var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a = 
{
	"yellowKey": {
		"cls": "tools",
		"name": "黄钥匙",
		"text": "可以打开一扇黄门",
		"hideInToolbox": true
	},
	"blueKey": {
		"cls": "tools",
		"name": "蓝钥匙",
		"text": "可以打开一扇蓝门",
		"hideInToolbox": true
	},
	"redKey": {
		"cls": "tools",
		"name": "红钥匙",
		"text": "可以打开一扇红门",
		"hideInToolbox": true
	},
	"redGem": {
		"cls": "items",
		"name": "红宝石",
		"text": "攻击+${core.values.redGem}",
		"itemEffect": "core.status.hero.atk += core.values.redGem * core.status.thisMap.ratio",
		"itemEffectTip": "，攻击+${core.values.redGem * core.status.thisMap.ratio}",
		"useItemEffect": "core.status.hero.atk += core.values.redGem",
		"canUseItemEffect": "true"
	},
	"blueGem": {
		"cls": "items",
		"name": "蓝宝石",
		"text": "，防御+${core.values.blueGem}",
		"itemEffect": "core.status.hero.def += core.values.blueGem * core.status.thisMap.ratio",
		"itemEffectTip": "，防御+${core.values.blueGem * core.status.thisMap.ratio}",
		"useItemEffect": "core.status.hero.def += core.values.blueGem",
		"canUseItemEffect": "true"
	},
	"greenGem": {
		"cls": "items",
		"name": "绿宝石",
		"text": "，护盾+${core.values.greenGem}",
		"itemEffect": "core.status.hero.mdef += core.values.greenGem * core.status.thisMap.ratio",
		"itemEffectTip": "，护盾+${core.values.greenGem * core.status.thisMap.ratio}",
		"useItemEffect": "core.status.hero.mdef += core.values.greenGem",
		"canUseItemEffect": "true"
	},
	"yellowGem": {
		"cls": "items",
		"name": "黄宝石",
		"text": "可以进行加点",
		"itemEffect": "core.status.hero.hp+=1000;core.status.hero.atk+=6;core.status.hero.def+=6;core.status.hero.mdef+=10;",
		"itemEffectTip": "，全属性提升",
		"useItemEvent": [
			{
				"type": "choices",
				"choices": [
					{
						"text": "攻击+1",
						"action": [
							{
								"type": "setValue",
								"name": "status:atk",
								"operator": "+=",
								"value": "1"
							}
						]
					},
					{
						"text": "防御+2",
						"action": [
							{
								"type": "setValue",
								"name": "status:def",
								"operator": "+=",
								"value": "2"
							}
						]
					},
					{
						"text": "生命+200",
						"action": [
							{
								"type": "setValue",
								"name": "status:hp",
								"operator": "+=",
								"value": "200"
							}
						]
					}
				]
			}
		],
		"canUseItemEffect": "true"
	},
	"redPotion": {
		"cls": "items",
		"name": "红血瓶",
		"text": "，生命+${core.values.redPotion}",
		"itemEffect": "core.status.hero.hp += core.values.redPotion * core.status.thisMap.ratio",
		"itemEffectTip": "，生命+${core.values.redPotion * core.status.thisMap.ratio}",
		"useItemEffect": "core.status.hero.hp += core.values.redPotion",
		"canUseItemEffect": "true"
	},
	"bluePotion": {
		"cls": "items",
		"name": "蓝血瓶",
		"text": "，生命+${core.values.bluePotion}",
		"itemEffect": "core.status.hero.hp += core.values.bluePotion * core.status.thisMap.ratio",
		"itemEffectTip": "，生命+${core.values.bluePotion * core.status.thisMap.ratio}",
		"useItemEffect": "core.status.hero.hp += core.values.bluePotion",
		"canUseItemEffect": "true"
	},
	"yellowPotion": {
		"cls": "items",
		"name": "黄血瓶",
		"text": "，生命+${core.values.yellowPotion}",
		"itemEffect": "core.status.hero.hp += core.values.yellowPotion * core.status.thisMap.ratio",
		"itemEffectTip": "，生命+${core.values.yellowPotion * core.status.thisMap.ratio}",
		"useItemEffect": "core.status.hero.hp += core.values.yellowPotion",
		"canUseItemEffect": "true"
	},
	"greenPotion": {
		"cls": "items",
		"name": "绿血瓶",
		"text": "，生命+${core.values.greenPotion}",
		"itemEffect": "core.status.hero.hp += core.values.greenPotion * core.status.thisMap.ratio",
		"itemEffectTip": "，生命+${core.values.greenPotion * core.status.thisMap.ratio}",
		"useItemEffect": "core.status.hero.hp += core.values.greenPotion",
		"canUseItemEffect": "true"
	},
	"sword0": {
		"cls": "items",
		"name": "破旧的剑",
		"text": "一把已经生锈的剑",
		"equip": {
			"type": 0,
			"animate": "sword",
			"value": {
				"atk": 0
			}
		},
		"itemEffect": "core.status.hero.atk += 0",
		"itemEffectTip": "，攻击+0"
	},
	"sword1": {
		"cls": "items",
		"name": "铁剑",
		"text": "一把很普通的铁剑",
		"equip": {
			"type": 0,
			"animate": "sword",
			"value": {
				"atk": 10
			}
		},
		"itemEffect": "core.status.hero.atk += 10",
		"itemEffectTip": "，攻击+10"
	},
	"sword2": {
		"cls": "items",
		"name": "银剑",
		"text": "一把很普通的银剑",
		"equip": {
			"type": 0,
			"animate": "sword",
			"value": {
				"atk": 20
			}
		},
		"itemEffect": "core.status.hero.atk += 20",
		"itemEffectTip": "，攻击+20"
	},
	"sword3": {
		"cls": "items",
		"name": "骑士剑",
		"text": "一把很普通的骑士剑",
		"equip": {
			"type": 0,
			"animate": "sword",
			"value": {
				"atk": 40
			}
		},
		"itemEffect": "core.status.hero.atk += 40",
