8842 lines
554 KiB
XML
8842 lines
554 KiB
XML
<SkillEffectData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="https://vezel.dev/novadrop/dc/SkillEffectData SkillEffectData.xsd" huntingZoneId="0" team="Art" class="Lancer" xmlns="https://vezel.dev/novadrop/dc/SkillEffectData">
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<SkillEffect templateId="10102" skillId="10100">
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<ChargeList />
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<HitEffectList>
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<HitEffect id="0" detach="false" areaIndex="0" criticalHitBlend="overlay" criticalHitId="502522" direction="-1" magneticEffectId="0" targetingIndex="0" />
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</HitEffectList>
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<Normal scale="1" bGround="false" boneName="R_Sword" detach="false" playRate="1" posX="0" posY="0" posZ="0" rescaleMethod="followShape" resource="FX_A.PS.A_0067_PS" rotX="0" rotY="90" rotZ="0" scaleX="1" scaleY="1" scaleZ="1" startTime="120" subBoneName="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" subBoneName2="None" />
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<Normal scale="1" bGround="false" boneName="FxBottom" detach="true" playRate="1" posX="40" posY="0" posZ="0" rescaleMethod="followShape" resource="FX_A.PS.A_0068_PS" rotX="0" rotY="0" rotZ="0" scaleX="1" scaleY="1" scaleZ="1" startTime="200" subBoneName="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" subBoneName2="None" />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10101">
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<ChargeList />
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<HitEffectList>
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<HitEffect id="0" detach="false" areaIndex="0" criticalHitBlend="overlay" criticalHitId="502522" direction="-1" magneticEffectId="0" targetingIndex="0" />
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</HitEffectList>
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<Normal scale="1" bGround="false" boneName="R_Sword" detach="false" playRate="1" posX="0" posY="0" posZ="0" rescaleMethod="followShape" resource="FX_A.PS.A_0069_PS" rotX="0" rotY="90" rotZ="0" scaleX="1" scaleY="1" scaleZ="1" startTime="520" subBoneName="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" subBoneName2="None" />
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<Normal scale="1" bGround="false" boneName="FxBottom" detach="true" playRate="1" posX="40" posY="0" posZ="0" rescaleMethod="followShape" resource="FX_A.PS.A_0070_PS" rotX="0" rotY="0" rotZ="0" scaleX="1" scaleY="1" scaleZ="1" startTime="600" subBoneName="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" subBoneName2="None" />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10102">
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<ChargeList />
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<HitEffectList>
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<HitEffect id="0" detach="false" areaIndex="0" criticalHitBlend="overlay" criticalHitId="502522" direction="-1" magneticEffectId="0" targetingIndex="0" />
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</HitEffectList>
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<Normal scale="1" bGround="false" boneName="R_Sword" detach="false" playRate="1" posX="0" posY="0" posZ="0" rescaleMethod="followShape" resource="FX_A.PS.A_0071_PS" rotX="0" rotY="90" rotZ="0" scaleX="1" scaleY="1" scaleZ="1" startTime="800" subBoneName="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" subBoneName2="None" />
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<Normal scale="1" bGround="false" boneName="FxBottom" detach="true" playRate="1" posX="40" posY="0" posZ="0" rescaleMethod="followShape" resource="FX_A.PS.A_0072_PS" rotX="0" rotY="0" rotZ="0" scaleX="1" scaleY="1" scaleZ="1" startTime="950" subBoneName="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" subBoneName2="None" />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10200">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10201">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10202">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10300">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10301">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10302">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10400">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10401">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10402">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10500">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10501">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10502">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10600">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10601">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10602">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10700">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10701">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10702">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10800">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10801">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10802">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10900">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10901">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="10902">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="11000">