)
at pauseChange (userscript.html?name=%255BHV%255DAutoAttack.user.js&id=3f7312a3-4de3-4254-be84-fca477d537ea:3210:11)
at HTMLButtonElement.stepIn (userscript.html?name=%255BHV%255DAutoAttack.user.js&id=3f7312a3-4de3-4254-be84-fca477d537ea:3225:9)

圣法的枯竭的效果会导致卡主
Mikuru Asahina gains the effect Vital Theft.
Mikuru Asahina gains the effect Ether Theft.
You cast Drain.

@WayneFerdon
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TypeError: Cannot read properties of null (reading '1')

userscript.html?name=%255BHV%255DAutoAttack.user.js&id=3f7312a3-4de3-4254-be84-fca477d537ea:4943 Uncaught TypeError: Cannot read properties of null (reading '1') at userscript.html?name=%255BHV%255DAutoAttack.user.js&id=3f7312a3-4de3-4254-be84-fca477d537ea:4943:116 at Array.map () at countMonsterHP (userscript.html?name=%255BHV%255DAutoAttack.user.js&id=3f7312a3-4de3-4254-be84-fca477d537ea:4943:14) at onBattleRound (userscript.html?name=%255BHV%255DAutoAttack.user.js&id=3f7312a3-4de3-4254-be84-fca477d537ea:4238:7) at pauseChange (userscript.html?name=%255BHV%255DAutoAttack.user.js&id=3f7312a3-4de3-4254-be84-fca477d537ea:3210:11) at HTMLButtonElement.stepIn (userscript.html?name=%255BHV%255DAutoAttack.user.js&id=3f7312a3-4de3-4254-be84-fca477d537ea:3225:9)

圣法的枯竭的效果会导致卡主 Mikuru Asahina gains the effect Vital Theft. Mikuru Asahina gains the effect Ether Theft. You cast Drain.

@JKU533
是 以太窃取 buff的格式和其他的不一致导致的(比其他的少了两个空格)
2.90.167做了兼容,而且权重配置也顺便加了

@JKU533
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JKU533 commented Apr 13, 2026

大量debuff的情况下,我发现貌似不会每个怪都上全debuff? 并且不知道什么情况下会卡住(两个都只出现了一次。可能跟卷轴释放有关?)


TypeError: Cannot read properties of undefined (reading 'match')

Uncaught TypeError: Cannot read properties of undefined (reading 'match')
at getBuff (userscript.html?name=%255BHV%255DAutoAttack.user.js&id=3f7312a3-4de3-4254-be84-fca477d537ea:4579:16)
at Object.useChannelSkill [as Channel] (userscript.html?name=%255BHV%255DAutoAttack.user.js&id=3f7312a3-4de3-4254-be84-fca477d537ea:5425:44)
at onBattleRound (userscript.html?name=%255BHV%255DAutoAttack.user.js&id=3f7312a3-4de3-4254-be84-fca477d537ea:4545:27)
at eventEnd.onclick (userscript.html?name=%255BHV%255DAutoAttack.user.js&id=3f7312a3-4de3-4254-be84-fca477d537ea:4750:11)
at b.onload (:11:47)

这个应该是获得引导You gain the effect Channeling. 导致的卡住


TypeError: Cannot read properties of undefined (reading 'match')

userscript.html?name…4-fca477d537ea:6423
TypeError: Cannot read properties of undefined (reading 'match')
at getBuff (userscript.html?name…ca477d537ea:4579:16)
at Object.useChannelSkill [as Channel] (userscript.html?name…ca477d537ea:5425:44)
at onBattleRound (userscript.html?name…ca477d537ea:4545:27)
at onBattle (userscript.html?name…-fca477d537ea:773:7)
at userscript.html?name…-fca477d537ea:70:11
at Proxy. (userscript.html?name…fca477d537ea:6426:3)
at At (:10:89)
at userscript.html?name…4-fca477d537ea:1:87
at window.__f__mnxrln2k.2v (userscript.html?name…-fca477d537ea:1:424)
at At (:10:89)
(匿名) @ userscript.html?name…4-fca477d537ea:6423


问题1:我现在配置改成全体都按顺序释放,然而debuff CD好了都不会给怪上完全部debuff .

