code:
<?xml version="1.0" encoding="UTF-8"?>
<skilldef>
	<defname parentname="ATK_BUFF">
		<skillname>ATK++</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<skillrank>COMMON</skillrank>
		<reqparam name="戦闘" value="30"></reqparam>
		<func>ATK_BUFF_BY_MULTIPLIER</func>
		<maxlv>3</maxlv>
		<rate>

10

20

30

		</rate>
		<description>(PSV)Increases damage when attacking enemy by [$RATE]%</description>
		<unlockhint>Req.:戦闘(30)</unlockhint>
	</defname>

	<defname parentname="DEF_BUFF">
		<skillname>DEF++</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<skillrank>COMMON</skillrank>
		<reqparam name="身体" value="30"></reqparam>
		<func>DEF_BUFF_BY_MULTIPLIER</func>
		<maxlv>3</maxlv>
		<rate>

10

20

30

		</rate>
		<description>(PSV)Increases the damage reduction value when attacked by [$RATE]%</description>
		<unlockhint>Req.:身体(30)</unlockhint>
	</defname>

	<defname parentname="ARMOR_DECAY">
		<skillname>Armor Piercer</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>AFTER_NORMAL_ATTACK</executeAt>
		<skillrank>COMMON</skillrank>
		<reqparam name="観察" value="50"></reqparam>
		<func>ATKSKILL_ARMOR_DECAY_BY_NUMBER</func>
		<maxlv>3</maxlv>
		<rate>

15

30

45

		</rate>
		<description>(PSV)Reduces enemy damage reduction value when attacking normally by [$RATE]pt</description>
		<unlockhint>Req.:観察(50)</unlockhint>
	</defname>

	<defname parentname="CHASE_POISON">
		<skillname>Poison Chaser</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>NORMAL_ATTACK_HIT</executeAt>
		<skillrank>COMMON</skillrank>
		<reqparam name="観察" value="60"></reqparam>
		<func>ATKSKILL_CHASE_ATTACK</func>
		<triggerCondition>{CC_SP_TOKEN_NUM(DEFENDER_DID, "POISON")}</triggerCondition>
		<maxlv>4</maxlv>
		<rate>

15

30

45

50

		</rate>
		<description>(PSV)If the target has [$TOKEN:POISON]: Normal attack damage +[$RATE]%</description>
		<unlockhint>Req.:観察(60)</unlockhint>
	</defname>

	<defname parentname="CHASE_BURN">
		<skillname>Blaze Chaser</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>NORMAL_ATTACK_HIT</executeAt>
		<skillrank>COMMON</skillrank>
		<reqparam name="観察" value="60"></reqparam>
		<func>ATKSKILL_CHASE_ATTACK</func>
		<triggerCondition>{CC_SP_TOKEN_NUM(DEFENDER_DID, "BURN")}</triggerCondition>
		<maxlv>4</maxlv>
		<rate>

25

50

75

100

		</rate>
		<rate2>

20

40

60

80

		</rate2>
		<description>(PSV)If target has [$TOKEN:BURN]: CRIT rate +[$RATE]％, CRIT damage +[$RATE2]％</description>
		<unlockhint>Req.:観察(60)</unlockhint>
	</defname>

	<defname parentname="STUN_ENEMY">
		<skillname>Shock and fear</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>AFTER_NORMAL_ATTACK</executeAt>
		<skillrank>COMMON</skillrank>
		<reqskill name="ATK_BUFF" value="2"></reqskill>
		<reqparam name="戦闘" value="40"></reqparam>
		<reqparam name="身体" value="40"></reqparam>
		<func>ATKSKILL_INFLICT_STUN</func>
		<maxlv>3</maxlv>
		<rate>

10

15

20

		</rate>
		<description>(PSV)When attacking normally, grant 1 [$TOKEN:STUN] to target. (Success rate [$RATE]%)</description>
		<unlockhint>Req.:攻撃力上昇(Lv2)、戦闘(40)、身体(40)</unlockhint>
	</defname>

	<defname parentname="ATK_ADD_CAST_TOKEN">
		<skillname>Tactical chant</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>ON_NORMAL_ATTACK</executeAt>
		<skillrank>COMMON</skillrank>
		<reqtalent name="魔術師"></reqtalent>
		<func>ATKSKILL_ADD_TOKEN_TO_SELF</func>
		<maxlv>3</maxlv>
		<rate>

1

1

2

		</rate>
		<description>(PSV)Gain [$TOKEN:CAST] when attacking normally</description>
		<unlockhint>Req.:<魔術師></unlockhint>
	</defname>