		"itemEffectTip": "，攻击+40"
	},
	"sword4": {
		"cls": "items",
		"name": "圣剑",
		"text": "一把很普通的圣剑",
		"equip": {
			"type": 0,
			"animate": "sword",
			"value": {
				"atk": 80
			}
		},
		"itemEffect": "core.status.hero.atk += 80",
		"itemEffectTip": "，攻击+80"
	},
	"sword5": {
		"cls": "items",
		"name": "神圣剑",
		"text": "一把很普通的神圣剑",
		"equip": {
			"type": 0,
			"animate": "sword",
			"value": {
				"atk": 160
			}
		},
		"itemEffect": "core.status.hero.atk += 100",
		"itemEffectTip": "，攻击+100"
	},
	"shield0": {
		"cls": "items",
		"name": "破旧的盾",
		"text": "一个很破旧的铁盾",
		"equip": {
			"type": 1,
			"value": {
				"def": 0
			}
		},
		"itemEffect": "core.status.hero.def += 0",
		"itemEffectTip": "，防御+0"
	},
	"shield1": {
		"cls": "items",
		"name": "铁盾",
		"text": "一个很普通的铁盾",
		"equip": {
			"type": 1,
			"value": {
				"def": 10
			}
		},
		"itemEffect": "core.status.hero.def += 10",
		"itemEffectTip": "，防御+10"
	},
	"shield2": {
		"cls": "items",
		"name": "银盾",
		"text": "一个很普通的银盾",
		"equip": {
			"type": 1,
			"value": {
				"def": 20
			}
		},
		"itemEffect": "core.status.hero.def += 20",
		"itemEffectTip": "，防御+20"
	},
	"shield3": {
		"cls": "items",
		"name": "骑士盾",
		"text": "一个很普通的骑士盾",
		"equip": {
			"type": 1,
			"value": {
				"def": 40
			}
		},
		"itemEffect": "core.status.hero.def += 40",
		"itemEffectTip": "，防御+40"
	},
	"shield4": {
		"cls": "items",
		"name": "圣盾",
		"text": "一个很普通的圣盾",
		"equip": {
			"type": 1,
			"value": {
				"def": 80
			}
		},
		"itemEffect": "core.status.hero.def += 80",
		"itemEffectTip": "，防御+80"
	},
	"shield5": {
		"cls": "items",
		"name": "神圣盾",
		"text": "一个很普通的神圣盾",
		"equip": {
			"type": 1,
			"value": {
				"def": 100,
				"mdef": 100
			}
		},
		"itemEffect": "core.status.hero.def += 100;core.status.hero.mdef += 100",
		"itemEffectTip": "，防御+100，护盾+100"
	},
	"superPotion": {
		"cls": "items",
		"name": "圣水",
		"itemEffect": "core.status.hero.hp *= 2",
		"itemEffectTip": "，生命值翻倍",
		"useItemEffect": "core.status.hero.hp *= 2;",
		"canUseItemEffect": "true",
		"text": "生命值翻倍"
	},
	"silverCoin": {
		"cls": "items",
		"name": "银币",
		"itemEffect": "core.status.hero.money += 500",
		"itemEffectTip": "，金币+500"
	},
	"book": {
		"cls": "constants",
		"name": "怪物手册",
		"text": "可以查看当前楼层各怪物属性",
		"hideInToolbox": true,
		"useItemEffect": "core.ui.drawBook(0);",
		"canUseItemEffect": "true"
	},
	"fly": {
		"cls": "constants",
		"name": "楼层传送器",
		"text": "可以自由往来去过的楼层",
		"hideInReplay": true,
		"hideInToolbox": true,
		"useItemEffect": "core.ui.drawFly(core.floorIds.indexOf(core.status.floorId));",
		"canUseItemEffect": "(function () {\n\treturn core.status.maps[core.status.floorId].canFlyTo;\n})();"
	},
	"coin": {
		"cls": "equips",
		"name": "护符金币",
		"text": "携带该道具的宝可梦如果参与了对战，对战结束后获得的零花钱加倍。",
		"equip": {
			"type": 0,
			"value": {},
			"percentage": {}
		}
	},
	"freezeBadge": {
		"cls": "constants",
		"name": "冰冻徽章",
		"text": "可以将面前的熔岩变成平地",
		"useItemEffect": "(function () {\n\tvar success = false;\n\n\tvar snowFourDirections = false; // 是否四方向雪花；如果是将其改成true\n\tif (snowFourDirections) {\n\t\t// 四方向雪花\n\t\tfor (var direction in core.utils.scan) {\n\t\t\tvar delta = core.utils.scan[direction];\n\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\tif (core.getBlockId(nx, ny) == 'lava') {\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t\tsuccess = true;\n\t\t\t}\n\t\t}\n\t} else {\n\t\tif (core.getBlockId(core.nextX(), core.nextY()) == 'lava') {\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t\tsuccess = true;\n\t\t}\n\t}\n\n\tif (success) {\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t} else {\n\t\tcore.drawTip(\"当前无法使用\" + core.material.items[itemId].name);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n})();",
		"canUseItemEffect": "true"
	},
	"cross": {
		"cls": "constants",
		"name": "十字架",
		"text": "持有后无视怪物的无敌属性"
	},
	"dagger": {
		"cls": "constants",
		"name": "屠龙匕首",
		"text": "该道具尚未被定义"
	},
	"amulet": {
		"cls": "constants",
		"name": "护符",
		"text": "持有时无视负面地形"
	},
	"bigKey": {
		"cls": "tools",
		"name": "大黄门钥匙",
		"text": "可以开启当前层所有黄门",
		"itemEffect": "core.status.hero.items.keys.yellowKey++;core.status.hero.items.keys.blueKey++;core.status.hero.items.keys.redKey++;",
		"itemEffectTip": "，全钥匙+1",
		"useItemEffect": "(function () {\n\tvar actions = core.searchBlock(\"yellowDoor\").map(function (block) {\n\t\treturn { \"type\": \"openDoor\", \"loc\": [block.x, block.y], \"async\": true };\n\t});\n\tactions.push({ \"type\": \"waitAsync\" });\n\tactions.push({ \"type\": \"tip\", \"text\": core.material.items[itemId].name + \"使用成功\" });\n\tcore.insertAction(actions);\n})();",
		"canUseItemEffect": "(function () {\n\treturn core.searchBlock('yellowDoor').length > 0;\n})();"
