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["效果ID","效果名","注意事项","条件类型","参数1","参数2","参数3","参数4","参数5","参数6"]
[2,"治疗",null,null,"基础倍率","Hp0 物甲1 法甲2","倍率计算公式:\n0:基础倍率\n1:基础倍率 + 施法者当前真气比率 * 参数4\n2:传递参数记录的倍率\n3：基础倍率 + 施法者参数5buff的层数 * 参数4\n4：计算用基础倍率 最后的治疗量附加（目标的血量上限*参数4/1000+参数5）","参数4","参数5","参数6"]
[11,"增加能量",null,null,"基础增加值","1不通知表现","额外加能类型 \n1 指定buff层数*步进值    \n2（源技能伤害非召唤物数量-最低数量要求）* 步进值","参数1 buffId/最低数量要求","参数2 步进值","额外加能上限"]
[16,"千分比治疗",null,null,"倍率","数值来源\n0：目标最大生命值\n1：目标损失生命值\n2：目标防御 \n3：施法者防御 \n4：施法者最大生命值\n5：触发事件值\n6：子弹创建时的值\n7：触发事件目标的最大生命值\n8：目标的攻击力\n9：技能记录的值\n10：单个护盾buff剩余护盾值(仅用于护盾buff移除事件)\n11：buff身上记录值","1 受治疗加成影响/0 不受影响"]
[22,"召唤法术场",null,null,"怪物descId","释放距离\n正数表示离施法者距离\n负数表示离目标距离","移动方式:\n0不动\n1朝目标移动\n2来回移动1次\n3移动到配置坐标组\n4施法者周围绕圈（祥龙专用,半径会变）\n5瞬移到随机位置\n6创建在配置坐标组不动\n7不移动设置ai目标\n8移动到中心点\n9普通施法者周围绕圈（半径不变，速度固定）\n10.随机弧度移动法术场专用\n11.创建在地图中心不动","存在时间","添加buffId","数量"]
[25,"冲锋",null,null,"冲锋类型\n1.冲锋推动敌人\n2.冲锋朝周围挤开敌人\n3.突进到敌人身后\n4.朝前冲锋挤开队友，遇敌停\n5.推敌方，遇到无法被位移的停","附加半径","buffId","buff等级","速度","距离参数\n3：身后距离\n4：冲锋最大距离"]
[26,"跳跃",null,null,"跳跃位置\n0-跳到选择的点 \n1- 选择点的反反向\n2-跳到开战初始位置linepos\n3-目标连线远端 \n4-目标身后 \n5-目标所在位置（重叠）\n6-坐标组位置\n7-上次放大招的位置\n8-目标方向 + 距离\n9-目标身后(结束跳跃会调整朝向)\n10-选择点偏移\n11-开始放技能时所处的位置\n12-无视阻挡跳跃到选择点\n13-无视阻挡跳跃到选择点方向","跳跃距离","跳跃时间","6-坐标组id\n10-偏移距离\n"]
[28,"击退",null,null,"击退距离","击退时间","击退方向\n0 施法者和目标连线方向\n1 施法者朝向\n2 施法者两边\n3 远离选择点"]
[33,"修改技能参数",null,null,"修改哪个效果的参数（效果索引）","修改类型\nEffect_param1 = 1, //参数1\nEffect_param2 = 2, //参数2\nEffect_param3 = 3, //参数3\nEffect_param4 = 4, //参数4\nEffect_param5 = 5, //参数5\nEffect_param6 = 6, //参数6\nEffect_areaParam1 = 7,//范围参数1\nEffect_areaParam2 = 8,//范围参数2","修改值","最大值"]
[37,"动态修改属性",null,"1.根据周围敌人数量修改属性\n2.乘以拥buff拥有者损失的血量千分比\n3.乘以buff施法者身上的buff层数\n4.乘以buff拥有者身上的buff层数\n5.乘以队友数量\n6.乘以拥有者造成总伤害量\n7.乘以buff施法者的攻击力\n8.乘以buff施法者的能量比率\n9.减去施法者与目标的攻击力差值千分比\n10.buff期间损失血量每损失参数5就加步进值(被控则为0)，上限为参数6\n11.乘以全局标记数\n12.乘以拥有指定buff的敌人数量\n13.乘以施法者的血量比率\n14.乘以施法者的血量上限\n15.基础值+与施法者的防御力差值\n16.基础值+与施法者的伤害减免差值\n17.基础值+乘buff拥有者对应的属性值\n18.基础值+乘buff拥有者属性值大于0部分\n19.基础值+乘buff拥有者损失血量\n20.基础值+步进倍率*(拥有者暴击率超过p5的部分)\n21.基础值+步进倍率*拥有者防御力提升率\n22.基础值-步进倍率*施法者的防御力\n23.基础值+步进倍率*场上活着敌人数量(牛魔王 只增不减)\n24.基础值+步进倍率*场上或者敌人数量低于X的那部分(剑奴 只增不减)\n25.基础值+步进倍率*施法者造成总伤害\n26.基础值+步进倍率*(拥有者普攻攻速超过p5的部分) 上限值p6\n27.基础值+步进倍率*拥有者普攻攻速（若普攻攻速达到p5）\n28.拥有者指定buff的层数特殊值\n29.基础值+步进倍率*(创造者的精准值)","属性id","基础值","步进值(倍率)","//见条件类型","1.半径\n2.上限值\n3.buffID\n4.buffID\n5.半径\n6.最大加成限制\n11.全局标记id\n12.buffId\n19.上限千分比\n23.上限值\n24.上限值\n25.上限值属性id\n26.普攻攻速需超出值\n27.普攻攻速需达到值\n","10.上限值\n24.敌人数量\n25.上限值属性千分比\n26.上限值\n27.需整除值"]
[55,"随机落雷","该技能SpellDesc是否有子技能字段填1\n触发技必须是被动技能，参数是子技能"]
[56,"加护盾",null,null,null,"千分比\n9.攻击力比率","0全部\n1.物理护盾\n2.法术护盾","0.施法者生命上限\n1.施法者攻击力\n2.施法者灰色生命\n3.施法者灰色生命加固定攻击力\n4.施法特定buff拥有者的攻击力\n5.拥有者攻击力\n6.施法者初始生命上限\n7.施法者防御力\n8.目标最大生命值\n9.特定buff攻击力加施法者生命上限","4.buffid\n9.buffid","9.生命上限比率"]
[78,"重力屏障","每200ms触发一次效果\n给半径内敌人上buff1\n满足需求上buff2","额外说明：\n先处理buff2的逻辑，\n没有标记的时候才会挂buff2.\n再处理buff1，同时会挂上标记\n标记的持续时间和buff1一样。\n","半径","buff1ID","buff1持续时间","血量要求","buff2id","buff2持续时间"]
[82,"普攻附加额外攻击力","buff效果，有改buff时普攻有额外效果",null,"数值源\n1.目标生命上限的千分比"]
[88,"增加下次技能效果","技能效果衍生出的buff\n或其他效果也会继承该属性","同一个buff产生的效果大值会顶替小值，不同buff产生的属性加成使用加法","如果是非普工技能的话需要desc表里面配\ncanAddDmg","增加属性\n1.伤害加成\n2.暴击几率\n3.暴击伤害"]
[94,"技能对目标附加额外buff","释放技能时会取然后一直传递给衍生的buff\n效果","有些技能的实现过于复杂，目标的选取\n可能不是策划想要的目标","生效次数：-1表示无限制，","目标类型(0:所有 1:仅敌方 2：仅友方)"]
[101,"修改法术场存在时间","正常选取都会过滤掉法术场（选buff拥有者除外）于是对这个效果做了效果选取目标的支持",null,"类型\n0.加\n1.覆盖","时间毫秒","选取目标方式\n1.施法者的指定id的召唤物（包括影子法术场）\n2.buff的拥有者\n3.buff的攻击者\n4.指定descID对象（包括敌我双方所有单位）","参数1","参数2"]
[108,"条件减少技能冷却","该效是buff效果，buff创建时生效，如果有多个buff有该效果，千分比是累乘的关系",null,"缩减功能类型:\n1.指定id技能千分比缩减\n2.指定id技能时间缩减","缩减值：\n千分比/固定时间毫秒","检查参数\n0所有 其他：技能id"]
[129,"根据属性变化添加属性","根据属性1的变化, 额外获得属性2","条件:\n1, 来自队友(不包括自己)的属性加成,无需条件参数","规则:\n1, 额外增加目标属性, 参数1填增加比例"]
[169,"添加护盾增益",null,null,"增益类型 1 根据损失血量比率加成","1：基础值","1：转换倍率","1：上限值"]
[191,"闪现",null,null,"坐标选取规则：\n1.随机\n2.组内坐标寻找安全点\n3.施法者闪到目标周围(连线身后优先)","随机：半径下限\n寻安全点：坐标组id","随机：半径上限\n寻安全点：坐标数量","寻安全点：安全判定半径","是否朝向ai目标\n0.不改朝向\n1.改变朝向"]
[220,"添加buff动态层数",null,null,"buffId","buff等级","类型：\n1.根据存活敌人数量（只增不减）","参数：\n1.叠满后额外添加buffid"]
[254,"动态倍率伤害",null,null,"计算源属性 0攻击力 1防御力 2初始生命上限","伤害类型 0物理 1法术 2真实伤害","基础倍率","动态规则\n1.施法者激活了p6技能且攻击力比对面高 则倍率加p5\n2.倍率增加施法者指定buff(p5)对应层数的特殊值\n3.目标每有一层p5buff,伤害增加p6千分比"]
[255,"添加阵营功能",null,null,"阵营功能\n1.召唤宝物支配核晶（针对己方召唤物生效--写死的效果）","1.基础buffId（等级取效果所属技能或BUFF等级，时间取buff表配置时间）","1.额外buffId（参数4记录值达标时添加该BUFF）","1.每层额外buff所需记录值","1.记录值上限"]
[257,"添加次级治疗效果","宝物专用,作用于施法者身上",null,"转化为次级治疗量的千分比,施法者群体治疗的总治疗量的千分比","次级治疗次数 跟258buff执行（总时间/间隔）相等","执行258的buffid"]
[258,"执行次级治疗效果","通过257添加 参数3得知buffID,执行，注意添加首次延迟时间"]

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["占位",null,"否",{"$f":"F5&\"-\"&A5","v":"0-占位"},"None",0,"占位，没有效果"]
["伤害","伤害类","否",{"$f":"F6&\"-\"&A6","v":"1-伤害"},"Damage",1,{"$f":"IF(H6=\"\",\"\",$H$4&H6)&IF(I6=\"\",\"\",$I$4&I6)&IF(J6=\"\",\"\",$J$4&J6)&IF(K6=\"\",\"\",$K$4&K6)&IF(L6=\"\",\"\",$L$4&L6)&IF(M6=\"\",\"\",$M$4&M6)","v":"1=计算源属性 0攻击力 1防御力 2初始血量上限；2=伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害；3=伤害倍率；4=禁止暴击 0.能暴击 1.不能暴击"},"计算源属性 0攻击力 1防御力 2初始血量上限","伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害","伤害倍率","禁止暴击 0.能暴击 1.不能暴击"]
["治疗","伤害类","否","2-治疗","Heal",2,"1=治疗倍率；2=属性计算来源 0攻击力 1防御力 2初始生命上限；3=倍率计算规则见详细说明；4=参数4；5=参数5；6=参数6","治疗倍率","属性计算来源 0攻击力 1防御力 2初始生命上限","倍率计算规则见详细说明","参数4","参数5","参数6"]
["复活","效果类","否","3-复活","Revive",3,""]
["属性修改","英雄属性","buff专用","5-属性修改","AddProp",5,"1=属性ID；2=属性值；3=属性ID；4=属性值；5=属性ID；6=属性值","属性ID","属性值","属性ID","属性值","属性ID","属性值"]
["属性转换","英雄属性","buff专用","6-属性转换","ConvProp",6,"1=源属性id；2=源属性变化值；3=目标属性id；4=目标属性变化值","源属性id","源属性变化值","目标属性id","目标属性变化值"]
["添加_状态","buff状态","buff专用","7-添加_状态","SetState",7,"1=状态ID；2=状态ID；3=状态ID；4=状态ID；5=状态ID；6=状态ID","状态ID","状态ID","状态ID","状态ID","状态ID","状态ID"]
["添加_buff","添加buff","否","8-添加_buff","AddBuff",8,"1=buffId；2=buff层数；3=buff等级；4=buff时间，填0读表；5=挂buff目标 0目标 1施法者 2触发事件的施法者 3触发事件的目标；6=buff攻击者 0默认 1目标 2buff拥有者 3子弹来源","buffId","buff层数","buff等级","buff时间，填0读表","挂buff目标 0目标 1施法者 2触发事件的施法者 3触发事件的目标","buff攻击者 0默认 1目标 2buff拥有者 3子弹来源"]
["移除_buff","移除buff","否","9-移除_buff","RemoveBuff",9,"1=buffid/1 buff组/2 buff类型/3；2=buffid/buff组id/buff类型：增益1 减益2 护盾3；3=移除层数,0表示全移除/param=3时填移除个数；4=1强制移除；5=移除目标 0目标 1施法者","buffid/1 buff组/2 buff类型/3","buffid/buff组id/buff类型：增益1 减益2 护盾3","移除层数,0表示全移除/param=3时填移除个数","1强制移除","移除目标 0目标 1施法者"]
["设置技能cd","效果类","否","10-设置技能cd","SetSpellCd",10,"1=所有0/指定1/自动2；2=技能id；3=技能cd","所有0/指定1/自动2","技能id","技能cd"]
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["增加符文","英雄属性","否","12-增加符文","AddRune",12,"1=符文id；2=符文数量；3=目标符文最大值（可不填）","符文id","符文数量","目标符文最大值（可不填）"]
["清空符文","英雄属性","否","13-清空符文","CleanRune",13,"1=符文id","符文id"]
["随机属性","英雄属性","buff专用","14-随机属性","AddPropRandom",14,"1=属性ID；2=随机下限；3=随机上限","属性ID","随机下限","随机上限"]
["千分比伤害","伤害类","否","15-千分比伤害","HpRateDamage",15,"1=最大血量千分比；2=不会死亡；3=施法者类型 0原施法者 1事件施法者；4=上限属性id；5=上限属性千分比","最大血量千分比","不会死亡","施法者类型 0原施法者 1事件施法者","上限属性id","上限属性千分比"]
["千分比治疗","治疗类","否","16-千分比治疗","HpRateHeal",16,"1=千分比；2=数值来源 见详细说明；3=1 受治疗加成影响/0 不受影响","千分比","数值来源 见详细说明","1 受治疗加成影响/0 不受影响"]
["DOT伤害","伤害类","buff专用","17-DOT伤害","DOT",17,"1=计算源属性 0攻击力 1防御力 2初始血量上限；2=伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害；3=伤害倍率","计算源属性 0攻击力 1防御力 2初始血量上限","伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害","伤害倍率"]
["属性压制","英雄属性","buff专用","18-属性压制","RelativeProp",18,"1=增伤率1/减伤率2/暴击率3/暴击伤害4/攻击力5/造成真实伤害6/易伤率7/吸血率8/治疗增益9/系统减伤率10/额外攻击力千分比11/忽略减伤率12；2=修改值；3=cd；4=通用条件；5=参数1；6=参数2","增伤率1/减伤率2/暴击率3/暴击伤害4/攻击力5/造成真实伤害6/易伤率7/吸血率8/治疗增益9/系统减伤率10/额外攻击力千分比11/忽略减伤率12","修改值","cd","通用条件","参数1","参数2","不需要配置buff，直接配置技能，填好相应参数，持续时间内，施法者对于技能目标即形成属性压制。比如对目标时伤害增加10%"]
["灵魂链","独立特性","buff专用","19-灵魂链","SoulChain",19,""]
["buff 1转换buff 2","添加buff","否","20-buff 1转换buff 2","ConvBuff",20,"1=buff_1；2=buff_2；3=层数转换比例；4=是否保留buff_1；5=buff时间","buff_1","buff_2","层数转换比例","是否保留buff_1","buff时间"]
["召唤法术场","召唤法术场","否","22-召唤法术场","MagicField",22,{"$f":"IF(H25=\"\",\"\",$H$4&H25)&IF(I25=\"\",\"\",$I$4&I25)&IF(J25=\"\",\"\",$J$4&J25)&IF(K25=\"\",\"\",$K$4&K25)&IF(L25=\"\",\"\",$L$4&L25)&IF(M25=\"\",\"\",$M$4&M25)","v":"1=怪物descId；2=释放距离；3=移动方式（参见详细说明）；4=存在时间；5=添加buffId；6=数量"},"怪物descId","释放距离","移动方式（参见详细说明）","存在时间","添加buffId","数量"]
["召唤子弹","召唤子弹","否","23-召唤子弹","CreateBullet",23,"1=子弹类型；2=子弹速度；3=0 caster位置创建 1 上个子弹位置创建 2：事件目标被动；4=距离；5=角度；6=击中后效果index","子弹类型","子弹速度","0 caster位置创建 1 上个子弹位置创建 2：事件目标被动","距离","角度","击中后效果index"]
