Added 2.3.6 | 3929447

This commit is contained in:
Ranny 2025-04-24 10:22:37 -04:00
parent 4cdd18db15
commit 936e941e02
17 changed files with 581 additions and 569 deletions

File diff suppressed because one or more lines are too long

View file

@ -132720,6 +132720,7 @@
"ActorClass": [],
"Animations": [],
"Effects": [
"/Game/Aki/Effect/EffectGroup/R2T1XiakongMd10011/Shouji/DA_Fx_Group_R1a_ShouJi02.DA_Fx_Group_R1a_ShouJi02",
"/Game/Aki/UI/UIResources/Common/Image/IconElement/T_IconElementWind1.T_IconElementWind1",
"/Game/Aki/Effect/EffectGroup/Common/Element/DA_Fx_Group_DeBuff_Element_Wind.DA_Fx_Group_DeBuff_Element_Wind"
],
@ -132728,7 +132729,8 @@
"Materials": [],
"AnimationBlueprints": [],
"Others": [
"/Game/Aki/Data/Fight/BulletDataAsset/DA_Bullet_R_CloseAtt_XiaKong.DA_Bullet_R_CloseAtt_XiaKong"
"/Game/Aki/Data/Fight/BulletDataAsset/DA_Bullet_R_CloseAtt.DA_Bullet_R_CloseAtt",
"/Game/Aki/Character/Role/FemaleM/Xiakong/Data/Camera/NCS_XiaKong_Skill01_1.NCS_XiaKong_Skill01_1_C"
]
},
{
@ -132907,7 +132909,7 @@
"Materials": [],
"AnimationBlueprints": [],
"Others": [
"/Game/Aki/Data/Fight/BulletDataAsset/DA_Bullet_Default.DA_Bullet_Default"
"/Game/Aki/Data/Fight/BulletDataAsset/DA_Bullet_R_CloseAtt.DA_Bullet_R_CloseAtt"
]
},
{
@ -157965,8 +157967,7 @@
"AnimationBlueprints": [],
"Others": [
"/Game/Aki/Data/Fight/BulletDataAsset/DA_Bullet_R_CloseAtt.DA_Bullet_R_CloseAtt",
"/Game/Aki/Character/Role/Common/Data/CameraShake/Camera/Up/NCS_Up_Lv2.NCS_Up_Lv2_C",
"/Game/Aki/Character/Role/FemaleXL/Zanni/Abilities/GB/GB_Zanni_RemoveFire1.GB_Zanni_RemoveFire1"
"/Game/Aki/Character/Role/Common/Data/CameraShake/Camera/Up/NCS_Up_Lv2.NCS_Up_Lv2_C"
]
},
{

View file

@ -440848,7 +440848,9 @@
"DamageTextType": 0,
"PayloadId": 0,
"Type": 4,
"SubType": [],
"SubType": [
1005
],
"SmashType": 1,
"CureBaseValue": [
100
@ -440956,7 +440958,9 @@
"DamageTextType": 0,
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1005
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100
@ -441064,7 +441068,9 @@
"DamageTextType": 1005,
"PayloadId": 0,
"Type": 4,
"SubType": [],
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1005
],
"SmashType": 1,
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100
@ -445330,32 +445336,32 @@
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],
"HardnessLv": [
10000
],
"ToughLv": [
237
225
],
"Energy": [
0
@ -457722,26 +457728,26 @@
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"HardnessLv": [
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@ -457830,26 +457836,26 @@
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"HardnessLv": [
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@ -466026,7 +466032,9 @@
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@ -466134,7 +466142,9 @@
"DamageTextType": 0,
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@ -466242,7 +466252,9 @@
"DamageTextType": 1005,
"PayloadId": 0,
"Type": 4,
"SubType": [],
"SubType": [
1005
],
"SmashType": 1,
"CureBaseValue": [
100

View file

@ -144280,8 +144280,7 @@
"/Game/Aki/Effect/DataAsset/PostProcess/R2T1ZanniMd10011/DA_Fx_Post_Burst_Blur.DA_Fx_Post_Burst_Blur",
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a03_Dimian.DA_Fx_Group_R1a03_Dimian",
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_Zanni_Yizi.DA_Fx_Group_Zanni_Yizi",
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a_Tuoli.DA_Fx_Group_R1a_Tuoli",
"/Game/Aki/UI/UIResources/UiFight/Image/Buff/T_IconZanniBuff01.T_IconZanniBuff01"
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a_Tuoli.DA_Fx_Group_R1a_Tuoli"
],
"Audios": [],
"Meshes": [],
@ -144375,8 +144374,7 @@
"/Game/Aki/Effect/DataAsset/PostProcess/R2T1ZanniMd10011/DA_Fx_Post_Burst_Blur.DA_Fx_Post_Burst_Blur",
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a03_Dimian.DA_Fx_Group_R1a03_Dimian",
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_Zanni_Yizi.DA_Fx_Group_Zanni_Yizi",
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a_Tuoli.DA_Fx_Group_R1a_Tuoli",
"/Game/Aki/UI/UIResources/UiFight/Image/Buff/T_IconZanniBuff01.T_IconZanniBuff01"
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a_Tuoli.DA_Fx_Group_R1a_Tuoli"
],
"Audios": [],
"Meshes": [],
@ -144403,8 +144401,7 @@
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a03_Bao_3.DA_Fx_Group_R1a03_Bao_3",
"/Game/Aki/Effect/DataAsset/PostProcess/R2T1ZanniMd10011/DA_Fx_Post_Burst_Blur.DA_Fx_Post_Burst_Blur",
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a03_Dimian3.DA_Fx_Group_R1a03_Dimian3",
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a_Tuoli.DA_Fx_Group_R1a_Tuoli",
"/Game/Aki/UI/UIResources/UiFight/Image/Buff/T_IconZanniBuff01.T_IconZanniBuff01"
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a_Tuoli.DA_Fx_Group_R1a_Tuoli"
],
"Audios": [],
"Meshes": [],
@ -144491,7 +144488,9 @@
"/Game/Aki/Effect/DataAsset/PostProcess/R2T1Windnanzhu10011/DA_Fx_Post_R2a_03_02.DA_Fx_Post_R2a_03_02",
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a10_Daoguang2.DA_Fx_Group_R1a10_Daoguang2",
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a10_Daoguang3.DA_Fx_Group_R1a10_Daoguang3",
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_Burst10.DA_Fx_Group_Burst10"
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_Burst10.DA_Fx_Group_Burst10",
"/Game/Aki/UI/UIResources/UiFight/Image/Buff/T_IconZanniBuff01.T_IconZanniBuff01",
"/Game/Aki/Effect/MaterialController/DA_Character/Zanni/DA_Fx_Zanni_Jiandun_02.DA_Fx_Zanni_Jiandun_02"
],
"Audios": [],
"Meshes": [],
@ -144514,7 +144513,9 @@
"/Game/Aki/Effect/DataAsset/PostProcess/R2T1Windnanzhu10011/DA_Fx_Post_R2a_03_02.DA_Fx_Post_R2a_03_02",
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a10_Daoguang2.DA_Fx_Group_R1a10_Daoguang2",
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a10_Daoguang3.DA_Fx_Group_R1a10_Daoguang3",
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_Burst10.DA_Fx_Group_Burst10"
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_Burst10.DA_Fx_Group_Burst10",
"/Game/Aki/UI/UIResources/UiFight/Image/Buff/T_IconZanniBuff01.T_IconZanniBuff01",
"/Game/Aki/Effect/MaterialController/DA_Character/Zanni/DA_Fx_Zanni_Jiandun_02.DA_Fx_Zanni_Jiandun_02"
],
"Audios": [],
"Meshes": [],
@ -145028,8 +145029,7 @@
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a03_Dunji4.DA_Fx_Group_R1a03_Dunji4",
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a03_Trail02.DA_Fx_Group_R1a03_Trail02",
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a03_Bao_2.DA_Fx_Group_R1a03_Bao_2",
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a03_Dimian_2.DA_Fx_Group_R1a03_Dimian_2",
"/Game/Aki/UI/UIResources/UiFight/Image/Buff/T_IconZanniBuff01.T_IconZanniBuff01"
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a03_Dimian_2.DA_Fx_Group_R1a03_Dimian_2"
],
"Audios": [],
"Meshes": [],
@ -145145,8 +145145,7 @@
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a03_Dunji4.DA_Fx_Group_R1a03_Dunji4",
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a03_Trail02.DA_Fx_Group_R1a03_Trail02",
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a03_Bao_2.DA_Fx_Group_R1a03_Bao_2",
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a03_Dimian_2.DA_Fx_Group_R1a03_Dimian_2",
"/Game/Aki/UI/UIResources/UiFight/Image/Buff/T_IconZanniBuff01.T_IconZanniBuff01"
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a03_Dimian_2.DA_Fx_Group_R1a03_Dimian_2"
],
"Audios": [],
"Meshes": [],
@ -145174,8 +145173,7 @@
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a03_Dunji4.DA_Fx_Group_R1a03_Dunji4",
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a03_Trail02.DA_Fx_Group_R1a03_Trail02",
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a03_Bao_2.DA_Fx_Group_R1a03_Bao_2",
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a03_Dimian_2.DA_Fx_Group_R1a03_Dimian_2",
"/Game/Aki/UI/UIResources/UiFight/Image/Buff/T_IconZanniBuff01.T_IconZanniBuff01"
"/Game/Aki/Effect/EffectGroup/R2T1ZanniMd10011/DA_Fx_Group_R1a03_Dimian_2.DA_Fx_Group_R1a03_Dimian_2"
],
"Audios": [],
"Meshes": [],

View file

@ -2272,6 +2272,7 @@
"ActionType": 4,
"SkillId": 1507001,
"SkillIdTagMap": {
"40422668": 1507001,
"187784447": 1507401,
"783652773": 1507402,
"944394757": 1507706

View file

@ -32817,26 +32817,26 @@
"SkillDetailNum": [
{
"ArrayString": [
"11.12%*10+111.15%",
"12.03%*10+120.27%",
"12.94%*10+129.38%",
"14.22%*10+142.14%",
"15.13%*10+151.26%",
"16.18%*10+161.74%",
"17.64%*10+176.32%",
"19.10%*10+190.91%",
"20.55%*10+205.49%",
"22.10%*10+220.98%",
"23.93%*10+239.21%",
"25.75%*10+257.44%",
"27.57%*10+275.67%",
"29.39%*10+293.90%",
"31.22%*10+312.13%",
"33.04%*10+330.35%",
"34.86%*10+348.58%",
"36.69%*10+366.81%",
"38.51%*10+385.04%",
"40.33%*10+403.27%"
"15.80%*10+157.95%",
"17.10%*10+170.91%",
"18.39%*10+183.86%",
"20.20%*10+201.99%",
"21.50%*10+214.94%",
"22.99%*10+229.84%",
"25.06%*10+250.56%",
"27.13%*10+271.28%",
"29.21%*10+292.01%",
"31.41%*10+314.03%",
"34.00%*10+339.93%",
"36.59%*10+365.83%",
"39.18%*10+391.74%",
"41.77%*10+417.64%",
"44.36%*10+443.54%",
"46.95%*10+469.45%",
"49.54%*10+495.35%",
"52.13%*10+521.26%",
"54.72%*10+547.16%",
"57.31%*10+573.06%"
]
}
],
@ -34203,26 +34203,26 @@
"SkillDetailNum": [
{
"ArrayString": [
"3.24%*19",
"3.51%*19",
"3.77%*19",
"4.14%*19",
"4.41%*19",
"4.71%*19",
"5.14%*19",
"5.56%*19",
"5.99%*19",
"6.44%*19",
"6.97%*19",
"7.50%*19",
"8.03%*19",
"8.56%*19",
"9.09%*19",
"9.63%*19",
"10.16%*19",
"10.69%*19",
"11.22%*19",
"11.75%*19"
"3.08%*20",
"3.33%*20",
"3.58%*20",
"3.94%*20",
"4.19%*20",
"4.48%*20",
"4.88%*20",
"5.29%*20",
"5.69%*20",
"6.12%*20",
"6.62%*20",
"7.13%*20",
"7.63%*20",
"8.14%*20",
"8.64%*20",
"9.14%*20",
"9.65%*20",
"10.15%*20",
"10.66%*20",
"11.16%*20"
]
}
],

View file

@ -7042,11 +7042,11 @@
},
{
"ArrayString": [
"14",
"14",
"14",
"14",
"14"
"6",
"6",
"6",
"6",
"6"
]
}
],

View file

@ -1,5 +1,5 @@
Stream=branch_2.3_pioneer
Changelist=3900440
PatchVersion=2.3.5
Changelist=3929447
PatchVersion=2.3.6
WaterMask=true
JSDebugId=branch_2.3_pioneer_1f7425d9_3900440_135636525
JSDebugId=branch_2.3_pioneer_1f7425d9_3929447_136024196

View file

@ -2,7 +2,7 @@
Client Version: `2.3.0`
Resource Version: `2.3.5`
Resource Version: `2.3.6`
> [!WARNING]
> As of 2.3.2, LevelEntityConfig.json and Buff.json has been minified to save space

