forked from TERA_p3104/Client-Datasheets
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" class="Lancer" team="Art" xmlns="https://vezel.dev/novadrop/dc/SkillEffectData">
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<SkillEffect skillId="10100" templateId="10102">
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<ChargeList />
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<HitEffectList>
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<HitEffect id="0" detach="false" direction="-1" criticalHitBlend="overlay" criticalHitId="502522" areaIndex="0" 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" subBoneName2="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" />
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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" subBoneName2="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" />
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</SkillEffect>
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<SkillEffect skillId="10101" templateId="10102">
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<ChargeList />
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<HitEffectList>
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<HitEffect id="0" detach="false" direction="-1" criticalHitBlend="overlay" criticalHitId="502522" areaIndex="0" 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" subBoneName2="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" />
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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" subBoneName2="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" />
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</SkillEffect>
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<SkillEffect skillId="10102" templateId="10102">
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<ChargeList />
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<HitEffectList>
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<HitEffect id="0" detach="false" direction="-1" criticalHitBlend="overlay" criticalHitId="502522" areaIndex="0" 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" subBoneName2="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" />
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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" subBoneName2="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" />
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</SkillEffect>
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<SkillEffect skillId="10200" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="10201" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="10202" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="10300" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="10301" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="10302" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="10400" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="10401" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="10402" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="10500" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="10501" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="10502" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="10600" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="10601" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="10602" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="10700" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="10701" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="10702" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="10800" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="10801" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="10802" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="10900" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="10901" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="10902" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="11000" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="11001" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="11002" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="11100" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="11101" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="11102" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="11200" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="11201" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="11202" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="11300" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="11301" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="11302" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="11400" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="11401" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="11402" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="11500" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="11501" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="11502" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="20100" templateId="10102">
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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 skillId="20200" templateId="10102">
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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" direction="0" criticalHitBlend="overlay" criticalHitId="0" areaIndex="0" magneticEffectId="0" targetingIndex="0" />
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</HitEffectList>
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</SkillEffect>
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<SkillEffect skillId="30100" templateId="10102">
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<ChargeList />
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<HitEffectList>
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<HitEffect id="5092" detach="false" direction="0" criticalHitBlend="overlay" criticalHitId="0" areaIndex="0" magneticEffectId="0" targetingIndex="0" />
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<HitEffect id="5092" detach="false" direction="0" criticalHitBlend="overlay" criticalHitId="0" areaIndex="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" subBoneName2="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" />
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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" subBoneName2="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" />
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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" subBoneName2="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" />
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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" subBoneName2="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" />
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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" subBoneName2="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" />
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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" subBoneName2="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" />
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</SkillEffect>