["强制移动-拉","效果类","否","24-强制移动-拉","ForceMove",24,"1=0拉到选择的点，1拉到施法者，2拉到施法者朝向偏移；2=距离；3=时间；4=2.朝向偏移距离；5=是否无视霸体 0正常 1无视霸体","0拉到选择的点，1拉到施法者，2拉到施法者朝向偏移","距离","时间","2.朝向偏移距离","是否无视霸体 0正常 1无视霸体"]
["冲锋","效果类","否","25-冲锋","Charge",25,"1=冲锋类型(见详细说明)；2=附加半径；3=buffId；4=buff等级；5=速度；6=距离参数","冲锋类型(见详细说明)","附加半径","buffId","buff等级","速度","距离参数"]
["跳跃","效果类","否","26-跳跃","Jump",26,"1=跳的位置，详见详细说明；2=跳跃距离；3=跳跃时间；4=参数；5=是否朝向目标：0不是 1是","跳的位置，详见详细说明","跳跃距离","跳跃时间","参数","是否朝向目标：0不是 1是"]
["击飞","效果类","否","27-击飞","KnockFly",27,"1=方向 0 以选择位置为圆心向四周飞 1 施法者和目标直线方向后飞 2 随机乱飞 3.往施法者飞；2=飞的距离；3=飞的时间","方向 0 以选择位置为圆心向四周飞 1 施法者和目标直线方向后飞 2 随机乱飞 3.往施法者飞","飞的距离","飞的时间"]
["击退","效果类","否","28-击退","KnockBack",28,"1=击退距离；2=击退时间；3=击退方向(详细说明)；4=1:击退指定距离","击退距离","击退时间","击退方向(详细说明)","1:击退指定距离"]
["闪电链-弹射","独立特性","否","29-闪电链-弹射","LightningChain",29,"1=弹射半径；2=弹射次数；3=单目标受击次数；4=每次弹射变化率；5=作用buff；6=标记buff","弹射半径","弹射次数","单目标受击次数","每次弹射变化率","作用buff","标记buff"]
["触发DOT伤害并移除buff","效果类","否","30-触发DOT伤害并移除buff","InstantTriggerDOT",30,"1=buffId（备注：一次性结算BUFF层数并清除BUFF）","buffId（备注：一次性结算BUFF层数并清除BUFF）"]
["修改技能射程","效果类","buff专用","31-修改技能射程","AddSpellDist",31,"1=绝对值1/千分比2；2=修改值","绝对值1/千分比2","修改值",{"$nulls":4},"只修改远程技能，最少会保留1000"]
["修改buff时间","效果类","buff专用","32-修改buff时间","ChgBuffTimeByType",32,"1=主动1/被动2；2=增益1/减益2；3=时间","主动1/被动2","增益1/减益2","时间"]
["修改技能效果参数","效果类","buff专用","33-修改技能效果参数","ModifySpellEffectDesc",33,"1=修改哪个效果的参数（效果索引）；2=参数类型；3=修改值；4=最大值","修改哪个效果的参数（效果索引）","参数类型","修改值","最大值"]
["融甲,额外扣护甲","效果类","buff专用","34-融甲,额外扣护甲","ReduceShdOnDamage",34,"1=伤害类型（见伤害表）；2=护甲类型：物甲1法甲2；3=扣护甲千分比","伤害类型（见伤害表）","护甲类型：物甲1法甲2","扣护甲千分比"]
["战外属性修改","英雄属性","否","35-战外属性修改","AddPropOutsideBattle",35,"1=属性ID；2=修改值","属性ID","修改值",{"$nulls":4},"非战斗场景下修改属性，同时反应在英雄状态面板。"]
["修改技能暴击率","英雄属性","buff专用","36-修改技能暴击率","ModifySpellCriRate",36,"1=技能id 0所有/1仅普攻/2仅大招/3仅小技能/指定id技能；2=修改值；3=条件；4=条件参数1；5=条件参数2","技能id 0所有/1仅普攻/2仅大招/3仅小技能/指定id技能","修改值","条件","条件参数1","条件参数2"]
["动态修改属性","英雄属性","buff专用","37-动态修改属性","AddPropDynamic",37,"1=属性ID；2=基础值；3=步进值；4=动态条件(见详细说明)；5=参数1；6=参数2","属性ID","基础值","步进值","动态条件(见详细说明)","参数1","参数2","根据满足动态条件的数量修改属性.参考\"详细说明\"页签"]
["属性窃取","英雄属性","buff专用","39-属性窃取","StealProp",39,"1=属性ID；2=窃取值","属性ID","窃取值"]
["召唤","召唤怪物","否","41-召唤","Summon",41,"1=召唤物id；2=数量；3=特征ID；4=属性ID；5=位置组ID,0表示施法者位置；6=最大数量","召唤物id","数量","特征ID","属性ID","位置组ID,0表示施法者位置","最大数量","召唤指定数量的怪物，并且指定特征和属性。根据数量和位置ID中顺序，出现在地图指定的位置上。"]
["条件放技能","效果类","否","43-条件放技能","CastSpellByCond",43,{"$f":"IF(H43=\"\",\"\",$H$4&H43)&IF(I43=\"\",\"\",$I$4&I43)&IF(J43=\"\",\"\",$J$4&J43)&IF(K43=\"\",\"\",$K$4&K43)&IF(L43=\"\",\"\",$L$4&L43)&IF(M43=\"\",\"\",$M$4&M43)","v":"1=技能1；2=通用条件；3=参数1；4=参数2；5=技能等级 0表示源技能等级"},"技能1","通用条件","参数1","参数2","技能等级 0表示源技能等级",null,"条件为true时放技能"]
["清空护甲","效果类","否","44-清空护甲","SetShieldZero",44,"1=物甲1/法甲2","物甲1/法甲2"]
["身形凝滞","独立特性","buff专用","45-身形凝滞","ShenXingNingZhi",45,"1=减速buffid；2=加速buffid；3=凝滞期触发次数；4=凝滞期间死亡永久加速比例；5=非凝滞期间死亡永久加速比例","减速buffid","加速buffid","凝滞期触发次数","凝滞期间死亡永久加速比例","非凝滞期间死亡永久加速比例"]
["嘲讽","效果类","buff专用","46-嘲讽","Taunt",46,"1=是否只允许普攻0 否 1 是；2=嘲讽攻击目标0 施法者 1 技能施法目标；3=0 添加嘲讽状态, 1 只强制攻击，不添加嘲讽状态","是否只允许普攻0 否 1 是","嘲讽攻击目标0 施法者 1 技能施法目标","0 添加嘲讽状态, 1 只强制攻击，不添加嘲讽状态"]
["伤害转化成护盾","独立特性","buff专用","47-伤害转化成护盾","ConvertDmgToShield",47,"1=(已遗弃，需要调整)护盾buffId；2=转化比例","(已遗弃，需要调整)护盾buffId","转化比例"]
["吸收伤害保存","独立特性","buff专用","48-吸收伤害保存","AbsorbDmgToSave",48,"1=保存比例；2=所有0/指定技能；3=参数1；4=保存上限数值源 1.施法者攻击力；5=数值源千分比","保存比例","所有0/指定技能","参数1","保存上限数值源 1.施法者攻击力","数值源千分比"]
["翔龙大招","独立特性","buff专用","49-翔龙大招","XianglongSuper",49,"；2=大招伤害后的召唤球id；3=召唤球离目标的距离；4=召唤球存在时间",null,"大招伤害后的召唤球id","召唤球离目标的距离","召唤球存在时间"]
["翔龙推球推敌人","独立特性","否","50-翔龙推球推敌人","XianglongPush",50,"1=每次半径增加值；2=角度；3=推敌人距离；4=推球距离；5=推球附加碰撞伤害buff；6=对敌人伤害千分比","每次半径增加值","角度","推敌人距离","推球距离","推球附加碰撞伤害buff","对敌人伤害千分比"]
["交换生命","效果类","否","51-交换生命","SwitchHPRate",51,"1=无需参数,按千分比交换HP","无需参数,按千分比交换HP"]
["添加标记","英雄属性","否","52-添加标记","AddSign",52,"1=标记创建者 0 施法者 1 buff 2 目标（标记在施法者身上）；2=标记id；3=持续时间；4=1清除老标记 2清除其他创建者的标记","标记创建者 0 施法者 1 buff 2 目标（标记在施法者身上）","标记id","持续时间","1清除老标记 2清除其他创建者的标记"]
["驱散buff","移除buff","否","54-驱散buff","DispelBuff",54,"1=buffid/1 buff组/2 buff类型/3；2=buffid/buff组id/buff类型：增益1 减益2；3=移除层数,0表示全移除/param=3时填移除个数","buffid/1 buff组/2 buff类型/3","buffid/buff组id/buff类型：增益1 减益2","移除层数,0表示全移除/param=3时填移除个数"]
["随机落雷","效果类","否","55-随机落雷","RandomThunder",55,"1=生效目标类型；2=触发技能id；3=触发次数；4=单个目标最大受击次数","生效目标类型","触发技能id","触发次数","单个目标最大受击次数"]
["加护盾","添加护盾","buff专用","56-加护盾","AddShield",56,"1=无意义；2=比例；3=0 全部 1 物理护盾 2 法术护盾；4=见详细说明；5=参数1","无意义","比例","0 全部 1 物理护盾 2 法术护盾","见详细说明","参数1"]
["根据条件加buff(addBuff填-1可取等级)","添加buff","否","57-根据条件加buff(addBuff填-1可取等级)","AddBuffByCond",57,"1=通用条件；2=参数1；3=参数2；4=符合条件buffId；5=不符合条件buffId；6=buff层数","通用条件","参数1","参数2","符合条件buffId","不符合条件buffId","buff层数"]
["根据条件修改属性","英雄属性","buff专用","58-根据条件修改属性","AddPropByCond",58,"1=属性ID；2=修改值；3=通用条件；4=参数1；5=参数2","属性ID","修改值","通用条件","参数1","参数2",null,"满足通用的条件时, 属性修改生效, 无法特殊针对某个目标. 如果需要针对指定目标生效, 使用18 RelativeProp. 如果需要根据满足条件的数量动态修改属性, 使用37 AddPropDynamic."]
["免疫伤害","效果类","buff专用","59-免疫伤害","ImmuneDmg",59,"1=免疫次数 -1无次数限制；2=免疫技能类型:0所有/1除大招外；3=限制类型:0无/1大于目标最大hp千分比；4=限制参数 /hp千分比","免疫次数 -1无次数限制","免疫技能类型:0所有/1除大招外","限制类型:0无/1大于目标最大hp千分比","限制参数 /hp千分比"]
["秒杀","效果类","否","61-秒杀","Kill",61,"1=吸血千分比；2=是否显示伤害；3=是否隐藏死亡动画；4=是否击杀回能 0不回 1回","吸血千分比","是否显示伤害","是否隐藏死亡动画","是否击杀回能 0不回 1回"]
["技能增伤","效果类","buff专用","62-技能增伤","IncSpellDmg",62,"1=spell id, 0表示所有；2=增伤千分比；3=额外规则  1.目标每有一层p4buff,额外增加p5 2.施法者每有一层p4buff,额外增加p5；4=参数；5=参数；6=参数","spell id, 0表示所有","增伤千分比","额外规则  1.目标每有一层p4buff,额外增加p5 2.施法者每有一层p4buff,额外增加p5","参数","参数","参数"]
["伤害转治疗","效果类","否","65-伤害转治疗","DmgConvHeal",65,"1=转换比例；2=HP0/物甲1/法甲2","转换比例","HP0/物甲1/法甲2"]
["免疫致命一击","效果类","buff专用","67-免疫致命一击","ImmuneDeadlyHit",67,"1=免疫次数；2=额外免疫次数来源 1符印数量；3=参数 符印id","免疫次数","额外免疫次数来源 1符印数量","参数 符印id"]
["协同攻击","独立特性","buff专用","68-协同攻击","CooperativeAttack",68,""]
["继承属性召唤","召唤怪物","否","69-继承属性召唤","InheritPropSummon",69,"1=召唤物id；2=单次数量；3=最大数量；4=继承比例；5=buffId；6=限制类型 1.达到最大数量后不创建 2.仅继承攻防血","召唤物id","单次数量","最大数量","继承比例","buffId","限制类型 1.达到最大数量后不创建 2.仅继承攻防血"]
["根据距离加buff","效果类","否","70-根据距离加buff","AddBuffTimeByDist",70,"1=buffId；2=等级；3=最少时间；4=最长时间；5=增加时间/米","buffId","等级","最少时间","最长时间","增加时间/米"]
["多个子弹","召唤子弹","否","71-多个子弹","MultiBullet",71,"1=子弹类型；2=速度；3=数量；4=出现距离；5=间隔角度；6=子弹effectIdx","子弹类型","速度","数量","出现距离","间隔角度","子弹effectIdx"]
["强拉到施法者身前","效果类","否","72-强拉到施法者身前","ForceMoveToCaster",72,"1=距离；2=时间；3=散开时间","距离","时间","散开时间"]
["根据施法强制位移","效果类","否","73-根据施法强制位移","ForceMoveByCastMode",73,{"$f":"IF(H68=\"\",\"\",$H$4&H68)&IF(I68=\"\",\"\",$I$4&I68)&IF(J68=\"\",\"\",$J$4&J68)&IF(K68=\"\",\"\",$K$4&K68)&IF(L68=\"\",\"\",$L$4&L68)&IF(M68=\"\",\"\",$M$4&M68)","v":"1=选点类型；2=距离；3=时间"},"选点类型","距离","时间"]
["特殊伤害（受距离加成）","伤害类","否","74-特殊伤害（受距离加成）","DmgAddByDistance",74,"1=计算源属性 0攻击力 1防御力 2初始血量上限；2=伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害；3=伤害倍率；4=基础加成倍率（千分比）；5=修正距离要求（米）；6=修正因子（千分比）","计算源属性 0攻击力 1防御力 2初始血量上限","伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害","伤害倍率","基础加成倍率（千分比）","修正距离要求（米）","修正因子（千分比）"]
["受伤添加灰色生命","独立特性","buff专用",{"$f":"F70&\"-\"&A70","v":"75-受伤添加灰色生命"},"HurtAddGrayHP",75,"1=添加比例","添加比例"]
["增加灰色生命","效果类","否","76-增加灰色生命","AddGrayHP",76,"1=数值来源 目标灰色生命值0/；2=增加千分比","数值来源 目标灰色生命值0/","增加千分比"]
["真实伤害","伤害类","否","77-真实伤害","AbsDamage",77,"1=计算源属性 0攻击力 1防御力 2初始血量上限；2=正常0/只扣血1/只扣甲2；3=伤害倍率；4=是否能暴击","计算源属性 0攻击力 1防御力 2初始血量上限","正常0/只扣血1/只扣甲2","伤害倍率","是否能暴击"]
["重力屏障","独立特性","否","78-重力屏障","GravityScherm",78,"1=暂时没用；2=buff1ID；3=buff1持续时间；4=触发buff2血量要求；5=buff2ID；6=buff2持续时间","暂时没用","buff1ID","buff1持续时间","触发buff2血量要求","buff2ID","buff2持续时间"]
["重击","独立特性","buff专用","79-重击","Thump",79,"1=增伤概率；2=增伤千分比；3=概率翻倍血量千分比；4=是否有斩杀效果；5=斩杀血线；6=斩杀增伤千分比","增伤概率","增伤千分比","概率翻倍血量千分比","是否有斩杀效果","斩杀血线","斩杀增伤千分比"]
["天降圣光内圈处理","独立特性","否","80-天降圣光内圈处理","TJSGin",80,"1=扣血千分比；2=buffID；3=基础时间；4=加成系数；5=最大时间","扣血千分比","buffID","基础时间","加成系数","最大时间"]
["天降圣光外圈处理","独立特性","否","81-天降圣光外圈处理","TJSGout",81,"1=扣血千分比；2=buffID；3=基础时间；4=加成系数；5=最大时间；6=内圈半径","扣血千分比","buffID","基础时间","加成系数","最大时间","内圈半径"]
["根据目标生命上限加成属性","英雄属性","buff专用","82-根据目标生命上限加成属性","AddPropByTargetMaxHp",82,"1=增伤率1/减伤率2/暴击率3/暴击伤害4/攻击力5/造成真实伤害6/易伤率7/吸血率8/治疗增益9/系统减伤率10/额外攻击力千分比11/忽略减伤率12；2=生效技能：0所有/1仅普攻/2仅大招/3仅小技能/指定id技能；3=千分比；4=0无限制 1有限制；5=限制属性id；6=限制千分比","增伤率1/减伤率2/暴击率3/暴击伤害4/攻击力5/造成真实伤害6/易伤率7/吸血率8/治疗增益9/系统减伤率10/额外攻击力千分比11/忽略减伤率12","生效技能：0所有/1仅普攻/2仅大招/3仅小技能/指定id技能","千分比","0无限制 1有限制","限制属性id","限制千分比"]
["根据指定技能等级添加buff","添加buff","否","83-根据指定技能等级添加buff","AddBuffLevelByPoint",83,"1=buffId；2=buff层数；3=buff时间；4=0施法者 1目标 2施法者的创建者；5=0主动技能 1被动技能 2buff；6=技能ID","buffId","buff层数","buff时间","0施法者 1目标 2施法者的创建者","0主动技能 1被动技能 2buff","技能ID"]