File diff suppressed because one or more lines are too long

View file

@ -534325,7 +534325,7 @@
},
{
"Id": "ResonantChain_193_AttributesDescription",
"Content": "Casting Resonance Skill <color=Highlight>Targeted Action</color> or Resonance Skill <color=Highlight>Forcible Riposte</color> increases Spectro DMG Bonus by 50% for 14s.\n\nImmune to interruptions while casting Resonance Skill <color=Highlight>Heavy Slash - Nightfall</color>."
"Content": "Casting <color=Highlight>Targeted Action</color> or <color=Highlight>Forcible Riposte</color> gives {0} Spectro DMG Bonus for {1}s.\n\nImmune to interruptions while casting Resonance Skill <color=Highlight>Heavy Slash - Nightfall</color>."
},
{
"Id": "ResonantChain_193_NodeName",
@ -534333,7 +534333,7 @@
},
{
"Id": "ResonantChain_194_AttributesDescription",
"Content": "Crit. Rate is increased by {0}.\nThe DMG Multiplier of Resonance Skill <color=Highlight>Targeted Action</color> and Resonance Skill <color=Highlight>Forcible Riposte</color> is increased by {1}."
"Content": "Crit. Rate is increased by {0}.\nThe DMG Multiplier of <color=Highlight>Targeted Action</color> and <color=Highlight>Forcible Riposte</color> is increased by {1}."
},
{
"Id": "ResonantChain_194_NodeName",
@ -534341,7 +534341,7 @@
},
{
"Id": "ResonantChain_195_AttributesDescription",
"Content": "When in <color=Highlight>Inferno Mode</color>, every {0} [Blaze] consumed increases the DMG Multiplier of Resonance Liberation <color=Highlight>Judgement Day</color> by {1}, maxed at {2}."
"Content": "When in <color=Highlight>Inferno Mode</color>, every {0} Blaze consumed increases the DMG Multiplier of Resonance Liberation <color=Highlight>The Last Stand</color> by {1}, maxed at {2}."
},
{
"Id": "ResonantChain_195_NodeName",
@ -534365,7 +534365,7 @@
},
{
"Id": "ResonantChain_198_AttributesDescription",
"Content": "The DMG Multipliers of <color=Highlight>Heavy Slash - Daybreak</color>, <color=Highlight>Heavy Slash- Dawning</color>, <color=Highlight>Heavy Slash - Nightfall</color>, and <color=Highlight>Heavy Slash - Lightsmash</color> are increased by {0}.\nGain following effects when in <color=Highlight>Inferno Mode</color>: \n- When Blaze is lower than {1}, restore {2} Blazes immediately. This effect is triggered once in <color=Highlight>Inferno Mode</color>.\n- Within {3}s of entering <color=Highlight>Inferno Mode</color>, Zani will remain standing with at least 1 HP if hit by a fatal blow."
"Content": "The DMG Multipliers of <color=Highlight>Heavy Slash - Daybreak</color>, <color=Highlight>Heavy Slash- Dawning</color>, <color=Highlight>Heavy Slash - Nightfall</color>, and <color=Highlight>Heavy Slash - Lightsmash</color> are increased by {0}.\nGain following effects when in <color=Highlight>Inferno Mode</color>: \n- When Blaze is lower than {1}, restore {2} Blazes immediately. This effect is triggered once in <color=Highlight>Inferno Mode</color>.\n- Within {3}s after entering <color=Highlight>Inferno Mode</color>, Zani will remain standing with at least 1 HP if hit by a fatal blow."
},
{
"Id": "ResonantChain_198_NodeName",
@ -534373,7 +534373,7 @@
},
{
"Id": "Skill_1003301_SkillDescribe",
"Content": "<size=40><color=Title>Basic Attack</color></size>\nPerform up to 4 consecutive attacks to deal <color=Light>Spectro DMG</color>.\nAfter performing <color=Highlight>Basic Attack Stage 3</color>, {Cus:Ipt,Touch=tap PC=press Gamepad=press} <color=Highlight>Normal Attack</color> at the right time to perform Basic Attack <color=Highlight>Breakthrough</color>, which can be followed by <color=Highlight>Basic Attack Stage 4</color> by {Cus:Ipt,Touch=tapping PC=pressing Gamepad=pressing} Normal Attack again.\nFollowing <color=Highlight>Basic Attack Stage 3</color>, <color=Highlight>Basic Attack Stage 4</color> can also be triggered by dodging and {Cus:Ipt,Touch=tapping PC=pressing Gamepad=pressing} <color=Highlight>Normal Attack</color> within a certain time after <color=Highlight>Basic Attack Stage 3</color>.\n\n<size=40><color=Title>Heavy Attack</color></size>\nConsume STA to attack the target, dealing <color=Light>Spectro DMG</color>. {Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} <color=Highlight>Normal Attack</color> within a certain time to perform <color=Highlight>Basic Attack Stage 3</color>.\n\n<size=40><color=Title>Mid-air Attack</color></size>\nConsume STA to perform a plunging attack, dealing <color=Light>Spectro DMG</color>. {Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} <color=Highlight>Normal Attack</color> within a certain time to perform <color=Highlight>Basic Attack Stage 3</color>.\n\n<size=40><color=Title>Dodge Counter</color></size>\n{Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} <color=Highlight>Normal Attack</color> within a certain time after a successful Dodge to attack the target, dealing <color=Light>Spectro DMG</color>.\nIf <color=Highlight>Dodge Counter</color> is not followed by <color=Highlight>Basic Attack Stage 4</color>, {Cus:Ipt,Touch=tap PC=press Gamepad=press} <color=Highlight>Normal Attack</color> on the ground within a certain time to cast <color=Highlight>Basic Attack Stage 4</color>."
"Content": "<size=40><color=Title>Basic Attack</color></size>\nPerform up to 4 consecutive attacks to deal <color=Light>Spectro DMG</color>.\nAfter performing <color=Highlight>Basic Attack Stage 3</color>, {Cus:Ipt,Touch=tap PC=press Gamepad=press} <color=Highlight>Normal Attack</color> at the right time to perform Basic Attack <color=Highlight>Breakthrough</color>, which can be followed by <color=Highlight>Basic Attack Stage 4</color> by {Cus:Ipt,Touch=tapping PC=pressing Gamepad=pressing} Normal Attack again.\nFollowing <color=Highlight>Basic Attack Stage 3</color>, <color=Highlight>Basic Attack Stage 4</color> can also be triggered by dodging and {Cus:Ipt,Touch=tapping PC=pressing Gamepad=pressing} <color=Highlight>Normal Attack</color> within a certain time after <color=Highlight>Basic Attack Stage 3</color>.\n\n<size=40><color=Title>Heavy Attack</color></size>\nConsume STA to attack the target, dealing <color=Light>Spectro DMG</color>. {Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} <color=Highlight>Normal Attack</color> within a certain time to perform <color=Highlight>Basic Attack Stage 3</color>.\n\n<size=40><color=Title>Mid-air Attack</color></size>\nConsume STA to perform a plunging attack, dealing <color=Light>Spectro DMG</color>. {Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} <color=Highlight>Normal Attack</color> within a certain time to perform <color=Highlight>Basic Attack Stage 3</color>.\n\n<size=40><color=Title>Dodge Counter</color></size>\n{Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} <color=Highlight>Normal Attack</color> within a certain time after a successful Dodge to attack the target, dealing <color=Light>Spectro DMG</color>. Then {Cus:Ipt,Touch=tap PC=press Gamepad=press} <color=Highlight>Normal Attack</color> at the right time to cast Basic Attack <color=Highlight>Breakthrough</color>.\nIf <color=Highlight>Dodge Counter</color> is not followed by <color=Highlight>Basic Attack Stage 4</color>, {Cus:Ipt,Touch=tap PC=press Gamepad=press} <color=Highlight>Normal Attack</color> on the ground within a certain time to cast <color=Highlight>Basic Attack Stage 4</color>."
},
{
"Id": "Skill_1003301_SkillName",
@ -534381,7 +534381,7 @@
},
{
"Id": "Skill_1003302_SkillDescribe",
"Content": "<size=40><color=Title>Standard Defense Protocol</color></size>\nAttack the target to deal <color=Light>Spectro DMG</color> and enter a block stance. {Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} <color=Highlight>Normal Attack</color> within a certain time to perform <color=Highlight>Basic Attack Stage 3</color>, recovering 10 points of Redundant Energy and Stagnate the target.\nWhen attacked in the block stance, neutralize this instance of damage and cast Resonance Skill <color=Highlight>Pinpoint Strike</color>, dealing <color=Light>Spectro DMG</color>, Stagnating the target, and further reducing their Vibration Strength by {0}. The DMG taken within the next {2}s is reduced by {3}.\n\n<size=40><color=Title>Crisis Response Protocol</color></size>\nWhen Zani is not in <color=Highlight>Inferno Mode</color> and has full Redundant Energy, her <color=Highlight>Resonance Skill</color> is replaced with Resonance Skill <color=Highlight>Crisis Response Protocol</color>.\nHold <color=Highlight>Resonance Skill</color> to enter <color=Highlight>Ready Stance</color>. While in <color=Highlight>Ready Stance</color>, Zani is immune to interruption. After releasing or when the stance duration ends, consume all Redundant Energy to cast Resonance Skill <color=Highlight>Targeted Action</color>, dealing <color=Light>Spectro DMG</color>. \nWhen attacked in <color=Highlight>Ready Stance</color>, neutralize this instance of damage and consume all Redundant Energy to cast Resonance Skill <color=Highlight>Forcible Riposte</color>, dealing <color=Light>Spectro DMG</color>, Stagnating the target, and further reducing their Vibration Strength by {1}. The DMG taken within the next {2}s is reduced by {3}.\nCasting Resonance Skill <color=Highlight>Targeted Action</color> or Resonance Skill <color=Highlight>Forcible Riposte</color> inflicts a stack of Heliacal Ember upon the target on hit and recovers Blaze before entering <color=Highlight>Sunburst</color> mode.\n\n<size=40><color=Title>Sunburst</color></size>\nThe <color=Highlight>Spectro Frazzle</color> DMG dealt by Zani to the target is Amplified by {4}."
"Content": "<size=40><color=Title>Standard Defense Protocol</color></size>\nAttack the target to deal <color=Light>Spectro DMG</color> and enter a block stance. This state ends early if Zani is switched off the field. {Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} <color=Highlight>Normal Attack</color> within a certain time to perform <color=Highlight>Basic Attack Stage 3</color>, recovering 10 points of Redundant Energy and Stagnating the target on hit.\nWhen attacked by the enemy in the block stance, reduce this instance of damage by 100% and Stagnate nearby targets, then cast Resonance Skill <color=Highlight>Pinpoint Strike</color>, dealing <color=Light>Spectro DMG</color> and additionally reducing their Vibration Strength by {0}. The DMG taken by Zani is reduced by {3} within the next {2}s.\n\n<size=40><color=Title>Crisis Response Protocol</color></size>\nWhen Zani is not in <color=Highlight>Inferno Mode</color> and has full Redundant Energy, her <color=Highlight>Resonance Skill</color> is replaced with Resonance Skill <color=Highlight>Crisis Response Protocol</color>.\nHold <color=Highlight>Resonance Skill</color> to enter <color=Highlight>Ready Stance</color>. While in <color=Highlight>Ready Stance</color>, Zani is immune to interruption. This state ends early if Zani is switched off the field. After releasing <color=Highlight>Resonance Skill</color> button or when the stance duration ends, consume all Redundant Energy to cast <color=Highlight>Targeted Action</color>, dealing <color=Light>Spectro DMG</color>. \nWhen attacked by the enemy in <color=Highlight>Ready Stance</color>, reduce this instance of damage by 100% and consume all Redundant Energy to cast <color=Highlight>Forcible Riposte</color>, dealing <color=Light>Spectro DMG</color>, Stagnating the target, and further reducing their Vibration Strength by {1}. The DMG taken by Zani is reduced by {3} within the next {2}s.\nCasting <color=Highlight>Targeted Action</color> or <color=Highlight>Forcible Riposte</color> inflicts a stack of Heliacal Ember upon the target on hit and recovers Blaze before entering <color=Highlight>Sunburst</color> mode.\n\n<size=40><color=Title>Sunburst</color></size>\nThe <color=Highlight>Spectro Frazzle</color> DMG dealt by Zani to the target is Amplified by {4}."
},
{
"Id": "Skill_1003302_SkillName",
@ -534389,7 +534389,7 @@
},
{
"Id": "Skill_1003303_SkillDescribe",
"Content": "<size=40><color=Title>Rekindle</color></size>\nDeal <color=Light>Spectro DMG</color> and enter <color=Highlight>Inferno Mode</color>, increasing Max Blaze from {0} to {1} and granting {2} Blazes. When in <color=Highlight>Inferno Mode</color>, the Multiplier of Basic Attack is increased.\n\n<size=40><color=Title>The Last Stand</color></size>\nWhen in <color=Highlight>Inferno Mode</color>, Resonance Liberation <color=Highlight>The Last Stand</color> becomes available when Blaze is lower than {3} or after {4}s have passed in <color=Highlight>Inferno Mode</color>. \nCasting Resonance Liberation <color=Highlight>The Last Stand</color> deals <color=Light>Spectro DMG</color> and ends the <color=Highlight>Inferno Mode</color>."
"Content": "<size=40><color=Title>Rekindle</color></size>\nDeal <color=Light>Spectro DMG</color> and enter <color=Highlight>Inferno Mode</color>, increasing Max Blaze from {0} to {1} and granting {2} Blazes. When in <color=Highlight>Inferno Mode</color>, the DMG Multiplier of Basic Attack is increased.\n\n<size=40><color=Title>The Last Stand</color></size>\nWhen in <color=Highlight>Inferno Mode</color>, Resonance Liberation <color=Highlight>The Last Stand</color> becomes available when Blaze is lower than {3} or after {4}s in <color=Highlight>Inferno Mode</color>.\nCasting Resonance Liberation <color=Highlight>The Last Stand</color> deals <color=Light>Spectro DMG</color> and ends the <color=Highlight>Inferno Mode</color>."
},
{
"Id": "Skill_1003303_SkillName",
@ -534397,7 +534397,7 @@
},
{
"Id": "Skill_1003304_SkillDescribe",
"Content": "Casting Intro Skill <color=Highlight>Immediate Execution</color> increases Spectro DMG Bonus by {0} for {1}s."
"Content": "Casting Intro Skill <color=Highlight>Immediate Execution</color> gives {0} Spectro DMG Bonus for {1}s."
},
{
"Id": "Skill_1003304_SkillName",
@ -534405,7 +534405,7 @@
},
{
"Id": "Skill_1003305_SkillDescribe",
"Content": "When in <color=Highlight>Ready Stance</color>, all damage taken is reduced by {0}."
"Content": "When in <color=Highlight>Ready Stance</color>, all DMG taken is reduced by {0}."
},
{
"Id": "Skill_1003305_SkillName",
@ -534421,7 +534421,7 @@
},
{
"Id": "Skill_1003307_SkillDescribe",
"Content": "<size=40><color=Title>Heliacal Ember</color></size>\nWhen Zani is in the team and a nearby Resonator inflicts <color=Highlight>Spectro Frazzle</color> upon a target, immediately consume all Spectro Frazzle stacks and trigger the corresponding DMG, then convert Spectro Frazzle into an equal number of Heliacal Ember. Every time the conversion happens, Zani obtains Blaze based on the stacks of Heliacal Ember inflicted. Heliacal Ember is capped at {0} stacks, with each stack lasting for {1}s. Heliacal Ember stacks are counted toward the Spectro Frazzle stacks for the Eternal Radiance Sonata Effect.\n\n<size=40><color=Title>Scorching Light</color></size>\nWhen Zani is in <color=Highlight>Inferno Mode</color>, <color=Highlight>Heavy Slash - Daybreak</color>, <color=Highlight>Heavy Slash - Dawning</color>, <color=Highlight>Heavy Slash - Nightfall</color>, and <color=Highlight>Heavy Slash - Lightsmash</color> become available, which deal <color=Light>Spectro DMG</color> that is considered both Heavy Attack DMG and <color=Highlight>Spectro Frazzle</color> DMG.\nWhen Blaze is higher than {2}, Resonance Skill <color=Highlight>Standard Defense Protocol</color> is replaced with Resonance Skill <color=Highlight>Scorching Light</color>.\nHold <color=Highlight>Resonance Skill</color> to enter <color=Highlight>Ready Stance</color>, during which Zani is immune to interruptions. Release to consume Blaze and perform <color=Highlight>Heavy Slash - Daybreak</color>.\nWhen attacked in a certain time after entering <color=Highlight>Ready Stance</color>, neutralize this instance of damage and perform <color=Highlight>Heavy Slash - Lightsmash</color>, Stagnating the target and further reducing their Vibration Strength by {3}. The DMG taken within the next {4}s is reduced by {5}.\nAfter casting <color=Highlight>Heavy Slash - Lightsmash</color>, <color=Highlight>Basic Attack</color> is replaced with <color=Highlight>Heavy Slash - Nightfall</color>, consuming up to {6} Blazes, with each Blaze increasing the DMG Multiplier of <color=Highlight>Heavy Slash - Nightfall</color>.\n\nWhen <color=Highlight>Ready Stance</color> ends, immediately perform <color=Highlight>Heavy Slash - Nightfall</color> that costs at most. Every Blaze consumed increases the DMG Multiplier of <color=Highlight>Heavy Slash - Nightfall</color>.\n\nWhen Blaze is higher than {2}, <color=Highlight>Basic Attack</color> is replaced with <color=Highlight>Heavy Slash - Daybreak</color>. After entering <color=Highlight>Inferno Mode</color>, casting <color=Highlight>Basic Attack</color> immediately replaces the current <color=Highlight>Basic Attack</color> with Resonance Skill <color=Highlight>Scorching Light</color>. Hold <color=Highlight>Basic Attack</color> to enter <color=Highlight>Ready Stance</color>.\nAfter performing <color=Highlight>Heavy Slash - Daybreak</color>, <color=Highlight>Basic Attack</color> is replaced with <color=Highlight>Heavy Slash - Dawning</color> when the number of Blazes obtained is above {2}.\nAfter performing <color=Highlight>Heavy Slash - Dawning</color>, <color=Highlight>Basic Attack</color> is replaced with <color=Highlight>Heavy Slash - Nightfall</color>, consuming up to {6} Blazes, with each Blaze increasing the DMG Multiplier of <color=Highlight>Heavy Slash - Nightfall</color>. If <color=Highlight>Basic Attack</color> is not replaced with <color=Highlight>Heavy Slash - Nightfall</color> after a successful Dodge, {Cus:Ipt,Touch=tap PC=press Gamepad=press} <color=Highlight>Normal Attack</color> within a certain time to perform <color=Highlight>Heavy Slash - Lightsmash</color> at the cost of Blazes.\n\n<size=40><color=Title>Redundant Energy</color></size>\nZani can hold up to 100 Redundant Energy.\nObtain Redundant Energy when Normal Attacks hit a target.\nObtain Redundant Energy when Intro Skill <color=Highlight>Immediate Execution</color> hits a target.\nObtain Redundant Energy when casting Resonance Skill <color=Highlight>Standard Defense Protocol</color>.\nObtain Redundant Energy when casting Resonance Skill <color=Highlight>Pinpoint Strike</color>.\n\n<size=40><color=Title>Blaze</color></size>\nBlaze is capped at 100 when not in <color=Highlight>Inferno Mode</color>.\nBlaze is capped at 150 in <color=Highlight>Inferno Mode</color>.\nCasting Resonance Skill <color=Highlight>Crisis Response Protocol</color> grants 10 Blazes.\nEvery stack of Heliacal Ember converted from <color=Highlight>Spectro Frazzle</color> grants 5 Blazes."
"Content": "<size=40><color=Title>Heliacal Ember</color></size>\nWhen Zani is in the team and a nearby Resonator inflicts <color=Highlight>Spectro Frazzle</color> upon a target, immediately consume all Spectro Frazzle stacks and trigger the corresponding DMG, then convert Spectro Frazzle into an equal number of Heliacal Embers. Every time the conversion happens, Zani obtains Blaze based on the stacks of Heliacal Ember inflicted. Heliacal Ember is capped at {0} stacks, with each stack lasting for {1}s. Heliacal Ember stacks are counted toward the Spectro Frazzle stacks for the Eternal Radiance Sonata Effect.\n\n<size=40><color=Title>Scorching Light</color></size>\nWhen Zani is in <color=Highlight>Inferno Mode</color>, <color=Highlight>Heavy Slash - Daybreak</color>, <color=Highlight>Heavy Slash - Dawning</color>, <color=Highlight>Heavy Slash - Nightfall</color>, and <color=Highlight>Heavy Slash - Lightsmash</color> become available, which deal <color=Light>Spectro DMG</color> that is considered both Heavy Attack DMG and <color=Highlight>Spectro Frazzle</color> DMG.\nWhen Blaze is higher than {2}, Resonance Skill <color=Highlight>Standard Defense Protocol</color> is replaced with Resonance Skill <color=Highlight>Scorching Light</color>.\nHold <color=Highlight>Resonance Skill</color> to enter <color=Highlight>Ready Stance</color>, during which Zani is immune to interruption. This state ends early when Zani is switched off the field. Release <color=Highlight>Resonance Skill</color> button to consume Blaze and perform <color=Highlight>Heavy Slash - Daybreak</color>.\nWhen attacked in a certain time after entering <color=Highlight>Ready Stance</color>, reduce this instance of damage by 100% and Stagnate nearby targets, then perform <color=Highlight>Heavy Slash - Lightsmash</color>, consuming Blazes and further reducing their Vibration Strength by {3}. The DMG taken within the next {4}s is reduced by {5}.\nAfter casting <color=Highlight>Heavy Slash - Lightsmash</color>, <color=Highlight>Basic Attack</color> is replaced with <color=Highlight>Heavy Slash - Nightfall</color>, consuming up to {6} Blazes on hit, with each Blaze increasing the DMG Multiplier of <color=Highlight>Heavy Slash - Nightfall</color>.\nWhen <color=Highlight>Ready Stance</color> ends, immediately perform <color=Highlight>Heavy Slash - Nightfall</color>.\nWhen Blaze is higher than {2}, <color=Highlight>Basic Attack</color> is replaced with <color=Highlight>Heavy Slash - Daybreak</color>. After entering <color=Highlight>Inferno Mode</color>, casting <color=Highlight>Basic Attack</color> immediately replaces the current <color=Highlight>Basic Attack</color> with Resonance Skill <color=Highlight>Scorching Light</color>. Hold <color=Highlight>Basic Attack</color> to enter <color=Highlight>Ready Stance</color>.\nAfter performing <color=Highlight>Heavy Slash - Daybreak</color>, <color=Highlight>Basic Attack</color> is replaced with <color=Highlight>Heavy Slash - Dawning</color> when Zani has more than {2} Blazes. <color=Highlight>Heavy Slash - Dawning</color> consumes Blazes.\nAfter performing <color=Highlight>Heavy Slash - Dawning</color>, <color=Highlight>Basic Attack</color> is replaced with <color=Highlight>Heavy Slash - Nightfall</color>.\nIf <color=Highlight>Basic Attack</color> is not replaced with <color=Highlight>Heavy Slash - Nightfall</color> after a successful Dodge, {Cus:Ipt,Touch=tap PC=press Gamepad=press} <color=Highlight>Normal Attack</color> within a certain time to perform <color=Highlight>Heavy Slash - Lightsmash</color> at the cost of Blazes.\n\n<size=40><color=Title>Redundant Energy</color></size>\nZani can hold up to 100 Redundant Energy.\nObtain Redundant Energy when Normal Attacks hit a target.\nObtain Redundant Energy when Intro Skill <color=Highlight>Immediate Execution</color> hits a target.\nObtain Redundant Energy when casting Resonance Skill <color=Highlight>Standard Defense Protocol</color>.\nObtain Redundant Energy when casting <color=Highlight>Pinpoint Strike</color>.\nCannot obtain Redundant Energy while in <color=Highlight>Inferno Mode</color>.\n\n<size=40><color=Title>Blaze</color></size>\nBlaze is capped at 100 when not in <color=Highlight>Inferno Mode</color>.\nBlaze is capped at 150 in <color=Highlight>Inferno Mode</color>.\nCasting <color=Highlight>Targeted Action</color> or <color=Highlight>Forcible Riposte</color> grants 10 Blazes.\nEvery stack of Heliacal Ember converted from <color=Highlight>Spectro Frazzle</color> grants 5 Blazes.\nCasting Resonance Liberation <color=Highlight>Rekindle</color> grants 50 Blazes."
},
{
"Id": "Skill_1003307_SkillName",
@ -534429,7 +534429,7 @@
},
{
"Id": "Skill_1003309_SkillDescribe",
"Content": "Attack the target, dealing <color=Light>Spectro DMG</color> equal to {0} of Zani's ATK and removing all stacks of [Heliacal Ember] inflicted upon the target. Each stack increases the DMG dealt by {1}. This DMG is considered <color=Highlight>Spectro Frazzle</color> DMG. The Spectro DMG dealt by other Resonators in the team to the target marked by <color=Highlight>Heliacal Ember</color> is amplified by {2} for {3}s."
"Content": "Attack the target, dealing <color=Light>Spectro DMG</color> equal to {0} of Zani's ATK and removing all stacks of Heliacal Ember inflicted upon the target. Each stack increases the DMG dealt by {1}. This DMG is considered <color=Highlight>Spectro Frazzle</color> DMG. The Spectro DMG dealt by other Resonators in the team to the target marked by <color=Highlight>Heliacal Ember</color> is Amplified by {2} for {3}s."
},
{
"Id": "Skill_1003309_SkillName",
@ -535061,7 +535061,7 @@
},
{
"Id": "Skill_1003401_SkillDescribe",
"Content": "<size=40><color=Title> Basic Attack</color></size>\nPerform up to 4 consecutive attacks, dealing <color=Wind>Aero DMG</color>. Basic Attack Stage 4 inflicts 1 stack of <color=Highlight>Aero Erosion</color> upon the target hit.\n- When the first three stages of Ciaccona's Basic Attack are interrupted by dodging, {Cus:Ipt,Touch=tap PC=click Gamepad=press} Basic Attack in time to resume the combo and cast the corresponding Basic Attack stage. This effect can be triggered once in each Basic Attack combo.\n- After Basic Attack Stage 4, Ciaccona starts a <color=Highlight>Solo Concert</color>. If Ciaccona's Basic Attack Stage 4 and <color=Highlight>Solo Concert</color> ends early (proactively or being interrupted), an <color=Highlight>Ensemble Sylph</color> is generated.\n\n<size=40><color=Title>Solo Concert</color></size>\nAfter Inherent Skill <color=Highlight>Interlude Tune</color> is activated, Ciaccona and her <color=Highlight>Ensemble Sylph</color> will increase the Aero DMG Bonus for all nearby Resonators in the team.\n\n<size=40><color=Title>Ensemble Sylph</color></size>\nUp to 2 <color=Highlight>Ensemble Sylphs</color> may exist simultaneously.\nIf Ciaccona's Basic Attack Stage 4 ends early, the <color=Highlight>Ensemble Sylphs</color> generated will finish the action for Ciaccona and send Ciaccona into <color=Highlight>Solo Concert</color>.\nIf Ciaccona's <color=Highlight>Solo Concert</color> ends early, the <color=Highlight>Ensemble Sylphs</color> generated will continue the <color=Highlight>Solo Concert</color> for Ciaccona.\n\n<size=40><color=Title>Heavy Attack</color></size>\nConsume STA to attack the target, dealing <color=Wind>Aero DMG</color>.\n\n<size=40><color=Title>Aimed Attack</color></size>\n{Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} Aim to enter Aiming Mode to fire powerful shots after charging, dealing <color=Wind>Aero DMG</color>, considered as <color=Highlight>Heavy Attack DMG</color>.\n\n<size=40><color=Title>Mid-air Attack</color></size>\nConsume STA to perform up to 2 consecutive attacks, dealing <color=Wind>Aero DMG</color>.\n{Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} Normal Attack after Mid-air Attack Stage 2 to cast Basic Attack Stage 4.\n\n<size=40><color=Title>Dodge Counter</color></size>\nFollow up successful <color=Highlight>Dodges</color> with <color=Highlight>Basic Attack</color> to attack the target, dealing <color=Wind>Aero DMG</color>."
"Content": ""
},
{
"Id": "Skill_1003401_SkillName",
@ -535069,7 +535069,7 @@
},
{
"Id": "Skill_1003402_SkillDescribe",
"Content": "Move a certain distance, dealing <color=Wind>Aero DMG</color> and inflicting 1 stack of <color=Highlight>Aero Erosion</color> on the target upon hit.\n{Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} Normal Attack in time to cast Basic Attack Stage 2.\n- When Ciaccona interrupts the Basic Attack combo with Resonance Skill, an <color=Highlight>Ensemble Sylph</color> is generated to continue the action for Ciaccona.\n- Ciaccona's Resonance Skill can be cast in mid-air."
"Content": ""
},
{
"Id": "Skill_1003402_SkillName",
@ -535077,7 +535077,7 @@
},
{
"Id": "Skill_1003403_SkillDescribe",
"Content": "Ciaccona and <color=Highlight>Ensemble Sylphs</color> perform a <color=Highlight>Improvised Symphonic Poem</color> together, dealing <color=Wind>Aero DMG</color> once to the nearby targets and entering <color=Highlight>Recital</color>.\n\n<size=40><color=Title>Recital</color></size>\nWhen in Recital, sound waves will periodically radiate around Ciaccona. When the sound wave overlaps with the circle indicator, {Cus:Ipt,Touch=tap PC=click Gamepad=press} the green or yellow buttons to generate <color=Highlight>Symphonic Poem: Tonic</color> of the corresponding color and recover a certain amount of Concerto Energy.\nDuring Recital, the following effects are activated:\n- Switching to another Resonator doesn't end Recital and automatically generates a <color=Highlight>Symphonic Poem: Tonic</color> of the color corresponding to the color of the last Tonic generated before switching. A green <color=Highlight>Symphonic Poem: Tonic</color> is generated by default when no interaction input is given before switching to another Resonator.\n- Ciaccona is immune to interruption and takes less damage.\n- Exit Recital by {Cus:Ipt,Touch=tapping PC=pressing Gamepad=pressing} Resonance Liberation again or switching Ciaccona back onto the field.\n- Inherent Skill <color=Highlight>Interlude Tune</color> can be triggered.\n\n<size=40><color=Title>Symphonic Poem: Tonic</color></size>\nGreen Tonic: Deal <color=Wind>Aero DMG</color> to the nearby targets and inflict a stack of <color=Highlight>Aero Erosion</color> on the target hit.\nYellow Tonic: Deal <color=Wind>Aero DMG</color> to the nearby targets and inflict a stack of <color=Highlight>Spectro Frazzle</color> on the target hit."