	},
	"greenKey": {
		"cls": "tools",
		"name": "绿钥匙",
		"text": "可以打开一扇绿门"
	},
	"steelKey": {
		"cls": "tools",
		"name": "铁门钥匙",
		"text": "可以打开一扇铁门"
	},
	"pickaxe": {
		"cls": "tools",
		"name": "破墙镐",
		"text": "可以破坏勇士面前的墙",
		"useItemEffect": "(function () {\n\tvar canBreak = function (x, y) {\n\t\tvar block = core.getBlock(x, y);\n\t\tif (block == null || block.block.disable) return false;\n\t\treturn block.block.event.canBreak;\n\t};\n\n\tvar success = false;\n\tvar pickaxeFourDirections = false; // 是否四方向破；如果是将其改成true\n\tif (pickaxeFourDirections) {\n\t\t// 四方向破\n\t\tfor (var direction in core.utils.scan) {\n\t\t\tvar delta = core.utils.scan[direction];\n\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\tif (canBreak(nx, ny)) {\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t\tsuccess = true;\n\t\t\t}\n\t\t}\n\t} else {\n\t\t// 仅破当前\n\t\tif (canBreak(core.nextX(), core.nextY())) {\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t\tsuccess = true;\n\t\t}\n\t}\n\n\tif (success) {\n\t\tcore.playSound('pickaxe.mp3');\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t} else {\n\t\t// 无法使用\n\t\tcore.drawTip(\"当前无法使用\" + core.material.items[itemId].name);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n})();",
		"canUseItemEffect": "true"
	},
	"icePickaxe": {
		"cls": "tools",
		"name": "破冰镐",
		"text": "可以破坏勇士面前的一堵冰墙",
		"useItemEffect": "(function () {\n\tcore.removeBlock(core.nextX(), core.nextY());\n\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n})();",
		"canUseItemEffect": "(function () {\n\treturn core.getBlockId(core.nextX(), core.nextY()) == 'ice';\n})();"
	},
	"bomb": {
		"cls": "tools",
		"name": "炸弹",
		"text": "可以炸掉勇士面前的怪物",
		"useItemEffect": "(function () {\n\tvar canBomb = function (x, y) {\n\t\tvar block = core.getBlock(x, y);\n\t\tif (block == null || block.block.disable || block.block.event.cls.indexOf('enemy') != 0) return false;\n\t\tvar enemy = core.material.enemys[block.block.event.id];\n\t\treturn enemy && !enemy.notBomb;\n\t};\n\n\tvar bombList = []; // 炸掉的怪物坐标列表\n\tvar bombFourDirections = false; // 是否四方向可炸；如果是将其改成true。\n\tif (bombFourDirections) {\n\t\t// 四方向炸\n\t\tfor (var direction in core.utils.scan) {\n\t\t\tvar delta = core.utils.scan[direction];\n\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\tif (canBomb(nx, ny)) {\n\t\t\t\tbombList.push([nx, ny]);\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t}\n\t\t}\n\t} else {\n\t\t// 仅炸当前\n\t\tif (canBomb(core.nextX(), core.nextY())) {\n\t\t\tbombList.push([core.nextX(), core.nextY()]);\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t}\n\t}\n\n\tif (bombList.length > 0) {\n\t\tcore.playSound('bomb.mp3');\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t} else {\n\t\tcore.drawTip('当前无法使用' + core.material.items[itemId].name);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n\n\t// 炸弹后事件\n\t// 这是一个使用炸弹也能开门的例子\n\t/*\n\tif (core.status.floorId=='xxx' && core.terrainExists(x0,y0,'specialDoor') // 某个楼层，该机关门存在\n\t\t&& !core.enemyExists(x1,y1) && !core.enemyExists(x2,y2)) // 且守门的怪物都不存在\n\t{\n\t\tcore.insertAction([ // 插入事件\n\t\t\t{\"type\": \"openDoor\", \"loc\": [x0,y0]} // 开门\n\t\t])\n\t}\n\t*/\n})();",
		"canUseItemEffect": "true"
	},
	"centerFly": {
		"cls": "tools",
		"name": "中心对称飞行器",
		"text": "可以飞向当前楼层中心对称的位置",
		"useItemEffect": "core.playSound('centerFly.mp3');\ncore.clearMap('hero');\ncore.setHeroLoc('x', core.bigmap.width - 1 - core.getHeroLoc('x'));\ncore.setHeroLoc('y', core.bigmap.height - 1 - core.getHeroLoc('y'));\ncore.drawHero();\ncore.drawTip(core.material.items[itemId].name + '使用成功');",
		"canUseItemEffect": "(function () {\n\tvar toX = core.bigmap.width - 1 - core.getHeroLoc('x'),\n\t\ttoY = core.bigmap.height - 1 - core.getHeroLoc('y');\n\tvar id = core.getBlockId(toX, toY);\n\treturn id == null;\n})();"
	},
	"upFly": {
		"cls": "tools",
		"name": "上楼器",
		"text": "可以飞往楼上的相同位置",
		"useItemEffect": "(function () {\n\tvar floorId = core.floorIds[core.floorIds.indexOf(core.status.floorId) + 1];\n\tif (core.status.event.id == 'action') {\n\t\tcore.insertAction([\n\t\t\t{ \"type\": \"changeFloor\", \"loc\": [core.getHeroLoc('x'), core.getHeroLoc('y')], \"floorId\": floorId },\n\t\t\t{ \"type\": \"tip\", \"text\": core.material.items[itemId].name + '使用成功' }\n\t\t]);\n\t} else {\n\t\tcore.changeFloor(floorId, null, core.status.hero.loc, null, function () {\n\t\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t\t\tcore.replay();\n\t\t});\n\t}\n})();",