["特殊伤害（斗神大招）","伤害类","否","84-特殊伤害（斗神大招）","SpecialDmgDS",84,"1=计算源属性 0攻击力 1防御力 2初始血量上限；2=伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害；3=伤害倍率；4=指定buffID；5=加成血线（千分比）；6=加成倍率（千分比）","计算源属性 0攻击力 1防御力 2初始血量上限","伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害","伤害倍率","指定buffID","加成血线（千分比）","加成倍率（千分比）"]
["灵魂枷锁","独立特性","否","85-灵魂枷锁","LHJS",85,"1=伤害类型；2=成功伤害倍率；3=成功buff；4=失败伤害倍率；5=失败buff；6=伤害传递比例","伤害类型","成功伤害倍率","成功buff","失败伤害倍率","失败buff","伤害传递比例"]
["改变阵营","效果类","buff专用","86-改变阵营","ChgHeroSide",86,"1=阵营","阵营"]
["根据条件加buff时间","效果类","否","87-根据条件加buff时间","AddBuffTimeByCond",87,"1=条件；2=参数1；3=参数2；4=buff id；5=buff level；6=步进时间","条件","参数1","参数2","buff id","buff level","步进时间"]
["增加下次技能伤害","效果类","否","88-增加下次技能伤害","AddNextSpellDmg",88,"1=技能类型:1普通 2非普工技能；2=增加属性类型：1伤害加成 2暴击几率 3暴击伤害 4无视护甲比率 5基础倍率 6治疗增益；3=值；4=次数；5=生效技能 0所有 1自动技能 2手动 3自动伤害技能 4伤害技能 其他指定id技能；6=触发cd毫秒","技能类型:1普通 2非普工技能","增加属性类型：1伤害加成 2暴击几率 3暴击伤害 4无视护甲比率 5基础倍率 6治疗增益","值","次数","生效技能 0所有 1自动技能 2手动 3自动伤害技能 4伤害技能 其他指定id技能","触发cd毫秒"]
["根据指定技能等级给自己添加buff","效果类","否","89-根据指定技能等级给自己添加buff","AddBuffToSelfByPoint",89,"1=buffId；2=buff层数；3=buff时间；4=0施法者 1目标 2施法者的创建者；5=0主动技能 1被动技能 2buff；6=技能ID","buffId","buff层数","buff时间","0施法者 1目标 2施法者的创建者","0主动技能 1被动技能 2buff","技能ID","根据效果选中目标数量添加buff层数"]
["伤害传递状态buff(拥有者伤害传给施法者)","独立特性","buff专用","90-伤害传递状态buff(拥有者伤害传给施法者)","DmgTransfer",90,{"$f":"IF(H85=\"\",\"\",$H$4&H85)&IF(I85=\"\",\"\",$I$4&I85)&IF(J85=\"\",\"\",$J$4&J85)&IF(K85=\"\",\"\",$K$4&K85)&IF(L85=\"\",\"\",$L$4&L85)&IF(M85=\"\",\"\",$M$4&M85)","v":"1=传递伤害千分比"},"传递伤害千分比"]
["特殊眩晕1","独立特性","buff专用","91-特殊眩晕1","SpecialStun_1",91,"1=基础概率；2=基础眩晕时间；3=半径；4=概率加成；5=眩晕时间加成","基础概率","基础眩晕时间","半径","概率加成","眩晕时间加成"]
["在上次放大招的地方召唤法术场","召唤法术场","否","92-在上次放大招的地方召唤法术场","FieldLastManualPos",92,"1=怪物descId；2=无意义；3=移动方式（参见详细说明）；4=存在时间；5=添加buffId；6=数量","怪物descId","无意义","移动方式（参见详细说明）","存在时间","添加buffId","数量"]
["清空技能cd","效果类","否","93-清空技能cd","CleanSpellCd",93,"1=0全清/1触发技能/技能id；2=类型 0 清空cd 1 按固定值清 2 按比率清；3=p1选1 ，填值 p1 2 填比率","0全清/1触发技能/技能id","类型 0 清空cd 1 按固定值清 2 按比率清","p1选1 ，填值 p1 2 填比率"]
["自动技能对目标附加额外buff","独立特性","buff专用","94-自动技能对目标附加额外buff","AutoAddExtraBuff",94,"1=生效次数（-1无限制）；2=目标类型(0:所有 1:仅敌方 2：仅友方)；3=buffId；4=buff等级；5=buff层数；6=buff持续时间","生效次数（-1无限制）","目标类型(0:所有 1:仅敌方 2：仅友方)","buffId","buff等级","buff层数","buff持续时间"]
["手动技能对目标附加额外buff","独立特性","buff专用","95-手动技能对目标附加额外buff","ManualAddExtraBuff",95,"1=生效次数（-1无限制）；2=目标类型(0:所有 1:仅敌方 2：仅友方)；3=buffId；4=buff等级；5=buff层数；6=buff持续时间","生效次数（-1无限制）","目标类型(0:所有 1:仅敌方 2：仅友方)","buffId","buff等级","buff层数","buff持续时间"]
["普攻对目标附加额外buff","独立特性","buff专用","96-普攻对目标附加额外buff","NormalAddExtraBuff",96,"1=生效次数（-1无限制）；2=目标类型(0:所有 1:仅敌方 2：仅友方)；3=buffId；4=buff等级；5=buff层数；6=buff持续时间","生效次数（-1无限制）","目标类型(0:所有 1:仅敌方 2：仅友方)","buffId","buff等级","buff层数","buff持续时间"]
["根据buff期间损失的血量造成伤害","效果类","buff专用","97-根据buff期间损失的血量造成伤害","DmgByBuffTimeLoseHp",97,"1=计算源属性 0攻击力 1防御力 2初始血量上限；2=伤害类型 0物理 1法术 2真实伤害；3=伤害倍率","计算源属性 0攻击力 1防御力 2初始血量上限","伤害类型 0物理 1法术 2真实伤害","伤害倍率"]
["铁巨神导弹压制特殊支持","独立特性","否","98-铁巨神导弹压制特殊支持","DDYZ",98,"1=法术场id；2=buff等级；3=buff持续时间；4=buff1；5=buff2；6=buff3","法术场id","buff等级","buff持续时间","buff1","buff2","buff3","铁巨神大招特殊支持(给己方descId为p1的挂buff,有多个给objid最大的挂,遍历目标身上的buff,挂最先找到的那个,都没找到挂buff1)"]
["根据其他属性情况加属性","英雄属性","buff专用","99-根据其他属性情况加属性","AddPropByOtherProp",99,"1=增伤率1/减伤率2/暴击率3/暴击伤害4/攻击力5/造成真实伤害6/易伤率7/吸血率8/治疗增益9/系统减伤率10/额外攻击力千分比11/忽略减伤率12；2=生效技能：0所有/1仅普攻/2仅大招/3仅小技能/指定id技能；3=关联属性；4=需超出的值；5=超出部分千分比；6=加成最大限制","增伤率1/减伤率2/暴击率3/暴击伤害4/攻击力5/造成真实伤害6/易伤率7/吸血率8/治疗增益9/系统减伤率10/额外攻击力千分比11/忽略减伤率12","生效技能：0所有/1仅普攻/2仅大招/3仅小技能/指定id技能","关联属性","需超出的值","超出部分千分比","加成最大限制"]
["buff期间每累计失去生命值给目标加buff","添加buff","buff专用","100-buff期间每累计失去生命值给目标加buff","PerLostHpAddBuff",100,"1=每累计损失血量千分比；2=目标选取规则：0buff拥有者 1生命比列最低的队友；3=buffID；4=buff等级；5=buff时间","每累计损失血量千分比","目标选取规则：0buff拥有者 1生命比列最低的队友","buffID","buff等级","buff时间"]
["修改生存时间","效果类","否","101-修改生存时间","ChangeMagicFieldTime",101,"1=类型 0加 1覆盖；2=值；3=效果选取目标类型（见详细说明）；4=参数1；5=参数2","类型 0加 1覆盖","值","效果选取目标类型（见详细说明）","参数1","参数2"]
["召唤公共敌人","召唤怪物","否","102-召唤公共敌人","SummonPubEnemy",102,"1=召唤物id；2=数量；3=特征ID；4=属性ID；5=召唤位置:0目标位置，大于0施法位置偏移，小于0目标位置偏移；6=最大数量","召唤物id","数量","特征ID","属性ID","召唤位置:0目标位置，大于0施法位置偏移，小于0目标位置偏移","最大数量"]
["铁巨神储能炸弹支持","独立特性","否","103-铁巨神储能炸弹支持","CNZD",103,"1=计算源属性 0攻击力 1防御力 2初始血量上限；2=伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害；3=伤害倍率；4=受到的伤害转换系数；5=半径","计算源属性 0攻击力 1防御力 2初始血量上限","伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害","伤害倍率","受到的伤害转换系数","半径"]
["铁巨神储能炸弹buff支持","独立特性","否","104-铁巨神储能炸弹buff支持","CNZDLisenBuff",104,"同addbuff，但会把伤害事件的值存到爆炸buff上"]
["施法者给目标承担伤害","效果类","buff专用","105-施法者给目标承担伤害","DmgBear",105,{"$f":"IF(H100=\"\",\"\",$H$4&H100)&IF(I100=\"\",\"\",$I$4&I100)&IF(J100=\"\",\"\",$J$4&J100)&IF(K100=\"\",\"\",$K$4&K100)&IF(L100=\"\",\"\",$L$4&L100)&IF(M100=\"\",\"\",$M$4&M100)","v":"1=承担千分比；2=承受超过自身最大生命值X以上的伤害"},"承担千分比","承受超过自身最大生命值X以上的伤害"]
["根据施法者造成总伤害加成属性","英雄属性","buff专用","106-根据施法者造成总伤害加成属性","AddPropByCasterTotalDmg",106,"1=增伤率1/减伤率2/暴击率3/暴击伤害4/攻击力5/造成真实伤害6/易伤率7/吸血率8/治疗增益9/系统减伤率10/额外攻击力千分比11/忽略减伤率12；2=生效技能：0所有/1仅普攻/2仅大招/3仅小技能/指定id技能；3=千分比；4=限制值属性；5=限制最大比率","增伤率1/减伤率2/暴击率3/暴击伤害4/攻击力5/造成真实伤害6/易伤率7/吸血率8/治疗增益9/系统减伤率10/额外攻击力千分比11/忽略减伤率12","生效技能：0所有/1仅普攻/2仅大招/3仅小技能/指定id技能","千分比","限制值属性","限制最大比率"]
["造成伤害增加护盾","添加护盾","buff专用","107-造成伤害增加护盾","CauseDmgAddShield",107,"1=护盾buffId；2=转化比例","护盾buffId","转化比例"]
["条件缩减技能cd","效果类","buff专用","108-条件缩减技能cd","ConditionCutCd",108,"1=见详细说明；2=缩减值；3=检查参数；4=条件类型；5=条件参数1；6=条件参数2","见详细说明","缩减值","检查参数","条件类型","条件参数1","条件参数2"]
["设置怒气上限值","效果类","否","109-设置怒气上限值","SetRageMax",109,"1=怒气类型:1真气；2=基础值；3=值来源属性id；4=来源属性千分比","怒气类型:1真气","基础值","值来源属性id","来源属性千分比"]
["增加真气值","效果类","否","110-增加真气值","AddZhenQi",110,"1=值来源类型:1触发事件值 2目标当前真气值；2=千分比；3=参数1；4=是否清空效果值","值来源类型:1触发事件值 2目标当前真气值","千分比","参数1","是否清空效果值"]
["每获取X真气加一层buff","添加buff","buff专用","111-每获取X真气加一层buff","BuffEffectGetZhenQiAddBuff",111,"1=值来源 1：buff拥有者真气值上限；2=千分比；3=buffId；4=buff等级；5=buff时间","值来源 1：buff拥有者真气值上限","千分比","buffId","buff等级","buff时间"]
["十方护卫大招","独立特性","否","112-十方护卫大招","SFHWManualSpell",112,"1=基础倍率；2=真气比率倍率；3=子弹表现id；4=子弹类型；5=子弹速度；6=子弹击中后的effect 的 hitindex","基础倍率","真气比率倍率","子弹表现id","子弹类型","子弹速度","子弹击中后的effect 的 hitindex"]
["十方护卫小技能","独立特性","否","113-十方护卫小技能","SFHWAutoSpell",113,"1=目标生命千分比；2=限制值攻击力千分比；3=友军半径；4=伤害转治疗千分比；5=受不受治疗加成；6=受治疗友军加buffid","目标生命千分比","限制值攻击力千分比","友军半径","伤害转治疗千分比","受不受治疗加成","受治疗友军加buffid"]
["添加buff层数由真气比率决定","添加buff","否","114-添加buff层数由真气比率决定","AddBuffByZhenQiRate",114,"1=每层要求真气千分比；2=buffId；3=buff等级；4=buff时间，填0读表","每层要求真气千分比","buffId","buff等级","buff时间，填0读表"]
["buff传递","添加buff","否","115-buff传递","BuffTrans",115,"1=传递次数限制；2=伤害衰减系数；3=buff时间","传递次数限制","伤害衰减系数","buff时间"]
["条件扣血直接掉上限","独立特性","buff专用","116-条件扣血直接掉上限","ConditionLoseHpMax",116,"1=条件类型；2=条件参数1；3=条件参数2；4=转换千分比","条件类型","条件参数1","条件参数2","转换千分比"]
["根据血量上限损失比率加成属性","英雄属性","buff专用","117-根据血量上限损失比率加成属性","AddPropByHpMaxLose",117,"1=增伤率1/减伤率2/暴击率3/暴击伤害4/攻击力5/造成真实伤害6/易伤率7/吸血率8/治疗增益9/系统减伤率10/额外攻击力千分比11/忽略减伤率12；2=生效技能：0所有/1仅普攻/2仅大招/3仅小技能/指定id技能；3=转换比率","增伤率1/减伤率2/暴击率3/暴击伤害4/攻击力5/造成真实伤害6/易伤率7/吸血率8/治疗增益9/系统减伤率10/额外攻击力千分比11/忽略减伤率12","生效技能：0所有/1仅普攻/2仅大招/3仅小技能/指定id技能","转换比率"]
["熊先锋抛投效果","独立特性","否","118-熊先锋抛投效果","XXFThrow",118,"1=投掷时间；2=伤害标记id；3=持续时间（标记，buff共用）；4=单体伤害buffId；5=群体判断buffId；6=群体伤害buffId","投掷时间","伤害标记id","持续时间（标记，buff共用）","单体伤害buffId","群体判断buffId","群体伤害buffId"]
["熊先锋抛投伤害","独立特性","否","119-熊先锋抛投伤害","XXFThrowDmg",119,"1=伤害最大倍率；2=附加buffId；3=附加buff最大时长；4=衰减判定生命千分比；5=效果衰减千分比系数；6=最大衰减千分比","伤害最大倍率","附加buffId","附加buff最大时长","衰减判定生命千分比","效果衰减千分比系数","最大衰减千分比"]
["特殊伤害（伤害计算使用创造者）","独立特性","否","120-特殊伤害（伤害计算使用创造者）","CreatorDmg",120,"1=计算源属性 0攻击力 1防御力 2初始血量上限；2=伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害；3=伤害倍率","计算源属性 0攻击力 1防御力 2初始血量上限","伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害","伤害倍率"]
["换位","效果类","否","121-换位","Transposition",121,""]
["召唤（基于目标）","召唤怪物","否","122-召唤（基于目标）","SummonToTarget",122,"1=召唤物id；2=数量；3=特征ID；4=属性ID；5=离目标距离；6=最大数量","召唤物id","数量","特征ID","属性ID","离目标距离","最大数量","召唤指定数量的怪物，并且指定特征和属性。根据数量和位置ID中顺序，出现在地图指定的位置上。"]
["子弹弹射(弹射表现id = 源id*10+1)","召唤子弹","否","123-子弹弹射(弹射表现id = 源id*10+1)","BulletRebound",123,"1=子弹类型；2=子弹速度；3=弹射次数限制；4=子弹击中后的effect 的 hitindex；5=伤害衰减系数 负数则表示递增","子弹类型","子弹速度","弹射次数限制","子弹击中后的effect 的 hitindex","伤害衰减系数 负数则表示递增"]
["条件打断技能","效果类","否","124-条件打断技能","ConditionInterruptSpell",124,"1=条件类型；2=参数1；3=参数2；4=打断目标 0目标 1施法者","条件类型","参数1","参数2","打断目标 0目标 1施法者"]
["刷新buff时间","效果类","否","125-刷新buff时间","FlushBuffTime",125,"1=1指定idbuff 2指定buffType2；2=参数；3=强制修改剩余时间","1指定idbuff 2指定buffType2","参数","强制修改剩余时间"]