	<defname parentname="OPENING_ADD_CAST_TOKEN">
		<skillname>Speculative chant</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>OPENING</executeAt>
		<skillrank>COMMON</skillrank>
		<reqtalent name="魔術師"></reqtalent>
		<func>PASSIVESKILL_ADD_TOKEN_SELF_ON_OPENING</func>
		<maxlv>1</maxlv>
		<rate>

1

		</rate>
		<description>(PSV)Get [$TOKEN:CAST] at the start of battle.</description>
		<unlockhint>Req.:<魔術師></unlockhint>
	</defname>

	<defname parentname="ATK_ADD_CAST_TOKEN_ALT">
		<skillname>Pseudo magic circuit</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>ON_NORMAL_ATTACK</executeAt>
		<skillrank>COMMON</skillrank>
		<reqparam name="知識" value="90"></reqparam>
		<reqparam name="魔術" value="20"></reqparam>
		<func>ATKSKILL_ADD_TOKEN_TO_SELF</func>
		<triggerCondition>{!HAS_SKILL(ATK_CHARA_ID, "ATK_ADD_CAST_TOKEN")}</triggerCondition>
		<maxlv>1</maxlv>
		<rate>

1

		</rate>
		<description>(PSV)Gain [$TOKEN:CAST] on normal attacks (does not stack with tactical casting)</description>
		<unlockhint>Req.:知識(90)、魔術(20)</unlockhint>
	</defname>

	<defname parentname="ATK_ADDITIONAL_ATTACK_WITH_DECOY">
		<skillname>Misdirection</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>BEFORE_NORMAL_ATTACK</executeAt>
		<skillrank>COMMON</skillrank>
		<reqparam name="身体" value="75"></reqparam>
		<func>ATKSKILL_ADDITIONAL_ATTACK</func>
		<triggerCondition>{CC_SP_TOKEN_NUM(ATTACKER_DID, "DECOY")}</triggerCondition>
		<maxlv>3</maxlv>
		<rate>

70

80

100

		</rate>
		<description>(PSV)If you have [$TOKEN:DECOY]: Damage +[$RATE]%, +1 attack</description>
		<unlockhint>Req.:身体(75)</unlockhint>
	</defname>

	<defname parentname="OPENING_ADD_WARCRY">
		<skillname>War cry</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>OPENING</executeAt>
		<skillrank>COMMON</skillrank>
		<reqskill name="ATK_BUFF" value="3"></reqskill>
		<reqparam name="戦闘" value="80"></reqparam>
		<reqparam name="身体" value="80"></reqparam>
		<func>PASSIVESKILL_ADD_TOKEN_SELF_ON_OPENING</func>
		<maxlv>3</maxlv>
		<rate>

2

2

3

		</rate>
		<rate2>

4

3

4

		</rate2>
		<description>(PSV)On battle start: Get 1 [$TOKEN:STRENGTH] + [$TOKEN:PROVOKE] x[$RATE] + [$TOKEN:FRAGILE] x[$RATE2]</description>
		<unlockhint>Req.:攻撃力上昇(Lv3)、戦闘(80)、身体(80)</unlockhint>
	</defname>

	<defname parentname="ATK_DAMAGE_BOOST_BY_BARRIER">
		<skillname>シールドバッシュ</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>OTHER</executeAt>
		<skillrank>COMMON</skillrank>
		<reqskill name="DEF_BUFF" value="2"></reqskill>
		<maxlv>3</maxlv>
		<modifier category = "FINAL_DAMAGE_MULTI" modifiedAt = "CC_DAMAGE_ATTACKER">
			<modifierFunction>COMMON_ADD</modifierFunction>
			<modifyCondition>{CC_SP_TOKEN_NUM(ACTOR_DID, "GUARD") || CC_SP_TOKEN_NUM(ACTOR_DID, "BARRIER")}</modifyCondition>
			<value label = "RATE" dispIdName = "DAMAGE">

10

15

25

			</value>
		</modifier>
		<description>(PSV)If you have [$TOKEN:GUARD] or [$TOKEN:BARRIER]: Damage +[$VALUE:DAMAGE]%</description>
		<unlockhint>Req.:防御力上昇(Lv2)</unlockhint>
	</defname>

	<defname parentname="ATK_ADD_SONG_TOKEN">
		<skillname>War song</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>ON_NORMAL_ATTACK</executeAt>
		<skillrank>COMMON</skillrank>
		<reqparam name="歌唱" value="40"></reqparam>
		<func>ATKSKILL_ADD_TOKEN_TO_SELF</func>
		<maxlv>3</maxlv>
		<rate>