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="11001">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="11002">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="11100">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="11101">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="11102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="11200">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="11201">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="11202">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="11300">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="11301">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="11302">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="11400">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="11401">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="11402">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="11500">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="11501">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="11502">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="20100">
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<ChargeList />
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<Defence detach="true" successEffectId="5021" perfectEffectId="514053001" />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="20200">
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<ChargeList />
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<Defence detach="true" successEffectId="514053001" />
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<HitEffectList>
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<HitEffect id="3265" detach="true" areaIndex="0" criticalHitBlend="overlay" criticalHitId="0" direction="0" magneticEffectId="0" targetingIndex="0" />
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</HitEffectList>
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="30100">
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<ChargeList />
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<HitEffectList>
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<HitEffect id="5092" detach="false" areaIndex="0" criticalHitBlend="overlay" criticalHitId="0" direction="0" magneticEffectId="0" targetingIndex="0" />
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<HitEffect id="5092" detach="false" areaIndex="0" criticalHitBlend="overlay" criticalHitId="0" direction="0" magneticEffectId="0" targetingIndex="1" />
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</HitEffectList>
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<Normal scale="1" bGround="false" boneName="FxBottom" detach="false" playRate="0.9" posX="0" posY="5" posZ="0" rescaleMethod="followShape" resource="FX_A.PS.A_0090_PS" rotX="0" rotY="0" rotZ="0" scaleX="1" scaleY="1" scaleZ="1" startTime="1030" subBoneName="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" subBoneName2="None" />
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<Normal scale="1" bGround="false" boneName="R_Sword" detach="false" playRate="1" posX="0" posY="0" posZ="10" rescaleMethod="followShape" resource="FX_A.PS.A_0076_PS" rotX="0" rotY="90" rotZ="0" scaleX="1" scaleY="1" scaleZ="1" startTime="1700" subBoneName="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" subBoneName2="None" />
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<Normal scale="1" bGround="false" boneName="R_Sword" detach="false" playRate="1" posX="0" posY="0" posZ="0" rescaleMethod="followShape" resource="FX_A.PS.A_0077_PS" rotX="0" rotY="90" rotZ="0" scaleX="1" scaleY="1" scaleZ="1" startTime="2950" subBoneName="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" subBoneName2="None" />
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<Normal scale="1" bGround="false" boneName="R_Sword" detach="false" playRate="0.67" posX="0" posY="0" posZ="45" rescaleMethod="followShape" resource="FX_A.PS.A_0080_PS" rotX="0" rotY="90" rotZ="0" scaleX="1" scaleY="1" scaleZ="1" startTime="1000" subBoneName="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" subBoneName2="None" />
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<Normal scale="1" bGround="false" boneName="FxBottom" detach="true" playRate="1" posX="50" posY="0" posZ="0" rescaleMethod="followShape" resource="FX_A.PS.A_0079_PS" rotX="0" rotY="0" rotZ="0" scaleX="1" scaleY="1" scaleZ="1" startTime="3200" subBoneName="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" subBoneName2="None" />
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<Normal scale="1" bGround="false" boneName="R_Sword" detach="false" playRate="1" posX="40" posY="0" posZ="10" rescaleMethod="followShape" resource="FX_A.PS.A_0078_PS" rotX="0" rotY="90" rotZ="0" scaleX="1" scaleY="1" scaleZ="1" startTime="3255" subBoneName="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" subBoneName2="None" />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="30200">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="30300">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="30400">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="30500">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="30600">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="30700">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="30800">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="30900">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="31000">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="31100">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="31200">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="31300">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="31400">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect templateId="10102" skillId="31500">