["翻滚","效果类","否","126-翻滚","Roll",126,"1=表现id；2=方向选择方式 1:在射程内往两侧翻滚，射程外靠近目标；3=距离；4=时间；5=是否朝向目标：0不是 1是","表现id","方向选择方式 1:在射程内往两侧翻滚，射程外靠近目标","距离","时间","是否朝向目标：0不是 1是"]
["维修机器人治疗","治疗类","否","127-维修机器人治疗","RobotHeal",127,"1=最高倍率；2=最低倍率；3=衰减值；4=分界距离","最高倍率","最低倍率","衰减值","分界距离"]
["根据目标防御损失比率加成属性","英雄属性","buff专用","128-根据目标防御损失比率加成属性","AddPropByDefLose",128,"1=增伤率1/减伤率2/暴击率3/暴击伤害4/攻击力5/造成真实伤害6/易伤率7/吸血率8/治疗增益9/系统减伤率10/额外攻击力千分比11/忽略减伤率12；2=生效技能：0所有/1仅普攻/2仅大招/3仅小技能/指定id技能；3=转换比率","增伤率1/减伤率2/暴击率3/暴击伤害4/攻击力5/造成真实伤害6/易伤率7/吸血率8/治疗增益9/系统减伤率10/额外攻击力千分比11/忽略减伤率12","生效技能：0所有/1仅普攻/2仅大招/3仅小技能/指定id技能","转换比率"]
["根据属性变化添加属性","英雄属性","buff专用","129-根据属性变化添加属性","AddPropOnPropChg",129,"1=源属性id；2=条件；3=条件参数；4=额外属性id；5=规则；6=规则参数","源属性id","条件","条件参数","额外属性id","规则","规则参数"]
["根据buff 2的层数移除buff 1","移除buff","否","130-根据buff 2的层数移除buff 1","RemoveBuff1ByBuff2Layer",130,"1=buff 1；2=总层数；3=buff 2 ；4=是否强制移除","buff 1","总层数","buff 2 ","是否强制移除"]
["根据目标损失血量比率加成属性","英雄属性","buff专用","131-根据目标损失血量比率加成属性","AddPropByTargetLoseHpRate",131,"1=增伤率1/减伤率2/暴击率3/暴击伤害4/攻击力5/造成真实伤害6/易伤率7/吸血率8/治疗增益9/系统减伤率10/额外攻击力千分比11/忽略减伤率12；2=生效技能：0所有/1仅普攻/2仅大招/3仅小技能/指定id技能；3=转换比率；4=上限值","增伤率1/减伤率2/暴击率3/暴击伤害4/攻击力5/造成真实伤害6/易伤率7/吸血率8/治疗增益9/系统减伤率10/额外攻击力千分比11/忽略减伤率12","生效技能：0所有/1仅普攻/2仅大招/3仅小技能/指定id技能","转换比率","上限值"]
["爆裂特种兵补满能量","独立特性","否","132-爆裂特种兵补满能量","BtzbFullEnergy",132,""]
["根据目标数量添加buff","添加buff","否","133-根据目标数量添加buff","AddBuffByTargetNum",133,"1=目标数量；2=buffId；3=目标数量；4=buffId","目标数量","buffId","目标数量","buffId"]
["禅师熊猫治愈之链","独立特性","buff专用","134-禅师熊猫治愈之链","PandaHealChain",134,"1=伤害转治疗千分比；2=敌方死亡恢复友方千分比；3=友方致死打击恢复自身血量千分比；4=表现buff id；5=秒治疗限制值来源：0没有限制 1目标生命上限千分比；6=限制参数","伤害转治疗千分比","敌方死亡恢复友方千分比","友方致死打击恢复自身血量千分比","表现buff id","秒治疗限制值来源：0没有限制 1目标生命上限千分比","限制参数"]
["禅师熊猫圣手","独立特性","否","135-禅师熊猫圣手","PandaShenShou",135,"1=攻击最高近战友军治疗率；2=血量最低友军治疗率","攻击最高近战友军治疗率","血量最低友军治疗率"]
["附加基于防御力的额外伤害","伤害类","否","136-附加基于防御力的额外伤害","AddExtraDmgByDef",136,"1=计算源属性 0攻击力 1防御力 2初始血量上限；2=伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害；3=伤害倍率；4=防御力倍率","计算源属性 0攻击力 1防御力 2初始血量上限","伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害","伤害倍率","防御力倍率"]
["伤害(受符文数量加成)","伤害类","否","137-伤害(受符文数量加成)","DmgAddByRuneNum",137,{"$f":"IF(H132=\"\",\"\",$H$4&H132)&IF(I132=\"\",\"\",$I$4&I132)&IF(J132=\"\",\"\",$J$4&J132)&IF(K132=\"\",\"\",$K$4&K132)&IF(L132=\"\",\"\",$L$4&L132)&IF(M132=\"\",\"\",$M$4&M132)","v":"1=计算源属性 0攻击力 1防御力 2初始血量上限；2=伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害；3=伤害倍率；4=符文id；5=加成系数"},"计算源属性 0攻击力 1防御力 2初始血量上限","伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害","伤害倍率","符文id","加成系数"]
["离开战场","效果类","否","138-离开战场","LeaveBattle",138,"1=离场时间；2=额外返场条件 2指定id队友死完 3自己的召唤物死完；3=参数1；4=参数2；5=是否保持在地图中 0移除 1保留；6=最少离场时间","离场时间","额外返场条件 2指定id队友死完 3自己的召唤物死完","参数1","参数2","是否保持在地图中 0移除 1保留","最少离场时间"]
["根据记录值(基础+附加)加成属性","英雄属性","buff专用",{"$f":"F134&\"-\"&A134","v":"139-根据记录值(基础+附加)加成属性"},"AddPropByRecord",139,"1=增伤率1/减伤率2/暴击率3/暴击伤害4/攻击力5/造成真实伤害6/易伤率7/吸血率8/治疗增益9/系统减伤率10/额外攻击力千分比11/忽略减伤率12；2=生效技能：0所有/1仅普攻/2仅大招/3仅小技能/指定id技能；3=基础值；4=附加值来源: 1buff施法者攻击力；5=参数1；6=参数2","增伤率1/减伤率2/暴击率3/暴击伤害4/攻击力5/造成真实伤害6/易伤率7/吸血率8/治疗增益9/系统减伤率10/额外攻击力千分比11/忽略减伤率12","生效技能：0所有/1仅普攻/2仅大招/3仅小技能/指定id技能","基础值","附加值来源: 1buff施法者攻击力","参数1","参数2"]
["动态增加下次技能伤害","效果类","否","140-动态增加下次技能伤害","AddNextSpellDmg",140,"1=技能类型:1普通 2非普工技能；2=增加属性类型：1伤害加成 2暴击几率 3暴击伤害；3=生效技能 0所有 1自动技能 2手动 其他指定id技能；4=取值类型 1攻击差比率；5=参数1；6=参数2","技能类型:1普通 2非普工技能","增加属性类型：1伤害加成 2暴击几率 3暴击伤害","生效技能 0所有 1自动技能 2手动 其他指定id技能","取值类型 1攻击差比率","参数1","参数2"]
["获胜","效果类","否","141-获胜","WinBattle",141,""]
["召唤法术场(铁巨神导弹压制)","召唤法术场","否","142-召唤法术场(铁巨神导弹压制)","MagicFieldDDYZ",142,"1=怪物descId；2=寻敌半径；3=排序寻敌半径；4=存在时间；5=添加buffId","怪物descId","寻敌半径","排序寻敌半径","存在时间","添加buffId"]
["扇形随机召唤子弹","召唤子弹","否","143-扇形随机召唤子弹","SectorRandomCreateBullet",143,"1=数量；2=速度；3=击中hit；4=模型半径；5=随机总角度；6=随机半径","数量","速度","击中hit","模型半径","随机总角度","随机半径"]
["属性吸取","英雄属性","buff专用","144-属性吸取","SuckProp",144,"1=吸取属性 1攻击力 2防御力；2=千分比","吸取属性 1攻击力 2防御力","千分比"]
["buff基于防御力伤害","伤害类","buff专用","145-buff基于防御力伤害","BuffEffectDmgByDef",145,"1=计算源属性 0攻击力 1防御力 2初始血量上限；2=伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害；3=伤害倍率；4=防御力倍率；5=伤害目标：0buff拥有者 1事件施法者","计算源属性 0攻击力 1防御力 2初始血量上限","伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害","伤害倍率","防御力倍率","伤害目标：0buff拥有者 1事件施法者"]
["添加普攻射程","效果类","buff专用","146-添加普攻射程","AddNorSpellDist",146,"1=千分比","千分比"]
["设置受到伤害上限值","效果类","buff专用","147-设置受到伤害上限值","SetBeHurtMaxDmg",147,"1=值来源： 0:无 1：buff拥有者生命上限 2：就是参数值；2=值参数1；3=值参数2；4=触发条件 0无 1.仅单体；5=成功触发施加表现buffId","值来源： 0:无 1：buff拥有者生命上限 2：就是参数值","值参数1","值参数2","触发条件 0无 1.仅单体","成功触发施加表现buffId"]
["特殊伤害（重装战士大招）","伤害类","否","148-特殊伤害（重装战士大招）","SpecialDmgZZZS",148,"1=伤害类型 0物理 1法术；2=起始比率；3=最大比率；4=步进比率；5=步进提升比率","伤害类型 0物理 1法术","起始比率","最大比率","步进比率","步进提升比率"]
["御天侍卫激光","独立特性","否","149-御天侍卫激光","YTSWLaser",149,"1=伤害类型 0物理 1法术；2=伤害倍率；3=折线法术场id；4=天赋被动id；5=专武被动id；6=折射是否真实伤害 0否 1是","伤害类型 0物理 1法术","伤害倍率","折线法术场id","天赋被动id","专武被动id","折射是否真实伤害 0否 1是"]
["朝前召唤子弹","召唤子弹","否","150-朝前召唤子弹","ForwardCreateBullet",150,"1=飞行距离；2=速度；3=击中hit；4=起始偏移半径；5=起始偏移角度；6=是否自动调整朝向","飞行距离","速度","击中hit","起始偏移半径","起始偏移角度","是否自动调整朝向"]
["血鹰恩泽刷新cd","独立特性","buff专用","151-血鹰恩泽刷新cd","FlushCdXYEZ",151,"1=固定减少cd毫秒","固定减少cd毫秒"]
["血灵之力效果A","独立特性","buff专用","152-血灵之力效果A","XLZLEffectA",152,"1=普攻伤害提升；2=普攻暴击率提升；3=技能伤害提升；4=技能暴击率提升；5=生效次数","普攻伤害提升","普攻暴击率提升","技能伤害提升","技能暴击率提升","生效次数"]
["血灵之力效果B","独立特性","buff专用","153-血灵之力效果B","XLZLEffectB",153,"1=额外吸血率；2=通用条件类型；3=条件参数1；4=条件参数2；5=生效次数","额外吸血率","通用条件类型","条件参数1","条件参数2","生效次数"]
["伤害技能hurt对目标附加一次buff","效果类","buff专用","154-伤害技能hurt对目标附加一次buff","DmgSpellHurtAddBuff",154,"1=buffID；2=buff等级；3=buff层数；4=buff时间，填0读表；5=生效技能次数","buffID","buff等级","buff层数","buff时间，填0读表","生效技能次数"]
["boss战结界效果","独立特性","buff专用","155-boss战结界效果","BossSpace",155,"1=结界中心X坐标；2=结界中心Y坐标；3=半径；4=限制级别 1/只能允许同阵容的增益技能相互释放 2/不允许相互释放技能","结界中心X坐标","结界中心Y坐标","半径","限制级别 1/只能允许同阵容的增益技能相互释放 2/不允许相互释放技能"]
["添加_免疫某类buff状态","效果类","buff专用","156-添加_免疫某类buff状态","SetImmuneState",156,"1=状态ID；2=状态ID；3=状态ID；4=状态ID；5=状态ID；6=状态ID","状态ID","状态ID","状态ID","状态ID","状态ID","状态ID"]
["根据buff层数伤害","伤害类","buff专用","157-根据buff层数伤害","DmgByBuffLayer",157,"1=每层伤害倍率；2=伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害；3=满层buff额外目标血量真伤千分比；4=伤害目标0 buff拥有者 1 事件触发者","每层伤害倍率","伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害","满层buff额外目标血量真伤千分比","伤害目标0 buff拥有者 1 事件触发者"]
["仲裁领域,强制转移","独立特性","否","158-仲裁领域,强制转移","ZCLYForceTransfer",158,"1=坐标组id；2=无意义；3=决斗中心坐标组id；4=决斗双方buffId；5=非决斗者buffId","坐标组id","无意义","决斗中心坐标组id","决斗双方buffId","非决斗者buffId"]
["添加全局标记","效果类","否","159-添加全局标记","AddGlobalSign",159,"1=标记id；2=标记层数；3=双倍标记buff","标记id","标记层数","双倍标记buff"]
["特殊伤害（梦魇飓风）","伤害类","否","160-特殊伤害（梦魇飓风）","SpecialDmgMYJF",160,"1=计算源属性 0攻击力 1防御力 2初始血量上限；2=伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害；3=伤害倍率；4=增加伤害倍率；5=增加伤害倍率判定buff","计算源属性 0攻击力 1防御力 2初始血量上限","伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害","伤害倍率","增加伤害倍率","增加伤害倍率判定buff"]
["绕圈飞行","效果类","否","161-绕圈飞行","FlyByCircle",161,"1=飞行总帧数；2=扇形弧度；3=最短距离","飞行总帧数","扇形弧度","最短距离"]
["切换场景","效果类","buff专用","162-切换场景","ChangeScene",162,"1=场景Id","场景Id"]
["移除给别人加的buff","移除buff","否","163-移除给别人加的buff","RemoveAddToOtherBuff",163,"1=1buffId 2buff组；2=buffId/buff组id；3=移除层数 0全部；4=是否强制移除","1buffId 2buff组","buffId/buff组id","移除层数 0全部","是否强制移除"]
["根据buffA层数加buffB","添加buff","否","164-根据buffA层数加buffB","AddBuffByALayer",164,"1=buffAId；2=buffBId；3=buffA载体 0目标 1施法者；4=buffB载体 0目标 1施法者；5=是否乘以自身层数；6=buff等级","buffAId","buffBId","buffA载体 0目标 1施法者","buffB载体 0目标 1施法者","是否乘以自身层数","buff等级"]
["朝指定方向发射子弹","召唤子弹","否","165-朝指定方向发射子弹","CreateBulletPosDir",165,"1=子弹技能id；2=击中effectHit；3=起点选择 0施法者-施法者朝向 1目标-目标朝向 2施法者-目标；4=飞行距离；5=回旋子弹到达目标点触发effectHit","子弹技能id","击中effectHit","起点选择 0施法者-施法者朝向 1目标-目标朝向 2施法者-目标","飞行距离","回旋子弹到达目标点触发effectHit"]
["特殊伤害（不走攻击和增伤减伤那套）","伤害类","否","166-特殊伤害（不走攻击和增伤减伤那套）","SpecialDmg",166,{"$f":"IF(H161=\"\",\"\",$H$4&H161)&IF(I161=\"\",\"\",$I$4&I161)&IF(J161=\"\",\"\",$J$4&J161)&IF(K161=\"\",\"\",$K$4&K161)&IF(L161=\"\",\"\",$L$4&L161)&IF(M161=\"\",\"\",$M$4&M161)","v":"1=伤害值来源 1触发事件值；2=参数1；3=参数2；4=伤害类型 0：物理 1：法术 2：真实 3：物理附加伤害 4：法术附加伤害"},"伤害值来源 1触发事件值","参数1","参数2","伤害类型 0：物理 1：法术 2：真实 3：物理附加伤害 4：法术附加伤害"]
["将吸取属性变永久","英雄属性","buff专用","167-将吸取属性变永久","SuckPropForever",167,"1=是否将施法者吸取属性变永久；2=是否将拥有者吸取属性变永久","是否将施法者吸取属性变永久","是否将拥有者吸取属性变永久"]
