@ -200,7 +200,7 @@ null,
{ "id" : 198 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊丽莎白所有机械装置的中枢核心,升级可以\n降低机械技能的消耗或提升它们的威力" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 351 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "机械中枢I" , "note" : "<Hide if Learned Skill: 199, 200>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 198 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊丽莎白所有机械装置的中枢核心,升级可以\n降低机械技能的消耗或提升它们的威力" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 351 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "机械中枢I" , "note" : "<Hide if Learned Skill: 199, 200>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 199 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊丽莎白所有机械装置的中枢核心,升级可以\n降低机械技能的消耗或提升它们的威力" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 351 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "机械中枢II" , "note" : "<Hide if Learned Skill: 200>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 199 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊丽莎白所有机械装置的中枢核心,升级可以\n降低机械技能的消耗或提升它们的威力" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 351 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "机械中枢II" , "note" : "<Hide if Learned Skill: 200>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 200 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊丽莎白所有机械装置的中枢核心,升级可以\n降低机械技能的消耗或提升它们的威力" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 351 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "机械中枢III" , "note" : "" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 200 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊丽莎白所有机械装置的中枢核心,升级可以\n降低机械技能的消耗或提升它们的威力" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 351 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "机械中枢III" , "note" : "" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 201 , "animationId" : 206 , "damage" : { "critical" : false , "elementId" : 8 , "formula" : "" , "type" : 1 , "variance" : 10 } , "description" : "伊丽莎白特制榴弹,对敌人使用造成圣属性伤害和几率性\\it[93]; \n对己方则恢复生命并解除心控 \\c[17]【过热增幅】\\c[0] 数值增加50%" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 72 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "圣光榴弹" , "note" : "<技能类型:技能>\n\n<Pre-Damage Eval>\n target.addState(258);\n</Pre-Damage Eval>\n\n<Target: Everybody>\n\n <MP Cost: 2%>\n\n<Damage Formula>\nif (target.isActor() === user.isActor()) {\n value = user.mat * (3/2 + (user.isLearnedSkill(199)? 1/2 : 0) + (user.isLearnedSkill(200)? 1/2 : 0));\n value *= (3/2+user.mat*user.level/2048); \n if( target == $gameActors.actor(10)){\n value = Math.round(value/2);\n }\n if( user.isStateAffected(372)){\n value *= 2;\n }\n} else {\n value = user.mat * (3/2 + (user.isLearnedSkill(199)? 1/2 : 0) + (user.isLearnedSkill(200)? 1/2 : 0));\n value -= target.mdf;\n value *= (3/2+user.mat*user.level/2048); \n if(user.isStateAffected(372)){\n value *= 3/2;\n }\n}\n</Damage Formula>\n\n<Pre-Damage Eval>\nif (target.isActor() === user.isActor()) {\n value = -1 * Math.abs(value);\n target.removeState(62);\n target.removeState(93);\n target.removeState(90);\n}\nelse{\n var random = Math.random();\n if(user.isLearnedSkill(200)){\n if(random > 0.3){\n target.addState(93);\n }\n }\n else{\n if(user.isLearnedSkill(199)){\n if(random > 0.5){\n target.addState(93);\n }\n }\n else{\n if(random > 0.7){\n target.addState(93);\n }\n }\n }\n}\n</Pre-Damage Eval>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 7 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 10 } ,