"Content": "Ciaccona and <color=Highlight>Ensemble Sylphs</color> perform an <color=Highlight>Improvised Symphonic Poem</color> together, dealing <color=Wind>Aero DMG</color> once to the nearby targets and entering <color=Highlight>Recital</color>.\n\n<size=40><color=Title>Recital</color></size>\nWhen in Recital, sound waves will periodically radiate around Ciaccona. When the sound wave overlaps with the circle indicator, {Cus:Ipt,Touch=tap PC=press Gamepad=press} the green or yellow buttons to generate <color=Highlight>Symphonic Poem: Tonic</color> of the corresponding color and recover a certain amount of Concerto Energy.\nDuring Recital:\n- Switching to another Resonator doesn't end Recital, but automatically generates a <color=Highlight>Symphonic Poem: Tonic</color> matching the color of the last generated Tonic before switching. A green <color=Highlight>Symphonic Poem: Tonic</color> is generated by default if no interaction input is given before switching to another Resonator.\n- Ciaccona is immune to any interruptions and takes {0} less DMG.\n- Exit Recital by {Cus:Ipt,Touch=tapping PC=pressing Gamepad=pressing} Resonance Liberation again or switching Ciaccona back onto the field.\n- <color=Highlight>Ensemble Sylphs</color> can now directly grant Aero DMG Bonus provided by <color=Highlight>Solo Concert</color>.\n\n<size=40><color=Title>Symphonic Poem: Tonic</color></size>\nGreen Tonic: Deal <color=Wind>Aero DMG</color> to the nearby targets and inflict a stack of <color=Highlight>Aero Erosion</color> on the target hit.\nYellow Tonic: Deal <color=Wind>Aero DMG</color> to the nearby targets and inflict a stack of <color=Highlight>Spectro Frazzle</color> on the target hit."
},
{
"Id": "Skill_1003403_SkillName",
@ -535085,7 +535085,7 @@
},
{
"Id": "Skill_1003404_SkillDescribe",
"Content": "Ciaccona and <color=Highlight>Ensemble Sylph</color>'s <color=Highlight>Solo Concert</color> grants all nearby Resonators in the team {0} Aero DMG Bonus, stacking up to {1} times."
"Content": "Casting Resonance Liberation <color=Highlight>Singer's Triple Cadenza</color> grants Ciaccona a Shield equal to {0} of her Max HP for {1}s. Switching out Ciaccona removes the Shield."
},
{
"Id": "Skill_1003404_SkillName",
@ -535109,7 +535109,7 @@
},
{
"Id": "Skill_1003407_SkillDescribe",
"Content": "<size=40><color=Title>Heavy Attack - Quadruple Downbeat</color></size>\nWhen there are 3 segments of Musical Essence, Heavy Attack is replaced with <color=Highlight>Heavy Attack - Quadruple Downbeat</color>.\nShoot <color=Highlight>Downbeat Notes</color> forward, deal <color=Wind>Aero DMG</color>, pulling in the nearby targets and inflicting 1 stack of <color=Highlight>Aero Erosion</color> on the target hit.\n<color=Highlight>Heavy Attack - Quadruple Downbeat</color> can be cast in mid-air close to the ground.\n\n<size=40><color=Title>Musical Essence</color></size>\nCiaccona can hold up to 3 segments of Musical Essence.\nCasting <color=Highlight>Basic Attack Stage 4</color> and <color=Highlight>Intro Skill</color> recovers 1 segment of Musical Essence."
"Content": "<size=40><color=Title>Heavy Attack - Quadruple Downbeat</color></size>\nWhen there are 3 segments of Musical Essence, Heavy Attack is replaced with <color=Highlight>Heavy Attack - Quadruple Downbeat</color>.\nConsume all Music Essense to shoot <color=Highlight>Downbeat Notes</color> forward to deal <color=Wind>Aero DMG</color>, pulling in the nearby targets and inflicting 1 stack of <color=Highlight>Aero Erosion</color> on the target hit.\n<color=Highlight>Heavy Attack - Quadruple Downbeat</color> can be cast in mid-air close to the ground.\n\n<size=40><color=Title>Musical Essence</color></size>\nCiaccona can hold up to 3 segments of Musical Essence.\nCasting <color=Highlight>Basic Attack Stage 4</color> and <color=Highlight>Intro Skill</color> recovers 1 segment of Musical Essence."
},
{
"Id": "Skill_1003407_SkillName",
@ -535125,7 +535125,7 @@
},
{
"Id": "Skill_1003409_SkillDescribe",
"Content": "Amplify <color=Highlight>Aero Erosion</color> DMG taken by nearby targets by {0} for {1}s."
"Content": "<color=Highlight>Aero Erosion</color> DMG dealt to targets near the active Resonator is Amplified by {0} for {1}s."
},
{
"Id": "Skill_1003409_SkillName",
@ -553233,7 +553233,7 @@
},
{
"Id": "ResonantChain_199_AttributesDescription",
"Content": "Ciaccona is immune to interruptions while casting Basic Attack; Casting Basic Attack increases ATK by {0} for {1}s."
"Content": "Casting Resonance Skill <color=Highlight>Harmonic Allegro</color> grants Ciaccona immunity to interruption for {0}s. Casting Basic Attack increases Ciaccona's ATK by {1} for {2}s."
},
{
"Id": "ResonantChain_199_NodeName",
@ -553249,7 +553249,7 @@
},
{
"Id": "ResonantChain_201_AttributesDescription",
"Content": "Casting <color=Highlight>Basic Attack Stage 4</color> additionally grants <SapTag=0>{0}</SapTag> {Cus:Sap,S=point P=points SapTag=0} of Musical Essence. Resonance Skill <color=Highlight>Harmonic Allegro</color> gains 1 more charge."
"Content": "Casting <color=Highlight>Basic Attack Stage 4</color> additionally grants <SapTag=0>{0}</SapTag> {Cus:Sap,S=segment P=segments SapTag=0} of Musical Essence. Resonance Skill <color=Highlight>Harmonic Allegro</color> gains 1 more charge."
},
{
"Id": "ResonantChain_201_NodeName",
@ -553265,7 +553265,7 @@
},
{
"Id": "ResonantChain_203_AttributesDescription",
"Content": "Resonance Liberation <color=Highlight>Singer's Triple Cadenza</color> deals {0} more damage. During Resonance Liberation, Resonators within the range receive {1} less damage."
"Content": "Resonance Liberation <color=Highlight>Singer's Triple Cadenza</color> deals {0} more DMG. During Resonance Liberation, Resonators within the range receive {1} less DMG."
},
{
"Id": "ResonantChain_203_NodeName",
@ -553273,7 +553273,7 @@
},
{
"Id": "ResonantChain_204_AttributesDescription",
"Content": "Crit. DMG dealt by Resonance Liberation <color=Highlight>Singer's Triple Cadenza</color> is increased by {0}."
"Content": "When in <color=Highlight>Solo Concert</color>, Ciaccona and <color=Highlight>Ensemble Sylph</color> deal <color=Wind>Aero DMG</color> equal to {0} of Ciaccona's ATK to nearby targets (considered Resonance Liberation DMG), triggered once every {1}s."
},
{
"Id": "ResonantChain_204_NodeName",
@ -562953,11 +562953,11 @@
},
{
"Id": "WeaponConf_21030026_AttributesDescription",
"Content": "All things exist within the lines of poetry. Every sound has its meters and rhymes.\nThe forest's melodies ascend in spirals toward the moons silvered grace, harmonized by the nightingales' chorus. When the final note falls and vanishes into the silent earth, a flawless chord echoes endlessly in the depths of this boundless realm."
"Content": "All things exist within the lines of poetry. Every sound has its meters and rhymes.\nThe forest's melodies ascend in spirals toward the moon's silvered grace, harmonized by the nightingales' chorus. When the final note falls and vanishes into the silent earth, a flawless chord echoes endlessly in the depths of this boundless realm."
},
{
"Id": "WeaponConf_21030026_BgDescription",
"Content": "All things exist within the lines of poetry. Every sound has its meters and rhymes.\nThe forest's melodies ascend in spirals toward the moons silvered grace, harmonized by the nightingales' chorus. When the final note falls and vanishes into the silent earth, a flawless chord echoes endlessly in the depths of this boundless realm."
"Content": "All things exist within the lines of poetry. Every sound has its meters and rhymes.\nThe forest's melodies ascend in spirals toward the moon's silvered grace, harmonized by the nightingales' chorus. When the final note falls and vanishes into the silent earth, a flawless chord echoes endlessly in the depths of this boundless realm."
},
{
"Id": "WeaponConf_21030026_Desc",
@ -562965,7 +562965,7 @@
},
{
"Id": "WeaponConf_21030026_ObtainedShowDescription",
"Content": "All things exist within the lines of poetry. Every sound has its meters and rhymes.\nThe forest's melodies ascend in spirals toward the moons silvered grace, harmonized by the nightingales' chorus. When the final note falls and vanishes into the silent earth, a flawless chord echoes endlessly in the depths of this boundless realm."
"Content": "All things exist within the lines of poetry. Every sound has its meters and rhymes.\nThe forest's melodies ascend in spirals toward the moon's silvered grace, harmonized by the nightingales' chorus. When the final note falls and vanishes into the silent earth, a flawless chord echoes endlessly in the depths of this boundless realm."
},
{
"Id": "WeaponConf_21030026_TypeDescription",
@ -571209,7 +571209,7 @@
},
{
"Id": "WeaponReson_21030026_Name",
"Content": "Lingering Sumemr Tune"
"Content": "Lingering Summer Tune"
},
{
"Id": "RogueRes_MapNote_4",
@ -572337,7 +572337,7 @@
},
{
"Id": "Skill_1003401_SkillResume",
"Content": "<size=40><color=Title>Basic Attack</color></size>\nDeal <color=Wind>Aero DMG</color>, inflict <color=Highlight>Aero Erosion</color> on the target, and generate an <color=Highlight>Ensemble Sylph</color>.\n<size=10></size>\n<size=40><color=Title>Ensemble Sylph</color></size>\nStays on the field to <color=Highlight>perform</color>. After Inherent Skill <color=Highlight>Interlude Tune</color> is activated, <color=Highlight>performance</color> increases the Aero DMG Bonus for all nearby Resonators in the team.\n<size=10></size>\n<size=40><color=Title>Heavy Attack</color></size>\nDeal <color=Wind>Aero DMG</color>.\n<size=10></size>\n<size=40><color=Title>Aimed Attack</color></size>\n{Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} Aim to enter Aiming Mode. Shots fired deal <color=Wind>Aero DMG</color>, considered as <color=Highlight>Heavy Attack DMG</color>\n<size=10></size>\n<size=40><color=Title>Mid-air Attack</color></size>\nDeal <color=Wind>Aero DMG</color>.\n<size=10></size>\n<size=40><color=Title>Dodge Counter</color></size>\nDeal <color=Wind>Aero DMG</color>."
"Content": "<size=40><color=Title>Basic Attack</color></size>\nBasic Attacks deal <color=Wind>Aero DMG</color>. <color=Highlight>Basic Attack 4</color> inflicts <color=Highlight>Aero Erosion</color> on the target.\nInterruptions to <color=Highlight>Basic Attack 4</color> generate <color=Highlight>Ensemble Sylph</color>.\n<size=10></size>\n<size=40><color=Title>Ensemble Sylph</color></size>\nFinishes Ciacconas interrupted attack after being generated.\nAll nearby Resonators in the team gain an Aero DMG bonus when a light circle appears beneath Ciaccona or <color=Highlight>Ensemble Sylph</color>.\n<size=10></size>\n<size=40><color=Title>Heavy Attack</color></size>\nDeal <color=Wind>Aero DMG</color>.\n<size=10></size>\n<size=40><color=Title>Aimed Attack</color></size>\nShots fired deal <color=Wind>Aero DMG</color>, considered as <color=Highlight>Heavy Attack DMG</color>\n<size=10></size>\n<size=40><color=Title>Mid-air Attack</color></size>\nDeal <color=Wind>Aero DMG</color>.\n<size=10></size>\n<size=40><color=Title>Dodge Counter</color></size>\nDeal <color=Wind>Aero DMG</color>."
},
{
"Id": "Skill_1003402_SkillResume",
@ -572345,11 +572345,11 @@
},
{
"Id": "Skill_1003403_SkillResume",
"Content": "<size=40><color=Title>Resonance Liberation</color></size>\nDeal <color=Wind>Aero DMG</color> and generate an <color=Highlight>Ensemble Sylph</color> and enter an <color=Highlight>enhanced state</color>.\n<size=10> </size>\n<size=40><color=Title>Enhanced State</color></size>\n{Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} the interactive button at the right time to deal <color=Wind>Aero DMG</color> and trigger different effects based on the color of the button hit:\n- Green: Inflict <color=Highlight>Aero Erosion</color>.\n- Yellow: Inflict <color=Highlight>Spectro Frazzle</color>.\nCiaccona will stay in the <color=Highlight>enhanced state</color> after switching to other Resonators. The switch will automatically trigger the effects of the interactive buttons in the <color=Highlight>enhanced state</color>."
"Content": "<size=40><color=Title>Resonance Liberation</color></size>\nDeal <color=Wind>Aero DMG</color> and enter an <color=Highlight>enhanced state</color>.\n<size=10> </size>\n<size=40><color=Title>Enhanced State</color></size>\n{Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} the interactive button at the right time to deal <color=Wind>Aero DMG</color> and trigger different effects based on the color of the button hit:\n- Green: Inflict <color=Highlight>Aero Erosion</color>.\n- Yellow: Inflict <color=Highlight>Spectro Frazzle</color>.\nCiaccona will stay in the <color=Highlight>enhanced state</color> after switching to other Resonators, and will trigger the action of your last button press before the switch.\n<color=Highlight>Ensemble Sylphs</color>'s Aero DMG Bonus effects can be triggered in the <color=Highlight>enhanced state</color>."
},
{
"Id": "Skill_1003404_SkillResume",
"Content": "The <color=Highlight>Performance</color> of the <color=Highlight>Ensemble Sylph</color> will increase Aero DMG Bonus for all nearby Resonators in the team."
"Content": "Casting <color=Highlight>Resonance Liberation</color> grants a Shield."
},
{
"Id": "Skill_1003405_SkillResume",
@ -572361,7 +572361,7 @@
},
{
"Id": "Skill_1003407_SkillResume",
"Content": "<size=40><color=Title>Forte Gauge</color></size>\nCasting Basic Attack and Intro Skill grants <color=Highlight>Forte Gauge</color>.\nWhen <color=Highlight>Forte Gauge</color> is full, enable <color=Highlight>Enhanced Heavy Attack</color>.\n<size=10></size>\n<size=40><color=Title>Enhanced Heavy Attack</color></size>\nDeal <color=Wind>Aero DMG</color> and inflict <color=Highlight>Aero Erosion</color> on the target, continuously pulling in them."
"Content": "<size=40><color=Title>Forte Gauge</color></size>\n<color=Highlight>Basic Attacks</color> and <color=Highlight>Intro Skill</color> increases <color=Highlight>Forte Gauge</color>.\nWhen <color=Highlight>Forte Gauge</color> is full, <color=Highlight>Enhanced Heavy Attack</color> is enabled.\n<size=10></size>\n<size=40><color=Title>Enhanced Heavy Attack</color></size>\nDeal <color=Wind>Aero DMG</color> and inflict <color=Highlight>Aero Erosion</color> on the target, continuously pulling in them."
},
{
"Id": "Skill_1003409_SkillResume",
@ -572705,15 +572705,15 @@
},
{
"Id": "WeaponConf_21040036_AttributesDescription",
"Content": "It heralds justice, precise and inexorable as a clocks toll. All sins are cleansed in flame, dissipating like night beneath the dawns gaze."
"Content": "It heralds justice, precise and inexorable as a clock's toll. All sins are cleansed in flame, dissipating like night beneath the dawn's gaze."
},
{
"Id": "WeaponConf_21040036_BgDescription",
"Content": "It heralds justice, precise and inexorable as a clocks toll. All sins are cleansed in flame, dissipating like night beneath the dawns gaze."
"Content": "It heralds justice, precise and inexorable as a clock's toll. All sins are cleansed in flame, dissipating like night beneath the dawn's gaze."
},
{
"Id": "WeaponConf_21040036_ObtainedShowDescription",
"Content": "It heralds justice, precise and inexorable as a clocks toll. All sins are cleansed in flame, dissipating like night beneath the dawns gaze."
"Content": "It heralds justice, precise and inexorable as a clock's toll. All sins are cleansed in flame, dissipating like night beneath the dawn's gaze."
},
{
"Id": "WeaponConf_21040036_WeaponName",
@ -573645,23 +573645,23 @@
},
{
"Id": "Skill_1003301_SkillResume",
"Content": "<size=40><color=Title>Basic Attack</color></size>\nDeal <color=Light>Spectro DMG</color>.\n<size=10></size>\n<size=40><color=Title>Chained Basic Attack</color></size>\nAfter Basic Attack Stage 3, {Cus:Ipt,Touch=tap PC=Click Gamepad=press} <color=Highlight>Normal Attack</color> at the right time to perform<color=Title>Chained Basic Attack</color>, dealing <color=Light>Spectro DMG</color>.\n<size=10></size>\n<size=40><color=Title>Heavy Attack</color></size>\nDeal <color=Light>Spectro DMG</color>.\n<size=10></size>\n<size=40><color=Title>Mid-air Attack</color></size>\nDeal <color=Light>Spectro DMG</color>.\n<size=10></size>\n<size=40><color=Title>Dodge Counter</color></size>\nDeal <color=Light>Spectro DMG</color>."
"Content": "<size=40><color=Title>Basic Attack</color></size>\nDeal <color=Light>Spectro DMG</color>.\n<size=10></size>\n<size=40><color=Title>Chain Basic Attack</color></size>\nAfter Basic Attack Stage 3, {Cus:Ipt,Touch=tap PC=press Gamepad=press} <color=Highlight>Normal Attack</color> at the right time to perform <color=Highlight>Chain Basic Attack</color>, dealing <color=Light>Spectro DMG</color>.\n<size=10></size>\n<size=40><color=Title>Heavy Attack</color></size>\nDeal <color=Light>Spectro DMG</color>.\n<size=10></size>\n<size=40><color=Title>Mid-air Attack</color></size>\nDeal <color=Light>Spectro DMG</color>.\n<size=10></size>\n<size=40><color=Title>Dodge Counter</color></size>\nDeal <color=Light>Spectro DMG</color>."
},
{
"Id": "Skill_1003302_SkillResume",
"Content": "<size=40><color=Title>Resonance Skill</color></size>\nDeal <color=Light>Spectro DMG</color>. Hold to block. When being hit, counterattack and control the target.\n<size=10></size>\n<size=40><color=Title>Forte Gauge</color></size>\n- Performing Basic Attack or Resonance Skill to obtain <color=Highlight>Forte Gauge</color>.\n- When <color=Highlight>Forte Gauge</color>is full, cast <color=Highlight>Enhanced Resonance Skill</color> to deal <color=Light>Spectro DMG</color> and Amplify Zani's <color=Highlight>Spectro Frazzle</color>DMG .\n<size=10></size>\n<size=40><color=Title>Enhanced Resonance Skill</color></size>\n- Hold to block. When being hit, counterattack and control the target.\n- Release to attack the target."
"Content": "<size=40><color=Title>Resonance Skill</color></size>\nDeal <color=Light>Spectro DMG</color>. Zani can block attacks within a certain time after casting Resonance Skill. A successful block reduces DMG taken and triggers a counterattack.\n<size=10></size>\n<size=40><color=Title>Forte Gauge - Redundant Energy</color></size>\n- Performing <color=Highlight>Basic Attack</color>, <color=Highlight>Resonance Skill</color>, or <color=Highlight>Intro Skill</color> to obtain <color=Highlight>Redundant Energy</color>.\n- When <color=Highlight>Redundant Energy</color> is full, <color=Highlight>Enhanced Resonance Skill</color> becomes available.\n<size=10></size>\n<size=40><color=Title>Enhanced Resonance Skill</color></size>\n- Hold <color=Highlight>Resonance Skill</color> to <color=Highlight>charge up</color> the attack, during which Zani is immune to interruption and blocks attacks. A successful block reduces DMG taken and triggers a counterattack. Release the button in advance or fully <color=Highlight>charge up</color> to attack the target.\n- Deal <color=Light>Spectro DMG</color>, inflict <color=Highlight>Heliacal Ember</color> upon the target, and Amplify the <color=Highlight>Spectro Frazzle DMG</color> dealt by herself."
},
{
"Id": "Skill_1003303_SkillResume",
"Content": "<size=40><color=Title>Resonance Liberation</color></size>\nDeal <color=Light>Spectro DMG</color> and enter an <color=Highlight>Enhanced State</color>, casting <color=Highlight>Finisher Resonance Liberation</color>.\n<size=10></size>\n<size=40><color=Title>Finisher Resonance Liberation</color></size>\nDeal high <color=Light>Spectro DMG</color> and end the <color=Highlight>Enhanced State</color>."
"Content": "<size=40><color=Title>Resonance Liberation</color></size>\nDeal <color=Light>Spectro DMG</color> and enter an <color=Highlight>Enhanced State</color>, where the DMG Multiplier of Basic Attack is increased and <color=Highlight>Heavy Slashes</color> and <color=Highlight>Finisher Resonance Liberation</color> are unlocked.\n<size=10></size>\n<size=40><color=Title>Finisher Resonance Liberation</color></size>\nAvailable when Forte Gauge <color=Highlight>Blaze</color> is lower than the tick mark or after a certain time in the <color=Highlight>Enhanced State</color>. Deal high <color=Light>Spectro DMG</color> and end the <color=Highlight>Enhanced State</color>."
},
{
"Id": "Skill_1003304_SkillResume",
"Content": "Casting Intro Skill increases Spectro DMG Bonus."
"Content": "Casting <color=Highlight>Intro Skill</color> gives Spectro DMG Bonus."
},
{
"Id": "Skill_1003305_SkillResume",
"Content": "DMG taken while in the <color=Highlight>Enhanced State</color> is reduced."
"Content": "DMG taken is reduced while <color=Highlight>charging up</color>."
},
{
"Id": "Skill_1003306_SkillResume",
@ -573669,11 +573669,11 @@
},
{
"Id": "Skill_1003307_SkillResume",
"Content": "<size=40><color=Title>Enhanced Forte Gauge</color></size>\n- When a nearby Resonator in the team inflicts <color=Highlight>Spectro Frazzle</color> upon a target, trigger the damage effect immediately and inflict <color=Highlight>Heliacal Ember</color> upon the target. Meanwhile, Zani restores <color=Highlight>Enhanced Forte Gauge</color>.\n- Casting Resonance Liberation or <color=Highlight>Enhanced Resonance Skill</color> grants <color=Highlight>Enhanced Forte Gauge</color>\n- When in the <color=Highlight>Enhanced State</color>, consume <color=Highlight>Enhanced Forte Gauge</color> to cast <color=Highlight>Enhanced Basic Attack</color>, dealing <color=Light>Spectro DMG</color> (Considered both <color=Highlight>Heavy Attack DMG</color> and <color=Highlight>Spectro Frazzle DMG</color>).\n<size=10></size>\n<size=40><color=Title>Heliacal Ember</color></size>\n<color=Highlight>Heliacal Ember</color> stacks are considered <color=Highlight>Spectro Frazzle</color> stacks towards the Eternal Radiance Sonata Effect.\n<size=10></size>\n<size=40><color=Title>Enhanced Basic Attack</color></size>\n- {Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} Normal Attack to attack the target\n- Hold Resonance Skill to block attacks. When being hit, counterattack and control the target.\n- Release Resonance Skill to attack the target."
"Content": "<size=40><color=Title>Forte Gauge - Blaze</color></size>\n- When a nearby Resonator in the team inflicts <color=Highlight>Spectro Frazzle</color> upon a target, trigger the damage effect immediately and inflict <color=Highlight>Heliacal Ember</color> upon the target. Meanwhile, Zani restores <color=Highlight>Blaze</color>.\n- Casting <color=Highlight>Resonance Liberationl</color> or <color=Highlight>Enhanced Resonance Skill</color> grants <color=Highlight>Blazes</color>.\n- When in the <color=Highlight>Enhanced State</color> and <color=Highlight>Blaze</color> is higher than the tick mark, <color=Highlight>Heavy Slahses</color> become available.\n<size=10></size>\n<size=40><color=Title>Heliacal Ember</color></size>\nIncreases Outro Skill DMG. Its stacks are considered <color=Highlight>Spectro Frazzle</color> stacks towards the Eternal Radiance Sonata Effect.\n<size=10></size>\n<size=40><color=Title>Heavy Slash</color></size>\n- {Cus:Ipt,Touch=Tap PC=Press Gamepad=Press} <color=Highlight> Normal Attack</color> or hold <color=Highlight>Resonance Skill</color> to cast.\n- Hold <color=Highlight>Resonance Skill</color> to <color=Highlight>charge up</color>, during which Zani is immune to interruptions and blocks attacks. A successful block reduces DMG taken and triggers a counterattack. Release the button in advance or fully <color=Highlight>charge up</color> to attack the target directly.\n- Deal <color=Light>Spectro DMG</color>, considered both <color=Highlight>Heavy Attak DMG</color> and <color=Highlight>Spectro Frazzle DMG</color>."
},
{
"Id": "Skill_1003309_SkillResume",
"Content": "Deal <color=Light>Spectro DMG</color>. <color=Highlight>Heliacal Ember</color> stacks increase the DMG they receive.\nThis instance of DMG is considered <color=Highlight>Spectro Frazzle DMG</color>.\nThe Spectro DMG dealt by other Resonators in the team to the target with <color=Highlight>Heliacal Ember</color> is Amplified."
"Content": "Deal <color=Light>Spectro DMG</color>. <color=Highlight>Heliacal Ember</color> stacks increase the DMG the targets taken.\nThis instance of damage is considered <color=Highlight>Spectro Frazzle DMG</color>.\nAmplify Spectro DMG dealt by other Resonators in the team to the target with <color=Highlight>Heliacal Ember</color>."
},
{
"Id": "Skill_1003408_SkillResume",
@ -574737,11 +574737,11 @@
},
{
"Id": "RoleSkillInput_1407_DescList_2",
"Content": "Casting Basic Attack Stage 4 and Intro Skill recovers 1 Forte Gauge Point.\nFull Forte Gauge enables Enhanced Heavy Attack."
"Content": "Casting Basic Attack Stage 4 and Intro Skill recovers 1 segment of Forte Gauge.\nFull Forte Gauge enables Enhanced Heavy Attack."
},
{
"Id": "RoleSkillInput_1407_DescList_3",
"Content": "After casting Resonance Liberation, {Cus:Ipt,Touch=Tap PC=Click Gamepad=Press} the button at the right time following the prompt to radiate <color=Highlight>Symphonic Poem: Tonic</color>."
"Content": "After casting Resonance Liberation, {Cus:Ipt,Touch=tap PC=press Gamepad=press} the button at the right time following the prompt to radiate <color=Highlight>Symphonic Poem: Tonic</color>."
},
{
"Id": "SkillDescription_1407025_AttributeName",
@ -575369,7 +575369,7 @@
},
{
"Id": "RoleSkillInput_1507_DescList_2",
"Content": "Zani restores Forte Gauge when other team members inflict Spectro Frazzle.\nZani enters an enhanced state upon casting Resonance Liberation. In the enhanced state, consume Forte Gauge to cast enhanced Basic Attacks."
"Content": "Zani restores Forte Gauge when other Resonators in the team inflict Spectro Frazzle.\nZani enters an enhanced state upon casting Resonance Liberation. In the enhanced state, consume Forte Gauge to cast enhanced Basic Attacks."
},
{
"Id": "SkillDescription_1507001_AttributeName",
@ -575545,31 +575545,31 @@
},
{
"Id": "SkillInput_150703_Description",
"Content": "Resonance Skill - Pinpoint Strike: Hold {1}. Cast automatically upon being hit"
"Content": "Resonance Skill - Pinpoint Strike: Hold {1}. Cast automatically upon being hit."
},
{
"Id": "SkillInput_150704_Description",
"Content": "Resonance Liberation - Judgement Day: In Infernal Mode, {Cus:Ipt,Touch=tap PC=press Gamepad=press} {2} when Blaze is lower than 30 or 8s have lapsed in Infernal Mode."
"Content": "Resonance Liberation - The Last Stance: In Infernal Mode, {Cus:Ipt,Touch=tap PC=press Gamepad=press} {2} when Blaze is lower than 30 or 8s after entering Infernal Mode."
},
{
"Id": "SkillInput_150705_Description",
"Content": "In Infernal Mode, with at least 30 points of Blaze, unlock the following moves:"
"Content": "In Infernal Mode, with at least 30 Blazes, unlock the following moves:"
},
{
"Id": "SkillInput_150706_Description",
"Content": "Basic Attack “Heavy Slash - Daybreak”: {0} or {1}"
"Content": "Basic Attack \"Heavy Slash - Daybreak\": {0} or {1}"
},
{
"Id": "SkillInput_150707_Description",
"Content": "Basic Attack “Heavy Slash - Dawning”: {0}+{0}"
"Content": "Basic Attack \"Heavy Slash - Dawning\": {0}+{0}"
},
{
"Id": "SkillInput_150708_Description",
"Content": "Basic Attack “Heavy Slash - Nightfall”: {0}+{0}+{0} or hold {1}"
"Content": "Basic Attack \"Heavy Slash - Nightfall\": {0}+{0}+{0} or hold {1}"
},
{
"Id": "SkillInput_150709_Description",
"Content": "Basic Attack “Heavy Slash - Lightsmashl”: Hold {1}. Cast automatically upon being hit"
"Content": "Basic Attack \"Heavy Slash - Lightsmashl\": Hold {1}. Cast automatically upon being hit."
},
{
"Id": "SkillInput_150710_Description",
@ -575581,7 +575581,7 @@
},
{
"Id": "SkillInput_150712_Description",
"Content": "Resonance Skill - Forcible Riposte: Hold {1}. Cast automatically upon being hit"
"Content": "Resonance Skill - Forcible Riposte: Hold {1}. Cast automatically upon being hit."
},
{
"Id": "Skill_1003309_MultiSkillDescribe",