问题2:上全体debuff的顺序逻辑貌似也有点问题,不是优先把之前CD好的debuff先上好? 按理说释放debuff的时候因为回血优先 所以会拖上几个回合,这时候debuff的CD也转好了不会在全体上完之前上imp才对.

我目标是全部怪都优先上一轮提高生存类的debuff
在这个过程中会掺杂着回血吃药等回合
按理说imp会在其他上好后最后才上
大量debuff释放 时不时有些怪不会上齐
最容易观察到的是"固定"的释放,不知道什么时候才会释放.CD转好了都大概率不会放,其他debuff也有概率转好了也不会放 而是进行法术攻击

以下图片是已经在进行释放好几轮攻击了 明显debuff都没上齐 致盲这种短cd的也早就转好了
260414001

无关紧要的碎碎念:以前不用那么多debuff的时候没发现...对着jpx的战法师运行来尝试写个配置真难...我也是对着jpx才发现debuff量貌似不太对劲...

折叠导出的设置 ``` {"version":"2.90.175","lang":"0","channelSkillSwitch":true,"buffSkillSwitch":true,"debuffSkillSwitch":true,"dropMonitor":true,"isekaiTime":"","pauseButton":true,"pauseHotkeyCode":"","stepInButton":true,"stepInHotkeyCode":"","altHotkeyCode":"","alert":true,"notification":true,"delay":0,"delay2":0,"attackStatus":2,"battleOrderName":"Pause","battleOrder":{"autoPause":true},"turnOnSS":true,"turnOnSSCondition":{"0":["oc,1,249"]},"turnOffSSCondition":{"0":["oc,2,120"],"1":["_isCd_1111,5,0","oc,2,180"]},"autoPause":true,"pauseCondition":{"0":["roundType,5,\"ba\""],"1":["sp,4,60","_buffTurn_sparklife,5,0"]},"nativeNewRound":true,"ExitBattleWaitTime":999,"battleUnresponsiveTime":{"Alert":20,"Reload":20,"Alt":""},"encounterDisplay":true,"idleArenaTime":"","idleArenaLevels":"1,10,20,30,40,50,60,70,80,90,100,110,120,130,140,150,165,180,200,225,250,300","idleArenaValue":"1,3,5,8,9,11,12,13,15,16,17,19,20,21,23,24,26,27,28,29,32,33","arLevel":{"1":true,"10":true,"20":true,"30":true,"40":true,"50":true,"60":true,"70":true,"80":true,"90":true,"100":true,"110":true,"120":true,"130":true,"140":true,"150":true,"165":true,"180":true,"200":true,"225":true,"250":true,"300":true},"staminaEncounter":10,"staminaLow":30,"repairValue":"","repairValueGF":"","itemOrderName":"HG,Cure,HP,FC,HE,MG,MP,ME,SG,SP,SE,Mystic","itemOrderValue":"10005,311,11195,313,11199,10006,11295,11299,10007,11395,11399,10008","itemOrder":{"FC":true,"HE":true,"HG":true,"HP":true,"Cure":true,"MG":true,"MP":true,"ME":true,"SG":true,"SP":true,"SE":true,"Mystic":true},"item":{"FC":true,"HG":true,"HP":true,"Cure":true,"MG":true,"MP":true,"ME":true,"SG":true,"SP":true,"Mystic":true},"itemFCCondition":{"0":["hp,4,45"]},"itemHPCondition":{"0":["hp,4,50"]},"itemCureCondition":{"0":["hp,4,65"]},"itemMPCondition":{"0":["mp,4,48"]},"itemMECondition":{"0":["mp,4,20"]},"itemSPCondition":{"0":["sp,4,68"]},"itemSECondition":{"0":["sp,2,45"]},"channelThreshold":{"AF":300,"Re":200},"channelSkill":{"Re":true,"AF":true},"channelSkill2":true,"channelSkill2OrderName":"Re,FC,Cu,AF","channelSkill2OrderValue":"312,313,311,432","channelSkill2Order":{"FC":true,"Re":true,"AF":true},"channelRebuff":true,"buffSkillOrderValue":"Re,AF","buffSkillOrder":{"Re":true,"AF":true},"buffSkill":{"HD":true,"MD":true,"SD":true,"AF":true,"Re":true},"buffSkillHDCondition":{"0":["hp,2,70"]},"buffSkillMDCondition":{"0":["mp,2,75"]