		"canUseItemEffect": "(function () {\n\tvar floorId = core.status.floorId,\n\t\tindex = core.floorIds.indexOf(floorId);\n\tif (index < core.floorIds.length - 1) {\n\t\tvar toId = core.floorIds[index + 1],\n\t\t\ttoX = core.getHeroLoc('x'),\n\t\t\ttoY = core.getHeroLoc('y');\n\t\tvar mw = core.floors[toId].width,\n\t\t\tmh = core.floors[toId].height;\n\t\tif (toX >= 0 && toX < mw && toY >= 0 && toY < mh && core.getBlock(toX, toY, toId) == null) {\n\t\t\treturn true;\n\t\t}\n\t}\n\treturn false;\n})();"
	},
	"downFly": {
		"cls": "tools",
		"name": "下楼器",
		"text": "可以飞往楼下的相同位置",
		"useItemEffect": "(function () {\n\tvar floorId = core.floorIds[core.floorIds.indexOf(core.status.floorId) - 1];\n\tif (core.status.event.id == 'action') {\n\t\tcore.insertAction([\n\t\t\t{ \"type\": \"changeFloor\", \"loc\": [core.getHeroLoc('x'), core.getHeroLoc('y')], \"floorId\": floorId },\n\t\t\t{ \"type\": \"tip\", \"text\": core.material.items[itemId].name + '使用成功' }\n\t\t]);\n\t} else {\n\t\tcore.changeFloor(floorId, null, core.status.hero.loc, null, function () {\n\t\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t\t\tcore.replay();\n\t\t});\n\t}\n})();",
		"canUseItemEffect": "(function () {\n\tvar floorId = core.status.floorId,\n\t\tindex = core.floorIds.indexOf(floorId);\n\tif (index > 0) {\n\t\tvar toId = core.floorIds[index - 1],\n\t\t\ttoX = core.getHeroLoc('x'),\n\t\t\ttoY = core.getHeroLoc('y');\n\t\tvar mw = core.floors[toId].width,\n\t\t\tmh = core.floors[toId].height;\n\t\tif (toX >= 0 && toX < mw && toY >= 0 && toY < mh && core.getBlock(toX, toY, toId) == null) {\n\t\t\treturn true;\n\t\t}\n\t}\n\treturn false;\n})();"
	},
	"earthquake": {
		"cls": "tools",
		"name": "地震卷轴",
		"text": "可以破坏当前层的所有墙",
		"useItemEffect": "(function () {\n\tvar indexes = [];\n\tfor (var index in core.status.thisMap.blocks) {\n\t\tvar block = core.status.thisMap.blocks[index];\n\t\tif (!block.disable && block.event.canBreak) {\n\t\t\tindexes.push(index);\n\t\t}\n\t}\n\tcore.removeBlockByIndexes(indexes);\n\tcore.drawMap(core.status.floorId, function () {\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t});\n})();",
		"canUseItemEffect": "(function () {\n\treturn core.status.thisMap.blocks.filter(function (block) {\n\t\treturn !block.disable && block.event.canBreak;\n\t}).length > 0;\n})();"
	},
	"poisonWine": {
		"cls": "tools",
		"name": "解毒药水",
		"text": "可以解除中毒状态",
		"useItemEffect": "core.removeFlag('poison');",
		"canUseItemEffect": "core.hasFlag('poison');"
	},
	"weakWine": {
		"cls": "tools",
		"name": "解衰药水",
		"text": "可以解除衰弱状态",
		"useItemEffect": "core.removeFlag('weak');\nif (core.values.weakValue>=1) { // >=1：直接扣数值\n\tcore.status.hero.atk += core.values.weakValue;\n\tcore.status.hero.def += core.values.weakValue;\n}\nelse { // <1：扣比例\n\tcore.addBuff(\"atk\", core.values.weakValue);\n\tcore.addBuff(\"def\", core.values.weakValue);\n}",
		"canUseItemEffect": "core.hasFlag('weak');"
	},
	"curseWine": {
		"cls": "tools",
		"name": "解咒药水",
		"text": "可以解除诅咒状态",
		"useItemEffect": "core.removeFlag('curse');",
		"canUseItemEffect": "core.hasFlag('curse');"
	},
	"superWine": {
		"cls": "tools",
		"name": "万能药水",
		"text": "可以解除所有不良状态",
		"useItemEffect": "core.removeFlag('poison');\nif (core.hasFlag('weak')) {\n\tcore.removeFlag('weak');\n\tif (core.values.weakValue>=1) { // >=1：直接扣数值\n\t\tcore.status.hero.atk += core.values.weakValue;\n\t\tcore.status.hero.def += core.values.weakValue;\n\t}\n\telse { // <1：扣比例\n\t\tcore.addBuff(\"atk\", core.values.weakValue);\n\t\tcore.addBuff(\"def\", core.values.weakValue);\n\t}\n}\ncore.removeFlag('curse');",
		"canUseItemEffect": "(function() {\n\treturn core.hasFlag('poison') || core.hasFlag('weak') || core.hasFlag('curse');\n})();"
	},
	"hammer": {
		"cls": "tools",
		"name": "圣锤",
		"text": "该道具尚未被定义"
	},
	"lifeWand": {
		"cls": "tools",
		"name": "伤药",
		"text": "可以恢复20点生命值",
		"useItemEvent": [
			{
				"type": "comment",
				"text": "先恢复一个魔杖（因为使用道具必须消耗一个）"
			},
			{
				"type": "function",
				"function": "function(){\ncore.addItem('lifeWand', 1);\n}"
			},
			{
				"type": "input",
				"text": "请输入伤药使用个数：(0-${item:lifeWand})"
			},
			{
				"type": "if",
				"condition": "(flag:input<=item:lifeWand)",
				"true": [
					{
						"type": "setValue",
						"name": "item:lifeWand",
						"operator": "-=",
						"value": "flag:input"
					},
					{
						"type": "setValue",
						"name": "status:hp",
						"operator": "+=",
						"value": "flag:input*20"
					},
					"成功使用${flag:input}个伤药，恢复${flag:input*20}点生命。"
				],
				"false": [
					"输入不合法！"
				]
			}
		],
		"canUseItemEffect": "true"
	},
	"jumpShoes": {
		"cls": "tools",
		"name": "跳跃靴",
		"text": "能跳跃到前方两格处",
		"useItemEffect": "core.playSound(\"jump.mp3\"); core.insertAction({ \"type\": \"jumpHero\", \"loc\": [core.nextX(2), core.nextY(2)] });",
		"canUseItemEffect": "(function () {\n\tvar nx = core.nextX(2),\n\t\tny = core.nextY(2);\n\treturn nx >= 0 && nx < core.bigmap.width && ny >= 0 && ny < core.bigmap.height && core.getBlockId(nx, ny) == null;\n})();"