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@ -534325,7 +534325,7 @@
},
{
"Id": "ResonantChain_193_AttributesDescription",
"Content": "공명 스킬 <color=Highlight>집중 압박</color> 혹은 공명 스킬 <color=Highlight>습격 반격</color> 발동 시, 회절 피해 보너스가 50% 증가되고, 14초간 지속된다.\n<color=Highlight>중참 · 온밤</color> 발동 시, 적의 공격에 의해 중단되지 않는다"
"Content": "<color=Highlight>집중 압박</color> 혹은 <color=Highlight>습격 반격</color> 발동 시, 회절 피해 보너스가 {0} 증가되고, {1}초간 지속된다.\n<color=Highlight>중참 · 온밤</color> 발동 시, 적의 공격에 의해 중단되지 않는다"
},
{
"Id": "ResonantChain_193_NodeName",
@ -534333,7 +534333,7 @@
},
{
"Id": "ResonantChain_194_AttributesDescription",
"Content": "크리티컬이 {0} 증가한다.\n공명 스킬 <color=Highlight>집중 압박</color>, 공명 스킬 <color=Highlight>습격 반격</color>의 배율이 {1} 상승된다"
"Content": "크리티컬이 {0} 증가한다.\n<color=Highlight>집중 압박</color>, <color=Highlight>습격 반격</color>의 배율이 {1} 상승된다"
},
{
"Id": "ResonantChain_194_NodeName",
@ -534381,7 +534381,7 @@
},
{
"Id": "Skill_1003302_SkillDescribe",
"Content": "<size=40><color=Title>표준 방위 예방책</color></size>\n목표를 공격하여 <color=Light>회절 피해</color>를 입히고 가드 상태에 진입다.\n일정 시간 내에 <color=Highlight>일반 공격</color>을 짧게 누르면 <color=Highlight>일반 공격 3단</color>을 연계할 수 있으며, 명중 시 『잉여 에너지』 10pt를 추가로 획득하고 동시에 목표를 정체시킨다.\n가드 기간 동안 공격을 받으면 이번 피해를 받지 않으며, 공명 스킬 <color=Highlight>정확한 반격</color>을 발동하여 <color=Light>회절 피해</color>를 입히는 동시에 목표를 정체시키고, 공진 수치 {0}을 추가로 감소시킨다. 젠니가 {2}초동안 받는 피해가 {3} 감소된다.\n\n<size=40><color=Title>위기 처리 예방책</color></size>\n젠니가 <color=Highlight>화염 형태</color>에 진입하지 않은 상태에서 『잉여 에너지』가 가득 찰 시, <color=Highlight>공명 스킬</color>은 공명 스킬 <color=Highlight>위기 처리 예방책</color>으로 대체된다.\n<color=Highlight>공명 스킬</color>을 누르면 <color=Highlight>준비 태세</color>에 진입할 수 있으며, <color=Highlight>준비 태세</color> 기간 동안 적의 공격에 의해 중단되지 않는다. <color=Highlight>준비 태세</color> 기간 동안 <color=Highlight>공명 스킬</color>에서 손을 떼거나 혹은 지속 시간이 종료되면 『잉여 에너지』를 모두 소모하여 공명 스킬 <color=Highlight>집중 압박</color>을 발동하고 <color=Light>회절 피해</color>를 입힌다.\n<color=Highlight>준비 태세</color>에 진입 후 일정 시간 내에 적군 목표의 공격을 받을 경우, 이번 피해를 받지 않으며 모든 『잉여 에너지』를 소모하여 공명 스킬 <color=Highlight>습격 반격</color>을 발동하고 <color=Light>회절 피해</color>를 입히는 동시에 목표를 정체시키고 공진 수치 {1}을 추가로 감소시킨다. 젠니가 {2}초동안 받는 피해가 {3} 감소된다.\n공명 스킬 <color=Highlight>집중 압박</color> 혹은 공명 스킬<color=Highlight>습격 반격</color> 발동 시, 명중한 목표에게 1스택의 『강렬한 불기운』을 추가한다. 마지막 1단 공격 발동 후 자신은 『불빛』을 획득하고, <color=Highlight>참극</color> 상태에 진입한다.\n\n<size=40><color=Title>참극</color></size>\n자신이 직접 추가한 <color=Highlight>『광학 효과』</color> 피해가 {4} 부스트된다"
"Content": "<size=40><color=Title>표준 방위 예방책</color></size>\n목표를 공격하여 <color=Light>회절 피해</color>를 입히고 가드 상태에 진입하고, 다른 캐릭터로 전환하면 즉시 종료된다.\n일정 시간 내에 <color=Highlight>일반 공격</color>을 짧게 누르면 <color=Highlight>일반 공격 3단</color>을 연계할 수 있으며, 명중 시 「잉여 에너지」 10pt를 추가로 획득하고 동시에 목표를 정체시킨다.\n가드 기간 동안 적군 목표의 공격을 받으면 해당 피해가 100% 감소되는 동시에 주변 목표를 정체시키고 <color=Highlight>정확한 반격</color>을 발동하여 <color=Light>회절 피해</color>를 입히, 공진 수치 {0}을 추가로 감소시킨다. 젠니가 {2}초동안 받는 피해가 {3} 감소된다.\n\n<size=40><color=Title>위기 처리 예방책</color></size>\n젠니가 <color=Highlight>화염 형태</color>에 진입하지 않은 상태에서 「잉여 에너지」가 가득 찰 시, <color=Highlight>공명 스킬</color>은 공명 스킬 <color=Highlight>위기 처리 예방책</color>으로 대체된다.\n<color=Highlight>공명 스킬</color>을 누르면 <color=Highlight>준비 태세</color>에 진입할 수 있으며, <color=Highlight>준비 태세</color> 기간 동안 적의 공격에 의해 중단되지 않는다. 다른 캐릭터로 전환하면 즉시 종료된다. <color=Highlight>준비 태세</color> 기간 동안 <color=Highlight>공명 스킬</color>에서 손을 떼거나 혹은 지속 시간이 종료되면 「잉여 에너지」를 모두 소모하여 <color=Highlight>집중 압박</color>을 발동하고 <color=Light>회절 피해</color>를 입힌다.\n<color=Highlight>준비 태세</color>에 진입 후 일정 시간 내에 적군 목표의 공격을 받을 경우, 해당 피해가 100% 감소되는 동시에 주변 목표를 정체시키고 모든 「잉여 에너지」를 소모하여 <color=Highlight>습격 반격</color>을 발동하고 <color=Light>회절 피해</color>를 입히며, 공진 수치 {1}을 추가로 감소시킨다. 젠니가 {2}초동안 받는 피해가 {3} 감소된다.\n<color=Highlight>집중 압박</color> 혹은 <color=Highlight>습격 반격</color> 발동 시, 명중한 목표에게 1스택의 「강렬한 불기운」을 추가한다. 마지막 1단 공격 발동 후 자신은 「불빛」을 획득하고, <color=Highlight>참극</color> 상태에 진입한다.\n\n<size=40><color=Title>참극</color></size>\n자신이 직접 추가한 <color=Highlight>「광학 효과」</color> 피해가 {4} 부스트된다"
},
{
"Id": "Skill_1003302_SkillName",
@ -534389,7 +534389,7 @@
},
{
"Id": "Skill_1003303_SkillDescribe",
"Content": "<size=40><color=Title>재연소</color></size>\n<color=Light>회절 피해</color>를 입히고 <color=Highlight>화염 형태</color>에 진입하며, 『불빛』의 최대치를 {0}pt에서 {1}pt로 증가시키고 즉시 {2}pt의 『불빛』을 획득한다. <color=Highlight>화염 형태</color> 기간 동안 일반 공격 배율이 상승한다.\n\n<size=40><color=Title>최후의 순간</color></size>\n<color=Highlight>화염 형태</color> 지속 기간 동안 『불빛』이 {3}pt 이하 시 혹은 <color=Highlight>화염 형태</color>가 {4}초간 지속된 후, <color=Highlight>공명 해방</color>은 공명 해방 <color=Highlight>최후의 순간</color>으로 대체된다.\n공명 해방 <color=Highlight>최후의 순간</color>을 발동하여 <color=Light>회절 피해</color>를 입히고 <color=Highlight>화염 형태</color>를 종료한다"
"Content": "<size=40><color=Title>재연소</color></size>\n<color=Light>회절 피해</color>를 입히고 <color=Highlight>화염 형태</color>에 진입하며, 「불빛」의 최대치를 {0}pt에서 {1}pt로 증가시키고 즉시 {2}pt의 「불빛」을 획득한다. <color=Highlight>화염 형태</color> 기간 동안 일반 공격 배율이 상승한다.\n\n<size=40><color=Title>최후의 순간</color></size>\n<color=Highlight>화염 형태</color> 지속 기간 동안 「불빛」이 {3}pt 이하 시 혹은 <color=Highlight>화염 형태</color>가 {4}초간 지속된 후, <color=Highlight>공명 해방</color>은 공명 해방 <color=Highlight>최후의 순간</color>으로 대체된다.\n공명 해방 <color=Highlight>최후의 순간</color>을 발동하여 <color=Light>회절 피해</color>를 입히고 <color=Highlight>화염 형태</color>를 종료한다"
},
{
"Id": "Skill_1003303_SkillName",
@ -534421,7 +534421,7 @@
},
{
"Id": "Skill_1003307_SkillDescribe",
"Content": "<size=40><color=Title>강렬한 불기운</color></size>\n젠니가 파티에 있을 시, 근처 파티 내 캐릭터가 목표에게 <color=Highlight>『광학 효과』</color>를 추가하면, 즉시 모든 스택 피해를 입히고 동일한 스택의 『강렬한 불기운』으로 전환된다. 전환될 때마다, 젠니는 전환 스택에 따라 『불빛』을 흡수한다. 『강렬한 불기운』 스택 최대치는 {0}스택이며, 스택마다 {1}초간 지속된다. 해당 스택은 「영원의 광채」 세트 효과를 발생시킬 수 있다.\n\n<size=40><color=Title>점등</color></size>\n젠니가 <color=Highlight>화염 형태</color>에 있을 시 <color=Highlight>중참 · 파효</color>, <color=Highlight>중참 · 해오름</color>, <color=Highlight>중참 · 온밤</color>, <color=Highlight>중참 · 섬광</color>을 해제하여 <color=Light>회절 피해</color>를 입히고, 해당 피해는 강공격 피해로 적용되는 동시에 <color=Highlight>『광학 효과』</color> 피해로 간주된다.\n『불빛』이 {2}pt를 초과할 시, 공명 스킬 <color=Highlight>표준 방위 예방책</color>은 공명 스킬 <color=Highlight>점등</color>으로 대체된다.\n<color=Highlight>공명 스킬</color>을 누르면 <color=Highlight>준비 태세</color>로 진입할 수 있으며, <color=Highlight>준비 태세</color> 기간 동안 적의 공격에 의해 중단되지 않는다. <color=Highlight>준비 태세</color> 기간 동안 <color=Highlight>공명 스킬</color>에서 손을 떼면 <color=Highlight>중참 · 파효</color>를 발동할 수 있으며 『불빛』이 소모된다.\n<color=Highlight>준비 태세</color>에 진입 후 일정 시간 내에 적군 목표의 공격을 받을 경우, 이번 피해를 받지 않으며 <color=Highlight>중참 · 섬광</color>을 발동하고 『불빛』이 소모되는 동시에 목표를 정체시키고 공진 수치 {3}을 추가로 감소시킨다. 젠니가 {4}초동안 받는 피해가 {5} 감소된다. <color=Highlight>중참 · 섬광</color> 발동 후, <color=Highlight>일반 공격</color>은 <color=Highlight>중참 · 온밤</color>으로 대체된다. 발동 시 젠니가 보유한 최대 {6}pt의 『불빛』을 소모할 수 있으며, 1pt의 『불빛』을 소모할 때마다 이번 <color=Highlight>중참 · 온밤</color>의 피해 배율을 상승시킨다.\n<color=Highlight>준비 태세</color> 지속 시간 종료 후, 즉시 <color=Highlight>중참 · 온밤</color>을 발동한다. \n『불빛』이 {2}pt를 초과할 시, <color=Highlight>일반 공격</color>은 <color=Highlight>중참 · 파효</color>로 대체된다. <color=Highlight>화염 형태</color> 진입 후, 즉시 <color=Highlight>일반 공격</color>을 발동하면 이번 <color=Highlight>일반 공격</color>은 공명 스킬 <color=Highlight>점등</color>으로 대체되고, <color=Highlight>일반 공격</color>을 누르면 <color=Highlight>준비 태세</color>에 진입할 수 있다.\n<color=Highlight>중참 · 파효</color> 발동 후 『불빛』이 {2}pt를 초과할 시, <color=Highlight>일반 공격</color>은 <color=Highlight>중참 · 해오름</color>으로 대체되고, <color=Highlight>중참 · 해오름</color>를 발동할 수 있으며 『불빛』이 소모된다.\n<color=Highlight>중참 · 해오름</color> 발동 후 <color=Highlight>일반 공격</color>은 <color=Highlight>중참 · 온밤</color>으로 대체된다.\n회피 성공 후, 이때 <color=Highlight>일반 공격</color>이 <color=Highlight>중참 · 온밤</color>으로 대체되지 않았 경우, 일정 시간 내에 <color=Highlight>일반 공격</color>을 짧게 누르면, <color=Highlight>중참 · 섬광</color>을 발동할 수 있으며 『불빛』이 소모된다.\n\n<size=40><color=Title>잉여 에너지 획득 규칙</color></size>\n『잉여 에너지』 최대 누적 가능: 100pt\n기본 공격이 목표에 명중 시 『잉여 에너지』를 획득한다.\n변주 스킬 <color=Highlight>즉시 집행</color>이 목표에 명중 시 『잉여 에너지』를 획득한다.\n공명 스킬 <color=Highlight>표준 방위 예방책</color> 발동 시 『잉여 에너지』를 획득한다.\n공명 스킬 <color=Highlight>정확한 반격</color>이 목표에 명중 시 『잉여 에너지』를 획득한다.\n\n<size=40><color=Title>불빛 획득 규칙</color></size>\n젠니가 <color=Highlight>화염 형태</color>가 아닐 시 『불빛』의 최대치는 100pt이다.\n젠니가 <color=Highlight>화염 형태</color>에 있을 시 『불빛』의 최대치는 150pt이다.\n공명 스킬 <color=Highlight>위기 처리 예방책</color> 발동 후 『불빛』 10pt를 획득한다.\n1스택의 <color=Highlight> 『광학 효과』</color>가 『강렬한 불기운』으로 전환할 때마다 「불빛」 5pt를 획득한다"
"Content": "<size=40><color=Title>강렬한 불기운</color></size>\n젠니가 파티에 있을 시, 근처 파티 내 캐릭터가 목표에게 <color=Highlight>「광학 효과」</color>를 추가하면, 즉시 모든 스택 피해를 입히고 동일한 스택의 「강렬한 불기운」으로 전환된다. 전환될 때마다, 젠니는 전환 스택에 따라 「불빛」을 흡수한다. 「강렬한 불기운」 스택 최대치는 {0}스택이며, 스택마다 {1}초간 지속된다. 해당 스택은 「영원의 광채」 화음 이펙트를 발생시킬 수 있다.\n\n<size=40><color=Title>점등</color></size>\n젠니가 <color=Highlight>화염 형태</color>에 있을 시 <color=Highlight>중참 · 파효</color>, <color=Highlight>중참 · 해오름</color>, <color=Highlight>중참 · 온밤</color>, <color=Highlight>중참 · 섬광</color>을 해제하여 <color=Light>회절 피해</color>를 입히고, 해당 피해는 강공격 피해로 적용되는 동시에 <color=Highlight>「광학 효과」</color> 피해로 간주된다.\n「불빛」이 {2}pt 이상일 시, 공명 스킬 <color=Highlight>표준 방위 예방책</color>은 공명 스킬 <color=Highlight>점등</color>으로 대체된다.\n<color=Highlight>공명 스킬</color>을 누르면 <color=Highlight>준비 태세</color>로 진입할 수 있으며, <color=Highlight>준비 태세</color> 기간 동안 적의 공격에 의해 중단되지 않는다. 다른 캐릭터로 전환할 시 즉시 종료된다. <color=Highlight>준비 태세</color> 기간 동안 <color=Highlight>공명 스킬</color>에서 손을 떼면 <color=Highlight>중참 · 파효</color>를 발동할 수 있으며 「불빛」이 소모된다.\n<color=Highlight>준비 태세</color>에 진입 후 일정 시간 내에 적군 목표의 공격을 받을 경우, 해당 피해가 100% 감소되는 동시에 주변 목표를 정체시키고 <color=Highlight>중참 · 섬광</color>을 발동할 수 있으며 「불빛」이 소모되고, 공진 수치 {3}을 추가로 감소시킨다. 젠니가 {4}초동안 받는 피해가 {5} 감소된다. <color=Highlight>중참 · 섬광</color> 발동 후, <color=Highlight>일반 공격</color>은 <color=Highlight>중참 · 온밤</color>으로 대체된다. \n<color=Highlight>준비 태세</color> 지속 시간 종료 후, 즉시 <color=Highlight>중참 · 온밤</color>을 발동한다. \n「불빛」이 {2}pt 이상일 시, <color=Highlight>일반 공격</color>은 <color=Highlight>중참 · 파효</color>로 대체된다. <color=Highlight>화염 형태</color> 진입 후, 즉시 <color=Highlight>일반 공격</color>을 발동하면 해당 <color=Highlight>일반 공격</color>은 공명 스킬 <color=Highlight>점등</color>으로 대체되고, <color=Highlight>일반 공격</color>을 누르면 <color=Highlight>준비 태세</color>에 진입할 수 있다.\n<color=Highlight>중참 · 파효</color> 발동 후 <color=Highlight>일반 공격</color>을 즉시 발동하면 일반 공격 <color=Highlight>중참 · 해오름</color>을 발동할 수 있으며 「불빛」이 소모된다.\n<color=Highlight>중참 · 해오름</color> 발동 후 <color=Highlight>일반 공격</color>은 <color=Highlight>중참 · 온밤</color>으로 대체된다.\n회피 성공 후, 이때 <color=Highlight>일반 공격</color>이 <color=Highlight>중참 · 온밤</color>으로 대체되지 않았고 「불빛」이 {2}pt 이상일 경우, 일정 시간 내에 <color=Highlight>일반 공격</color>을 짧게 누르면, <color=Highlight>중참 · 섬광</color>을 발동할 수 있으며 「불빛」이 소모된다.\n\n<size=40><color=Title>잉여 에너지 획득 규칙</color></size>\n「잉여 에너지」 최대 누적 가능: 100pt\n기본 공격이 목표에 명중 시 「잉여 에너지」를 획득한다.\n변주 스킬 <color=Highlight>즉시 집행</color>이 목표에 명중 시 「잉여 에너지」를 획득한다.\n공명 스킬 <color=Highlight>표준 방위 예방책</color> 발동 시 「잉여 에너지」를 획득한다.\n<color=Highlight>정확한 반격</color>이 목표에 명중 시 「잉여 에너지」를 획득한다.\n<color=Highlight>화염 형태</color>에 있을 시, 「잉여 에너지」를 획득할 수 없다.\n\n<size=40><color=Title>불빛 획득 규칙</color></size>\n젠니가 <color=Highlight>화염 형태</color>가 아닐 시 「불빛」의 최대치는 100pt이다.\n젠니가 <color=Highlight>화염 형태</color>에 있을 시 「불빛」의 최대치는 150pt이다.\n<color=Highlight>집중 압박</color> 혹은 <color=Highlight>습격 반격</color> 발동 후, 「불빛」 10pt를 획득한다.\n1스택의 <color=Highlight> 「광학 효과」</color>가 「강렬한 불기운」으로 전환할 때마다 「불빛」 5pt를 획득한다.\n공명 해방 <color=Highlight>재연소</color> 발동 시, 「불빛」 50pt를 획득한다"
},
{
"Id": "Skill_1003307_SkillName",
@ -535061,7 +535061,7 @@
},
{
"Id": "Skill_1003401_SkillDescribe",
"Content": "<size=40><color=Title>일반 공격</color></size>\n최대 4단 연속 공격을 가하여 <color=Wind>기류 피해</color>를 입힌다. 일반 공격 4단은 명중된 목표에게 <color=Highlight>『풍식 효과』</color> 1스택을 추가할 수 있다.\n· 회피로 일반 공격 처음 3단 중단 시, 일정 시간 내에 일반 공격을 짧게 누르면 해당되는 단수의 일반 공격이 발동된다.\n· 일반 공격 4단 종료 후, 샤콘은 <color=Highlight>음률의 독주</color> 상태에 진입한다. 샤콘의 일반 공격 4단 혹은 <color=Highlight>음률의 독주</color> 중단하거나 적의 공격에 의해 중단될 경우, <color=Highlight>합주의 그림자</color> 1개가 생성된다.\n \n<size=40><color=Title>음률의 독주</color></size>\n샤콘과 합주의 그림자가 음률의 독주 상태에 진입 시 자신을 중심으로 근처 파티 내 모든 캐릭터의 기류 피해 보너스를 24% 증가시키고, 해당 효과는 중첩이 불가하다.\n \n<size=40><color=Title>합주의 그림자</color></size>\n필드에는 최대 2개의 합주의 그림자가 존재할 수 있다.\n샤콘의 <color=Highlight>일반 공격 4단</color>이 중단되면 합주의 그림자는 샤콘을 대신하여 해당 공격을 완료하고 <color=Highlight>음률의 독주</color> 상태에 진입한다.\n샤콘의 <color=Highlight>음률의 독주</color> 상태가 중단되면 합주의 그림자는 샤콘을 대신하여 <color=Highlight>음률의 독주</color> 상태를 지속한다.\n<color=Highlight>공명 스킬</color>로 합주의 그림자 생성 시, 위 두 가지 상황 외에 합주의 그림자는 샤콘을 대신하여 해당 공격을 완료하지만, <color=Highlight>음률의 독주</color> 상태에 진입하지 않는다.\n \n<size=40><color=Title>강공격</color></size>\n스태미나를 소모하여 공중으로 뛰어올라 목표를 공격하고 <color=Wind>기류 피해</color>를 입힌다.\n \n<size=40><color=Title>조준 공격</color></size>\n조준 키를 짧게 눌러 조준 상태에 진입하면 더욱 강력한 사격을 진행할 수 있다.\n차지 완료 후 목표를 공격하여 <color=Wind>기류 피해</color>를 입히며, 해당 피해는 강공격 피해로 적용된다.\n \n<size=40><color=Title>공중 공격</color></size>\n스태미나를 소모하여 최대 2단 공격을 가하고 <color=Wind>기류 피해</color>를 입힌다.\n공중 공격 2단 발동 후 일정 시간 내에 일반 공격을 짧게 누르면 일반 공격 4단을 발동할 수 있다.\n \n<size=40><color=Title>회피 반격</color></size>\n<color=Highlight>회피</color> 성공 , 일정 시간 내에 <color=Highlight>일반 공격</color>을 짧게 누르면 목표를 공격하여 <color=Wind>기류 피해</color>를 입힌다"
"Content": "<size=40><color=Title>일반 공격</color></size>\n최대 4단 연속 공격으로 <color=Wind>기류 피해</color>를 입힌다. 일반 공격 4단은 명중된 목표에게 1스택의 <color=Highlight>『풍식 효과』</color>를 추가한다.\n · 회피를 사용하여 일반 공격 1~3단이 중단될 경우, 일정 시간 내에 일반 공격을 짧게 누르면 해당되는 단수의 일반 공격을 발동한다.\n · 일반 공격 4단 종료 후, 샤콘은 <color=Highlight>음률의 독주</color> 상태에 진입한다. 샤콘의 일반 공격 4단 혹은 <color=Highlight>음률의 독주</color> 상태가 자발적으로 중단하거나 적의 공격에 의해 중단될 경우, <color=Highlight>합주의 그림자</color> 1개를 생성한다.\n\n<size=40><color=Title>음률의 독주</color></size>\n샤콘과 합주의 그림자가 음률의 독주 상태에 진입 시, 자신을 중심으로 근처 파티 내 모든 캐릭터의 기류 피해 보너스를 24% 증가시키고 해당 효과는 중첩이 불가하다.\n\n<size=40><color=Title>합주의 그림자</color></size>\n필드에는 최대 2개의 합주의 그림자가 존재할 수 있다.\n만약 샤콘의 <color=Highlight>일반 공격 4단</color>이 중단될 경우, 합주의 그림자는 샤콘을 대신해 이번 공격을 완성하고 <color=Highlight>음률의 독주</color> 상태에 진입한다.\n만약 샤콘의 <color=Highlight>음률의 독주</color> 상태가 중단될 경우, 합주의 그림자는 샤콘을 대신해 <color=Highlight>음률의 독주</color> 상태를 지속한다.\n<color=Highlight>공명 스킬</color>로 합주의 그림자를 생성할 경우, 이상 두 가지 상황 외에, 합주의 그림자는 샤콘을 대신해 이번 공격을 완성하지만, <color=Highlight>음률의 독주</color> 상태에 진입하지 않는다.\n\n<size=40><color=Title>강공격</color></size>\n 스태미나를 소모하여 공중으로 뛰어오른 후 목표를 공격하여 <color=Wind>기류 피해</color>를 입힌다.\n \n <size=40><color=Title>조준 공격</color></size>\n조준 버튼을 짧게 눌러 조준 상태에 진입하면 사격을 진행할 수 있다.\n차지 완성 후 목표를 공격하여 <color=Wind>기류 피해</color>를 입히며, 해당 피해는 강공격 피해로 적용된다.\n \n <size=40><color=Title>공중 공격</color></size>\n 스태미나를 소모하여 최대 2단 공격으로 <color=Wind>기류 피해</color>를 입힌다.\n공중 공격 2단 발동 후, 일정 시간 내에 일반 공격을 짧게 누르면 일반 공격 4단을 발동한다.\n \n <size=40><color=Title>회피 반격</color></size>\n <color=Highlight>회피</color> 성공 , 일정 시간 내에 <color=Highlight>일반 공격</color>을 짧게 누르면 목표를 공격하여 <color=Wind>기류 피해</color>를 입힌다"