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<SkillEffect skillId="30200" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="30300" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="30400" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="30500" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="30600" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="30700" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="30800" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="30900" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="31000" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="31100" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="31200" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="31300" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="31400" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="31500" templateId="10102">
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<ChargeList />
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<HitEffectList />
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</SkillEffect>
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<SkillEffect skillId="40100" templateId="10102">
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<ChargeList />
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<HitEffectList>
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<HitEffect id="5225" detach="false" direction="0" criticalHitBlend="overlay" criticalHitId="0" areaIndex="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" subBoneName2="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" />
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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" subBoneName2="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" />
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</SkillEffect>
|
|
<SkillEffect skillId="40200" templateId="10102">
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<ChargeList />
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|
<HitEffectList />
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|
</SkillEffect>
|
|
<SkillEffect skillId="40300" templateId="10102">
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|
<ChargeList />
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<HitEffectList />
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</SkillEffect>
|
|
<SkillEffect skillId="40400" templateId="10102">
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|
<ChargeList />
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<HitEffectList />
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</SkillEffect>
|
|
<SkillEffect skillId="40500" templateId="10102">
|
|
<ChargeList />
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|
<HitEffectList />
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|
</SkillEffect>
|
|
<SkillEffect skillId="40600" templateId="10102">
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<ChargeList />
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|
<HitEffectList />
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</SkillEffect>
|
|
<SkillEffect skillId="40700" templateId="10102">
|
|
<ChargeList />
|
|
<HitEffectList />
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|
</SkillEffect>
|
|
<SkillEffect skillId="40800" templateId="10102">
|
|
<ChargeList />
|
|
<HitEffectList />
|
|
</SkillEffect>
|
|
<SkillEffect skillId="40900" templateId="10102">
|
|
<ChargeList />
|
|
<HitEffectList />
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|
</SkillEffect>
|
|
<SkillEffect skillId="41000" templateId="10102">
|
|
<ChargeList />
|
|
<HitEffectList />
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|
</SkillEffect>
|
|
<SkillEffect skillId="41100" templateId="10102">
|
|
<ChargeList />
|
|
<HitEffectList />
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</SkillEffect>
|
|
<SkillEffect skillId="41200" templateId="10102">
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<ChargeList />
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<HitEffectList />
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|
</SkillEffect>
|
|
<SkillEffect skillId="41300" templateId="10102">
|
|
<ChargeList />
|
|
<HitEffectList />
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|
</SkillEffect>
|
|
<SkillEffect skillId="50100" templateId="10102">
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|
<ChargeList />
|
|
<HitEffectList>
|
|
<HitEffect id="3191" detach="true" direction="0" criticalHitBlend="overlay" criticalHitId="0" areaIndex="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" subBoneName2="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" />
|
|
<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" subBoneName2="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" />
|
|
</SkillEffect>
|
|
<SkillEffect skillId="50200" templateId="10102">
|
|
<ChargeList />
|
|
<HitEffectList />
|
|
</SkillEffect>
|
|
<SkillEffect skillId="50300" templateId="10102">
|
|
<ChargeList />
|
|
<HitEffectList />
|
|
</SkillEffect>
|
|
<SkillEffect skillId="50400" templateId="10102">
|
|
<ChargeList />
|
|
<HitEffectList />
|
|
</SkillEffect>
|
|
<SkillEffect skillId="50500" templateId="10102">
|
|
<ChargeList />
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|
<HitEffectList />
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|
</SkillEffect>
|
|
<SkillEffect skillId="50600" templateId="10102">
|
|
<ChargeList />
|
|
<HitEffectList />
|
|
</SkillEffect>
|
|
<SkillEffect skillId="50700" templateId="10102">
|
|
<ChargeList />
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<Normal scale="1.02" bGround="false" boneName="FxBottom" detach="true" playRate="2" 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="500" subBoneName="None" subBoneName2="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" />
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<Normal scale="0.9" bGround="false" boneName="FxBottom" detach="true" playRate="1" posX="50" posY="0" posZ="5" rescaleMethod="followShape" resource="FX_A.PS.A_0070_PS" rotX="0" rotY="0" rotZ="0" scaleX="1" scaleY="1" scaleZ="1" startTime="700" subBoneName="None" subBoneName2="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" />
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<Normal scale="0.9" bGround="false" boneName="FxBottom" detach="true" playRate="1" posX="50" posY="0" posZ="5" 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" subBoneName2="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" />
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<Normal scale="0.85" bGround="false" boneName="FxCenter" detach="false" playRate="1" posX="0" posY="0" posZ="-1" rescaleMethod="followShape" resource="FX_A.PS.A_0339_PS" rotX="0" rotY="0" rotZ="0" scaleX="1" scaleY="1" scaleZ="1" startTime="0" subBoneName="None" subBoneName2="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" />
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<Normal scale="1.2" bGround="false" boneName="FxBottom" detach="true" playRate="1" posX="60" 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="300" subBoneName="None" subBoneName2="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" />
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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" subBoneName2="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" />
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</SkillEffect>
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<Normal scale="1.3" bGround="false" boneName="R_Sword" detach="false" playRate="1" posX="0" posY="0" posZ="5" rescaleMethod="followShape" resource="FX_A.PS.A_0071_PS" rotX="0" rotY="90" rotZ="0" scaleX="1" scaleY="1" scaleZ="1" startTime="850" subBoneName="None" subBoneName2="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" />
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<Normal scale="1.2" bGround="false" boneName="FxBottom" detach="true" playRate="1" posX="90" 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" subBoneName2="None" absoluteRate="false" bChangeAbleScaleByRange="false" stageIndex="-1" />
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