	},
	"wand": {
		"cls": "items",
		"name": "新物品"
	},
	"!0": {
		"cls": "constants",
		"name": "新物品"
	},
	"!1": {
		"cls": "constants",
		"name": "新物品"
	},
	"!2": {
		"cls": "constants",
		"name": "新物品"
	},
	"!3": {
		"cls": "constants",
		"name": "新物品"
	},
	" RockTomb": {
		"cls": "constants",
		"name": "岩石封锁",
		"hideInReplay": true,
		"text": "岩石封锁的描述",
		"canUseItemEffect": "true",
		"feature": {
			"type": "Rock",
			"factor": 1.17
		},
		"useItemEffect": "var id = ' RockTomb';\nvar name = '岩石封锁';\ncore.setSkill(id, name);"
	},
	" ThunderShock": {
		"cls": "constants",
		"name": "电击",
		"text": "伤害系数0.8，令对方进入麻痹状态，速度降低5%，攻击伤害变为97.5%",
		"hideInReplay": true,
		"useItemEffect": "// 二倍斩的flag:skill为1\n/*\nif (core.getFlag('skill', 0) == 0) { // 判断当前是否已经开了技能\n\tif (core.getStatus('mana') >= 5) { // 这里要写当前能否开技能的条件判断，比如魔力值至少要多少\n\t\tcore.setFlag('skill', 1); // 开技能1\n\t\tcore.setFlag('skillName', '二倍斩'); // 设置技能名\n\t} else {\n\t\tcore.drawTip(\"魔力不足，无法开启技能\");\n\t}\n} else { // 关闭技能\n\tcore.setFlag('skill', 0); // 关闭技能状态\n\tcore.setFlag('skillName', '无');\n}\n*/\n\n// 二倍斩的flag:skill为1\nvar id = ' ThunderShock';\nvar name = '电击';\n\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"feature": {
			"type": "Electric",
			"factor": 0.8,
			"enemyStatusCond": "Paralysis",
			"enemyCondFactor": 0.1
		}
	},
	" Charm": {
		"cls": "constants",
		"name": "撒娇",
		"text": "变化技能，令对方攻击等级-2",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"isStatusMove": 1,
			"type": "Fairy",
			"enemyAtk": -2
		},
		"useItemEffect": "var id = ' Charm';\nvar name = '撒娇';\ncore.setSkill(id, name);"
	},
	" TailWhip": {
		"cls": "constants",
		"name": "摇尾巴",
		"text": "变化技能，令对方防御等级-1",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"isStatusMove": 1,
			"type": "Normal",
			"enemyDef": -1
		},
		"useItemEffect": "var id = ' TailWhip';\nvar name = '摇尾巴';\ncore.setSkill(id, name);"
	},
	" Tackle": {
		"cls": "constants",
		"name": "撞击",
		"text": "用整个身体撞向对手进行攻击。伤害系数0.8",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Normal",
			"factor": 0.8
		},
		"useItemEffect": "var id = ' Tackle';\nvar name = '撞击';\ncore.setSkill(id, name);"
	},
	" WaterGun": {
		"cls": "constants",
		"name": "水枪",
		"text": "向对手猛烈地喷射水流进行攻击。伤害系数0.8",
		"hideInReplay": true,
		"useItemEffect": "var id = ' WaterGun';\nvar name = '水枪';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"feature": {
			"type": "Water",
			"factor": 0.8
		}
	},
	" SweetKiss": {
		"cls": "constants",
		"name": "天使之吻",
		"text": "变化技能，首回合令对方陷入混乱，对方攻击时伤害*0.775，且对自己造成0.225倍的无属性伤害",
		"hideInReplay": true,
		"useItemEffect": "var id = ' SweetKiss';\nvar name = '天使之吻';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"feature": {
			"type": "Fairy",
			"isStatusMove": 1,
			"enemyConfusion": 0.75
		}
	},
	" Howl": {
		"cls": "constants",
		"name": "长嚎",
		"text": "变化技能，使自身攻击等级+1",
		"hideInReplay": true,
		"useItemEffect": "var id = ' Howl';\nvar name = '长嚎';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"feature": {
			"type": "Normal",
			"isStatusMove": 1,
			"selfAtk": 1
		}
	},
	" Absorb": {
		"cls": "constants",
		"name": "吸取",
		"text": "伤害系数0.8，每次攻击会回复造成伤害0.5倍的血量",
		"hideInReplay": true,
		"useItemEffect": "var id = ' Absorb';\nvar name = '吸取';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"feature": {
			"type": "Grass",
			"factor": 0.8,
			"recover": 0.5
		}
	},
	" StringShot": {
		"cls": "constants",
		"name": "吐丝",
		"hideInReplay": true,
		"useItemEffect": "var id = ' StringShot';\nvar name = '吐丝';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"feature": {
			"type": "Bug",
			"isStatusMove": 1,
			"enemySpd": -2
		},
		"text": "变化技能，令对手速度下降2级"
	},
	" Bubble": {
		"cls": "constants",
		"name": "泡沫",
		"hideInReplay": true,
		"useItemEffect": "var id = ' Bubble';\nvar name = '泡沫';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"feature": {
			"type": "Water",
			"factor": 0.8,
			"enemySpd": -0.2
		},
		"text": "伤害系数0.8，令对手速度下降0.2级"
	},
	" Confusion": {
		"cls": "constants",
		"name": "念力",
		"hideInReplay": true,
		"text": "伤害系数1，首回合攻击后令对手陷入混乱状态，造成伤害*0.94，且攻击时对自身造成0.06倍无属性伤害",
		"useItemEffect": "var id = ' Confusion';\nvar name = '念力';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"feature": {
			"type": "Psychic",
			"factor": 1,
			"enemyConfusion": 0.2
		}
	},
	" PoisonSting": {
		"cls": "constants",
		"name": "毒针",
		"text": "伤害系数0.3，令对方陷入中毒状态，每回合损失1/16的总生命值",
		"hideInReplay": true,
		"useItemEffect": "var id = ' PoisonSting';\nvar name = '毒针';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"feature": {
			"type": "Poison",
			"factor": 0.3,
			"enemyStatusCond": "Poison",