},
{
"Id": "Skill_1003401_SkillName",
@ -535069,7 +535069,7 @@
},
{
"Id": "Skill_1003402_SkillDescribe",
"Content": "일정 거리를 이동하여 목표에게 <color=Wind>기류 피해</color>를 입히고, 목표 명중 시 1스택의 <color=Highlight>『풍식 효과』</color>를 추가한다.\n발동 후 일정 시간 내에 일반 공격을 짧게 누르면 일반 공격 2단을 발동할 수 있다. \n · 샤콘이 공명 스킬로 일반 공격, 강공격, 공중 공격과 <color=Highlight>음률의 독주</color>를 중단시킬 경우 <color=Highlight>합주의 그림자</color> 1개를 생성하여 샤콘을 대신해 해당 공격을 완료한다.\n · 샤콘의 공명 스킬은 공중에서 발동할 수 있다"
"Content": ""
},
{
"Id": "Skill_1003402_SkillName",
@ -535077,7 +535077,7 @@
},
{
"Id": "Skill_1003403_SkillDescribe",
"Content": "샤콘과 <color=Highlight>합주의 그림자</color>는 함께 <color=Highlight>즉흥 교향시</color>를 연출하여 주변 목표에게 <color=Wind>기류 피해</color>를 1회 입히고 <color=Highlight>연출 상태</color>에 진입한다.\n \n<size=40><color=Title>연출 상태</color></size>\n연출 상태에서 음파가 판정 범위에 진입할 경우, 초록색 혹은 노란색 버튼을 짧게 누르면 해당하는 색깔의 <color=Highlight>교향시 · 주음</color>을 생성하고, 일정량의 협주 에너지를 회복할 수 있다.\n · 연출 상태가 지속되는 동안, 다른 캐릭터로 전환하여도 연출 상태는 종료되지 않으며 자동으로 <color=Highlight>교향시 · 주음</color>을 생성할 수 있고, 자동 생성된 주음의 색상은 캐릭터 전환 전 마지막으로 생성된 주음의 색상에 의해 결정된다. 버튼을 클릭하지 않고 <color=Highlight>교향시 · 주음</color>을 생성 시, 즉시 다른 캐릭터로 전환하면 자동으로 초록색 주음이 생성된다.\n · 연출 상태가 지속되는 동안, 샤콘은 적의 공격에 의해 자신의 공격이 중단되지 않으며 받는 피해가 {0} 감소된다.\n · 연출 상태가 지속되는 동안, 공명 해방을 다시 한 번 짧게 누르거나 다른 캐릭터로 전환 후 다시 샤콘으로 전환하면 연출 상태가 즉시 종료된다.\n · 연출 상태 시, <color=Highlight>합주의 그림자</color>는 <color=Highlight>음률의 독주</color>의 기류 피해 보너스 증가 효과를 발생기킬 수 있다.\n \n<size=40><color=Title>교향시 · 주음</color></size>\n주음이 초록색일 경우: 주변의 목표에게 <color=Wind>기류 피해</color>를 입히고 명중한 목표에게 1스택의 <color=Highlight>『풍식 효과』</color>를 추가한다.\n주음이 노란색일 경우: 주변의 목표에게 <color=Wind>기류 피해</color>를 입히고 명중한 목표에게 1스택의 <color=Highlight>『광학 효과』</color>를 추가한다"
"Content": "샤콘과 <color=Highlight>합주의 그림자</color>는 함께 <color=Highlight>즉흥 교향시</color>를 연출하여 주변 목표에게 <color=Wind>기류 피해</color>를 1회 입히고 <color=Highlight>연출 상태</color>에 진입한다.\n \n<size=40><color=Title>연출 상태</color></size>\n연출 상태에서 음파가 판정 범위에 진입할 경우, 초록색 혹은 노란색 버튼을 짧게 누르면 해당하는 색깔의 <color=Highlight>교향시 · 주음</color>을 생성하고, 일정량의 협주 에너지를 회복할 수 있다.\n · 연출 상태가 지속되는 동안, 다른 캐릭터로 전환하여도 연출 상태는 종료되지 않으며 자동으로 <color=Highlight>교향시 · 주음</color>을 생성할 수 있고, 자동 생성된 주음의 색상은 캐릭터 전환 전 마지막으로 생성된 주음의 색상에 의해 결정된다. 버튼을 클릭하지 않고 <color=Highlight>교향시 · 주음</color>을 생성 시, 즉시 다른 캐릭터로 전환하면 자동으로 초록색 주음이 생성된다.\n · 연출 상태가 지속되는 동안, 샤콘은 적의 공격에 면역되며 받는 피해가 {0} 감소된다.\n · 연출 상태가 지속되는 동안, 공명 해방을 다시 한 번 짧게 누르거나 다른 캐릭터로 전환 후 다시 샤콘으로 전환하면 연출 상태가 즉시 종료된다.\n · 연출 상태 시, <color=Highlight>합주의 그림자</color>는 <color=Highlight>음률의 독주</color>의 기류 피해 보너스 증가 효과를 발생기킬 수 있다.\n \n<size=40><color=Title>교향시 · 주음</color></size>\n주음이 초록색일 경우: 주변의 목표에게 <color=Wind>기류 피해</color>를 입히고 명중한 목표에게 1스택의 <color=Highlight>『풍식 효과』</color>를 추가한다.\n주음이 노란색일 경우: 주변의 목표에게 <color=Wind>기류 피해</color>를 입히고 명중한 목표에게 1스택의 <color=Highlight>『광학 효과』</color>를 추가한다"
},
{
"Id": "Skill_1003403_SkillName",
@ -535109,7 +535109,7 @@
},
{
"Id": "Skill_1003407_SkillDescribe",
"Content": "<size=40><color=Title>강공격 · 네박자 중주</color></size>\n『음률』 3칸을 보유 시, 샤콘의 강공격은 <color=Highlight>강공격 · 네박자 중주</color>로 대체되며, 전방에 <color=Highlight>중주 음표</color>를 발사하여 <color=Wind>기류 피해</color>를 입히고, 주변 목표를 지속적으로 끌어당기며, 명중한 목표에게 1스택의 <color=Highlight>『풍식 효과』</color>를 추가한다.\n<color=Highlight>강공격 · 네박자 중주</color>는 낮은 공중에서 발동할 수 있다.\n \n<size=40><color=Title>『음률』 획득 규칙</color></size>\n『음률』 최대 누적 가능: 3칸\n<color=Highlight>일반 공격 4단</color>과 <color=Highlight>변주 스킬</color> 발동 시, 『음률』 1칸을 획득할 수 있다"
"Content": "<size=40><color=Title>강공격 · 네박자 중주</color></size>\n『음률』 3칸을 보유 시, 샤콘의 강공격은 <color=Highlight>강공격 · 네박자 중주</color>로 대체되며, 전방에 <color=Highlight>중주 음표</color>를 발사하고, 모든 『음률』을 소모하여 <color=Wind>기류 피해</color>를 입히고, 주변 목표를 지속적으로 끌어당기며, 명중한 목표에게 1스택의 <color=Highlight>『풍식 효과』</color>를 추가한다.\n<color=Highlight>강공격 · 네박자 중주</color>는 낮은 공중에서 발동할 수 있다.\n \n<size=40><color=Title>『음률』 획득 규칙</color></size>\n『음률』 최대 누적 가능: 3칸\n<color=Highlight>일반 공격 4단</color>과 <color=Highlight>변주 스킬</color> 발동 시, 『음률』 1칸을 획득할 수 있다"
},
{
"Id": "Skill_1003407_SkillName",
@ -572337,19 +572337,19 @@
},
{
"Id": "Skill_1003401_SkillResume",
"Content": "<size=40><color=Title>일반 공격</color></size>\n<color=Wind>기류 피해</color>를 입히고, 목표에게 <color=Highlight>풍식 효과</color>를 추가한다. <color=Highlight>합주의 그림자</color>가 생성된다.\n<size=10></size>\n<size=40><color=Title>합주의 그림자</color></size>\n필드에 남아 <color=Highlight>작은 음악회</color>를 펼친다. 샤콘과 <color=Highlight>합주의 그림자</color>의 <color=Highlight>작은 음악회</color>는 근처 파티 내 모든 캐릭터의 기류 피해 보너스를 증가시킨다. \n<size=10></size>\n<size=40><color=Title>강공격</color></size>\n<color=Wind>기류 피해</color>를 입힌다.\n<size=10></size>\n<size=40><color=Title>조준 공격</color></size>\n조준 버튼을 짧게 눌러 조준 모드에 진입하여 <color=Wind>기류 피해</color>를 입히며, 해당 피해는 <color=Highlight>강공격 피해</color>로 적용된다.\n<size=10></size>\n<size=40><color=Title>공중 공격</color></size>\n<color=Wind>기류 피해</color>를 입힌다.\n<size=10></size>\n<size=40><color=Title>회피 반격</color></size>\n<color=Wind>기류 피해</color>를 입힌다\n<size=40><color=Title>회피 반격</color></size>\n<color=Wind>기류 피해</color>를 입힌다"
"Content": "<size=40><color=Title>일반 공격</color></size>\n <color=Wind>기류 피해</color>를 입히고, <color=Highlight>일반 공격 4단</color>은 목표에게 <color=Highlight>풍식 효과</color>를 추가한다. \n<color=Highlight>일반 공격 4단</color>이 중단될 경우, <color=Highlight>합주의 그림자</color>가 생성된다.\n <size=10></size>\n <size=40><color=Title>합주의 그림자</color></size>\n생성 시, 샤콘을 대신해 중단된 공격을 완성한다.\n샤콘 혹은 <color=Highlight>합주의 그림자</color>의 발 밑에 초록색 아이콘이 생길 경우, 근처 파티 내 모든 캐릭터의 기류 피해 보너스를 증가시킨다.\n <size=10></size>\n <size=40><color=Title>강공격</color></size>\n <color=Wind>기류 피해</color>를 입힌다.\n <size=10></size>\n <size=40><color=Title>조준 공격</color></size>\n<color=Wind>기류 피해</color>를 입히며, 해당 피해는 <color=Highlight>강공격 피해</color>로 적용된다.\n <size=10></size>\n <size=40><color=Title>공중 공격</color></size>\n <color=Wind>기류 피해</color>를 입힌다.\n <size=10></size>\n <size=40><color=Title>회피 반격</color></size>\n <color=Wind>기류 피해</color>를 입힌다"
},
{
"Id": "Skill_1003402_SkillResume",
"Content": "<color=Wind>기류 피해</color>를 입히고 목표에게 <color=Highlight>풍식 효과</color>를 추가한다"
"Content": "<color=Wind>기류 피해</color>를 입히고 목표에게 <color=Highlight>풍식 효과</color>를 추가한다.\n일부 기본 공격이 중단될 경우, <color=Highlight>합주의 그림자</color>가 생성된다"
},
{
"Id": "Skill_1003403_SkillResume",
"Content": "<size=40><color=Title>공명 해방</color></size>\n<color=Wind>기류 피해</color>를 입히고 <color=Highlight>합주의 그림자</color>를 생성하며 <color=Highlight>강화 상태</color>에 진입한다.\n<size=10></size>\n<size=40><color=Title>강화 상태</color></size>\n적절한 타이밍에 버튼을 클릭하면 <color=Wind>기류 피해</color>를 입히고 클릭한 버튼의 색깔에 따라 다른 효과를 추가한다.\n· 초록색: 목표에게 <color=Highlight>풍식 효과</color>를 추가한다.\n· 노란색: 목표에게 <color=Highlight>광학 효과</color>를 추가한다.\n다른 캐릭터로 교체 시 샤콘은 <color=Highlight>강화 상태</color>를 유지하며, 자동으로 <color=Highlight>강화 상태</color>의 버튼 클릭 효과가 발동된다"
"Content": "<size=40><color=Title>공명 해방</color></size>\n <color=Wind>기류 피해</color>를 입히고 <color=Highlight>강화 상태</color>에 진입한다.\n <size=10></size>\n <size=40><color=Title>강화 상태</color></size>\n 적절한 타이밍에 버튼을 클릭하면 <color=Wind>기류 피해</color>를 입히고 클릭한 버튼의 색깔에 따라 다른 효과를 추가한다.\n · 초록색: 목표에게 <color=Highlight>풍식 효과</color>를 추가한다.\n · 노란색: 목표에게 <color=Highlight>광학 효과</color>를 추가한다.\n 다른 캐릭터로 교체 시 샤콘은 <color=Highlight>강화 상태</color>를 유지하며, 자동으로 교체 전 마지막으로 클릭한 버튼의 효과가 발동된다.\n <color=Highlight>강화 상태</color>에 있을 경우 <color=Highlight>합주의 그림자</color>의 기류 피해 보너스 증가 효과를 발동한다"
},
{
"Id": "Skill_1003404_SkillResume",
"Content": "공명 해방 발동 시 실드를 획득한다"
"Content": "<color=Highlight>공명 해방</color> 발동 시 실드를 획득한다"
},
{
"Id": "Skill_1003405_SkillResume",
@ -572357,15 +572357,15 @@
},
{
"Id": "Skill_1003406_SkillResume",
"Content": "<color=Wind>기류 피해</color>를 입히고 목표에게 <color=Highlight>풍식 효과</color>를 추가한다"
"Content": "<color=Wind>기류 피해</color>를 입히고 목표에게 <color=Highlight>풍식 효과</color>를 추가한다"
},
{
"Id": "Skill_1003407_SkillResume",
"Content": "<size=40><color=Title>특수 에너지 메커니즘</color></size>\n일반 공격과 변주 스킬을 발동하면 <color=Highlight>특수 에너지</color>를 획득할 수 있다.\n<color=Highlight>특수 에너지</color>가 가득찰 시, <color=Highlight>강화된 강공격</color>을 발동할 수 있다.\n<size=10></size>\n<size=40><color=Title>강화된 강공격</color></size>\n<color=Wind>기류 피해</color>를 입히고, 목표에게 <color=Highlight>풍식 효과</color>를 추가하며, 주변 목표를 지속적으로 끌어당긴다"
"Content": "<size=40><color=Title>특수 에너지 메커니즘</color></size>\n <color=Highlight>일반 공격</color><color=Highlight>변주 스킬</color>을 발동하면 <color=Highlight>특수 에너지</color>를 획득할 수 있다.\n <color=Highlight>특수 에너지</color>가 가득찰 시, <color=Highlight>강화된 강공격</color>을 발동할 수 있다.\n <size=10></size>\n <size=40><color=Title>강화된 강공격</color></size>\n <color=Wind>기류 피해</color>를 입히고, 목표에게 <color=Highlight>풍식 효과</color>를 추가하며, 주변 목표를 지속적으로 끌어당긴다"
},
{
"Id": "Skill_1003409_SkillResume",
"Content": "근처 범위 내의 목표가 받는 <color=Highlight>풍식 효과</color> 피해가 부스트된다"
"Content": "근처 범위 내의 목표가 받는 <color=Highlight>풍식 효과</color> 피해가 부스트된다"
},
{
"Id": "BirthdaySet_OpenCondition_Tips",
@ -573649,19 +573649,19 @@
},
{
"Id": "Skill_1003302_SkillResume",
"Content": "<size=40><color=Title>공명 스킬</color></size>\n<color=Light>회절 피해</color>를 입힌다. 누르면 공격을 가드 할 수 있고, 공격을 받을 시 반격하여 목표를 제어한다.\n<size=10></size>\n<size=40><color=Title>특수 에너지 메커니즘</color></size>\n· 일반 공격, 공명 스킬로 <color=Highlight>특수 에너지</color>를 획득할 수 있다. \n· <color=Highlight>특수 에너지</color>가 가득 찰 시, <color=Highlight>강화된 공명 스킬</color>을 발동할 수 있으며, <color=Light>회절 피해</color>를 입히고 자신의 <color=Highlight>광학 효과</color> 피해를 부스트한다.\n<size=10></size>\n<size=40><color=Title>강화된 공명 스킬</color></size>\n· 누르면 <color=Highlight>준비 태세</color>에 진입하고 공격을 가드할 수 있으며, 공격을 받을 시 반격하여 목표를 제어한다.\n· 발동 버튼을 놓으면 목표를 공격할 수 있다"
"Content": "<size=40><color=Title>공명 스킬</color></size>\n<color=Light>회절 피해</color>를 입힌다. 일정 시간 내에 공격을 가드할 수 있으며 가드 성공 시, 받는 피해가 감소되고, 반격을 가한다.\n<size=10></size>\n<size=40><color=Title>특수 에너지 「잉여 에너지」</color></size>\n· <color=Highlight>기본 공격</color>, <color=Highlight>공명 스킬</color>, <color=Highlight>변주 스킬</color>은 <color=Highlight>「잉여 에너지」</color>를 획득할 수 있다.\n· <color=Highlight>「잉여 에너지」</color>가 가득 찰 시, <color=Highlight>강화된 공명 스킬</color>을 발동할 수 있다.\n<size=10></size>\n<size=40><color=Title>강화된 공명 스킬</color></size>\n· <color=Highlight>공명 스킬</color>을 누르면 <color=Highlight>차지</color>를 진행할 수 있으며, 해당 기간 동안 적의 공격에 의해 중단되지 않는다. 일정 시간 내에 공격을 가드할 수 있으며 가드 성공 시, 받는 피해가 감소되고 반격을 가한다. 미리 손을 떼거나 <color=Highlight>차지</color>가 종료되면 즉시 목표를 공격한다.\n· <color=Light>회절 피해</color>를 입히고 목표에게 <color=Highlight>「강렬한 불기운」</color>을 추가하며, 자신의 <color=Highlight>「광학 효과」</color> 피해가 부스트된다"
},
{
"Id": "Skill_1003303_SkillResume",
"Content": "<size=40><color=Title>공명 해방</color></size>\n<color=Light>회절 피해</color>를 입히고 <color=Highlight>강화 상태</color>에 진입하며 <color=Highlight>최종 공명 해방</color>을 발동할 수 있다.\n<size=10></size>\n<size=40><color=Title>최종 공명 해방</color></size>\n대량의 <color=Light>회절 피해</color>를 입히고 <color=Highlight>강화 상태</color>가 종료된다"
"Content": "<size=40><color=Title>공명 해방</color></size>\n<color=Light>회절 피해</color>를 입히고 <color=Highlight>강화 상태</color>에 진입하며, 일반 공격 배율이 상승되고 <color=Highlight>중참</color>과 <color=Highlight>최종 공명 해방</color>을 해제한다.\n<size=10></size>\n<size=40><color=Title>최종 공명 해방</color></size>\n특수 에너지 <color=Highlight>「불빛」</color>이 눈금선 이하 혹은 <color=Highlight>강화 상태</color>가 일정 시간 지속된 후 발동할 수 있으며, 대량의 <color=Light>회절 피해</color>를 입히고 <color=Highlight>강화 상태</color>가 종료된다"
},
{
"Id": "Skill_1003304_SkillResume",
"Content": "변주 스킬을 발동할 시, 회절 피해 보너스가 증가된다"
"Content": "<color=Highlight>변주 스킬</color> 발동 시, 회절 피해 보너스가 증가된다"
},
{
"Id": "Skill_1003305_SkillResume",
"Content": "<color=Highlight>준비 태세</color>에 있을 시, 받는 피해가 감소된다"
"Content": "<color=Highlight>차지</color> 시, 받는 피해가 감소된다"
},
{
"Id": "Skill_1003306_SkillResume",
@ -573669,11 +573669,11 @@
},
{
"Id": "Skill_1003307_SkillResume",
"Content": "<size=40><color=Title>강화된 특수 에너지 메커니즘</color></size>\n· 주변 파티 내 캐릭터가 목표에게 <color=Highlight>광학 효과</color>를 추가하면 즉시 피해를 입히고, 목표에게 <color=Highlight>강렬한 불기운</color>를 추가하며, 젠니는 <color=Highlight>강화된 특수 에너지</color>를 획득한다.\n· 공명 해방, <color=Highlight>강화된 공명 스킬</color>도 <color=Highlight>강화된 특수 에너지</color>를 획득할 수 있다.\n· <color=Highlight>강화 상태</color>에 있을 경우, <color=Highlight>강화된 특수 에너지</color>를 소모하여 <color=Highlight>강화된 일반 공격</color>을 발동할 수 있으며 <color=Light>회절 피해</color>를 입히고, 해당 피해는 <color=Highlight>강공격 피해</color>로 적용되는 동시에 <color=Highlight>광학 효과 피해</color>로 간주된다.\n<size=10></size>\n<size=40><color=Title>강렬한 불기운</color></size>\n<color=Highlight>강렬한 불기운</color>은 <color=Highlight>광학 효과</color> 스택으로 간주되어 「영원의 광채」 세트 효과를 발생할 수 있다.\n<size=10></size>\n<size=40><color=Title>강화된 일반 공격</color></size>\n· 일반 공격을 짧게 누르면 목표를 공격할 수 있다\n· 공명 스킬을 누르면 <color=Highlight>준비 태세</color>에 진입하고 공격을 가드할 수 있으며, 공격을 받을 시 반격하여 목표를 제어한다.\n· 공명 스킬 발동 버튼을 놓으면 목표를 공격할 수 있다"
"Content": "<size=40><color=Title>특수 에너지 「불빛」</color></size>\n· 주변 파티 내 캐릭터가 목표에게 <color=Highlight>광학 효과</color>를 추가하면 즉시 피해를 입히고, 목표에게 <color=Highlight>강렬한 불기운</color>을 추가하며, 동시에 젠니는 <color=Highlight>「불빛」</color>을 획득한다.\n· <color=Highlight>공명 해방</color>, <color=Highlight>강화된 공명 스킬</color>도 <color=Highlight>「불빛」</color>을 획득할 수 있다.\n· <color=Highlight>강화 상태</color>에서 <color=Highlight>「불빛」</color>이 눈금선 이상일 경우, <color=Highlight>중참</color>을 발동할 수 있다.\n<size=10></size>\n<size=40><color=Title>「강렬한 불기운」</color></size>\n반주 스킬의 피해를 증가시키는 데 사용된다. 해당 스택은 「영원의 광채」 화음 이펙트를 발생시킬 수 있다.\n<size=10></size>\n<size=40><color=Title>중참</color></size>\n· <color=Highlight>일반 공격</color>을 짧게 누르거나 <color=Highlight>공명 스킬</color>을 누르면 발동된다.\n· <color=Highlight>공명 스킬</color>을 누르면 <color=Highlight>차지</color>를 진행하고, 해당 기간 동안 적의 공격에 의해 중단되지 않는다. 일정 시간 내 공격을 가드할 수 있으며 가드 성공 시, 받는 피해가 감소되고 반격을 가한다. 미리 손을 떼거나 <color=Highlight>차지</color>가 종료되면 즉시 목표를 공격한다.\n· <color=Light>회절 피해</color>를 입히고, 해당 피해는 <color=Highlight>강공격 피해</color>로 적용되는 동시에 <color=Highlight>「광학 효과」 피해</color>로 간주된다"
},
{
"Id": "Skill_1003309_SkillResume",
"Content": "<color=Light>회절 피해</color>를 입히고 목표가 보유한 <color=Highlight>『강렬한 불기운』</color>의 스택이 높을수록 이번에 받는 피해도 높아진다.\n해당 피해는 <color=Highlight>『광학 효과』 피해</color>로 적용된다.\n파티 내 다른 캐릭터가 <color=Highlight>『강렬한 불기운』</color>을 보유한 목표에게 입히는 회절 피해가 부스트 된다"
"Content": "<color=Light>회절 피해</color>를 입히고 목표가 보유한 <color=Highlight>『강렬한 불기운』</color>의 스택이 높을수록 이번에 받는 피해도 높아진다.\n해당 피해는 동시에 <color=Highlight>『광학 효과』 피해</color>로 적용된다.\n파티 내 다른 캐릭터가 <color=Highlight>『강렬한 불기운』</color>을 보유한 목표에게 입히는 회절 피해가 부스트 된다"
},
{
"Id": "Skill_1003408_SkillResume",