},"buffSkillSDCondition":{"0":["sp,2,85"]},"buffSkillSLCondition":{"0":["hp,2,35"]},"buffSkillSSCondition":{"0":["hp,2,60"]},"buffSkillAFCondition":{"0":["mp,1,40"]},"buffSkillHeCondition":{"0":["mp,1,40"]},"debuffSkillOrderAllValue":"Sle,We,Si,Bl,Slo,Im,MN","debuffSkillOrderAll":{"Sle":true,"Bl":true,"We":true,"Si":true,"Slo":true,"Im":true,"MN":true},"debuffSkillOrderValue":"Im,MN","debuffSkillOrder":{"Im":true,"MN":true},"debuffSkillSleAll":true,"debuffSkillSleAllByIndex":true,"debuffSkillSleAllCondition":{"0":["_targetBuffTurn_weaken,5,0","_targetBuffTurn_silence,5,0"]},"debuffSkillBlAll":true,"debuffSkillBlAllByIndex":true,"debuffSkillBlAllCondition":{"0":["_targetBuffTurn_sleep,5,0","turn,2,10"],"1":["turn,1,10"]},"debuffSkillWeAll":true,"debuffSkillWeAllByIndex":true,"debuffSkillWeAllCondition":{"0":["_targetBuffTurn_sleep,5,0","_targetBuffTurn_silence,5,0","turn,4,10"],"1":["turn,1,10"]},"debuffSkillSiAll":true,"debuffSkillSiAllByIndex":true,"debuffSkillSiAllCondition":{"0":["_targetBuffTurn_sleep,5,0","_targetBuffTurn_weaken,5,0","turn,4,10"],"1":["turn,1,10"]},"debuffSkillSloAll":true,"debuffSkillSloAllByIndex":true,"debuffSkillSloAllCondition":{"0":["_targetBuffTurn_sleep,5,0","turn,4,20"],"1":["turn,1,10"]},"debuffSkillImAll":true,"debuffSkillImAllByIndex":true,"debuffSkillImAllCondition":{"0":["turn,1,1"]},"debuffSkillMNAll":true,"debuffSkillMNAllByIndex":true,"debuffSkillMNAllCondition":{"0":["turn,1,1"]},"debuffSkillThreshold":{"Sle":1,"Bl":2,"We":2,"Si":2,"Slo":2},"debuffSkillDrCondition":{"0":["monsterAlive,5,1","bossAlive,5,1"]},"debuffSkill":{"Im":true,"MN":true},"skillOrderValue":"T1,T2","skillOrder":{"T2":true,"T1":true},"skillOFCCondition":{"0":["bossAll,3,1","monsterAlive,3,3"],"1":["monsterAlive,3,5"]},"skillT3Condition":{"0":["_targetBuffTurn_bleed,6,0","targetHpDecimal,2.0.25"]},"skill":{"T2":true,"T1":true},"skillT2Condition":{"0":["_targetBuffTurn_stun,6,0","_targetBuffTurn_imp,6,0"]},"skillT1Condition":{"0":["_targetBuffTurn_stun == 0","_targetBuffTurn_imp,6,0","_isCd_2202"]},"scrollRoundType":{"iw":true,"tw":true},"scrollFirst":true,"scroll":{"Sw":true,"Pr":true,"Ab":true,"Sh":true,"Li":true},"scrollAvCondition":{"0":["turn,2,20"]},"audio":{"Common":"undefined","Error":"undefined","Defeat":"undefined","Victory":"undefined"},"weight":{"We":-4,"Bl":3,"Slo":3,"Si":-4,"Sle":5,"Im":-5,"PA":-4,"BW":-4,"Co":-1,"Dr":-4,"MN":-4,"Stun":-4,"CM":-5},"displayWeight":true,"weightBackground":{"0":["undefined"],"1":["undefined"],"2":["undefined"],"3":["undefined"],"4":["undefined"],"5":["undefined"],"6":["undefined"],"7":["undefined"],"8":["undefined"],"9":["undefined"]},"dropQuality":"0","record":{"turn":true,"items":true},"roundNow":1,"roundAll":1,"battleUnresponsive":{}} ```

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