{ "id" : 201 , "animationId" : 206 , "damage" : { "critical" : false , "elementId" : 8 , "formula" : "" , "type" : 1 , "variance" : 10 } , "description" : "伊丽莎白特制榴弹,对敌人使用造成圣属性伤害和几率性\\it[93]; \n对己方则恢复生命并解除心控 \\c[17]【过热增幅】\\c[0] 数值增加50%" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 72 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "圣光榴弹" , "note" : "<技能类型:技能>\n\n<Pre-Damage Eval>\n target.addState(258);\n</Pre-Damage Eval>\n\n<Target: Everybody>\n\n <MP Cost: 2%>\n\n<Damage Formula>\nif (target.isActor() === user.isActor()) {\n value = user.mat * (3/2 + (user.isLearnedSkill(199)? 1/2 : 0) + (user.isLearnedSkill(200)? 1/2 : 0));\n value *= (3/2+user.mat*user.level/2048); \n if( user.isStateAffected(372)){\n value *= 2;\n }\n} else {\n value = user.mat * (3/2 + (user.isLearnedSkill(199)? 1/2 : 0) + (user.isLearnedSkill(200)? 1/2 : 0));\n value -= target.mdf;\n value *= (3/2+user.mat*user.level/2048); \n if(user.isStateAffected(372)){\n value *= 3/2;\n }\n}\n</Damage Formula>\n\n<Pre-Damage Eval>\nif (target.isActor() === user.isActor()) {\n value = -1 * Math.abs(value);\n target.removeState(62);\n target.removeState(93);\n target.removeState(90);\n}\nelse{\n var random = Math.random();\n if(user.isLearnedSkill(200)){\n if(random > 0.3){\n target.addState(93);\n }\n }\n else{\n if(user.isLearnedSkill(199)){\n if(random > 0.5){\n target.addState(93);\n }\n }\n else{\n if(random > 0.7){\n target.addState(93);\n }\n }\n }\n}\n</Pre-Damage Eval>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 10 } ,
{ "id" : 202 , "animationId" : 183 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "给全队施加两层\\c[9]\\it[377]\\c[0], 受到大于当前生命10%的伤害时\n会吸收超出部分; \\c[17]【过热增幅】\\c[0] 增加到4层" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 468 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "缓冲镀层" , "note" : "<技能类型:技能>\n\n<MP Cost: 3%>\n\n<Cooldown Eval>\ncooldown = 6;\n if (user.isLearnedSkill(200)){\n cooldown -= 1;\n }\n else{\n if (user.isLearnedSkill(199)){\n cooldown -= 1;\n }\n }\n</Cooldown Eval>\n\n<Before Eval>\n target._cushion = target._cushion || 0;\n if(user.isStateAffected(372)){\n target._cushion += 2;\n }\n else{\n target._cushion += 2;\n }\n</Before Eval>\n\n<Before Eval>\n target._cushion = target._cushion || 0;\n if(user.isStateAffected(372)){\n target._cushion += 2;\n }\n else{\n target._cushion += 2;\n }\n</Before Eval>\n\n" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 20 , "tpGain" : 0 } ,
{ "id" : 202 , "animationId" : 183 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "给全队施加两层\\c[9]\\it[377]\\c[0], 受到大于当前生命10%的伤害时\n会吸收超出部分; \\c[17]【过热增幅】\\c[0] 增加到4层" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 468 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "缓冲镀层" , "note" : "<技能类型:技能>\n\n<MP Cost: 3%>\n\n<Cooldown Eval>\ncooldown = 6;\n if (user.isLearnedSkill(200)){\n cooldown -= 1;\n }\n else{\n if (user.isLearnedSkill(199)){\n cooldown -= 1;\n }\n }\n</Cooldown Eval>\n\n<Before Eval>\n target._cushion = target._cushion || 0;\n if(user.isStateAffected(372)){\n target._cushion += 2;\n }\n else{\n target._cushion += 2;\n }\n</Before Eval>\n\n<Before Eval>\n target._cushion = target._cushion || 0;\n if(user.isStateAffected(372)){\n target._cushion += 2;\n }\n else{\n target._cushion += 2;\n }\n</Before Eval>\n\n" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 20 , "tpGain" : 0 } ,