View file

@ -534325,7 +534325,7 @@
},
{
"Id": "ResonantChain_193_AttributesDescription",
"Content": "施放<color=Highlight>集中压制</color>或<color=Highlight>破袭反击</color>时,衍射伤害加成提升{0},持续{1}秒。\n施放<color=Highlight>重斩·终夜</color>免疫打断。"
"Content": "施放<color=Highlight>集中压制</color>或<color=Highlight>破袭反击</color>时,衍射伤害加成提升{0},持续{1}秒。\n<color=Highlight>重斩·终夜</color>免疫打断。"
},
{
"Id": "ResonantChain_193_NodeName",
@ -534341,7 +534341,7 @@
},
{
"Id": "ResonantChain_195_AttributesDescription",
"Content": "处于<color=Highlight>灼焰形态</color>时每消耗{0}点【焰光】,共鸣解放<color=Highlight>终绝将至之刻</color>最后一段的倍率增加{1},最多增加{2}。"
"Content": "处于<color=Highlight>灼焰形态</color>时每消耗{0}点【焰光】,使本次共鸣解放<color=Highlight>终绝将至之刻</color>最后一段的倍率增加{1},最多增加{2}。"
},
{
"Id": "ResonantChain_195_NodeName",
@ -534373,7 +534373,7 @@
},
{
"Id": "Skill_1003301_SkillDescribe",
"Content": "<size=40><color=Title> 普攻</color></size>\n进行最多4段的连续攻击造成<color=Light>衍射伤害</color>。\n<color=Highlight>第3段普攻</color>后恰当时机短按<color=Highlight>普攻</color>,将施放普攻<color=Highlight>突破性进展</color>,之后短按普攻可施放<color=Highlight>第4段普攻</color>。\n<color=Highlight>第3段普攻</color>后若未衔接<color=Highlight>第4段普攻</color>,则一定时间内,闪避后短按<color=Highlight>普攻</color>将施放<color=Highlight>第4段普攻</color>。\n\n<size=40><color=Title> 重击</color></size>\n消耗耐力攻击目标造成<color=Light>衍射伤害</color>。一定时间内短按<color=Highlight>普攻</color>将会施放<color=Highlight>第3段普攻</color>。\n\n<size=40><color=Title> 空中攻击</color></size>\n消耗耐力进行空中下落攻击造成<color=Light>衍射伤害</color>。一定时间内短按<color=Highlight>普攻</color>将会施放<color=Highlight>第3段普攻</color>。\n\n<size=40><color=Title> 闪避反击</color></size>\n成功闪避后一定时间内短按<color=Highlight>普攻</color>,将会攻击目标,造成<color=Light>衍射伤害</color>。之后恰当时机短按<color=Highlight>普攻</color>,将施放普攻<color=Highlight>突破性进展</color>。\n<color=Highlight>闪避反击</color>后若未衔接<color=Highlight>第4段普攻</color>,则一定时间内,地面闪避时短按<color=Highlight>普攻</color>将施放<color=Highlight>第4段普攻</color>。"
"Content": "<size=40><color=Title>普攻</color></size>\n进行最多4段的连续攻击造成<color=Light>衍射伤害</color>。\n<color=Highlight>第3段普攻</color>后恰当时机短按<color=Highlight>普攻</color>,将施放普攻<color=Highlight>突破性进展</color>,之后短按普攻可施放<color=Highlight>第4段普攻</color>。\n<color=Highlight>第3段普攻</color>后若未衔接<color=Highlight>第4段普攻</color>,则一定时间内,闪避后短按<color=Highlight>普攻</color>将施放<color=Highlight>第4段普攻</color>。\n处于<color=Highlight>灼焰形态</color>时,<color=Highlight>普攻第3段</color>命中时可停滞目标。\n\n<size=40><color=Title>重击</color></size>\n消耗耐力攻击目标造成<color=Light>衍射伤害</color>。一定时间内短按<color=Highlight>普攻</color>将会施放<color=Highlight>第3段普攻</color>。\n\n<size=40><color=Title>空中攻击</color></size>\n消耗耐力进行空中下落攻击造成<color=Light>衍射伤害</color>。一定时间内短按<color=Highlight>普攻</color>将会施放<color=Highlight>第3段普攻</color>。\n\n<size=40><color=Title>闪避反击</color></size>\n成功闪避后一定时间内短按<color=Highlight>普攻</color>,将会攻击目标,造成<color=Light>衍射伤害</color>。之后恰当时机短按<color=Highlight>普攻</color>,将施放普攻<color=Highlight>突破性进展</color>。"
},
{
"Id": "Skill_1003301_SkillName",
@ -534381,7 +534381,7 @@
},
{
"Id": "Skill_1003302_SkillDescribe",
"Content": "<size=40><color=Title>标准防卫预案</color></size>\n攻击目标造成<color=Light>衍射伤害</color>并进入格挡状态,若切换至其他角色则提前退出。\n一定时间内短按<color=Highlight>普攻</color>可衔接<color=Highlight>普攻第3段</color>命中时额外获得10点【冗余动能】同时停滞目标。\n若格挡期间受到敌方目标攻击此次伤害降低100%同时停滞周围的目标,并施放<color=Highlight>精准反击</color>,造成<color=Light>衍射伤害</color>,额外削减其{0}共振度。赞妮在{2}秒内受到伤害降低{3}。\n\n<size=40><color=Title>危机处理预案</color></size>\n赞妮未进入<color=Highlight>灼焰形态</color>且【冗余动能】充满时,<color=Highlight>共鸣技能</color>替换为共鸣技能<color=Highlight>危机处理预案</color>。\n按住<color=Highlight>共鸣技能</color>可进入<color=Highlight>准备架势</color><color=Highlight>准备架势</color>期间免疫打断,若切换至其他角色则提前退出。<color=Highlight>准备架势</color>期间松开<color=Highlight>共鸣技能</color>或持续时间结束后,消耗全部【冗余动能】施放<color=Highlight>集中压制</color>造成<color=Light>衍射伤害</color>。\n若进入<color=Highlight>准备架势</color>一定时间内受到敌方目标攻击此次伤害降低100%同时停滞周围的目标,并消耗全部【冗余动能】施放<color=Highlight>破袭反击</color>,造成<color=Light>衍射伤害</color>,额外削减其{1}共振度。赞妮在{2}秒内受到伤害降低{3}。\n施放<color=Highlight>集中压制</color>或<color=Highlight>破袭反击</color>时对命中的目标附加1层【烈阳余烬】。最后一段攻击施放后自身获得【焰光】,并进入<color=Highlight>斩棘</color>状态。\n\n<size=40><color=Title>斩棘</color></size>\n自身直接造成的<color=Highlight>【光噪效应】</color>伤害加深{4}。"
"Content": "<size=40><color=Title>标准防卫预案</color></size>\n攻击目标造成<color=Light>衍射伤害</color>并进入格挡状态,若切换至其他角色则提前退出。\n一定时间内短按<color=Highlight>普攻</color>可衔接<color=Highlight>普攻第3段</color>命中时额外获得10点【冗余动能】同时停滞目标。\n若格挡期间受到敌方目标攻击此次伤害降低100%同时停滞周围的目标,并施放<color=Highlight>精准反击</color>,造成<color=Light>衍射伤害</color>,额外削减其{0}共振度。赞妮在{2}秒内受到伤害降低{3}。\n\n<size=40><color=Title>危机处理预案</color></size>\n赞妮未进入<color=Highlight>灼焰形态</color>且【冗余动能】充满时,<color=Highlight>共鸣技能</color>替换为共鸣技能<color=Highlight>危机处理预案</color>。\n按住<color=Highlight>共鸣技能</color>可进入<color=Highlight>准备架势</color><color=Highlight>准备架势</color>期间免疫打断,若切换至其他角色则提前退出。<color=Highlight>准备架势</color>期间松开<color=Highlight>共鸣技能</color>或持续时间结束后,消耗全部【冗余动能】施放<color=Highlight>集中压制</color>造成<color=Light>衍射伤害</color>,此次伤害同时视为<color=Highlight>【光噪效应】</color>伤害。\n若进入<color=Highlight>准备架势</color>一定时间内受到敌方目标攻击此次伤害降低100%同时停滞周围的目标,并消耗全部【冗余动能】施放<color=Highlight>破袭反击</color>,造成<color=Light>衍射伤害</color>此次伤害同时视为<color=Highlight>【光噪效应】</color>伤害,额外削减其{1}共振度。赞妮在{2}秒内受到伤害降低{3}。\n施放<color=Highlight>集中压制</color>或<color=Highlight>破袭反击</color>时,进入<color=Highlight>斩棘</color>状态,对命中的目标附加1层【烈阳余烬】。最后一段攻击施放后自身获得【焰光】。\n\n<size=40><color=Title>斩棘</color></size>\n自身直接造成的<color=Highlight>【光噪效应】</color>伤害加深{4}。"
},
{
"Id": "Skill_1003302_SkillName",
@ -534421,7 +534421,7 @@
},
{
"Id": "Skill_1003307_SkillDescribe",
"Content": "<size=40><color=Title>烈阳余烬</color></size>\n赞妮处于编队时附近队伍中的角色对目标附加<color=Highlight>【光噪效应】</color>时,将立刻结算全部层数伤害并转化为相同层数的【烈阳余烬】。每次发生转化,赞妮根据转化层数汲取【焰光】。【烈阳余烬】层数上限为{0}层,每层持续{1}秒。该层数可触发「此间永驻之光」 合鸣效果。\n\n<size=40><color=Title>引燃明灯</color></size>\n赞妮处于<color=Highlight>灼焰形态</color>时,解锁<color=Highlight>重斩·破晓</color>、<color=Highlight>重斩·将明</color>、<color=Highlight>重斩·终夜</color>、<color=Highlight>重斩·闪裂</color>,造成<color=Light>衍射伤害</color>,此次伤害为重击伤害,同时视为<color=Highlight>【光噪效应】</color>伤害。\n【焰光】于{2}点时,共鸣技能<color=Highlight>标准防卫预案</color>替换为共鸣技能<color=Highlight>引燃明灯</color>。\n按住<color=Highlight>共鸣技能</color>可进入<color=Highlight>准备架势</color><color=Highlight>准备架势</color>期间免疫打断,若切换至其他角色则提前退出。<color=Highlight>准备架势</color>期间松开<color=Highlight>共鸣技能</color>,可施放<color=Highlight>重斩·破晓</color>并消耗【焰光】。\n若进入<color=Highlight>准备架势</color>一定时间内受到敌方目标攻击此次伤害降低100%同时停滞周围的目标,可施放<color=Highlight>重斩·闪裂</color>并消耗【焰光】,额外削减其{3}共振度。赞妮在{4}秒内受到伤害降低{5}。施放<color=Highlight>重斩·闪裂</color>后,<color=Highlight>普攻</color>替换为<color=Highlight>重斩·终夜</color>。命中时可以消耗赞妮至多{6}点【焰光】每消耗1点【焰光】使本次<color=Highlight>重斩·终夜</color>的伤害倍率增加。\n<color=Highlight>准备架势</color>持续时间结束后,直接施放<color=Highlight>重斩·终夜</color>。\n【焰光】于{2}点时,<color=Highlight>普攻</color>替换为<color=Highlight>重斩·破晓</color>。进入<color=Highlight>灼焰形态</color>后,若立即施放<color=Highlight>普攻</color>,此次<color=Highlight>普攻</color>替换为共鸣技能<color=Highlight>引燃明灯</color>,若按住<color=Highlight>普攻</color>可进入<color=Highlight>准备架势</color>。\n施放<color=Highlight>重斩·破晓</color>后,若【焰光】大于{2}点时,<color=Highlight>普攻</color>替换为<color=Highlight>重斩·将明</color>,可施放<color=Highlight>重斩·将明</color>并消耗【焰光】。\n施放<color=Highlight>重斩·将明</color>后,<color=Highlight>普攻</color>替换为<color=Highlight>重斩·终夜</color>。\n成功闪避后若此时<color=Highlight>普攻</color>没有替换为<color=Highlight>重斩·终夜</color>,则一定时间内短按<color=Highlight>普攻</color>,可施放<color=Highlight>重斩·闪裂</color>并消耗【焰光】。\n\n<size=40><color=Title>冗余动能获取规则</color></size>\n【冗余动能】上限100点。\n常态攻击命中目标时获得【冗余动能】。\n变奏技能<color=Highlight>即刻执行</color>命中目标时,获得【冗余动能】。\n施放共鸣技能<color=Highlight>标准防卫预案</color>时,获得【冗余动能】。\n<color=Highlight>精准反击</color>命中目标时,获得【冗余动能】。\n处于<color=Highlight>灼焰形态</color>时,无法获得【冗余动能】。\n\n<size=40><color=Title>焰光获取规则</color></size>\n赞妮未处于<color=Highlight>灼焰形态</color>时【焰光】上限为100点。\n赞妮处于<color=Highlight>灼焰形态</color>时【焰光】上限为150点。\n施放<color=Highlight>集中压制</color>或<color=Highlight>破袭反击</color>后获得10点【焰光】。\n每1层<color=Highlight>【光噪效应】</color>转化为【烈阳余烬】时获得5点【焰光】。\n施放共鸣解放<color=Highlight>重燃</color>时获得50点【焰光】。"
"Content": "<size=40><color=Title>烈阳余烬</color></size>\n赞妮处于编队时附近队伍中的角色对目标附加<color=Highlight>【光噪效应】</color>时,将立刻结算全部层数伤害并转化为相同层数的【烈阳余烬】。每次发生转化,赞妮根据转化层数汲取【焰光】。【烈阳余烬】层数上限为{0}层,每层持续{1}秒。该层数可触发「此间永驻之光」 合鸣效果。\n\n<size=40><color=Title>引燃明灯</color></size>\n赞妮处于<color=Highlight>灼焰形态</color>时,解锁<color=Highlight>重斩·破晓</color>、<color=Highlight>重斩·将明</color>、<color=Highlight>重斩·终夜</color>、<color=Highlight>重斩·闪裂</color>,造成<color=Light>衍射伤害</color>,此次伤害为重击伤害,同时视为<color=Highlight>【光噪效应】</color>伤害。\n【焰光】不少于{2}点时,共鸣技能<color=Highlight>标准防卫预案</color>替换为共鸣技能<color=Highlight>引燃明灯</color>。\n按住<color=Highlight>共鸣技能</color>可进入<color=Highlight>准备架势</color><color=Highlight>准备架势</color>期间免疫打断,若切换至其他角色则提前退出。<color=Highlight>准备架势</color>期间松开<color=Highlight>共鸣技能</color>,可施放<color=Highlight>重斩·破晓</color>并消耗【焰光】。\n若进入<color=Highlight>准备架势</color>一定时间内受到敌方目标攻击此次伤害降低100%同时停滞周围的目标,可施放<color=Highlight>重斩·闪裂</color>并消耗【焰光】,额外削减其{3}共振度。赞妮在{4}秒内受到伤害降低{5}。施放<color=Highlight>重斩·闪裂</color>后,<color=Highlight>普攻</color>替换为<color=Highlight>重斩·终夜</color>。\n<color=Highlight>重斩·终夜</color>命中时可以消耗赞妮至多{6}点【焰光】每消耗1点【焰光】使本次<color=Highlight>重斩·终夜</color>的伤害倍率额外增加。施放<color=Highlight>第1段重斩·终夜</color>期间若被打断,可继续短按<color=Highlight>普攻</color>施放<color=Highlight>第2段重斩·终夜</color>。\n<color=Highlight>准备架势</color>持续时间结束后,直接施放<color=Highlight>重斩·终夜</color>。\n【焰光】不少于{2}点时,<color=Highlight>普攻</color>替换为<color=Highlight>重斩·破晓</color>。进入<color=Highlight>灼焰形态</color>后,若立即施放<color=Highlight>普攻</color>,此次<color=Highlight>普攻</color>替换为共鸣技能<color=Highlight>引燃明灯</color>,若按住<color=Highlight>普攻</color>可进入<color=Highlight>准备架势</color>。\n施放<color=Highlight>重斩·破晓</color>后若立即施放<color=Highlight>普攻</color>,可施放普攻<color=Highlight>重斩·将明</color>并消耗【焰光】。\n施放<color=Highlight>重斩·将明</color>后,<color=Highlight>普攻</color>替换为<color=Highlight>重斩·终夜</color>。\n成功闪避后若此时<color=Highlight>普攻</color>没有替换为<color=Highlight>重斩·终夜</color>且【焰光】不少于{2}点,则一定时间内短按<color=Highlight>普攻</color>,可施放<color=Highlight>重斩·闪裂</color>并消耗【焰光】。\n\n<size=40><color=Title>冗余动能获取规则</color></size>\n【冗余动能】上限100点。\n常态攻击命中目标时获得【冗余动能】。\n变奏技能<color=Highlight>即刻执行</color>命中目标时,获得【冗余动能】。\n施放共鸣技能<color=Highlight>标准防卫预案</color>时,获得【冗余动能】。\n<color=Highlight>精准反击</color>命中目标时,获得【冗余动能】。\n处于<color=Highlight>灼焰形态</color>时,无法获得【冗余动能】。\n\n<size=40><color=Title>焰光获取规则</color></size>\n赞妮未处于<color=Highlight>灼焰形态</color>时【焰光】上限为100点。\n赞妮处于<color=Highlight>灼焰形态</color>时【焰光】上限为150点。\n施放<color=Highlight>集中压制</color>或<color=Highlight>破袭反击</color>后获得10点【焰光】。\n每1层<color=Highlight>【光噪效应】</color>转化为【烈阳余烬】时获得5点【焰光】。\n施放共鸣解放<color=Highlight>重燃</color>时获得50点【焰光】。"
},
{
"Id": "Skill_1003307_SkillName",
@ -535061,7 +535061,7 @@
},
{
"Id": "Skill_1003401_SkillDescribe",
"Content": "<size=40><color=Title> 普攻</color></size>\n进行最多4段的连续攻击造成<color=Wind>气动伤害</color>。普攻第4段可为命中的目标添加一层<color=Highlight>【风蚀效应】</color>。\n·使用闪避打断普攻前三段时一定时间内短按普攻将会施放对应段数的普攻。\n·普攻第4段结束后夏空会进入<color=Highlight>音律独奏</color>状态。夏空在主动或被动打断普攻第4段或<color=Highlight>音律独奏</color>状态时,会生成一个<color=Highlight>合奏音影</color>。\n\n<size=40><color=Title>音律独奏</color></size>\n夏空合奏音影在进入音律独奏状态时能够以自身为中心使附近队伍中所有角色的气动伤害加成提升24%,该效果不可叠加。\n\n<size=40><color=Title>合奏音影</color></size>\n场上最多存在2个合奏音影。\n若夏空的<color=Highlight>普攻第4段</color>被打断,合奏音影将代替夏空完成这次攻击,并进入<color=Highlight>音律独奏</color>状态。\n若夏空的<color=Highlight>音律独奏</color>状态被打断,合奏音影将代替夏空继续<color=Highlight>音律独奏</color>状态。\n通过<color=Highlight>共鸣技能</color>生成合奏音影时,除上述两种情况外,合奏音影将代替夏空完成这次攻击,但不进入<color=Highlight>音律独奏</color>状态。\n\n<size=40><color=Title>重击</color></size>\n消耗耐力并跃向空中攻击目标造成<color=Wind>气动伤害</color>。\n\n<size=40><color=Title>瞄准攻击</color></size>\n短按瞄准键进入瞄准状态可以进行更强力的射击。\n蓄力完成后攻击目标造成<color=Wind>气动伤害</color>,此次伤害为重击伤害。\n\n<size=40><color=Title>空中攻击</color></size>\n消耗耐力进行最多2段的攻击造成<color=Wind>气动伤害</color>。\n施放第2段空中攻击后一定时间内短按普攻将会施放第4段普攻。\n\n<size=40><color=Title>闪避反击</color></size>\n成功<color=Highlight>闪避</color>时,一定时间内短按<color=Highlight>普攻</color>,将会攻击目标,造成<color=Wind>气动伤害</color>。"