1

1

2

		</rate>
		<description>(PSV)Get [$RATE]x [$TOKEN:SONG] when attacking normally</description>
		<unlockhint>Req.:歌唱(40)</unlockhint>
	</defname>

	<defname parentname="ATK_ADD_CHARGE_TOKEN">
		<skillname>Charge</skillname>
		<majorgenre>ADV</majorgenre>
		<category>NULL</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>ON_NORMAL_ATTACK</executeAt>
		<skillrank>COMMON</skillrank>
		<reqparam name="身体" value="50"></reqparam>
		<func>ATKSKILL_ADD_TOKEN_TO_SELF</func>
		<maxlv>3</maxlv>
		<rate>

1

1

2

		</rate>
		<description>(PSV) Get [$RATE]x [$TOKEN:CHARGE] during normal attack</description>
		<unlockhint>Req.:身体(50)</unlockhint>
	</defname>

	<defname parentname="ATK_BOOST_CRT_BY_SONG">
		<skillname>High Beat</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>BEFORE_NORMAL_ATTACK</executeAt>
		<skillrank>COMMON</skillrank>
		<reqparam name="器用" value="50"></reqparam>
		<func>ATKSKILL_BOOST_CRT</func>
		<triggerCondition>{CC_SP_TOKEN_NUM(ATTACKER_DID, "SONG")}</triggerCondition>
		<maxlv>1</maxlv>
		<rate>

5

		</rate>
		<description>(PSV)[$TOKEN:SONG]付与数×5％CRT率、CRTダメージ率が上昇(最大5カウント)</description>
		<unlockhint>Req.:器用(50)</unlockhint>
	</defname>

	<defname parentname="ATK_BOOST_CRT_BY_HIDE">
		<skillname>Assassinate</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>NORMAL_ATTACK_HIT</executeAt>
		<skillrank>COMMON</skillrank>
		<reqparam name="観察" value="60"></reqparam>
		<func>ATKSKILL_CHASE_ATTACK</func>
		<triggerCondition>{CC_SP_TOKEN_NUM(ATTACKER_DID, "HIDE")}</triggerCondition>
		<maxlv>4</maxlv>
		<rate>

10

20

25

30

		</rate>
		<rate2>

10

20

30

40

		</rate2>
		<description>(PSV)自身が[$TOKEN:HIDE]を保持している場合、CRT率が[$RATE]％上昇、CRTダメージ率が[$RATE2]％上昇</description>
		<unlockhint>Req.:観察(60)</unlockhint>
	</defname>

	<defname parentname="PSV_ATTACK_ORDER">
		<skillname>Attack command</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>OTHER</executeAt>
		<skillrank>COMMON</skillrank>
		<reqskill name="ACT_VOICE_OF_FRAGILE" value="2"></reqskill>
		<reqparam name="社交" value="60"></reqparam>
		<maxlv>1</maxlv>
		<description>(PSV)揺ぎ無き言葉発動時、[$TOKEN:FRAGILE]と同数の[$TOKEN:PROVOKE]を対象に付与する</description>
		<unlockhint>Req.:揺ぎ無き言葉(Lv2)、社交(60)</unlockhint>
	</defname>

	<defname parentname="COUNTER_ATTACK">
		<skillname>Counter</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>COUNTER</executeAt>
		<skillrank>COMMON</skillrank>
		<reqparam name="身体" value="50"></reqparam>
		<func>PASSIVESKILL_COUNTER_ATTACK</func>
		<triggerCondition>{PERCENT(MIN(50, ABL:ATK_CHARA_ID:身体 / 4))}</triggerCondition>
		<maxlv>3</maxlv>
		<rate>

80

90

100

		</rate>
		<description>(PSV)被撃時に身体÷4％(最大30%)の確率で[$RATE]％の威力で反撃</description>
		<unlockhint>Req.:身体(50)</unlockhint>
	</defname>

	<defname parentname="PSV_DEADLY_ATTACK">
		<skillname>背水</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<skillrank>COMMON</skillrank>
		<reqskill name="ATK_BUFF" value="3"></reqskill>
		<reqparam name="戦闘" value="80"></reqparam>
		<maxlv>2</maxlv>
		<modifier category = "BASE_DAMAGE_MULTI" modifiedAt = "CC_DAMAGE_ATTACKER">
			<modifierFunction>PSV_DEADLY_ATTACK</modifierFunction>
			<value label = "RATE" dispIdName = "DAMAGE">