["根据施法者身上存在目标标签计数加成属性","英雄属性","buff专用","168-根据施法者身上存在目标标签计数加成属性","AddPropBySign",168,"1=增伤率1/减伤率2/暴击率3/暴击伤害4/攻击力5/造成真实伤害6/易伤率7/吸血率8/治疗增益9/系统减伤率10/额外攻击力千分比11/忽略减伤率12；2=生效技能：0所有/1仅普攻/2仅大招/3仅小技能/指定id技能；3=标签id；4=每层计数增加千分比；5=最大层数","增伤率1/减伤率2/暴击率3/暴击伤害4/攻击力5/造成真实伤害6/易伤率7/吸血率8/治疗增益9/系统减伤率10/额外攻击力千分比11/忽略减伤率12","生效技能：0所有/1仅普攻/2仅大招/3仅小技能/指定id技能","标签id","每层计数增加千分比","最大层数"]
["添加护盾增益","效果类","buff专用","169-添加护盾增益","AddShieldGain",169,"1=增益类型见详情","增益类型见详情"]
["召唤幻象","召唤怪物","否","170-召唤幻象","SummonPhantom",170,"1=幻象本体选取规则 1敌方中随机；2=数量；3=特征ID；4=属性ID；5=坐标组Id","幻象本体选取规则 1敌方中随机","数量","特征ID","属性ID","坐标组Id"]
["特殊伤害（飞沙走石）","伤害类","否","171-特殊伤害（飞沙走石）","SpecialDmgFSZS",171,"1=计算源属性 0攻击力 1防御力 2初始血量上限；2=伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害；3=伤害倍率；4=增加伤害倍率；5=增加伤害倍率判定buff；6=血量千分比","计算源属性 0攻击力 1防御力 2初始血量上限","伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害","伤害倍率","增加伤害倍率","增加伤害倍率判定buff","血量千分比"]
["召唤法术场(目标为起点，目标朝向为方向)","召唤法术场","否","172-召唤法术场(目标为起点，目标朝向为方向)","MagicFieldJGFD",172,{"$f":"IF(H167=\"\",\"\",$H$4&H167)&IF(I167=\"\",\"\",$I$4&I167)&IF(J167=\"\",\"\",$J$4&J167)&IF(K167=\"\",\"\",$K$4&K167)&IF(L167=\"\",\"\",$L$4&L167)&IF(M167=\"\",\"\",$M$4&M167)","v":"1=怪物descId；2=释放时离起点距离；3=移动距离；4=存在时间；5=添加buffId"},"怪物descId","释放时离起点距离","移动距离","存在时间","添加buffId"]
["buff条件反伤","效果类","buff专用","173-buff条件反伤","ConditionBackHurt",173,"1=源 1.伤害 2.格挡处理前的伤害；2=伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害；3=反伤千分比；4=条件类型；5=条件参数1；6=条件参数2","源 1.伤害 2.格挡处理前的伤害","伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害","反伤千分比","条件类型","条件参数1","条件参数2"]
["buff创建子弹","召唤子弹","buff专用","174-buff创建子弹","BuffCreateBullet",174,"1=子弹技能id；2=创建位置 0施法者 1buff拥有者 2：事件目标被动；3=目标 1事件的施法者 2buff拥有者 3拥有者周围随机敌人 4场上所有敌人 5施法者当前释放技能的选取目标；4=创建偏移距离；5=击中effectHit；6=目标选取参数 范围半径","子弹技能id","创建位置 0施法者 1buff拥有者 2：事件目标被动","目标 1事件的施法者 2buff拥有者 3拥有者周围随机敌人 4场上所有敌人 5施法者当前释放技能的选取目标","创建偏移距离","击中effectHit","目标选取参数 范围半径"]
["清理标记","效果类","否","175-清理标记","ClearSign",175,"1=标记创建者 0 施法者 1 buff 2 目标（标记在施法者身上）；2=标记id","标记创建者 0 施法者 1 buff 2 目标（标记在施法者身上）","标记id"]
["十胜石,强制转移","独立特性","否","176-十胜石,强制转移","SSSForceTransfer",176,"1=坐标组id","坐标组id"]
["御天侍卫吸收能量碎片","独立特性","否","177-御天侍卫吸收能量碎片","YTSWSuckEnergy",177,"1=判断buffId；2=判断宽度；3=目标附加buffId；4=射线表现buffId；5=施法者附加buffId","判断buffId","判断宽度","目标附加buffId","射线表现buffId","施法者附加buffId"]
["特殊伤害（倍率随指定buff层数增加）","伤害类","否","178-特殊伤害（倍率随指定buff层数增加）","DmgRateAddByBuffLayer",178,"1=计算源属性 0攻击力 1防御力 2初始血量上限；2=伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害；3=伤害倍率；4=buffId；5=步进倍率；6=buff源 0施法者 1目标 2buff拥有者","计算源属性 0攻击力 1防御力 2初始血量上限","伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害","伤害倍率","buffId","步进倍率","buff源 0施法者 1目标 2buff拥有者"]
["相对位置召唤","召唤怪物","否","179-相对位置召唤","SummonOffset",179,{"$f":"IF(H174=\"\",\"\",$H$4&H174)&IF(I174=\"\",\"\",$I$4&I174)&IF(J174=\"\",\"\",$J$4&J174)&IF(K174=\"\",\"\",$K$4&K174)&IF(L174=\"\",\"\",$L$4&L174)&IF(M174=\"\",\"\",$M$4&M174)","v":"1=召唤物id；2=数量；3=特征ID；4=属性ID；5=召唤位置:0目标位置，大于0施法位置偏移，小于0目标位置偏移；6=最大数量"},"召唤物id","数量","特征ID","属性ID","召唤位置:0目标位置，大于0施法位置偏移，小于0目标位置偏移","最大数量"]
["替换大招","效果类","否","180-替换大招","ReplaceManualSpell",180,"1=新大招spellId","新大招spellId"]
["每损失X血量加buff","添加buff","buff专用","181-每损失X血量加buff","PerLostHpValueAddBuff",181,"1=血量值；2=buffId；3=buff等级","血量值","buffId","buff等级"]
["设置彩蛋触发成功","效果类","否","182-设置彩蛋触发成功","SetPaintedEggSuccess",182,"1=彩蛋Id","彩蛋Id"]
["按千分比损失血量上限","英雄属性","buff专用","183-按千分比损失血量上限","LoseHpMaxByRate",183,"1=千分比","千分比"]
["千分比治疗，雷霆的庇佑","治疗类","否","184-千分比治疗，雷霆的庇佑","HpRateHealLTBY",184,"1=初始千分比；2=衰减判断buffId；3=每层衰减千分比；4=是否受治疗加成 0不受 1受","初始千分比","衰减判断buffId","每层衰减千分比","是否受治疗加成 0不受 1受"]
["根据种族英雄数量加符印","效果类","否","185-根据种族英雄数量加符印","AddRuneByLineRaceNum",185,"1=符文id；2=种族 1人 2神 3妖 4宙神 5虚空；3=每个英雄增加符文数量；4=最大值","符文id","种族 1人 2神 3妖 4宙神 5虚空","每个英雄增加符文数量","最大值"]
["伤害，倍率随hitindex提升","伤害类","否","186-伤害，倍率随hitindex提升","DmgRateAddByHitIdx",186,"1=计算源属性 0攻击力 1防御力 2初始血量上限；2=伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害；3=伤害倍率；4=步进倍率","计算源属性 0攻击力 1防御力 2初始血量上限","伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害","伤害倍率","步进倍率"]
["辉光之盾加护盾","添加护盾","buff专用","187-辉光之盾加护盾","ShieldHGZD",187,"1=免疫伤害记录buffid；2=护盾转换千分比；3=护盾额外增益判定buffId；4=步进千分比","免疫伤害记录buffid","护盾转换千分比","护盾额外增益判定buffId","步进千分比",null,null,"累积的伤害值80%转化为护盾继续保护目标友军，每1层“求知印记”使护盾值额外提升6%"]
["军团之手分裂","独立特性","否","188-军团之手分裂","JTZSSplit",188,{"$f":"IF(H183=\"\",\"\",$H$4&H183)&IF(I183=\"\",\"\",$I$4&I183)&IF(J183=\"\",\"\",$J$4&J183)&IF(K183=\"\",\"\",$K$4&K183)&IF(L183=\"\",\"\",$L$4&L183)&IF(M183=\"\",\"\",$M$4&M183)","v":"1=子弹技能id；2=子弹hitindex；3=落地最大半径；4=落地模型检测半径；5=分裂数量"},"子弹技能id","子弹hitindex","落地最大半径","落地模型检测半径","分裂数量"]
["军团之手召唤","独立特性","否","189-军团之手召唤","JTZSSummmon",189,"1=怪物id；2=属性继承千分比","怪物id","属性继承千分比"]
["军团之手融合","独立特性","否","190-军团之手融合","JTZSMix",190,"1=被融合召唤物id；2=子弹技能id；3=子弹hitindex","被融合召唤物id","子弹技能id","子弹hitindex"]
["闪现","效果类","否","191-闪现","Flash",191,"1=坐标选取规则（见详细说明）","坐标选取规则（见详细说明）"]
["刷新继承属性","英雄属性","否","192-刷新继承属性","FlushInheritProp",192,"1=属性id；2=继承属性比例","属性id","继承属性比例"]
["召唤不动法术场","召唤法术场","否","193-召唤不动法术场","NoMoveMagicField",193,"1=法术场id；2=数量；3=添加buffId；4=召唤点选取方式 1:目标周围圆环随机分布 2:目标周围（优先连线身后）3:事件目标被动所处位置；5=选取参数1 圆环随机：最小半径；6=选取参数2 圆环随机：最大半径","法术场id","数量","添加buffId","召唤点选取方式 1:目标周围圆环随机分布 2:目标周围（优先连线身后）3:事件目标被动所处位置","选取参数1 圆环随机：最小半径","选取参数2 圆环随机：最大半径"]
["改变朝向","效果类","否","194-改变朝向","ChangeFacing",194,"1=0施法者朝向目标","0施法者朝向目标"]
["随机普攻cd","效果类","否","195-随机普攻cd","RandomNormalSpellCD",195,{"$f":"IF(H190=\"\",\"\",$H$4&H190)&IF(I190=\"\",\"\",$I$4&I190)&IF(J190=\"\",\"\",$J$4&J190)&IF(K190=\"\",\"\",$K$4&K190)&IF(L190=\"\",\"\",$L$4&L190)&IF(M190=\"\",\"\",$M$4&M190)","v":"1=随机范围：默认是出场随机cd"},"随机范围：默认是出场随机cd"]
["根据施法者buff层数加成属性","英雄属性","buff专用","196-根据施法者buff层数加成属性","AddPropByCasterBuffLayer",196,"1=增伤率1/减伤率2/暴击率3/暴击伤害4/攻击力5/造成真实伤害6/易伤率7/吸血率8/治疗增益9/系统减伤率10/额外攻击力千分比11/忽略减伤率12；2=生效技能：0所有/1仅普攻/2仅大招/3仅小技能/4小技能或大招/指定id技能；3=buffid；4=基础值；5=每层buff增加值","增伤率1/减伤率2/暴击率3/暴击伤害4/攻击力5/造成真实伤害6/易伤率7/吸血率8/治疗增益9/系统减伤率10/额外攻击力千分比11/忽略减伤率12","生效技能：0所有/1仅普攻/2仅大招/3仅小技能/4小技能或大招/指定id技能","buffid","基础值","每层buff增加值"]
["根据目标buff层数加成属性","英雄属性","buff专用","197-根据目标buff层数加成属性","AddPropByTargetBuffLayer",197,"1=增伤率1/减伤率2/暴击率3/暴击伤害4/攻击力5/造成真实伤害6/易伤率7/吸血率8/治疗增益9/系统减伤率10/额外攻击力千分比11/忽略减伤率12；2=生效技能：0所有/1仅普攻/2仅大招/3仅小技能/4小技能或大招/指定id技能；3=buffid；4=基础值；5=每层buff增加值","增伤率1/减伤率2/暴击率3/暴击伤害4/攻击力5/造成真实伤害6/易伤率7/吸血率8/治疗增益9/系统减伤率10/额外攻击力千分比11/忽略减伤率12","生效技能：0所有/1仅普攻/2仅大招/3仅小技能/4小技能或大招/指定id技能","buffid","基础值","每层buff增加值"]
["吸血溢出量转护盾","添加护盾","buff专用","198-吸血溢出量转护盾","OverflowStealToShield",198,"1=转换护盾buffId；2=转换千分比；3=护盾最大值占血量上限千分比","转换护盾buffId","转换千分比","护盾最大值占血量上限千分比"]
["密集轰炸伤害(根据目标数量衰减加成)","伤害类","否","199-密集轰炸伤害(根据目标数量衰减加成)","SpecialDmgMJHZ",199,"1=计算源属性 0攻击力 1防御力 2初始血量上限；2=伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害；3=伤害倍率；4=最高加成千分比；5=每多一人衰减千分比；6=最低加成千分比","计算源属性 0攻击力 1防御力 2初始血量上限","伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害","伤害倍率","最高加成千分比","每多一人衰减千分比","最低加成千分比"]
["召唤移动法术场","召唤法术场","否","200-召唤移动法术场","MoveMagicField",200,"1=法术场id；2=移动方向 1目标所在方向 2施法者朝向 3施法者背向；3=移动距离；4=附加buffId；5=移动速度；6=创建偏移距离","法术场id","移动方向 1目标所在方向 2施法者朝向 3施法者背向","移动距离","附加buffId","移动速度","创建偏移距离"]
["召唤随机弧度移动法术场","召唤法术场","否","201-召唤随机弧度移动法术场","RandomRadianMagicField",201,{"$f":"IF(H196=\"\",\"\",$H$4&H196)&IF(I196=\"\",\"\",$I$4&I196)&IF(J196=\"\",\"\",$J$4&J196)&IF(K196=\"\",\"\",$K$4&K196)&IF(L196=\"\",\"\",$L$4&L196)&IF(M196=\"\",\"\",$M$4&M196)","v":"1=法术场id；2=附加buffId；3=最小弧度；4=最大弧度；5=每帧移动弧度；6=创建偏移距离"},"法术场id","附加buffId","最小弧度","最大弧度","每帧移动弧度","创建偏移距离"]
["增加指挥官能量","效果类","否","202-增加指挥官能量","AddCommanderEnergy",202,"1=值（上限和英雄一样）","值（上限和英雄一样）"]
["特殊攻击力伤害","伤害类","否",{"$f":"F198&\"-\"&A198","v":"203-特殊攻击力伤害"},"SpecialAtkDmg",203,"1=伤害目标 0:选取目标 1:事件目标；2=攻击力来源 1.buff拥有者 2.队伍平均攻击力 3.队伍总攻击力 4.buff攻击者 5.施法攻击力*倍率+子弹来源载具攻击力*参数 6：吸收护盾287属性千分比+施法攻击百分比；3=伤害倍率；4=附加固定值伤害；5=参数","伤害目标 0:选取目标 1:事件目标","攻击力来源 1.buff拥有者 2.队伍平均攻击力 3.队伍总攻击力 4.buff攻击者 5.施法攻击力*倍率+子弹来源载具攻击力*参数 6：吸收护盾287属性千分比+施法攻击百分比","伤害倍率","附加固定值伤害","参数"]
["添加buff组中buff","添加buff","否","204-添加buff组中buff","AddBuffByGroup",204,"1=buff组id；2=规则 1.顺序遍历,加尚未拥有的一个；3=是否继承攻击者 0不 1继承；4=buff等级","buff组id","规则 1.顺序遍历,加尚未拥有的一个","是否继承攻击者 0不 1继承","buff等级"]
["抵消治疗","效果类","buff专用","205-抵消治疗","DissolveHeal",205,"1=添加数值类型: 1目标MaxHP千分比 2施法方攻击比例；2=千分比","添加数值类型: 1目标MaxHP千分比 2施法方攻击比例","千分比"]
["坐标组序列循环召唤","召唤怪物","buff专用","206-坐标组序列循环召唤","PosGroupLoopSummon",206,"1=召唤物id；2=召唤数量；3=特征ID；4=属性ID；5=起始坐标组id；6=结束坐标组id","召唤物id","召唤数量","特征ID","属性ID","起始坐标组id","结束坐标组id"]
["怪物移动到指定位置","效果类","否","207-怪物移动到指定位置","MoveToTarget",207,{"$f":"IF(H202=\"\",\"\",$H$4&H202)&IF(I202=\"\",\"\",$I$4&I202)&IF(J202=\"\",\"\",$J$4&J202)&IF(K202=\"\",\"\",$K$4&K202)&IF(L202=\"\",\"\",$L$4&L202)&IF(M202=\"\",\"\",$M$4&M202)","v":"1=目标id；2=1 最近 2 最远 3 随机"},"目标id","1 最近 2 最远 3 随机"]