"Content": "<size=40><color=Title> 普攻</color></size>\n进行最多4段的连续攻击造成<color=Wind>气动伤害</color>。普攻第4段可为命中的目标添加一层<color=Highlight>【风蚀效应】</color>。\n·使用闪避打断普攻前三段时一定时间内短按普攻将会施放对应段数的普攻。\n·普攻第4段结束后夏空会进入<color=Highlight>音律独奏</color>状态。夏空在主动或被动打断普攻第4段或<color=Highlight>音律独奏</color>状态时,会生成一个<color=Highlight>合奏音影</color>。\n\n<size=40><color=Title>音律独奏</color></size>\n夏空合奏音影在进入音律独奏状态时能够以自身为中心使附近队伍中所有角色的气动伤害加成提升24%,该效果不可叠加。\n\n<size=40><color=Title>合奏音影</color></size>\n场上最多存在2个合奏音影。\n若夏空的<color=Highlight>普攻第4段</color>被打断,合奏音影将代替夏空完成这次攻击,并进入<color=Highlight>音律独奏</color>状态。\n若夏空的<color=Highlight>音律独奏</color>状态被打断,合奏音影将代替夏空继续<color=Highlight>音律独奏</color>状态。\n通过<color=Highlight>共鸣技能</color>生成合奏音影时,除上述两种情况外,合奏音影将代替夏空完成这次攻击,但不进入<color=Highlight>音律独奏</color>状态。\n\n<size=40><color=Title>重击</color></size>\n消耗耐力并跃向空中攻击目标造成<color=Wind>气动伤害</color>。\n\n<size=40><color=Title>瞄准攻击</color></size>\n短按瞄准键进入瞄准状态可以进行射击。\n蓄力完成后攻击目标造成<color=Wind>气动伤害</color>,此次伤害为重击伤害。\n\n<size=40><color=Title>空中攻击</color></size>\n消耗耐力进行最多2段的攻击造成<color=Wind>气动伤害</color>。\n施放第2段空中攻击后一定时间内短按普攻将会施放第4段普攻。\n\n<size=40><color=Title>闪避反击</color></size>\n成功<color=Highlight>闪避</color>时,一定时间内短按<color=Highlight>普攻</color>,将会攻击目标,造成<color=Wind>气动伤害</color>。"
},
{
"Id": "Skill_1003401_SkillName",
@ -535069,7 +535069,7 @@
},
{
"Id": "Skill_1003402_SkillDescribe",
"Content": "进行一段位移,对目标造成<color=Wind>气动伤害</color>,为命中的目标添加一层<color=Highlight>【风蚀效应】</color>。\n施放后一定时间内短按普攻将会施放第2段普攻。\n·夏空使用共鸣技能打断普攻、重击、空中攻击和<color=Highlight>音律独奏</color>状态时,可生成一个<color=Highlight>合奏音影</color>代替夏空完成这次攻击。\n·夏空的共鸣技能可以在空中施放。"
"Content": "进行一段位移,对目标造成<color=Wind>气动伤害</color>,为命中的目标添加一层<color=Highlight>【风蚀效应】</color>。\n施放后一定时间内短按普攻将会施放第2段普攻。\n·夏空使用共鸣技能打断普攻、重击、空中攻击和<color=Highlight>音律独奏</color>状态时,可生成一个<color=Highlight>合奏音影</color>。\n·夏空的共鸣技能可以在空中施放。"
},
{
"Id": "Skill_1003402_SkillName",
@ -535077,7 +535077,7 @@
},
{
"Id": "Skill_1003403_SkillDescribe",
"Content": "夏空与<color=Highlight>合奏音影</color>共同演绎<color=Highlight>即兴的交响诗</color>,对周围目标造成一次<color=Wind>气动伤害</color>并进入<color=Highlight>演绎状态</color>。\n\n<size=40><color=Title> 演绎状态</color></size>\n演绎状态下当音波进入判定圈范围时短按绿色或黄色按钮可生成对应颜色的<color=Highlight>交响诗·主音</color>,并回复一定协奏能量。\n·演绎状态持续期间切换至其他角色不会结束演绎状态并可自动生成<color=Highlight>交响诗·主音</color>,自动生成的主音的颜色由切换角色前最后一个生成的主音的颜色决定。在未通过按钮交互生成<color=Highlight>交响诗·主音</color>时直接切换至其他角色,默认自动生成绿色的主音。\n·演绎状态持续期间夏空免疫打断,受到的伤害降低{0}。\n·演绎状态持续期间再次短按共鸣解放或在切换至其他角色后再切换至夏空可提前结束演绎状态。\n·演绎状态下的<color=Highlight>合奏音影</color>可触发<color=Highlight>音律独奏</color>的气动伤害加成提升效果。\n\n<size=40><color=Title> 交响诗·主音</color></size>\n主音为绿色时对周围的目标造成<color=Wind>气动伤害</color>,并为命中的目标添加一层<color=Highlight>【风蚀效应】</color>。\n主音为黄色时对周围的目标造成<color=Wind>气动伤害</color>,并为命中的目标添加一层<color=Highlight>【光噪效应】</color>。"
"Content": "夏空与<color=Highlight>合奏音影</color>共同演绎<color=Highlight>即兴的交响诗</color>,对周围目标造成一次<color=Wind>气动伤害</color>并进入<color=Highlight>演绎状态</color>。\n\n<size=40><color=Title> 演绎状态</color></size>\n演绎状态下当音波进入判定圈范围时短按绿色或黄色按钮可生成对应颜色的<color=Highlight>交响诗·主音</color>,并回复一定协奏能量。\n·演绎状态持续期间切换至其他角色不会结束演绎状态并可自动生成<color=Highlight>交响诗·主音</color>,自动生成的主音的颜色由切换角色前最后一个生成的主音的颜色决定。在未通过按钮交互生成<color=Highlight>交响诗·主音</color>时直接切换至其他角色,默认自动生成绿色的主音。\n·演绎状态持续期间夏空免疫受击,受到的伤害降低{0}。\n·演绎状态持续期间再次短按共鸣解放或在切换至其他角色后再切换至夏空可提前结束演绎状态。\n·演绎状态下的<color=Highlight>合奏音影</color>可触发<color=Highlight>音律独奏</color>的气动伤害加成提升效果。\n\n<size=40><color=Title> 交响诗·主音</color></size>\n主音为绿色时对周围的目标造成<color=Wind>气动伤害</color>,并为命中的目标添加一层<color=Highlight>【风蚀效应】</color>。\n主音为黄色时对周围的目标造成<color=Wind>气动伤害</color>,并为命中的目标添加一层<color=Highlight>【光噪效应】</color>。"
},
{
"Id": "Skill_1003403_SkillName",
@ -535109,7 +535109,7 @@
},
{
"Id": "Skill_1003407_SkillDescribe",
"Content": "<size=40><color=Title> 重击·四拍重奏</color></size>\n持有3格【音律】时夏空的重击替换为<color=Highlight>重击·四拍重奏</color>\n向前射出<color=Highlight>重奏音符</color>,造成<color=Wind>气动伤害</color>,持续牵引周围的目标,并为命中的目标添加一层<color=Highlight>【风蚀效应】</color>。\n<color=Highlight>重击·四拍重奏</color>可在低空施放。\n\n<size=40><color=Title> 【音律】的获取规则</color></size>\n【音律】上限3格。\n施放<color=Highlight>普攻第4段</color>和<color=Highlight>变奏技能</color>时可获得1格【音律】。"
"Content": "<size=40><color=Title> 重击·四拍重奏</color></size>\n持有3格【音律】时夏空的重击替换为<color=Highlight>重击·四拍重奏</color>\n向前射出<color=Highlight>重奏音符</color>,消耗所有【音律】,造成<color=Wind>气动伤害</color>,持续牵引周围的目标,并为命中的目标添加一层<color=Highlight>【风蚀效应】</color>。\n<color=Highlight>重击·四拍重奏</color>可在低空施放。\n\n<size=40><color=Title> 【音律】的获取规则</color></size>\n【音律】上限3格。\n施放<color=Highlight>普攻第4段</color>和<color=Highlight>变奏技能</color>时可获得1格【音律】。"
},
{
"Id": "Skill_1003407_SkillName",
@ -553273,7 +553273,7 @@
},
{
"Id": "ResonantChain_204_AttributesDescription",
"Content": "夏空<color=Highlight>合奏音影</color>在进入<color=Highlight>音律独奏</color>状态时可以对周围目标造成{0}的<color=Wind>气动伤害</color>,该伤害视为共鸣解放伤害,该效果每{1}秒可触发一次。"
"Content": "夏空<color=Highlight>合奏音影</color>在进入<color=Highlight>音律独奏</color>状态时可以对周围目标造成{0}的<color=Wind>气动伤害</color>,该伤害视为共鸣解放伤害。"
},
{
"Id": "ResonantChain_204_NodeName",
@ -562961,7 +562961,7 @@
},
{
"Id": "WeaponConf_21030026_Desc",
"Content": "攻击提升{0}。为目标添加【风蚀效应】,自身气动伤害加成提升{1},持续{2}秒。攻击命中带有【风蚀效应】的敌人时,降低对方{3}的气动抗性,持续{4}秒。"
"Content": "攻击提升{0}。为目标添加【风蚀效应】,自身气动伤害加成提升{1},持续{2}秒。攻击命中带有【风蚀效应】的敌人时,降低对方{3}的气动抗性,持续{4}秒。"
},
{
"Id": "WeaponConf_21030026_ObtainedShowDescription",
@ -571269,7 +571269,7 @@
},
{
"Id": "WeaponConf_21040036_Desc",
"Content": "攻击提升{0}。施放共鸣解放时,获得以下效果:自身造成伤害无视目标{1}防御,同时自身直接造成的【光噪效应】伤害加深{2},持续{3}秒。重复获得时刷新持续时间。"
"Content": "攻击提升{0}。施放普攻时,获得以下效果:自身造成伤害无视目标{1}防御,同时自身直接造成的【光噪效应】伤害加深{2},持续{3}秒。重复获得时刷新持续时间。"
},
{
"Id": "RogueRes_SkillTree_101_Desc",
@ -572337,19 +572337,19 @@
},
{
"Id": "Skill_1003401_SkillResume",
"Content": "<size=40><color=Title>普攻</color></size>\n造成<color=Wind>气动伤害</color>对目标附加<color=Highlight>风蚀效应</color>。生成<color=Highlight>合奏音影</color>。\n<size=10></size>\n<size=40><color=Title>合奏音影</color></size>\n可留在场上<color=Highlight>演唱</color>。夏空与<color=Highlight>合奏音影</color>的<color=Highlight>演唱</color>可使附近队伍中所有角色的气动伤害加成提升。\n<size=10></size>\n<size=40><color=Title>重击</color></size>\n造成<color=Wind>气动伤害</color>。\n<size=10></size>\n<size=40><color=Title>瞄准攻击</color></size>\n短按瞄准键,进入瞄准状态,可造成<color=Wind>气动伤害</color>,此次伤害为<color=Highlight>重击伤害</color>。\n<size=10></size>\n<size=40><color=Title>空中攻击</color></size>\n造成<color=Wind>气动伤害</color>。\n<size=10></size>\n<size=40><color=Title>闪避反击</color></size>\n造成<color=Wind>气动伤害</color>。"
"Content": "<size=40><color=Title>普攻</color></size>\n造成<color=Wind>气动伤害</color><color=Highlight>普攻第4段</color>可对目标附加<color=Highlight>风蚀效应</color>。\n<color=Highlight>普攻第4段</color>被打断时会生成<color=Highlight>合奏音影</color>。\n<size=10></size>\n<size=40><color=Title>合奏音影</color></size>\n生成时会代替夏空完成被打断的攻击。\n当夏空或<color=Highlight>合奏音影</color>脚下出现绿色光圈时,可使附近队伍中所有角色的气动伤害加成提升。\n<size=10></size>\n<size=40><color=Title>重击</color></size>\n造成<color=Wind>气动伤害</color>。\n<size=10></size>\n<size=40><color=Title>瞄准攻击</color></size>\n造成<color=Wind>气动伤害</color>,此次伤害为<color=Highlight>重击伤害</color>。\n<size=10></size>\n<size=40><color=Title>空中攻击</color></size>\n造成<color=Wind>气动伤害</color>。\n<size=10></size>\n<size=40><color=Title>闪避反击</color></size>\n造成<color=Wind>气动伤害</color>。"
},
{
"Id": "Skill_1003402_SkillResume",
"Content": "造成<color=Wind>气动伤害</color>,对目标附加<color=Highlight>风蚀效应</color>。"
"Content": "造成<color=Wind>气动伤害</color>,对目标附加<color=Highlight>风蚀效应】</color>。\n打断部分常态攻击时会生成<color=Highlight>合奏音影</color>。"
},
{
"Id": "Skill_1003403_SkillResume",
"Content": "<size=40><color=Title>共鸣解放</color></size>\n造成<color=Wind>气动伤害</color>生成<color=Highlight>合奏音影</color>进入<color=Highlight>强化状态</color>。\n<size=10></size>\n<size=40><color=Title>强化状态</color></size>\n在恰当时机点击按钮可造成<color=Wind>气动伤害</color>,并根据点击按钮颜色附加效果:\n·绿色对目标附加<color=Highlight>风蚀效应</color>。\n·黄色对目标附加<color=Highlight>光噪效应</color>。\n切换至其他角色夏空将保持<color=Highlight>强化状态</color>,自动触发<color=Highlight>强化状态</color>的点击按钮效果。"
"Content": "<size=40><color=Title>共鸣解放</color></size>\n造成<color=Wind>气动伤害</color>进入<color=Highlight>强化状态</color>。\n<size=10></size>\n<size=40><color=Title>强化状态</color></size>\n在恰当时机点击按钮可造成<color=Wind>气动伤害</color>,并根据点击按钮颜色附加效果:\n·绿色对目标附加<color=Highlight>风蚀效应</color>。\n·黄色对目标附加<color=Highlight>光噪效应</color>。\n切换至其他角色夏空将保持<color=Highlight>强化状态</color>,自动触发切换前最后一次点击按钮的效果。\n<color=Highlight>强化状态</color>下可触发<color=Highlight>合奏音影</color>的气动伤害加成提升效果。"
},
{
"Id": "Skill_1003404_SkillResume",
"Content": "施放共鸣解放时,获得护盾。"
"Content": "施放<color=Highlight>共鸣解放</color>时,获得护盾。"
},
{
"Id": "Skill_1003405_SkillResume",
@ -572357,15 +572357,15 @@
},
{
"Id": "Skill_1003406_SkillResume",
"Content": "造成<color=Wind>气动伤害</color>,对目标附加<color=Highlight>风蚀效应</color>。"
"Content": "造成<color=Wind>气动伤害</color>,对目标附加<color=Highlight>风蚀效应</color>。"
},
{
"Id": "Skill_1003407_SkillResume",
"Content": "<size=40><color=Title>特殊能量机制</color></size>\n施放普攻和变奏技能可获得<color=Highlight>特殊能量</color>。\n<color=Highlight>特殊能量</color>满时,可施放<color=Highlight>强化重击</color>。\n<size=10></size>\n<size=40><color=Title>强化重击</color></size>\n造成<color=Wind>气动伤害</color>,对目标附加<color=Highlight>风蚀效应</color>,并持续牵引周围目标。"
"Content": "<size=40><color=Title>特殊能量机制</color></size>\n<color=Highlight>普攻</color>和<color=Highlight>变奏技能</color>可获得<color=Highlight>特殊能量</color>。\n<color=Highlight>特殊能量</color>满时,可施放<color=Highlight>强化重击</color>。\n<size=10></size>\n<size=40><color=Title>强化重击</color></size>\n造成<color=Wind>气动伤害</color>,对目标附加<color=Highlight>风蚀效应</color>,并持续牵引周围目标。"
},
{
"Id": "Skill_1003409_SkillResume",
"Content": "附近范围内的目标受到<color=Highlight>风蚀效应</color>伤害加深。"
"Content": "附近范围内的目标受到<color=Highlight>风蚀效应</color>伤害加深。"
},
{
"Id": "BirthdaySet_OpenCondition_Tips",
@ -573649,7 +573649,7 @@
},
{
"Id": "Skill_1003302_SkillResume",
"Content": "<size=40><color=Title>共鸣技能</color></size>\n造成<color=Light>衍射伤害</color>。一定时间内可格挡攻击,格挡成功时,受到伤害降低,并进行反击。\n<size=10></size>\n<size=40><color=Title>特殊能量【冗余动能】</color></size>\n·<color=Highlight>常态攻击</color>、<color=Highlight>共鸣技能</color>、<color=Highlight>变奏技能</color>可获得<color=Highlight>【冗余动能】</color>。\n·<color=Highlight>【冗余动能】</color>满时,可施放<color=Highlight>强化共鸣技能</color>。\n<size=10></size>\n<size=40><color=Title>强化共鸣技能</color></size>\n·按住<color=Highlight>共鸣技能</color>可进行<color=Highlight>蓄力</color>,期间免疫打断。一定时间内可格挡攻击,格挡成功时,受到伤害降低,并进行反击。提前松开或<color=Highlight>蓄力</color>结束后可直接攻击目标。\n·造成<color=Light>衍射伤害</color>对目标附加<color=Highlight>【烈阳余烬】</color>,自身<color=Highlight>【光噪效应】</color>伤害加深。"
"Content": "<size=40><color=Title>共鸣技能</color></size>\n造成<color=Light>衍射伤害</color>。一定时间内可格挡攻击,格挡成功时,受到伤害降低,并进行反击。\n<size=10></size>\n<size=40><color=Title>特殊能量【冗余动能】</color></size>\n·<color=Highlight>常态攻击</color>、<color=Highlight>共鸣技能</color>、<color=Highlight>变奏技能</color>可获得<color=Highlight>【冗余动能】</color>。\n·<color=Highlight>【冗余动能】</color>满时,可施放<color=Highlight>强化共鸣技能</color>。\n<size=10></size>\n<size=40><color=Title>强化共鸣技能</color></size>\n·按住<color=Highlight>共鸣技能</color>可进行<color=Highlight>蓄力</color>,期间免疫打断。一定时间内可格挡攻击,格挡成功时,受到伤害降低,并进行反击。提前松开或<color=Highlight>蓄力</color>结束后可直接攻击目标。\n·造成<color=Light>衍射伤害</color>同时视为<color=Highlight>【光噪效应】</color>伤害。对目标附加<color=Highlight>【烈阳余烬】</color>,自身<color=Highlight>【光噪效应】</color>伤害加深。"
},
{
"Id": "Skill_1003303_SkillResume",