			"enemyCondFactor": 0.5
		}
	},
	" Peck": {
		"cls": "constants",
		"name": "啄",
		"text": "伤害系数0.7",
		"hideInReplay": true,
		"useItemEffect": "var id = ' Peck';\nvar name = '啄';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"feature": {
			"type": "Flying",
			"factor": 0.7
		}
	},
	" DrainingKiss": {
		"cls": "constants",
		"name": "吸取之吻",
		"text": "伤害系数1，攻击后吸取伤害值的75%回复自身生命",
		"hideInReplay": true,
		"useItemEffect": "var id = ' DrainingKiss';\nvar name = '吸取之吻';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"feature": {
			"type": "Fairy",
			"factor": 1,
			"recover": 0.75
		}
	},
	" NastyPlot": {
		"cls": "constants",
		"name": "诡计",
		"text": "变化技能，提升自身2级攻击",
		"hideInReplay": true,
		"useItemEffect": "var id = ' NastyPlot';\nvar name = '诡计';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"feature": {
			"type": "Dark",
			"isStatusMove": 1,
			"selfAtk": 2
		}
	},
	" Supersonic": {
		"cls": "constants",
		"name": "超音波",
		"text": "变化技能，令对手陷入混乱，造成伤害*0.835，且每回合对自身造成0.165倍无属性伤害",
		"hideInReplay": true,
		"useItemEffect": "var id = ' Supersonic';\nvar name = '超音波';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"feature": {
			"type": "Normal",
			"isStatusMove": 1,
			"enemyConfusion": 0.55
		}
	},
	" QuickAttack": {
		"cls": "constants",
		"name": "电光一闪",
		"text": "先制度1，伤害系数0.8",
		"hideInReplay": true,
		"useItemEffect": "var id = ' QuickAttack';\nvar name = '电光一闪';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"feature": {
			"type": "Normal",
			"factor": 0.8,
			"priority": 1
		}
	},
	" Splash": {
		"cls": "constants",
		"name": "水溅跃",
		"text": "一蹦一蹦地跳，什么都不会发生",
		"useItemEffect": "var id = ' Splash';\nvar name = '水溅跃';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Normal",
			"factor": 0
		}
	},
	" Growl": {
		"cls": "constants",
		"name": "叫声",
		"text": "变化技能。发出可爱的叫声，令对方攻击等级-1",
		"useItemEffect": "var id = ' Growl';\nvar name = '叫声';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Normal",
			"isStatusMove": 1,
			"enemyAtk": -1
		}
	},
	" VineWhip": {
		"cls": "constants",
		"name": "藤鞭",
		"text": "用如同鞭子般弯曲而细长的藤蔓摔打对手进行攻击。伤害系数0.9",
		"useItemEffect": "var id = ' VineWhip';\nvar name = '藤鞭';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Grass",
			"factor": 0.9
		}
	},
	" Ember": {
		"cls": "constants",
		"name": "火花",
		"text": "向对手发射小型火焰进行攻击。伤害系数0.8",
		"useItemEffect": "var id = ' Ember';\nvar name = '火花';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Fire",
			"factor": 0.8
		}
	},
	"MysticWater": {
		"cls": "equips",
		"name": "神秘水滴",
		"text": "水滴形状的宝石。携带后，水属性的招式威力提高20%。",
		"useItemEffect": null,
		"canUseItemEffect": null,
		"equip": {
			"type": 0,
			"value": {},
			"percentage": {}
		}
	},
	"LuckyEgg": {
		"cls": "equips",
		"name": "幸运蛋",
		"text": "满载着幸福的蛋。携带该道具的宝可梦对战结束后获得的经验值提升50%。",
		"useItemEffect": null,
		"canUseItemEffect": null,
		"equip": {
			"type": 0,
			"value": {},
			"percentage": {}
		}
	},
	" RockSmash": {
		"cls": "constants",
		"name": "碎岩",
		"text": "用拳头进行攻击。格斗属性技能，伤害系数0.8，令对方防御等级下降0.5级",
		"useItemEffect": "var id = ' RockSmash';\nvar name = '碎岩';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Fighting",
			"factor": 0.8,
			"enemyDef": -0.5
		}
	},
	" RockThrow": {
		"cls": "constants",
		"name": "落石",
		"text": "拿起小岩石，投掷对手进行攻击。伤害系数0.9",
		"useItemEffect": "var id = ' RockThrow';\nvar name = '落石';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Rock",
			"factor": 0.9
		}
	},
	" Headbutt": {
		"cls": "constants",
		"name": "头锤",
		"text": "将头伸出，笔直地扑向对手进行攻击。一般系技能，伤害系数1.4。如果本回合比对方先出手，本回合对方陷入畏缩状态，造成伤害*0.7",
		"useItemEffect": "var id = ' Headbutt';\nvar name = '头锤';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Normal",
			"factor": 1.4,
			"enemyFlinch": 0.3
		}
	},
	" ThunderWave": {
		"cls": "constants",
		"name": "电磁波",
		"text": "变化技能。向对手发出微弱的电击，从而让对手陷入麻痹状态。对方的速度下降45%，攻击伤害变为77.5%。如果对方为电系或属性免疫（即地面系），则招式无效。",
		"useItemEffect": "var id = ' ThunderWave';\nvar name = '电磁波';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Electric",
			"isStatusMove": 1,
			"enemyStatusCond": "Paralysis",
			"enemyCondFactor": 0.9
		}
	},
	"RareCandy": {
		"cls": "tools",
		"name": "神奇糖果",
		"text": "充满能量的糖果。使用后令宝可梦立刻升一级，经验值为下一级的0经验。",
		"useItemEffect": null,
		"canUseItemEffect": "true",
		"useItemEvent": [
			{
				"type": "function",
				"function": "function(){\ncore.setFlag('nextLvExp', core.getNextLvUpNeed());\n}"
			},
			{
				"type": "setValue",
				"name": "status:exp",
				"operator": "+=",
				"value": "flag:nextLvExp"
			}
		]
	},
	" Gust": {
		"cls": "constants",
		"name": "起风",
		"text": "用翅膀将刮起的狂风袭向对手进行攻击。飞行系技能，伤害系数0.8",
		"useItemEffect": "var id = ' Gust';\nvar name = '起风';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Flying",