["buff条件吸收伤害并免疫","效果类","buff专用","208-buff条件吸收伤害并免疫","AbsorbDmgAndImmune",208,"1=转换千分比；2=附加伤害生效类型 0所有 1指定id技能；3=参数1；4=条件类型；5=条件参数1；6=条件参数2","转换千分比","附加伤害生效类型 0所有 1指定id技能","参数1","条件类型","条件参数1","条件参数2"]
["召唤敌军","召唤怪物","否","209-召唤敌军","SummonEnemy",209,"1=召唤物id；2=数量；3=特征ID；4=属性ID；5=位置组ID,0表示施法者位置；6=最大数量","召唤物id","数量","特征ID","属性ID","位置组ID,0表示施法者位置","最大数量","召唤指定数量的怪物，并且指定特征和属性。根据数量和位置ID中顺序，出现在地图指定的位置上。"]
["技能进入cd","效果类","否","210-技能进入cd","SpellEnterCd",210,"1=技能1id；2=技能2id","技能1id","技能2id"]
["重炮蛛召唤地雷","召唤怪物","否","211-重炮蛛召唤地雷","SummonZpzMine",211,"1=召唤物id；2=召唤数量；3=特征id；4=属性id；5=最小半径；6=最大半径","召唤物id","召唤数量","特征id","属性id","最小半径","最大半径"]
["乘法叠加属性倍率","英雄属性","buff专用","212-乘法叠加属性倍率","MultiOverlayProp",212,"1=属性 1.攻击力 2防御力 3魔法防御力 4生命上限；2=千分比","属性 1.攻击力 2防御力 3魔法防御力 4生命上限","千分比"]
["召唤英雄","召唤英雄类","否","213-召唤英雄","SummonHero",213,{"$f":"IF(H208=\"\",\"\",$H$4&H208)&IF(I208=\"\",\"\",$I$4&I208)&IF(J208=\"\",\"\",$J$4&J208)&IF(K208=\"\",\"\",$K$4&K208)&IF(L208=\"\",\"\",$L$4&L208)&IF(M208=\"\",\"\",$M$4&M208)","v":"1=阵营 1我方 2敌方；2=英雄id；3=等级；4=星级；5=坐标X；6=坐标Z"},"阵营 1我方 2敌方","英雄id","等级","星级","坐标X","坐标Z"]
["概率添加多层buff","添加buff","否","214-概率添加多层buff","RandomAddBuffManyLayer",214,"1=buffId；2=一层概率；3=二层概率；4=三层概率","buffId","一层概率","二层概率","三层概率"]
["治疗溢出量转护盾","效果类","buff专用","215-治疗溢出量转护盾","OverflowHealToShield",215,"1=转换护盾buffID；2=转换千分比；3=护盾最大值血量千分比","转换护盾buffID","转换千分比","护盾最大值血量千分比"]
["增加buff的持续时间","效果类","否","216-增加buff的持续时间","AddBuffRemainTime",216,"1=buff选取规则 1.addbuff事件添加的buff 2.指定idBuff；2=延长时间(ms)；3=/buffId","buff选取规则 1.addbuff事件添加的buff 2.指定idBuff","延长时间(ms)","/buffId"]
["条件免疫伤害","效果类","buff专用","217-条件免疫伤害","ConditionImmuneDmg",217,"1=类型 1消耗能量免疫超过千分比血量上限的伤害；2=触发cd；3=参数1 能量/；4=参数2 血量上限千分比/","类型 1消耗能量免疫超过千分比血量上限的伤害","触发cd","参数1 能量/","参数2 血量上限千分比/"]
["战斗内tip提示","效果类","否","218-战斗内tip提示","BattleTipNotify",218,"1=类型","类型"]
["增加生命上限","英雄属性","buff专用","219-增加生命上限","AddHpMax",219,{"$f":"IF(H214=\"\",\"\",$H$4&H214)&IF(I214=\"\",\"\",$I$4&I214)&IF(J214=\"\",\"\",$J$4&J214)&IF(K214=\"\",\"\",$K$4&K214)&IF(L214=\"\",\"\",$L$4&L214)&IF(M214=\"\",\"\",$M$4&M214)","v":"1=类型 1千分比 2固定值 3拥有者攻击力数值的千分比 4：创造者攻击力数值的千分比；2=比率/值；3=跳过治疗飘血  0不跳过 1跳过；4=治疗值 0血量上限增加值 1保持血量比率不变；5=上限值类型 0无上限 1拥有者血量上限千分比；6=上限值参数"},"类型 1千分比 2固定值 3拥有者攻击力数值的千分比 4：创造者攻击力数值的千分比","比率/值","跳过治疗飘血  0不跳过 1跳过","治疗值 0血量上限增加值 1保持血量比率不变","上限值类型 0无上限 1拥有者血量上限千分比","上限值参数"]
["添加buff动态层数","效果类","否","220-添加buff动态层数","AddBuffDynamicLayer",220,"1=buffId；2=等级；3=类型：见详细说明","buffId","等级","类型：见详细说明"]
["按目标血量结算伤害","效果类","否","221-按目标血量结算伤害","TargetHpRateDamage",221,"1=倍率；2=伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害；3=上限值施法者属性id；4=上限属性千分比；5=施法者步进检测buff；6=每层buff步进值","倍率","伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害","上限值施法者属性id","上限属性千分比","施法者步进检测buff","每层buff步进值"]
["剑奴表现计算buff效果","效果类","否","222-剑奴表现计算buff效果","JNCalShowBuff",222,"1=表现buffid；2=单层buffidA；3=单层buffidB；4=两层buffid；5=三层buffid","表现buffid","单层buffidA","单层buffidB","两层buffid","三层buffid"]
["鲸王根据buff层数创建子弹","效果类","否","223-鲸王根据buff层数创建子弹","CetaceanKingCreateBullet",223,"1=buffId；2=移除层数；3=子弹技能id；4=子弹击中后的effect 的 hitindex；5=随机起始角度；6=随机结束角度","buffId","移除层数","子弹技能id","子弹击中后的effect 的 hitindex","随机起始角度","随机结束角度"]
["修改技能hit间隔和次数","效果类","否","224-修改技能hit间隔和次数","ChangeSpellHitTime",224,"1=基础hit次数；2=上限hit次数；3=类型：1.每xx普攻攻速提升一次hit；4=参数；5=预留后摇时间","基础hit次数","上限hit次数","类型：1.每xx普攻攻速提升一次hit","参数","预留后摇时间"]
["艾玛概率添加buff","效果类","否","225-艾玛概率添加buff","AiMaProAddBuff",225,{"$f":"IF(H220=\"\",\"\",$H$4&H220)&IF(I220=\"\",\"\",$I$4&I220)&IF(J220=\"\",\"\",$J$4&J220)&IF(K220=\"\",\"\",$K$4&K220)&IF(L220=\"\",\"\",$L$4&L220)&IF(M220=\"\",\"\",$M$4&M220)","v":"1=buffId；2=基础时间；3=精准值达到20持续时间；4=精准值达到60持续时间"},"buffId","基础时间","精准值达到20持续时间","精准值达到60持续时间"]
["根据buff等级减少技能等级","效果类","buff专用","226-根据buff等级减少技能等级","ReduceSpellLvByBuff",226,"1=0所有/1仅普攻/2仅大招/3仅小技能 其他指定id技能；2=增减层数","0所有/1仅普攻/2仅大招/3仅小技能 其他指定id技能","增减层数"]
["艾玛箭雨创建子弹","效果类","否","227-艾玛箭雨创建子弹","AiMaCreateBullet",227,"1=子弹类型；2=子弹速度；3=击中effectHit；4=子弹偏移半径；5=子弹偏移角度；6=施法者是否朝向目标","子弹类型","子弹速度","击中effectHit","子弹偏移半径","子弹偏移角度","施法者是否朝向目标"]
["减少buff cd 时间","效果类","buff专用","228-减少buff cd 时间","BuffReduceBuffCD",228,"1=被减少的buffId；2=每层减少毫秒；3=最大减少毫秒","被减少的buffId","每层减少毫秒","最大减少毫秒"]
["条件移除buff","效果类","否","229-条件移除buff","ConditionRemoveBuff",229,"1=条件类型；2=条件参数1；3=条件参数2；4=buffId；5=移除层数 -1.移除一半(向下取整7移3) 0.全部移除；6=是否强制移除","条件类型","条件参数1","条件参数2","buffId","移除层数 -1.移除一半(向下取整7移3) 0.全部移除","是否强制移除"]
["根据施法者属性调整伤害属性","效果类","buff专用",{"$f":"F225&\"-\"&A225","v":"230-根据施法者属性调整伤害属性"},"ChangeDmgPropByCasterProp",230,"1=增伤率1/减伤率2/暴击率3/暴击伤害4/攻击力5/造成真实伤害6/易伤率7/吸血率8/治疗增益9/系统减伤率10/额外攻击力千分比11/忽略减伤率12；2=生效技能：0所有/1仅普攻/2仅大招/3仅小技能/4小技能或大招/指定id技能；3=功能类型：1.施法者每有p4精准值加成p5；4=功能参数；5=功能参数；6=上限值p6","增伤率1/减伤率2/暴击率3/暴击伤害4/攻击力5/造成真实伤害6/易伤率7/吸血率8/治疗增益9/系统减伤率10/额外攻击力千分比11/忽略减伤率12","生效技能：0所有/1仅普攻/2仅大招/3仅小技能/4小技能或大招/指定id技能","功能类型：1.施法者每有p4精准值加成p5","功能参数","功能参数","上限值p6"]
["随机移动","效果类","buff专用","231-随机移动","RandomMove",231,"1=坐标选取方式 1.出生点半径内随机移动；2=参数","坐标选取方式 1.出生点半径内随机移动","参数"]
["血鹰扇形发射羽刃","效果类","否","232-血鹰扇形发射羽刃","XYSectorSendPlume",232,{"$f":"IF(H227=\"\",\"\",$H$4&H227)&IF(I227=\"\",\"\",$I$4&I227)&IF(J227=\"\",\"\",$J$4&J227)&IF(K227=\"\",\"\",$K$4&K227)&IF(L227=\"\",\"\",$L$4&L227)&IF(M227=\"\",\"\",$M$4&M227)","v":"1=羽刃法术场id；2=首次伤害倍率；3=多次伤害倍率；4=羽刃数量；5=扇形角度；6=羽刃伤害长度"},"羽刃法术场id","首次伤害倍率","多次伤害倍率","羽刃数量","扇形角度","羽刃伤害长度"]
["血鹰收回羽刃","效果类","否","233-血鹰收回羽刃","XYTakeBackPlume",233,"1=羽刃法术场id；2=回收子弹id；3=回收子弹hitIndex；4=羽毛回收表现buffId","羽刃法术场id","回收子弹id","回收子弹hitIndex","羽毛回收表现buffId"]
["血鹰羽刃子弹每帧逻辑","效果类","否","234-血鹰羽刃子弹每帧逻辑","XYPlumeFrameLogic",234,"1=伤害半径；2=首次伤害倍率；3=多次伤害倍率；4=飞行结束创建的法术场id","伤害半径","首次伤害倍率","多次伤害倍率","飞行结束创建的法术场id"]
["凯旋之翼曲线子弹","效果类","否","235-凯旋之翼曲线子弹","KXZYCurveBullet",235,"1=子弹基础数量；2=额外子弹判定buff；3=击中effectHit；4=区域半径；5=范围子弹击中effectHit","子弹基础数量","额外子弹判定buff","击中effectHit","区域半径","范围子弹击中effectHit"]
["buff期间受击次数造成伤害(配合SpellBuffEffectDmgByAttackedDesc使用)","效果类","buff专用","236-buff期间受击次数造成伤害(配合SpellBuffEffectDmgByAttackedDesc使用)","BuffDmgByAttacked",236,"1=伤害表值为:0 固定值 1 千分比；2=伤害类型物理/法术/真伤 0/1/2","伤害表值为:0 固定值 1 千分比","伤害类型物理/法术/真伤 0/1/2"]
["按比例修改当前血量","效果类","否","237-按比例修改当前血量","SetHpByRate",237,"1=血量千分比","血量千分比"]
["补充护盾值","效果类","否","238-补充护盾值","AddShieldValue",238,"1=护盾buffId；2=值计算规则 1.按最大护盾值千分比 2.按最大护盾值千分比（倍率随hit数增加）；3=基础倍率；4=规则参数：步进倍率；5=步进所需hit数；6=最大倍率","护盾buffId","值计算规则 1.按最大护盾值千分比 2.按最大护盾值千分比（倍率随hit数增加）","基础倍率","规则参数：步进倍率","步进所需hit数","最大倍率"]
["多颜色软泥怪机制","效果类","否","239-多颜色软泥怪机制","ColourMudRule",239,"1=软泥判定buffidA；2=软泥判定buffidB；3=软泥判定buffidC；4=数量要求","软泥判定buffidA","软泥判定buffidB","软泥判定buffidC","数量要求"]
["受击频率检测(只能由interval事件触发)","效果类","buff专用","240-受击频率检测(只能由interval事件触发)","HurtHzCheck",240,"1=时间（毫秒）；2=次数要求；3=检测成功给拥有者施加buffId；4=触发cd(毫秒)","时间（毫秒）","次数要求","检测成功给拥有者施加buffId","触发cd(毫秒)"]
["创建指定id子弹","效果类","否","241-创建指定id子弹","CreateBulletById",241,"1=子弹技能id；2=子弹hitindex","子弹技能id","子弹hitindex"]
["召唤共生体","召唤怪物","否","242-召唤共生体","SummonSymbiont",242,"1=召唤物id；2=阵营中心X偏移量；3=阵营中心Z偏移量；4=继承血量千分比；5=继承攻击力千分比；6=继承防御力千分比","召唤物id","阵营中心X偏移量","阵营中心Z偏移量","攻转血千分比","继承攻击力千分比","继承防御力千分比"]
["伤害延迟附加（该效果要跟244配在用一个buff里）","添加buff","buff专用","243-伤害延迟附加（该效果要跟244配在用一个buff里）","BuffDelayDmgAdd",243,"1=延迟伤害比例 千分比；2=均分成多少次","延迟伤害比例 千分比","均分成多少次"]
["伤害延迟效果，延迟伤害需要用这来打伤害","伤害类","buff专用","244-伤害延迟效果，延迟伤害需要用这来打伤害","BuffDelayDmg",244,""]
["根据buffType2层数打真实伤害","伤害类",null,"245-根据buffType2层数打真实伤害","DmgByBuffType2Layer",245,"1=buffType2类型；2=基础倍率；3=每层倍率；4=最大层数限制；5=boss最大层数限制；6=限制值防御力千分比","buffType2类型","基础倍率","每层倍率","最大层数限制","boss最大层数限制","限制值防御力千分比"]
["平衡施法者和目标血量","效果类",null,"246-平衡施法者和目标血量","BalanceHp",246,""]
["设置单次受击掉血上限值","效果类","buff专用",{"$f":"F242&\"-\"&A242","v":"247-设置单次受击掉血上限值"},"SetBeHurtMaxDmg",247,{"$f":"IF(H242=\"\",\"\",$H$4&H242)&IF(I242=\"\",\"\",$I$4&I242)&IF(J242=\"\",\"\",$J$4&J242)&IF(K242=\"\",\"\",$K$4&K242)&IF(L242=\"\",\"\",$L$4&L242)&IF(M242=\"\",\"\",$M$4&M242)","v":"1=值来源： 0:无 1：buff拥有者生命上限 2：就是参数值；2=值参数1；3=值参数2；4=触发条件 0无 1.仅单体；5=成功触发施加表现buffId"},"值来源： 0:无 1：buff拥有者生命上限 2：就是参数值","值参数1","值参数2","触发条件 0无 1.仅单体","成功触发施加表现buffId"]
["召唤追随者","效果类","buff专用","248-召唤追随者","SummonFollower",248,"1=怪物id；2=坐标X偏移量；3=坐标Z偏移量；4=协同攻击buffId","怪物id","坐标X偏移量","坐标Z偏移量","协同攻击buffId"]
["帮别人创建子弹","效果类",null,"249-帮别人创建子弹","HelpOtherCreateBullet",249,"1=子弹施法者 1.创造者；2=子弹技能id；3=子弹击中后的effect 的 hitindex","子弹施法者 1.创造者","子弹技能id","子弹击中后的effect 的 hitindex"]
["骸骨纹章伤害(伤害多个目标时附加伤害)","效果类","buff专用","250-骸骨纹章伤害(伤害多个目标时附加伤害)","SkeletaltGadDmg",250,"1=攻击力倍率；2=伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害；3=人数要求；4=触发间隔","攻击力倍率","伤害类型 0物理 1法术 2真实伤害 3附加物理伤害 4附加魔法伤害","人数要求","触发间隔"]