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<ChargeList />
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<HitEffectList />
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|
</SkillEffect>
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<SkillEffect templateId="10102" skillId="40100">
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<ChargeList />
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|
<HitEffectList>
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<HitEffect id="5225" detach="false" areaIndex="0" criticalHitBlend="overlay" criticalHitId="0" direction="0" magneticEffectId="0" targetingIndex="0" />
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</HitEffectList>
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<Normal scale="1.1" bGround="false" boneName="FxBottom" detach="true" playRate="1" posX="-20" posY="0" posZ="0" rescaleMethod="followShape" resource="FX_A.PS.A_0073_PS" rotX="0" rotY="0" rotZ="0" scaleX="1" scaleY="1" scaleZ="1" startTime="300" subBoneName="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" subBoneName2="None" />
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|
<Normal scale="1" bGround="false" boneName="FxBottom" detach="true" playRate="1" posX="0" posY="0" posZ="0" rescaleMethod="followShape" resource="FX_A.PS.A_0074_PS" rotX="0" rotY="0" rotZ="0" scaleX="1" scaleY="1" scaleZ="1" startTime="800" subBoneName="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" subBoneName2="None" />
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</SkillEffect>
|
|
<SkillEffect templateId="10102" skillId="40200">
|
|
<ChargeList />
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|
<HitEffectList />
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|
</SkillEffect>
|
|
<SkillEffect templateId="10102" skillId="40300">
|
|
<ChargeList />
|
|
<HitEffectList />
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|
</SkillEffect>
|
|
<SkillEffect templateId="10102" skillId="40400">
|
|
<ChargeList />
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|
<HitEffectList />
|
|
</SkillEffect>
|
|
<SkillEffect templateId="10102" skillId="40500">
|
|
<ChargeList />
|
|
<HitEffectList />
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|
</SkillEffect>
|
|
<SkillEffect templateId="10102" skillId="40600">
|
|
<ChargeList />
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|
<HitEffectList />
|
|
</SkillEffect>
|
|
<SkillEffect templateId="10102" skillId="40700">
|
|
<ChargeList />
|
|
<HitEffectList />
|
|
</SkillEffect>
|
|
<SkillEffect templateId="10102" skillId="40800">
|
|
<ChargeList />
|
|
<HitEffectList />
|
|
</SkillEffect>
|
|
<SkillEffect templateId="10102" skillId="40900">
|
|
<ChargeList />
|
|
<HitEffectList />
|
|
</SkillEffect>
|
|
<SkillEffect templateId="10102" skillId="41000">
|
|
<ChargeList />
|
|
<HitEffectList />
|
|
</SkillEffect>
|
|
<SkillEffect templateId="10102" skillId="41100">
|
|
<ChargeList />
|
|
<HitEffectList />
|
|
</SkillEffect>
|
|
<SkillEffect templateId="10102" skillId="41200">
|
|
<ChargeList />
|
|
<HitEffectList />
|
|
</SkillEffect>
|
|
<SkillEffect templateId="10102" skillId="41300">
|
|
<ChargeList />
|
|
<HitEffectList />
|
|
</SkillEffect>
|
|
<SkillEffect templateId="10102" skillId="50100">
|
|
<ChargeList />
|
|
<HitEffectList>
|
|
<HitEffect id="3191" detach="true" areaIndex="0" criticalHitBlend="overlay" criticalHitId="0" direction="0" magneticEffectId="0" targetingIndex="0" />
|
|
</HitEffectList>
|
|
<Normal scale="0.9" bGround="false" boneName="FxBottom" detach="false" playRate="1" posX="30" posY="-5" posZ="25" rescaleMethod="followShape" resource="FX_A.PS.A_0126_PS" rotX="0" rotY="0" rotZ="180" scaleX="1" scaleY="1" scaleZ="1" startTime="440" subBoneName="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" subBoneName2="None" />
|
|
<Normal scale="0.8" bGround="false" boneName="FxBottom" detach="true" playRate="1" posX="30" posY="0" posZ="0" rescaleMethod="followShape" resource="FX_A.PS.A_0100_PS" rotX="0" rotY="0" rotZ="180" scaleX="1" scaleY="1" scaleZ="1" startTime="440" subBoneName="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" subBoneName2="None" />
|
|
</SkillEffect>
|
|
<SkillEffect templateId="10102" skillId="50200">
|
|
<ChargeList />
|
|
<HitEffectList />
|
|
</SkillEffect>
|
|
<SkillEffect templateId="10102" skillId="50300">
|
|
<ChargeList />
|
|
<HitEffectList />
|
|
</SkillEffect>
|
|
<SkillEffect templateId="10102" skillId="50400">
|
|
<ChargeList />
|
|
<HitEffectList />
|
|
</SkillEffect>
|
|
<SkillEffect templateId="10102" skillId="50500">
|
|
<ChargeList />
|
|
<HitEffectList />
|
|
</SkillEffect>
|
|
<SkillEffect templateId="10102" skillId="50600">
|
|
<ChargeList />
|
|
<HitEffectList />
|
|
</SkillEffect>
|
|
<SkillEffect templateId="10102" skillId="50700">
|
|
<ChargeList />
|
|
<HitEffectList />
|
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</SkillEffect>
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<Normal scale="1.2" bGround="false" boneName="FxBottom" detach="true" playRate="1" posX="80" posY="0" posZ="0" rescaleMethod="followShape" resource="FX_A.PS.A_0070_PS" rotX="0" rotY="0" rotZ="0" scaleX="1" scaleY="1" scaleZ="1" startTime="650" subBoneName="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" subBoneName2="None" />
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