View file

@ -534325,7 +534325,7 @@
},
{
"Id": "ResonantChain_193_AttributesDescription",
"Content": "施放<color=Highlight>集中壓制</color>或<color=Highlight>破襲反擊</color>時,衍射傷害加成提升50%持續14秒。\n施放<color=Highlight>重斬·終夜</color>時免疫打斷。"
"Content": "施放<color=Highlight>集中壓制</color>或<color=Highlight>破襲反擊</color>時,衍射傷害加成提升{0},持續{1}秒。\n施放<color=Highlight>重斬·終夜</color>時免疫打斷。"
},
{
"Id": "ResonantChain_193_NodeName",
@ -534341,7 +534341,7 @@
},
{
"Id": "ResonantChain_195_AttributesDescription",
"Content": "處於<color=Highlight>灼焰形態</color>時每消耗1點【焰光】,共鳴解放<color=Highlight>>終絕將至之刻</color>最後一段的倍率增加8%最多增加1200%。"
"Content": "處於<color=Highlight>灼焰形態</color>時每消耗{0}點【焰光】,共鳴解放<color=Highlight>終絕將至之刻</color>最後一段的倍率增加{1},最多增加{2}。"
},
{
"Id": "ResonantChain_195_NodeName",
@ -534349,7 +534349,7 @@
},
{
"Id": "ResonantChain_196_AttributesDescription",
"Content": "施放變奏技能<color=Highlight>即刻執行</color>時,隊伍中的角色攻擊提升20%持續30秒。"
"Content": "施放變奏技能<color=Highlight>即刻執行</color>時,隊伍中的角色攻擊提升{0},持續{1}秒。"
},
{
"Id": "ResonantChain_196_NodeName",
@ -534357,7 +534357,7 @@
},
{
"Id": "ResonantChain_197_AttributesDescription",
"Content": "共鳴解放<color=Highlight>重燃</color>倍率提升120%。"
"Content": "共鳴解放<color=Highlight>重燃</color>倍率提升{0}。"
},
{
"Id": "ResonantChain_197_NodeName",
@ -535061,7 +535061,7 @@
},
{
"Id": "Skill_1003401_SkillDescribe",
"Content": "<size=40><color=Title> 普攻</color></size>\n進行最多4段的連續攻擊造成<color=Wind>氣動傷害</color>。普攻第4段可為命中的目標添加一層<color=Highlight>【風蝕效應】</color>。\n·使用閃避打斷普攻前三段時一定時間內短按普攻將會施放對應段數的普攻。\n·普攻第4段結束後夏空會進入<color=Highlight>音律獨奏</color>狀態。夏空在主動或被動打斷普攻第4段或<color=Highlight>音律獨奏</color>狀態時,會生成一個<color=Highlight>合奏音影</color>。\n\n<size=40><color=Title>音律獨奏</color></size>\n夏空與合奏音影在進入音律獨奏狀態時能夠以自身為中心使附近隊伍中所有角色的氣動傷害加成提升24%,該效果不可疊加。\n\n<size=40><color=Title>合奏音影</color></size>\n場上最多存在2個合奏音影。\n若夏空的<color=Highlight>普攻第4段</color>被打斷,合奏音影將代替夏空完成這次攻擊,並進入<color=Highlight>音律獨奏</color>狀態。\n若夏空的<color=Highlight>音律獨奏</color>狀態被打斷,合奏音影將代替夏空繼續<color=Highlight>音律獨奏</color>狀態。\n通過<color=Highlight>共鳴技能</color>生成合奏音影時,除上述兩種情況外,合奏音影將代替夏空完成這次攻擊,但不進入<color=Highlight>音律獨奏</color>狀態。\n\n<size=40><color=Title>重擊</color></size>\n消耗耐力並躍向空中攻擊目標造成<color=Wind>氣動傷害</color>。\n\n<size=40><color=Title>瞄準攻擊</color></size>\n短按瞄準鍵進入瞄準狀態可以進行更強力的射擊。\n蓄力完成後攻擊目標造成<color=Wind>氣動傷害</color>,此次傷害為重擊傷害。\n\n<size=40><color=Title>空中攻擊</color></size>\n消耗耐力進行最多2段的攻擊造成<color=Wind>氣動傷害</color>。\n施放第2段空中攻擊後一定時間內短按普攻將會施放第4段普攻。\n\n<size=40><color=Title>閃避反擊</color></size>\n成功<color=Highlight>閃避</color>時,一定時間內短按<color=Highlight>普攻</color>,將會攻擊目標,造成<color=Wind>氣動傷害</color>。"
"Content": "<size=40><color=Title> 普攻</color></size>\n進行最多4段的連續攻擊造成<color=Wind>氣動傷害</color>。普攻第4段可為命中的目標添加一層<color=Highlight>【風蝕效應】</color>。\n·使用閃避打斷普攻前三段時一定時間內短按普攻將會施放對應段數的普攻。\n·普攻第4段結束後夏空會進入<color=Highlight>音律獨奏</color>狀態。夏空在主動或被動打斷普攻第4段或<color=Highlight>音律獨奏</color>狀態時,會生成一個<color=Highlight>合奏音影</color>。\n\n<size=40><color=Title>音律獨奏</color></size>\n夏空與合奏音影在進入音律獨奏狀態時能夠以自身為中心使附近隊伍中所有角色的氣動傷害加成提升24%,該效果不可疊加。\n\n<size=40><color=Title>合奏音影</color></size>\n場上最多存在2個合奏音影。\n若夏空的<color=Highlight>普攻第4段</color>被打斷,合奏音影將代替夏空完成這次攻擊,並進入<color=Highlight>音律獨奏</color>狀態。\n若夏空的<color=Highlight>音律獨奏</color>狀態被打斷,合奏音影將代替夏空繼續<color=Highlight>音律獨奏</color>狀態。\n通過<color=Highlight>共鳴技能</color>生成合奏音影時,除上述兩種情況外,合奏音影將代替夏空完成這次攻擊,但不進入<color=Highlight>音律獨奏</color>狀態。\n\n<size=40><color=Title>重擊</color></size>\n消耗耐力並躍向空中攻擊目標造成<color=Wind>氣動傷害</color>。\n\n<size=40><color=Title>瞄準攻擊</color></size>\n短按瞄準鍵進入瞄準狀態可以進行射擊。\n蓄力完成後攻擊目標造成<color=Wind>氣動傷害</color>,此次傷害為重擊傷害。\n\n<size=40><color=Title>空中攻擊</color></size>\n消耗耐力進行最多2段的攻擊造成<color=Wind>氣動傷害</color>。\n施放第2段空中攻擊後一定時間內短按普攻將會施放第4段普攻。\n\n<size=40><color=Title>閃避反擊</color></size>\n成功<color=Highlight>閃避</color>時,一定時間內短按<color=Highlight>普攻</color>,將會攻擊目標,造成<color=Wind>氣動傷害</color>。"
},
{
"Id": "Skill_1003401_SkillName",
@ -535069,7 +535069,7 @@
},
{
"Id": "Skill_1003402_SkillDescribe",
"Content": "進行一段位移,對目標造成<color=Wind>氣動傷害</color>,為命中的目標添加一層<color=Highlight>【風蝕效應】</color>。\n施放後一定時間內短按普攻將會施放第2段普攻。\n·夏空使用共鳴技能打斷普攻、重擊、空中攻擊和<color=Highlight>音律獨奏</color>狀態時,可生成一個<color=Highlight>合奏音影</color>代替夏空完成這次攻擊。\n·夏空的共鳴技能可以在空中施放。"
"Content": "進行一段位移,對目標造成<color=Wind>氣動傷害</color>,為命中的目標添加一層<color=Highlight>【風蝕效應】</color>。\n施放後一定時間內短按普攻將會施放第2段普攻。\n·夏空使用共鳴技能打斷普攻、重擊、空中攻擊和<color=Highlight>音律獨奏</color>狀態時,可生成一個<color=Highlight>合奏音影</color>。\n·夏空的共鳴技能可以在空中施放。"
},
{
"Id": "Skill_1003402_SkillName",
@ -535077,7 +535077,7 @@
},
{
"Id": "Skill_1003403_SkillDescribe",
"Content": "夏空與<color=Highlight>合奏音影</color>共同演繹<color=Highlight>即興的交響詩</color>,對周圍目標造成一次<color=Wind>氣動傷害</color>並進入<color=Highlight>演繹狀態</color>。\n\n<size=40><color=Title> 演繹狀態</color></size>\n演繹狀態下當音波進入判定圈範圍時短按綠色或黃色按鈕可生成對應顏色的<color=Highlight>交響詩·主音</color>,並回復一定協奏能量。\n·演繹狀態持續期間切換至其他角色不會結束演繹狀態並可自動生成<color=Highlight>交響詩·主音</color>,自動生成的主音的顏色由切換角色前最後一個生成的主音的顏色決定。在未通過按鈕交互生成<color=Highlight>交響詩·主音</color>時直接切換至其他角色,默認自動生成綠色的主音。\n·演繹狀態持續期間夏空免疫打斷,受到的傷害降低{0}。\n·演繹狀態持續期間再次短按共鳴解放或在切換至其他角色後再切換至夏空可提前結束演繹狀態。\n·演繹狀態下的<color=Highlight>合奏音影</color>可觸發<color=Highlight>音律獨奏</color>的氣動傷害加成提升效果。\n\n<size=40><color=Title> 交響詩·主音</color></size>\n主音為綠色時對周圍的目標造成<color=Wind>氣動傷害</color>,並為命中的目標添加一層<color=Highlight>【風蝕效應】</color>。\n主音為黃色時對周圍的目標造成<color=Wind>氣動傷害</color>,並為命中的目標添加一層<color=Highlight>【光噪效應】</color>。"
"Content": "夏空與<color=Highlight>合奏音影</color>共同演繹<color=Highlight>即興的交響詩</color>,對周圍目標造成一次<color=Wind>氣動傷害</color>並進入<color=Highlight>演繹狀態</color>。\n\n<size=40><color=Title> 演繹狀態</color></size>\n演繹狀態下當音波進入判定圈範圍時短按綠色或黃色按鈕可生成對應顏色的<color=Highlight>交響詩·主音</color>,並回復一定協奏能量。\n·演繹狀態持續期間切換至其他角色不會結束演繹狀態並可自動生成<color=Highlight>交響詩·主音</color>,自動生成的主音的顏色由切換角色前最後一個生成的主音的顏色決定。在未通過按鈕交互生成<color=Highlight>交響詩·主音</color>時直接切換至其他角色,默認自動生成綠色的主音。\n·演繹狀態持續期間夏空免疫受擊,受到的傷害降低{0}。\n·演繹狀態持續期間再次短按共鳴解放或在切換至其他角色後再切換至夏空可提前結束演繹狀態。\n·演繹狀態下的<color=Highlight>合奏音影</color>可觸發<color=Highlight>音律獨奏</color>的氣動傷害加成提升效果。\n\n<size=40><color=Title> 交響詩·主音</color></size>\n主音為綠色時對周圍的目標造成<color=Wind>氣動傷害</color>,並為命中的目標添加一層<color=Highlight>【風蝕效應】</color>。\n主音為黃色時對周圍的目標造成<color=Wind>氣動傷害</color>,並為命中的目標添加一層<color=Highlight>【光噪效應】</color>。"
},
{
"Id": "Skill_1003403_SkillName",
@ -535109,7 +535109,7 @@
},
{
"Id": "Skill_1003407_SkillDescribe",
"Content": "<size=40><color=Title> 重擊·四拍重奏</color></size>\n持有3格【音律】時夏空的重擊替換為<color=Highlight>重擊·四拍重奏</color>\n向前射出<color=Highlight>重奏音符</color>,造成<color=Wind>氣動傷害</color>,持續牽引周圍的目標,並為命中的目標添加一層<color=Highlight>【風蝕效應】</color>。\n<color=Highlight>重擊·四拍重奏</color>可在低空施放。\n\n<size=40><color=Title> 【音律】的獲取規則</color></size>\n【音律】上限3格。\n施放<color=Highlight>普攻第4段</color>和<color=Highlight>變奏技能</color>時可獲得1格【音律】。"
"Content": "<size=40><color=Title> 重擊·四拍重奏</color></size>\n持有3格【音律】時夏空的重擊替換為<color=Highlight>重擊·四拍重奏</color>\n向前射出<color=Highlight>重奏音符</color>,消耗所有【音律】,造成<color=Wind>氣動傷害</color>,持續牽引周圍的目標,並為命中的目標添加一層<color=Highlight>【風蝕效應】</color>。\n<color=Highlight>重擊·四拍重奏</color>可在低空施放。\n\n<size=40><color=Title> 【音律】的獲取規則</color></size>\n【音律】上限3格。\n施放<color=Highlight>普攻第4段</color>和<color=Highlight>變奏技能</color>時可獲得1格【音律】。"
},
{
"Id": "Skill_1003407_SkillName",
@ -553273,7 +553273,7 @@
},
{
"Id": "ResonantChain_204_AttributesDescription",
"Content": "夏空與<color=Highlight>合奏音影</color>在進入<color=Highlight>音律獨奏</color>狀態時可以對周圍目標造成{0}的<color=Wind>氣動傷害</color>,該傷害視為共鳴解放傷害,該效果每{1}秒可觸發一次。"
"Content": "夏空與<color=Highlight>合奏音影</color>在進入<color=Highlight>音律獨奏</color>狀態時可以對周圍目標造成{0}的<color=Wind>氣動傷害</color>,該傷害視為共鳴解放傷害。"
},
{
"Id": "ResonantChain_204_NodeName",
@ -571209,7 +571209,7 @@
},
{
"Id": "WeaponReson_21030026_Name",
"Content": ""
"Content": "長夏詠頌"
},
{
"Id": "RogueRes_MapNote_4",
@ -572337,19 +572337,19 @@
},
{
"Id": "Skill_1003401_SkillResume",
"Content": "<size=40><color=Title>普攻</color></size>\n造成<color=Wind>氣動傷害</color>對目標附加<color=Highlight>風蝕效應</color>。生成<color=Highlight>合奏音影</color>。\n<size=10></size>\n<size=40><color=Title>合奏音影</color></size>\n可留在場上<color=Highlight>演唱</color>。夏空與<color=Highlight>合奏音影</color>的<color=Highlight>演唱</color>可使附近隊伍中所有角色的氣動傷害加成提升。\n<size=10></size>\n<size=40><color=Title>重擊</color></size>\n造成<color=Wind>氣動傷害</color>。\n<size=10></size>\n<size=40><color=Title>瞄準攻擊</color></size>\n短按瞄準鍵,進入瞄準狀態,可造成<color=Wind>氣動傷害</color>,此次傷害為<color=Highlight>重擊傷害</color>。\n<size=10></size>\n<size=40><color=Title>空中攻擊</color></size>\n造成<color=Wind>氣動傷害</color>。\n<size=10></size>\n<size=40><color=Title>閃避反擊</color></size>\n造成<color=Wind>氣動傷害</color>。"
"Content": "<size=40><color=Title>普攻</color></size>\n造成<color=Wind>氣動傷害</color><color=Highlight>普攻第4段</color>可對目標附加<color=Highlight>風蝕效應</color>。\n<color=Highlight>普攻第4段</color>被打斷時會生成<color=Highlight>合奏音影</color>。\n<size=10></size>\n<size=40><color=Title>合奏音影</color></size>\n生成時會代替夏空完成被打斷的攻擊。\n當夏空或<color=Highlight>合奏音影</color>腳下出現綠色光圈時,可使附近隊伍中所有角色的氣動傷害加成提升。\n<size=10></size>\n<size=40><color=Title>重擊</color></size>\n造成<color=Wind>氣動傷害</color>。\n<size=10></size>\n<size=40><color=Title>瞄準攻擊</color></size>\n造成<color=Wind>氣動傷害</color>,此次傷害為<color=Highlight>重擊傷害</color>。\n<size=10></size>\n<size=40><color=Title>空中攻擊</color></size>\n造成<color=Wind>氣動傷害</color>。\n<size=10></size>\n<size=40><color=Title>閃避反擊</color></size>\n造成<color=Wind>氣動傷害</color>。"
},
{
"Id": "Skill_1003402_SkillResume",
"Content": "造成<color=Wind>氣動傷害</color>,對目標附加<color=Highlight>風蝕效應</color>。"
"Content": "造成<color=Wind>氣動傷害</color>,對目標附加<color=Highlight>風蝕效應】</color>。\n打斷部分常態攻擊時會生成<color=Highlight>合奏音影</color>。"
},
{
"Id": "Skill_1003403_SkillResume",
"Content": "<size=40><color=Title>共鳴解放</color></size>\n造成<color=Wind>氣動傷害</color>生成<color=Highlight>合奏音影</color>進入<color=Highlight>強化狀態</color>。\n<size=10></size>\n<size=40><color=Title>強化狀態</color></size>\n在恰當時機點擊按鈕可造成<color=Wind>氣動傷害</color>,並根據點擊按鈕顏色附加效果:\n·綠色對目標附加<color=Highlight>風蝕效應</color>。\n·黃色對目標附加<color=Highlight>光噪效應</color>。\n切換至其他角色夏空將保持<color=Highlight>強化狀態</color>,自動觸發<color=Highlight>強化狀態</color>的點擊按鈕效果。"
"Content": "<size=40><color=Title>共鳴解放</color></size>\n造成<color=Wind>氣動傷害</color>進入<color=Highlight>強化狀態</color>。\n<size=10></size>\n<size=40><color=Title>強化狀態</color></size>\n在恰當時機點擊按鈕可造成<color=Wind>氣動傷害</color>,並根據點擊按鈕顏色附加效果:\n·綠色對目標附加<color=Highlight>風蝕效應</color>。\n·黃色對目標附加<color=Highlight>光噪效應</color>。\n切換至其他角色夏空將保持<color=Highlight>強化狀態</color>,自動觸發切換前最後一次點擊按鈕的效果。\n<color=Highlight>強化狀態</color>下可觸發<color=Highlight>合奏音影</color>的氣動傷害加成提升效果。"
},
{
"Id": "Skill_1003404_SkillResume",
"Content": "施放共鳴解放時,獲得護盾。"
"Content": "施放<color=Highlight>共鳴解放</color>時,獲得護盾。"
},
{
"Id": "Skill_1003405_SkillResume",
@ -572357,15 +572357,15 @@
},
{
"Id": "Skill_1003406_SkillResume",
"Content": "造成<color=Wind>氣動傷害</color>,對目標附加<color=Highlight>風蝕效應</color>。"
"Content": "造成<color=Wind>氣動傷害</color>,對目標附加<color=Highlight>風蝕效應</color>。"
},
{
"Id": "Skill_1003407_SkillResume",
"Content": "<size=40><color=Title>特殊能量機制</color></size>\n施放普攻和變奏技能可獲得<color=Highlight>特殊能量</color>。\n<color=Highlight>特殊能量</color>滿時,可施放<color=Highlight>強化重擊</color>。\n<size=10></size>\n<size=40><color=Title>強化重擊</color></size>\n造成<color=Wind>氣動傷害</color>,對目標附加<color=Highlight>風蝕效應</color>,並持續牽引周圍目標。"
"Content": "<size=40><color=Title>特殊能量機制</color></size>\n<color=Highlight>普攻</color>和<color=Highlight>變奏技能</color>可獲得<color=Highlight>特殊能量</color>。\n<color=Highlight>特殊能量</color>滿時,可施放<color=Highlight>強化重擊</color>。\n<size=10></size>\n<size=40><color=Title>強化重擊</color></size>\n造成<color=Wind>氣動傷害</color>,對目標附加<color=Highlight>風蝕效應</color>,並持續牽引周圍目標。"
},
{
"Id": "Skill_1003409_SkillResume",
"Content": "附近範圍內的目標受到<color=Highlight>風蝕效應</color>傷害加深。"
"Content": "附近範圍內的目標受到<color=Highlight>風蝕效應</color>傷害加深。"
},
{
"Id": "BirthdaySet_OpenCondition_Tips",
@ -572721,7 +572721,7 @@
},
{
"Id": "WeaponReson_21040036_Name",
"Content": ""
"Content": "破暗者"
},
{
"Id": "PrefabTextItem_3357842799_Text",
@ -574733,15 +574733,15 @@
},
{
"Id": "RoleSkillInput_1407_DescList_1",
"Content": ""
"Content": "第4段普攻結束後夏空會根據連段的不同使用不同樂器進行<color=Highlight>音律獨奏</color>。夏空的第4段普攻和<color=Highlight>音律獨奏</color>在主動或被動打斷時,會生成<color=Highlight>合奏音影</color>繼續夏空原本的行為。"
},
{
"Id": "RoleSkillInput_1407_DescList_2",
"Content": ""
"Content": "施放第4段普攻和變奏技能時可獲得1格特殊能量。\n特殊能量滿時可施放強化重擊"
},
{
"Id": "RoleSkillInput_1407_DescList_3",
"Content": ""
"Content": "夏空施放共鳴解放後,根據提示,在恰當時機點擊按鈕可生成<color=Highlight>交響詩·主音</color>。"
},
{
"Id": "SkillDescription_1407025_AttributeName",