["更新属性","英雄属性","buff专用","251-更新属性","UpdateProp",251,"1= 来源 0：走自由修改 1：全体队友护盾值；2=属性ID；3=属性值 0：代表清0"," 来源 0：走自由修改 1：全体队友护盾值","属性ID","属性值 0：代表清0"]
["莫瑞亚米种子转移","效果类",null,"252-莫瑞亚米种子转移","MRYMBuffTrans",252,"1=buff组id；2=默认buffId；3=buff等级源技能1；4=buff等级源技能2","buff组id","默认buffId","buff等级源技能1","buff等级源技能2"]
["强制释放技能","效果类",null,"253-强制释放技能","ForceCastSpell",253,"1=目标选取方式 1.上次大招选取位置；2=技能选取方式 1.p3-p5中已学会的技能；6=特殊类型：1.能触发aoe指挥官","目标选取方式 1.上次大招选取位置","技能选取方式 1.p3-p5中已学会的技能",null,null,null,"特殊类型：1.能触发aoe指挥官"]
["动态倍率伤害","伤害类",null,"254-动态倍率伤害","DynamicRateDmg",254,"1=计算源属性 0攻击力 1防御力 2初始生命上限；2=伤害类型 0物理 1法术 2真实伤害；3=基础倍率；4=动态规则（见详细说明）","计算源属性 0攻击力 1防御力 2初始生命上限","伤害类型 0物理 1法术 2真实伤害","基础倍率","动态规则（见详细说明）"]
["添加阵营功能","效果类",null,"255-添加阵营功能","AddSideFunction",255,"1=功能类型：1.召唤宝物支配核晶；2=参数见详细说明","功能类型：1.召唤宝物支配核晶","参数见详细说明"]
["增加阵营功能记录值","效果类",null,"256-增加阵营功能记录值","AddSideFunctionRecordValue",256,"1=功能类型：1.召唤宝物支配核晶；2=增加值","功能类型：1.召唤宝物支配核晶","增加值"]
["添加次级治疗效果","添加buff",null,"257-添加次级治疗效果","AddSecondaryHealEffect",257,"1=转化为次级治疗量的千分比；2=次级治疗次数；3=次级治疗buffId","转化为次级治疗量的千分比","次级治疗次数","次级治疗buffId"]
["执行次级治疗","效果类",null,"258-执行次级治疗","SecondaryHeal",258]
["丹尼尔召唤","召唤怪物",null,"259-丹尼尔召唤","DNESummon",259,{"$f":"IF(H254=\"\",\"\",$H$4&H254)&IF(I254=\"\",\"\",$I$4&I254)&IF(J254=\"\",\"\",$J$4&J254)&IF(K254=\"\",\"\",$K$4&K254)&IF(L254=\"\",\"\",$L$4&L254)&IF(M254=\"\",\"\",$M$4&M254)","v":"1=召唤物id；2=攻转血千分比；3=角度；4=距离；5=位置配置 1目标坐标点周围圆形范围内随机找点召唤。2召唤物强行移动到目标点，然后把原本在目标点的怪物挤开；6=1：替换老的 2：共存 （默认1）"},"召唤物id","攻转血千分比","角度","距离","位置配置 1目标坐标点周围圆形范围内随机找点召唤。2召唤物强行移动到目标点，然后把原本在目标点的怪物挤开","1：替换老的 2：共存 （默认1）"]

{"sheet":"_目标选取说明","index":2,"n_rows":1,"n_cols":7,"rows_kept":1,"cut":false,"hidden":false,"merged":[]}
["_目标类型\n0 就是攻击目标\n1 全体\n2 敌方\n3 友方\n4 自己(施法者)\n5 指定位置\n6 效果选择\n7 友方descID(目标参数1表示id)\n8 敌方descID(目标参数1表示id)\n9 使用上个效果目标\n10 buff的拥有者\n11 buff的施法者\n12 施法者的召唤物\n13 buff拥有者的敌方\n14 descID不包含自己(目标参数1表示id)\n15 施法者的创造者\n16 buff拥有者的ai目标\n17 友方不包括自己\n18 buff的攻击者\n19 施法者的召唤物(不过滤法术场，影子等)\n20 我方指挥官\n21 自己的载具\n22 事件目标主动\n23 事件目标被动","_区域类型\n0 不允许填0\n1 目标P2P\n2 圆形\n3 矩形\n4 扇形\n5 三环圆\n6 目标阵营全体\n7 选择点为圆心的扇形(基本上是目标)\n8 有偏移的圆,只能是施法者偏移\n9 选择点距离为长度的矩形\n10 御天侍卫能量柱\n11 buff拥有者朝向矩形\n12 Z轴范围","_区域参数1\n1:/\n2:圆的半径\n3:矩形宽\n4:扇形半径\n5:圆半径\n6:\n8:半径\n9:矩形宽\n10:buffId\n11:矩形宽\n12:最小z值(大于等于)","_区域参数2\n1:/\n2:/1强制以开始释放技能时候施法者为圆心/2施法者为圆心\n3:矩形长\n4:扇形弧度\n5:中心与三圆心间距\n6:\n8:距离\n10:矩形宽度\n11:矩形长\n12:最大z值(小于)","_区域参数3\n4:/0以选择点\n  /1以施法者朝向\n  /2以施法者背向\n8:角度\n10:能量柱寻敌半径","_过滤规则\n0.默认不处理\n1.距离近优先\n2.距离远优先\n3.血量少优先\n4.血量多优先\n5.血量比率少\n6.血量比率多\n7.属性高优先\n8.属性低优先\n9.周围敌人多优先\n10.后排优先\n剩余见effect表格_目标过滤规则","_生效索引类型\n0：hitIdx等于0\n 或次数等于hitIdx执行\n1：次数小于hitIdx执行\n2：次数大于hitIdx执行"]

{"sheet":"_目标过滤规则","index":3,"n_rows":47,"n_cols":3,"rows_kept":47,"cut":false,"hidden":false,"merged":[]}
[null,"0.默认不处理"]
[null,"1.距离近优先"]
[null,"2.距离远优先"]
[null,"3.血量少优先"]
[null,"4.血量多优先"]
[null,"5.血量比率少"]
[null,"6.血量比率多"]
[null,"7.属性高优先"]
[null,"8.属性低优先"]
[null,"9.周围敌人多优先"]
[null,"10.后排优先(次优先级属性高)","属性id"]
[null,"11.位置靠前优先"]
[null,"12.debuff多优先"]
[null,"13.随机选择"]
[null,"14.指定buff层数少优先(无表示0层)","buffId"]
[null,"15.指定buff层数多优先(无表示0层)","buffId"]
[null,"16.测试范围内目标多优先(不能配在效果表里)"]
[null,"17.近战属性高优先"]
[null,"18.创建时间晚优先"]
[null,"19.2m内无指定敌方召唤物优先"]
[null,"20.中排优先(次优先级属性高)","属性id"]
[null,"21.前排优先(次优先级属性高)","属性id"]
[null,"22.对位优先(优先级:同排 > LineupPos和caster的LineupPos差值的绝对值小 > LineupPos小)"]
[null,"23.被控优先"]
[null,"24.范围内存在敌人距离最远优先"]
[null,"25.存在某个buff且施法者是自己的创造者优先（幽灵特种兵用）"]
[null,"26.//所处位置， p1 相对于施法者阵营，0 最前方优先 1 最后方优先"]
[null,"27.热能大招专用  优先选择布阵中排且攻击力较高；如果不存在中排，则选择生命值比率最低的"]
[null,"28.爆裂特种兵专用 协同目标:同排队友，如果不存在同排队友则选择攻击力最高的队友","0:协同目标优先 1：协同目标的ai目标优先"]
[null,"29.没有组内所有buff且攻击力高优先(优先级 没有组内所有buff > 攻击力高)"]
[null,"30.有Xbuff的优先,优先级一样随机"]
[null,"31.有组内任意buff优先"]
[null,"32.有组内任意buff和攻击力高优先"]
[null,"33.创造者的ai目标优先"]
[null,"34.以施法者为中心的8个方向"]
[null,"35.buff层数高优先，次优先级血量低","标记id"]
[null,"36.没被弹射过优先，次优先级距离目标近","0：目标 1：施法者"]
[null,"37.ai目标优先","1.次优先级距离近"]
[null,"38.技能选取目标有限","1.次优先级距离近"]
[null,"39.非重装优先","1.次优先级血量值低"]
[null,"40.距离创造者近优先"]
[null,"41.层数少的优先，次优先级是召唤物","buffId"]
[null,"42.同排优先（次优先级属性高）","属性id"]
[null,"43.指定buff层数多优先(无表示0层) 次离施法者近优先","buffId"]
[null,"44.组内buffid顺序优先,次优先级距离施法者","buff组ID"]
[null,"45.总伤害高优先"]
[null,"46.先锋职业优先","1.次优先级攻击力高"]

{"sheet":"_通用条件","index":4,"n_rows":112,"n_cols":6,"rows_kept":112,"cut":false,"hidden":false,"merged":[]}
["条件id","中文说明","英文说明","参数1","参数2","备注"]
[1,"比较caster和target的属性","CasterTargetPropCmp","小于-1/等于0/大于1","属性id"]
[2,"目标身上的debuff数量","TargetDebuffNum","小于-1/等于0/大于1","buff数量"]
[3,"目标血量","TargetHpRate","小于-1/等于0/大于1","血量千分比"]
[4,"目标objId","TargetObjId","不等于0/等于1","obj Id","策划不要填"]
[5,"目标职业","TargetProf","不等于0/等于1","1智力 2力量 3敏捷"]
[6,"施法者buff","CasterBuffId","没有buff 0/ 有buff 1","buff Id"]
[7,"目标buff","TargetBuffId","没有buff 0/ 有buff 1","buff Id"]
[8,"目标不是施法者","TargetNotCaster"]
[9,"目标不是施法目标","TargetNotCastTarget"]
[10,"周围没有队友","NoFriendAround","半径"]
[11,"比较caster和target的血量千分比","CasterTargetHpRateCmp","小于-1/等于0/大于1"]
[12,"目标DescId","TargetDescId","不等于0/等于1","descId"]
[13,"目标heroType","TargetHeroType","不等于0/等于1","heroType"]
[14,"施法者的血量千分比","CasterHpRate","小于-1/等于0/大于1","血量千分比"]
[15,"场上某种怪物数量少于几个","DescIdHeroCountLess","descId","数量"]
[16,"场上某种怪物数量等于几个","DescIdHeroCountEQ","descId","数量"]
[17,"场上某种怪物数量多于几个","DescIdHeroCountMore","descId","数量"]
[18,"目标阵营","TargetHeroSide","不等于0/等于1","阵营ID"]
[19,"施放技能id","CastSpellId"]
[20,"目标种族","TargetRace","不等于0/等于1","种族id"]
[21,"周围敌人数量>=","EnemyAroundMore","radius","敌人数量"]
[22,"buff owner 身上 buffid","OwnerBuffId","没有buff 0/ 有buff 1","buffId"]
[23,"target属性大于","TargetPropMore","id","值"]
[24,"target属性小于","TargetPropLess","id","值"]
[25,"拥有buff的敌人数量少于","BuffIdEnemyNumLess","buff id","敌人数量"]
[26,"召唤物数量","SummonCount","小于-1/等于0/大于1","数量"]
[27,"施法者buffType2","CasterBuffType2","没有buff 0/ 有buff 1","buffType2"]
[28,"目标buffType2","TargetBuffType2","没有buff 0/ 有buff 1","buffType2"]
[29,"周围敌人数量<=","EnemyAroundLE","radius","敌人数量"]
[30,"特定召唤物存在或不存在","SummonId","0 不存在, 1存在","summon id"]
[31,"目标身上存在标记","TargetHasSign","标记类型 0 施法者 1 buff","标记id"]
[32,"目标身上不存在标记","TargetNoSign","标记类型 0 施法者 1 buff","标记id"]
[33,"概率（目标血线低翻倍）","OddsDoubleByHpRate","几率","几率翻倍血量千分比"]
[34,"血量最少","LeastHp"]
[35,"同排英雄数量","SameLineHeroNum","小于-1/等于0/大于1","数量（包括自己）"]
[36,"拥有buffA的施法者放技能","CasterHasBuffAttack","buffAid","0所有 1普攻 其他：技能ID"]
[37,"目标身上有护盾buff","TargetHasShieldBuff","0没有1有","暂时没用"]
[38,"目标身上buff层数大于等于数量","TargetBuffLayerGE","buffID","层数要求"]
[39,"在目标的攻击范围内","InTargetAtkRange"]
[40,"施法者攻速","CasterAtkRate","小于-1/等于0/大于1","值"]
[41,"目标处于被控状态","TargetBeControl","0没有1有"]
[42,"是不是创建者的敌方","TargetIsCreatorEnemy","0不是 1是"]
[43,"施法者有buff1或目标有buff2","CasterBuff1OrTargetBuff2","buff1Id","buff2Id"]
[44,"施法者有buff1且目标有buff2","CasterBuff1AndTargetBuff2","buff1Id","buff2Id"]
[45,"目标是不是弹射源英雄","TargetReboundStartHero","0不是 1是 2没被弹射过 3弹射过"]
[46,"施法者能量","CasterEnergy","小于-1/等于0/大于1/小于等于-2/大于等于2","值"]
[47,"目标能量","TargetEnergy","小于-1/等于0/大于1/小于等于-2/大于等于2","值"]
[48,"最近眩晕","LatelyStun","p1 0 施法者 1 目标","p2 最近时间ms"]
[49,"熊先锋抛投目标条件","TargetXXFThrowCondition","//目标能被控且有活着的队友"]
[50,"是指定排","IsPointLine","p1:0施法者 1目标","p2: 1前排 2中排 3后排"]
[51,"buff拥有者在buff持续时间内损失血量千分比比较","OwmerLostHpRateDuration","小于-1/等于0/大于1/小于等于-2/大于等于2","千分比"]
[53,"目标处于处于某种状态","TargetInState","不处于0 处于1","状态类型"]
[54,"和施法者是不是同排","IsSameLine","p1:0不是 1是"]
[55,"施法者激活了X技能","CasterActiveSpell","技能id","技能等级"]
[56,"施法者buffType","CasterBuffType","没有buff 0/ 有buff 1","buffType"]
[57,"目标buffType","TargetBuffType","没有buff 0/ 有buff 1","buffType"]
[58,"目标正在施法","TargetCastingSpell","spellId"]
[59,"目标是ai目标","TargetISAiTarget","0施法者的 1buff拥有者的"]
[60,"施法者当前朝向没有活着的敌人","CasterFacingNoAliveEnemy","宽","长"]
[61,"施法者敌人都没有buff组内任意buff","CasterEnemyNotBuffGroup","buff组Id"]
[62,"施法者友方都没有buff组内任意buff","CasterFriendNotBuffGroup","buff组Id"]
[63,"目标攻击范围","TargetRangeType","不等于0/等于1","攻击范围：1近战 2远程"]
[64,"事件施法者不是buff的施法者","EventCasterNotBuffCaster"]
[65,"有buff组中任意一个buff","HaveBuffGroupAnyone","0目标 1施法者","组id"]
[66,"触发了彩蛋且场上存在指定desdid对象","TriggerEgg","彩蛋id","desdid"]
[67,"目标与其ai目标的距离","DistTargetToHisAi","小于-1/等于0/大于1/小于等于-2/大于等于2","距离"]
[68,"目标半径内存在有buff的队友","TargetRadiusHasBuffFriend","半径","buffId"]
[69,"施法者身上存在一定数量目标标记 signType == signType.Target","CasterHasTargetSign","signId","count"]
[70,"所在半场","InSide","0 己方 1 敌方"]
[71,"目标没有buff组中任意buff","TargetNoBuffGroupAnyone","buff组id"]
[72,"目标在施法者身前","TargetInFrontOfCaster","弧度","半径"]