			"factor": 0.8
		}
	},
	"ExpCandyXS": {
		"cls": "tools",
		"name": "迷你经验糖果",
		"text": "充满能量的糖果。使用后增加宝可梦200点经验值。",
		"useItemEffect": null,
		"canUseItemEffect": "true",
		"useItemEvent": [
			{
				"type": "setValue",
				"name": "status:exp",
				"operator": "+=",
				"value": "200"
			}
		]
	},
	" MudShot": {
		"cls": "constants",
		"name": "泥巴射击",
		"text": "向对手投掷泥块进行攻击。地面系技能，伤害系数1.045，降低对手1级速度",
		"useItemEffect": "var id = ' MudShot';\nvar name = '泥巴射击';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Ground",
			"factor": 1.045,
			"enemySpd": -1
		}
	},
	"SuperPotion": {
		"cls": "tools",
		"name": "好伤药",
		"text": "恢复50点生命值",
		"useItemEffect": null,
		"canUseItemEffect": "true",
		"useItemEvent": [
			{
				"type": "comment",
				"text": "先恢复一个魔杖（因为使用道具必须消耗一个）"
			},
			{
				"type": "function",
				"function": "function(){\ncore.addItem('SuperPotion', 1);\n}"
			},
			{
				"type": "input",
				"text": "请输入好伤药使用个数：(0-${item:SuperPotion})"
			},
			{
				"type": "if",
				"condition": "(flag:input<=item:SuperPotion)",
				"true": [
					{
						"type": "setValue",
						"name": "item:SuperPotion",
						"operator": "-=",
						"value": "flag:input"
					},
					{
						"type": "setValue",
						"name": "status:hp",
						"operator": "+=",
						"value": "flag:input*50"
					},
					"成功使用${flag:input}个好伤药，恢复${flag:input*50}点生命。"
				],
				"false": [
					"输入不合法！"
				]
			}
		]
	},
	"MaxPotion": {
		"cls": "tools",
		"name": "全满药",
		"text": "回满血",
		"useItemEffect": null,
		"canUseItemEffect": "true",
		"useItemEvent": [
			{
				"type": "setValue",
				"name": "status:hp",
				"operator": "+=",
				"value": "(status:hpmax-status:hp)"
			},
			"使用了全满药，生命回复到最大。"
		]
	},
	" Curse": {
		"cls": "constants",
		"name": "诅咒",
		"text": "变化技能，自身速度等级-1，攻击、防御等级+1",
		"useItemEffect": "var id = ' Curse';\nvar name = '诅咒';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Ghost",
			"isStatusMove": 1,
			"selfSpd": -1,
			"selfAtk": 1,
			"selfDef": 1
		}
	},
	"SoftSand": {
		"cls": "equips",
		"name": "柔软沙子",
		"text": "手感细腻的沙子。携带后，地面属性的招式威力提升20%。",
		"useItemEffect": null,
		"canUseItemEffect": null,
		"equip": {
			"type": 0,
			"value": {},
			"percentage": {}
		}
	},
	" ForcePalm": {
		"cls": "constants",
		"name": "发劲",
		"text": "向对手的身体发出冲击波进行攻击。格斗系技能，伤害系数1.2，令对手陷入麻痹状态，速度降低15%，攻击伤害变为92.5%",
		"useItemEffect": "var id = ' ForcePalm';\nvar name = '发劲';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Fighting",
			"factor": 1.2,
			"enemyStatusCond": "Paralysis",
			"enemyCondFactor": 0.3
		}
	},
	" WaterPulse": {
		"cls": "constants",
		"name": "水之波动",
		"text": "用水的震动攻击对手。伤害系数1.2，令对手陷入混乱状态，攻击伤害*0.88，且攻击时对自身造成0.12倍无属性伤害",
		"useItemEffect": "var id = ' WaterPulse';\nvar name = '水之波动';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Water",
			"factor": 1.2,
			"enemyConfusion": 0.4
		}
	},
	" AquaRing": {
		"cls": "constants",
		"name": "水流环",
		"text": "变化技能，使自身进入水流环状态，此后每回合（自身行动结束后）回复最大生命的1/16。",
		"useItemEffect": "var id = ' AquaRing';\nvar name = '水流环';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Water",
			"isStatusMove": 1,
			"selfAquaRing": 1
		}
	},
	" Revenge": {
		"cls": "constants",
		"name": "报复",
		"text": "格斗系技能，伤害系数1.2，优先度-4。假如本回合对方使用攻击技能，则威力翻倍。",
		"useItemEffect": "var id = ' Revenge';\nvar name = '报复';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Fighting",
			"factor": 1.2,
			"priority": -4
		}
	},
	" PoisonTail": {
		"cls": "constants",
		"name": "毒尾",
		"text": "用尾巴拍打。伤害系数1.06，令对方陷入中毒状态，每回合损失2.5%的总生命值",
		"useItemEffect": "var id = ' PoisonTail';\nvar name = '毒尾';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Poison",
			"factor": 1.06,
			"enemyStatusCond": "Poison",
			"enemyCondFactor": 0.2
		}
	},
	" Glare": {
		"cls": "constants",
		"name": "大蛇瞪眼",
		"text": "用腹部的花纹使对手害怕，从而让其陷入麻痹状态，速度降低55%，攻击伤害变为72.5%",
		"useItemEffect": "var id = ' Glare';\nvar name = '大蛇瞪眼';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Normal",
			"isStatusMove": 1,
			"enemyStatusCond": "Paralysis",
			"enemyCondFactor": 1.1
		}
	},
	" Amnesia": {
		"cls": "constants",
		"name": "瞬间失忆",
		"text": "将头脑清空，瞬间忘记某事，使用后自身防御等级+2",
		"useItemEffect": "var id = ' Amnesia';\nvar name = '瞬间失忆';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Psychic",
			"isStatusMove": 1,
			"selfDef": 2
		}
	},
	" LavaPlume": {
		"cls": "constants",
		"name": "喷烟",
		"text": "用熊熊烈火攻击自己周围所有的宝可梦。伤害系数1.6，令对方陷入灼伤状态，攻击伤害下降20%，且每回合损失总生命值的1/32",
		"useItemEffect": "var id = ' LavaPlume';\nvar name = '喷烟';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Fire",
			"factor": 1.6,
			"enemyStatusCond": "Burn",
			"enemyCondFactor": 0.5
		}
	},
	"ExpCandyS": {
		"cls": "tools",