{ "id" : 203 , "animationId" : 207 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "制造一个力场漩涡,扣减敌方大量护盾并清空行动读条,随机附加\n减速类控制和\\it[57] \\c[17]【过热增幅】\\c[0] 解除全部护盾,\\it[57]几率翻倍" , "effects" : [ { "code" : 21 , "dataId" : 52 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 54 , "value1" : 0.8 , "value2" : 0 } , { "code" : 21 , "dataId" : 55 , "value1" : 0.4 , "value2" : 0 } , { "code" : 21 , "dataId" : 56 , "value1" : 0.2 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 424 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "力场漩涡" , "note" : "<技能类型:技能>\n\n<Custom MP Cost>\n cost = Math.floor(user.mhp*0.05);\n if (user.isLearnedSkill(200)){\n cost -= Math.floor(user.mhp*0.01);\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= Math.floor(user.mhp*0.01);\n }\n }\n </Custom MP Cost>\n\n<Custom Target Barrier>\nif(user.isStateAffected(372)){\n value = -999999;\n}\nelse{\n value = -(500+user.mat*10*(user.level*user.mat/2048+2));\n value = Math.floor(value);\n}\n</Custom Target Barrier>\n\n<Before Eval>\n var random = Math.random();\n if(user.isStateAffected(372)){\n if(random > 0.6){\n target.addState(57);\n }\n }\n else{\n if(random > 0.8){\n target.addState(57);\n }\n }\n</Before Eval>\n\n<Cooldown: 5>\n<Cooldown Steps: 5>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 203 , "animationId" : 207 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "制造一个力场漩涡,扣减敌方大量护盾并清空行动读条,随机附加\n减速类控制和\\it[57] \\c[17]【过热增幅】\\c[0] 解除全部护盾,\\it[57]几率翻倍" , "effects" : [ { "code" : 21 , "dataId" : 52 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 54 , "value1" : 0.8 , "value2" : 0 } , { "code" : 21 , "dataId" : 55 , "value1" : 0.4 , "value2" : 0 } , { "code" : 21 , "dataId" : 56 , "value1" : 0.2 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 424 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "力场漩涡" , "note" : "<技能类型:技能>\n\n<Custom MP Cost>\n cost = Math.floor(user.mhp*0.05);\n if (user.isLearnedSkill(200)){\n cost -= Math.floor(user.mhp*0.01);\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= Math.floor(user.mhp*0.01);\n }\n }\n </Custom MP Cost>\n\n<Custom Target Barrier>\nif(user.isStateAffected(372)){\n value = -999999;\n}\nelse{\n value = -(500+user.mat*10*(user.level*user.mat/2048+2));\n value = Math.floor(value);\n}\n</Custom Target Barrier>\n\n<Before Eval>\n var random = Math.random();\n if(user.isStateAffected(372)){\n if(random > 0.6){\n target.addState(57);\n }\n }\n else{\n if(random > 0.8){\n target.addState(57);\n }\n }\n</Before Eval>\n\n<Cooldown: 5>\n<Cooldown Steps: 5>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 204 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "全队获得\\it[115], 并增加10点TP \n\\c[17]【过热增幅】\\c[0] \\it[115]替换为\\it[116], TP增加至15点" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 71 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "加速引擎" , "note" : "<技能类型:技能>\n\n<MP Cost: 1%>\n\n <Custom TP Cost>\n cost = 30;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<Before Eval>\n if(user.isStateAffected(372)){\n target.gainTp(10);\n target.addState(115);\n }\n else{\n target.gainTp(15);\n target.addState(116);\n }\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 204 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "全队获得\\it[115], 并增加10点TP \n\\c[17]【过热增幅】\\c[0] \\it[115]替换为\\it[116], TP增加至15点" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 71 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "加速引擎" , "note" : "<技能类型:技能>\n\n<MP Cost: 1%>\n\n <Custom TP Cost>\n cost = 30;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<Before Eval>\n if(user.isStateAffected(372)){\n target.gainTp(10);\n target.addState(115);\n }\n else{\n target.gainTp(15);\n target.addState(116);\n }\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,