[73,"目标与施法者距离","TargetToCasterDist","p1小于-1，等于0，大于1, 小于等于-2, 大于等于2","距离"]
[74,"目标周围有敌人","TargetAroundHaveEnemy","0没有 1有","半径"]
[75,"施法者符文数量大于等于","CasterRuneAbove","符文id","数量"]
[76,"施法者符文数量小于","CasterRuneLess","符文id","数量"]
[77,"施法者身上buff层数大于等于数量","CasterBuffLayerGE","buffID","层数要求"]
[78,"目标阵营仅目标存活","OnlyTargetAlive"]
[79,"施法者没有buff组中任意buff","CasterNoBuffGroupAnyone","buff组id"]
[80,"目标是否免疫控制","TargetImmuneControl","0不免疫 1免疫"]
[81,"在特定副本里","InSpecifiedMainland","副本类型","子类型"]
[82,"在指定怪物组里且无指定IDbuff","SpecifiedDescIdGroup","怪物组id","buffID"]
[83,"正在释放技能伤害敌人数量要求","CastingSpellDmgHeroCount","小于-1/等于0/大于1/小于等于-2/大于等于2","数量"]
[84,"目标职业","TargetProfType","0不是 1是","1护卫 2战士 3格斗 4游侠 5辅助 6远程"]
[85,"施法者有事件目标创建的标记","CasterHasEventTargetSign","标记id","数量要求"]
[86,"施法者所在位置相对目标朝向的偏移角度(范围-360~360)","CasterWithTargetFacingOffsetAngle","左闭区间","右开区间"]
[87,"指定id技能且目标死亡","PointSpellAndTargetDead","技能id"]
[88,"施法者普攻射程内存不存在敌人","NormalSpellRangeHaveEnemy","0不存在 1存在"]
[89,"施法者指定属性值全队最高","CheckPropValuesTeamMax","属性id"]
[90,"周围友军数量小于等于","FriendAroundLE","半径","数量"]
[91,"周围友军数量大于等于","FriendAroundGE","半径","数量"]
[92,"施法者buff层数小于等于","CasterBuffLayerLE","buffId","层数"]
[93,"大招选取目标数量","ManualSpellSelectTargetNum","小于-1/等于0/大于1/小于等于-2/大于等于2","数量"]
[94,"释放技能id且施法者血量比率低于x","PointSpellAndCasterHpRateLow","技能id","血量比率要求"]
[95,"释放技能id且施法者精准值大于等于X","PointSpellAndCasterSpellHitMore","技能id","精准值要求"]
[96,"buff拥有者属性大于","BuffOwnerPropMore","属性id","属性值"]
[97,"buff拥有者属性小于","BuffOwnerPropLess","属性id","属性值"]
[98,"施法者属性大于","CasterPropMore","属性id","属性值"]
[99,"施法者属性小于","CasterPropLess","属性id","属性值"]
[100,"施法者没有激活技能","CasterNotActiveSpell","技能id","技能等级"]
[101,"目标在施法者身后","TargetInBackOfCaster","弧度","半径"]
[102,"英雄没有怪物组中的任意队友","NoGroupIdAnyFriend","0施法者 1目标","组id"]
[103,"目标距离施法者创造者","TargetToCasterCreatorDist","p1小于-1，等于0，大于1, 小于等于-2, 大于等于2","距离"]
[104,"创造者属性大于","CreatorPropMore","属性id","属性值"]
[105,"施法者heroType","CasterHeroType","不等于0/等于1","heroType"]
[106,"拥有buff的敌人数量大于等于","BuffIdEnemyNumMore","buff id","敌人数量"]
[107,"拥有BUFF的敌人（除自身外）","OtherBuffOwners","buff id"]
[108,"目标不是弹射源英雄施法者X技能达到X等级","TaNotReboundCaActiveSpell","技能id","技能等级"]
[109,"目标不是弹射源英雄过施法者X技能没达到X等级","TaNotReboundCaNotActiveSpell","技能id","技能等级"]
[110,"目标有没有被该次技能伤害过","BeHurtBySpellSeq","0没伤害过 1伤害过"]
[111,"己方上阵指定职业英雄数量大于等于","LineProfTypeHeroNumGE","职业类型","数量要求"]
[112,"是PVP战斗","IsPVPMainLand"]

{"sheet":"_属性类","index":5,"n_rows":95,"n_cols":10,"rows_kept":95,"cut":false,"hidden":false,"merged":[]}
["类型","修改属性","修改属性ID","修改数值类型","修改属性中文名","配置说明"]
["属性修改类","CSPropIDType_Hp",1,"值","当前生命","//当前生命"]
[null,"maxHp_int",89,"值","最大生命",{"$f":"E3&\"_\"&D3","v":"最大生命_值"}]
[null,"atk_int",91,"值","攻击","攻击_值"]
[null,"magicCri_int",187,"值","法术暴击（0不暴击)","法术暴击（0不暴击)_值"]
[null,"maxHp_rate",50,"千分比","最大生命（不需要治疗）","最大生命（不需要治疗）_千分比"]
[null,"TotalRateDef",53,"千分比","总物防(总防御力）","总物防(总防御力）_千分比"]
[null,"TotalRateMagicDef",54,"千分比","总魔防（没用）","总魔防（没用）_千分比"]
[null,"Total_Hit",97,"千分比","命中","命中_千分比"]
[null,"Total_Dodge",98,"千分比","闪避","闪避_千分比"]
[null,"cri_rate",94,"千分比","暴击率",{"$f":"E11&\"_\"&D11","v":"暴击率_千分比"}]
[null,"criPower_rate",95,"千分比","暴击伤害","暴击伤害_千分比"]
[null,"atk_rate",52,"千分比","攻击","攻击_千分比"]
[null,"DmgRate",112,"千分比","增加伤害","增加伤害_千分比"]
[null,"UndmgRate",113,"千分比","减少伤害","减少伤害_千分比"]
[null,"EasyHurtRate",145,"千分比","易伤(受伤增加)","易伤(受伤增加)_千分比"]
[null,"DmgConvRate",146,"千分比","伤害转化率","伤害转化率_千分比"]
[null,"SystemUnDmgRate",150,"千分比","系统减伤率","系统减伤率_千分比"]
[null,"Steal_rate",115,"千分比","吸血",{"$f":"E19&\"_\"&D19","v":"吸血_千分比"}]
[null,"BlockRate ",101,"千分比","格挡率","格挡率_千分比"]
[null,"BlockPower",102,"千分比","格挡效果","格挡效果_千分比"]
[null,"BaseRateHpMax",42,"千分比","基础生命率","基础生命率_千分比",null,null,null,"基础率一般适用于装备和天赋属性，如果是战斗用buff修改属性，则使用全局变量"]
[null,"BaseRateSpeed",43,"千分比","基础速度率","基础速度率_千分比"]
[null,"BaseRateAtk",44,"千分比","基础攻击率","基础攻击率_千分比"]
[null,"BaseRateDef",45,"千分比","基础物防率","基础物防率_千分比"]
[null,"BaseRateMagicDef",46,"千分比","基础魔防率","基础魔防率_千分比"]
[null,"BaseRateAllDef",47,"千分比","基础防御率","基础防御率_千分比"]
[null,"BaseRateAllProp",48,"千分比","基础属性","基础属性_千分比"]
[null,"TotalRateSpeed",51,"千分比","移动速度加成千分比","移动速度加成千分比"]
[null,"ExtraAtk",151,"值","攻击力附加值","固定值攻击力不受比例加成影响"]
[null,"ExtraDef",152,"值","防御力附加值","固定值防御力不受比例加成影响"]
[null,"ExtraHpMax",154,"值","血量附加值","固定值血量不受比例加成影响"]
[null,"PhysicalRateAdd",172,"千分比","物理伤害加成",{"$f":"E33&\"_\"&D33","v":"物理伤害加成_千分比"}]
[null,"PhysicalRateRdu",173,"千分比","物理伤害抵抗","物理伤害抵抗_千分比"]
[null,"TotalHeal",118,"千分比","治疗效果","治疗效果_千分比"]
[null,"BeHeal ",119,"千分比","被治疗效果","被治疗效果_千分比"]
[null,"MagicDmgReduceRate",188,"千分比","魔法伤害减免千分比","魔法伤害减免千分比_千分比"]
[null,"MagicDmgAddRate",191,"千分比","魔法伤害提升千分比","魔法伤害提升千分比_千分比"]
[null,"ReboundRate",212,"千分比","反弹伤害","反弹伤害_千分比"]
[null,"Energy",210,"值","能量","能量_值"]
[null,"GetEnergyRate",213,"千分比","回能效果","回能效果_千分比"]
[null,"AtkSpeedValue",99,"千分比","加速值","加速值_千分比"]
[null,"AtkSpeedRate",100,"千分比","加速比例","加速比例_千分比"]
[null,"NextActiveAddDmg",230,"千分比","下次主动技能伤害加成","下次主动技能伤害加成"]
[null,"ForBitMove",231,"值","禁止移动","大于0就无法移动"]
[null,"ShieldAddRate",239,"千分比","护盾额外千分比(施法)"]
[null,"CriDmgDerateRate",244,"千分比","暴击伤害的减免率"]
[null,"IgnoreDefRate",245,"千分比","无视防御比率"]
[null,"CounterTankRate",246,"千分比","对坦克英雄的伤害增加"]
[null,"NorAtkExtraUndmg",247,"千分比","对普攻伤害的减免"]
[null,"CounterMeleeCriRate",251,"千分比","对近战英雄的暴击率增加"]
[null,"CounterRemoteCriRate",252,"千分比","对远程英雄的暴击率增加"]
[null,"CounterMeleeCriPower",253,"千分比","对近战英雄的暴伤增加"]
[null,"CounterRemoteCriPower",254,"千分比","对远程英雄的暴伤增加"]
[null,"ReductionMeleeCriRate",255,"千分比","对近战英雄的暴击率减免"]
[null,"ReductionRemoteCriRate",256,"千分比","对远程英雄的暴击率减免"]
[null,"ReductionMeleeCriPower",257,"千分比","对近战英雄的暴伤减免"]
[null,"ReductionRemoteCriPower",258,"千分比","对远程英雄的暴伤减免"]
[null,"CounterMeleeBlockRate",259,"千分比","对近战英雄的格挡率增加"]
[null,"CounterRemoteBlockRate",260,"千分比","对远程英雄的格挡率增加"]
[null,"CounterMeleeBlockPower",261,"千分比","对近战英雄的格挡效果增加"]
[null,"CounterRemoteBlockPower",262,"千分比","对远程英雄的格挡效果增加"]
[null,"CounterMeleeHit",263,"千分比","对近战英雄的命中率增加"]
[null,"CounterRemoteHit",264,"千分比","对远程英雄的命中率增加"]
[null,"ReductionMeleeDmgRate",265,"千分比","对近战英雄的伤害减免"]
[null,"ReductionRemoteDmgRate",266,"千分比","对远程英雄的伤害减免"]
[null,"BaseNormalSpellSpeed",279,"千分比","基础普攻攻速加成","基础普攻攻速加成"]
[null,"EquipNormalSpellSpeed",280,"千分比","装备普攻攻速加成"]
[null,"TotalNormalSpellSpeed",281,"千分比","普攻攻速加成"]
[null,"BaseCastSpellSpeed",283,"千分比","基础施法速度加成","基础施法速度加成"]
[null,"EquipCastSpellSpeed",284,"千分比","装备施法速度加成"]
[null,"TotalCastSpellSpeed",285,"千分比","施法速度加成"]
[null,"AbsorbShield",287,"值","吸收护盾","吸收其他目标的护盾"]
[]
[null,"最终计算结果(不能修改，由公式得出)"]
[null,"InitHpMax",123,"值","初始生命上限"]
[null,"HpMax",124,"值","当前生命上限"]
[null,"Speed",125,"值","移动速度"]
[null,"Atk",126,"值","攻击力"]
[null,"Def",127,"值","物防"]
[null,"MagicDef",128,"值","魔防"]
[null,"CriRate",129,"千分比","暴击率"]
[null,"CriPower",130,"千分比","爆伤"]
[null,"Uncri",131,"千分比","暴击抵抗率"]
[null,"Hit",132,"千分比","命中"]
[null,"Dodge",133,"千分比","闪避"]
[null,"BlockRate",136,"千分比","格挡率"]
[null,"DmgRate",137,"千分比","增伤率"]
[null,"UndmgRate",138,"千分比","伤害减免率"]
[null,"BlockPower",139,"千分比","格挡效果"]
[null,"SpellHit",270,"值","精准"]
[null,"SpellRes",274,"值","抗精准"]
[null,"CriPowerRes",278,"千分比","暴击伤害免伤"]
[null,"NormalSpellSpeed",282,"千分比","普攻攻速加成"]
[null,"CastSpellSpeed",286,"千分比","施法速度加成"]

{"sheet":"_状态说明","index":6,"n_rows":22,"n_cols":3,"rows_kept":22,"cut":false,"hidden":false,"merged":[]}
["状态","HeroStateID_None = 0;","// 导致目标原地不可行动的，含击倒、击飞、冰冻等，不同表现效果"]
[null,"HeroStateID_NoMove = 1;","// 无法移动"]
[null,"HeroStateID_Stun = 2;","// 眩晕"]
[null,"HeroStateID_Taunt = 3;","// 嘲讽 被嘲讽的敌人强制攻击嘲讽者（只能普攻/可释放技能，通过参数定义；如果距离不够会走过来攻击）"]
[null,"HeroStateID_Silence = 4;","// 沉默 不可释放怒气技（或可包含其他技能，通过参数定义）。可普攻"]
[null,"HeroStateID_Sleep = 5;","// 睡眠 不可行动，受到一定伤害后概率提前结束状态"]
[null,"HeroStateID_HealToDmg = 6;","// 治疗变伤害"]
[null,"HeroStateID_NoSelected = 7;","// 无法被主动选择为技能目标"]
[null,"HeroStateID_ImmuneBeControlled = 8","// 霸体,无法被控制技能控制"]
[null,"HeroStateID_NoEnergy = 9","//无法恢复能量"]
[null,"HeroStateID_ImmueDamage = 10","//无敌"]
[null,"HeroStateID_OnlyCastActive = 11","//只能放大招（免疫控制，无法移动，不属于被控制状态，只能放大招）（暂时只有圣光护卫用到）"]
[null,"HeroStateID_ActiveNoMove = 12;","// 主动发起的无法移动"]
[null,"HeroStateID_ImmuneControllCanMove  = 13;","//免疫控制(但能被强制位移 拉,挤)"]
[null,"HeroStateID_Disarm = 14;","//缴械（不能普攻）"]
[null,"HeroStateID_StrongDisarm = 15;","//强缴械（任何技能都不能放）"]
[null,"HeroStateID_HideShow = 16;","//隐藏模型"]
[null,"HeroStateID_Frozen = 17;","//冰冻"]
[null,"HeroStateID_SystemNoMove = 18;","//系统无法行动，判定优先级高于无敌,霸体"]
[null,"HeroStateID_NoChangeFacing = 19;","//禁止改变朝向"]
[null,"HeroStateID_StaticAtkSpeed = 20;","//固定攻速"]
[null,"HeroStateID_OnlyImmuneDamage = 21;","//仅免疫伤害"]