		"name": "小型经验糖果",
		"text": "充满能量的糖果。使用后增加宝可梦1000点经验值。",
		"useItemEffect": null,
		"canUseItemEffect": "true",
		"useItemEvent": [
			{
				"type": "setValue",
				"name": "status:exp",
				"operator": "+=",
				"value": "1000"
			}
		]
	},
	" AuroraBeam": {
		"cls": "constants",
		"name": "极光束",
		"text": "向对手发射虹色光束进行攻击。冰系技能，伤害系数1.3，令对手攻击等级下降0.2",
		"useItemEffect": "var id = ' AuroraBeam';\nvar name = '极光束';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Ice",
			"factor": 1.3,
			"enemyAtk": -0.2
		}
	},
	"ChoiceScarf": {
		"cls": "equips",
		"name": "讲究围巾",
		"text": "有点讲究的围巾。携带后速度增加50%，但只能使用1个招式。",
		"useItemEffect": null,
		"canUseItemEffect": null,
		"equip": {
			"type": 0,
			"value": {},
			"percentage": {}
		}
	},
	"ChoiceBand": {
		"cls": "equips",
		"name": "讲究头带",
		"text": "有点讲究的头带。携带后攻击伤害增加50%，但是只能使用1个招式。",
		"useItemEffect": null,
		"canUseItemEffect": null,
		"equip": {
			"type": 0,
			"value": {},
			"percentage": {}
		}
	},
	" SelfDestruct": {
		"cls": "constants",
		"name": "自爆",
		"text": "字面意思。伤害系数4，每次攻击会自损造成伤害999倍的血量",
		"useItemEffect": "var id = ' SelfDestruct';\nvar name = '自爆';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Normal",
			"factor": 4,
			"recover": -999
		}
	},
	" Leer": {
		"cls": "constants",
		"name": "瞪眼",
		"text": "用犀利的眼神使其害怕。变化技能，令对手防御等级-1",
		"useItemEffect": "var id = ' Leer';\nvar name = '瞪眼';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"isStatusMove": 1,
			"type": "Normal",
			"enemyDef": -1
		}
	},
	" Slash": {
		"cls": "constants",
		"name": "劈开",
		"text": "用爪子或镰刀等劈开对手进行攻击。一般系技能，伤害系数1.49",
		"useItemEffect": "var id = ' Slash';\nvar name = '劈开';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Normal",
			"factor": 1.49
		}
	},
	" AcidSpray": {
		"cls": "constants",
		"name": "酸液炸弹",
		"text": "喷出能溶化对手的液体进行攻击。毒系技能，伤害系数0.8，令对手防御等级-2",
		"useItemEffect": "var id = ' AcidSpray';\nvar name = '酸液炸弹';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Poison",
			"factor": 0.8,
			"enemyDef": -2
		}
	},
	" RockSlide": {
		"cls": "constants",
		"name": "岩崩",
		"text": "将大岩石猛烈地撞向对手进行攻击。伤害系数1.35。如果本回合比对方先出手，本回合对方陷入畏缩状态，造成伤害*0.7",
		"useItemEffect": "var id = ' RockSlide';\nvar name = '岩崩';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Rock",
			"factor": 1.35,
			"enemyFlinch": 0.3
		}
	},
	" IronHead": {
		"cls": "constants",
		"name": "铁头",
		"text": "用钢铁般坚硬的头部进行攻击。伤害系数1.6，如果本回合比对方先出手，本回合对方陷入畏缩状态，造成伤害*0.7",
		"useItemEffect": "var id = ' IronHead';\nvar name = '铁头';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Steel",
			"factor": 1.6,
			"enemyFlinch": 0.3
		}
	},
	" AirSlash": {
		"cls": "constants",
		"name": "空气斩",
		"text": "用连天空也能劈开的空气之刃进行攻击。伤害系数1.425，如果本回合比对方先出手，本回合对方陷入畏缩状态，造成伤害*0.7",
		"useItemEffect": "var id = ' AirSlash';\nvar name = '空气斩';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Flying",
			"factor": 1.425,
			"enemyFlinch": 0.3
		}
	},
	" CalmMind": {
		"cls": "constants",
		"name": "冥想",
		"text": "静心凝神，使自身攻击、防御等级+1",
		"useItemEffect": "var id = ' CalmMind';\nvar name = '冥想';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Psychic",
			"isStatusMove": 1,
			"selfAtk": 1,
			"selfDef": 1
		}
	},
	" Moonblast": {
		"cls": "constants",
		"name": "月亮之力",
		"text": "借用月亮的力量攻击对手。伤害系数1.9，令对手的攻击等级下降0.5",
		"useItemEffect": "var id = ' Moonblast';\nvar name = '月亮之力';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Fairy",
			"factor": 1.9,
			"enemyAtk": -0.5
		}
	},
	" Recover": {
		"cls": "constants",
		"name": "自我再生",
		"text": "让全身的细胞获得再生，回复一半HP。",
		"useItemEffect": "var id = ' Recover';\nvar name = '自我再生';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Normal",
			"isStatusMove": 1,
			"maxHPrecover": 0.5
		}
	},
	" DragonShock": {
		"cls": "constants",
		"name": "龙之吓人",
		"text": "利用自己boss的身份恐吓对手，降低对手1.5级攻击",
		"useItemEffect": "var id = ' DragonShock';\nvar name = '龙之吓人';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Dragon",
			"isStatusMove": 1,
			"enemyAtk": -1.5
		}
	},
	" DragonClaw": {
		"cls": "constants",
		"name": "龙爪",
		"text": "用尖锐的巨爪劈开对手进行攻击。伤害系数1.6",
		"useItemEffect": "var id = ' DragonClaw';\nvar name = '龙爪';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Dragon",
			"factor": 1.6
		}
	},
	" Earthquake": {
		"cls": "constants",
		"name": "地震",
		"text": "利用地震的冲击，伤害系数2",
		"useItemEffect": "var id = ' Earthquake';\nvar name = '地震';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Ground",
			"factor": 2
		}
	},
	" Magnitude": {
		"cls": "constants",
		"name": "震级",
		"text": "晃动地面，伤害系数1.42",
		"useItemEffect": "var id = ' Magnitude';\nvar name = '震级';\ncore.setSkill(id, name);",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"feature": {
			"type": "Ground",
			"factor": 1.42
		}
	}
}