25

50

			</value>
			<value label = "THRESHOLD" dispIdName = "THRESHOLD">

50

50

			</value>
		</modifier>
		<description>(PSV)HPが[$VALUE:THRESHOLD]％以下の場合、減少量に応じて基礎ダメージが0～[$VALUE:DAMAGE]％上昇</description>
		<unlockhint>要求：攻撃力上昇(Lv3)、戦闘(80)</unlockhint>
	</defname>

	<defname parentname="PSV_SURVIVOR">
		<skillname>根性</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<skillrank>COMMON</skillrank>
		<executeAt>BEFORE_KNOCKED_OUT</executeAt>
		<func>PASSIVESKILL_SURVIVOR</func>
		<reqskill name="DEF_BUFF" value="3"></reqskill>
		<reqparam name="身体" value="80"></reqparam>
		<maxlv>1</maxlv>
		<description>(PSV)戦闘不能時、1度だけHP1で耐える</description>
		<unlockhint>要求：防御力上昇(Lv3)、身体(80)</unlockhint>
	</defname>

	<defname parentname="TRAPPED_FATAL_ATTACK">
		<skillname>俘者への致命打</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<skillrank>COMMON</skillrank>
		<reqparam name="観察" value="70"></reqparam>
		<reqparam name="戦闘" value="70"></reqparam>
		<triggerCondition>{CC_SP_TOKEN_NUM(DEFENDER_DID, "TRAPPED")}</triggerCondition>
		<maxlv>4</maxlv>
		<rate>

40

70

100

100

		</rate>
		<rate2>

20

40

70

100

		</rate2>
		<description>(PSV)[$TOKEN:TRAPPED]を持つ対象に[致命の一撃]、[致命打]を発動した時、与ダメージ上昇効果を\n[$RATE]％の確率で確定発動させる。また、上昇効果発動時に[$RATE2]％の確率で[$TOKEN:STAGGER]を1付与</description>
		<unlockhint>要求：観察(70)、戦闘(70)</unlockhint>
	</defname>

	<defname parentname="K1_UNIQUE_SKILL_SMITE_TWICE">
		<skillname>Beating of a girl</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>ON_ATTACK</executeAt>
		<skillrank>UNIQUE</skillrank>
		<reqskill name="SMITE" value="3"></reqskill>
		<reqchara name="リュミエール"></reqchara>
		<func>K1_UNIQUE_SKILL_SMITE_TWICE</func>
		<maxlv>1</maxlv>
		<description>(PSV)リュミエール専用。強撃、重撃が2回発動する</description>
		<unlockhint>Req.:強撃(Lv3)</unlockhint>
	</defname>

	<defname parentname="PSV_UNIQUE_LINA_SMITE">
		<skillname>じょちゅーてきおうだ</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>ON_ATTACK</executeAt>
		<skillrank>UNIQUE</skillrank>
		<reqskill name="SMITE" value="3"></reqskill>
		<reqchara name="UC_リナ"></reqchara>
		<func>PSV_UNIQUE_LINA_SMITE</func>
		<maxlv>1</maxlv>
		<value label = "DAMAGE_MODIFIER" dispIdName = "DAMAGE">

100

		</value>
		<description>(PSV)リナ専用。強撃、重撃を発動時、対象が[$TOKEN:STUN][$TOKEN:STAGGER]を保持している場合、与ダメージが[$VALUE:DAMAGE]％上昇</description>
		<unlockhint>要求：強撃(Lv3)</unlockhint>
	</defname>

	<defname parentname="K13_UNIQUE_SKILL_REARGUARD">
		<skillname>Volunteer Shield</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>OTHER</executeAt>
		<skillrank>UNIQUE</skillrank>
		<reqskill name="ACT_FRONT_DEFENCE" value="3"></reqskill>
		<reqchara name="アレクシア"></reqchara>
		<func>K13_UNIQUE_SKILL_REARGUARD</func>
		<maxlv>1</maxlv>
		<description>(PSV)アレクシア専用。前衛防御に[$TOKEN:GUARD]と同数の[$TOKEN:MAG_GUARD]を付加する</description>
		<unlockhint>Req.:前衛防御(Lv3)</unlockhint>
	</defname>

	<defname parentname="PSV_SHADOW_SEWING">
		<skillname>Shadow Stitching Techniques/Revised</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>AFTER_NORMAL_ATTACK</executeAt>
		<skillrank>UNIQUE</skillrank>
		<reqparam name="戦闘" value="90"></reqparam>
		<reqparam name="身体" value="80"></reqparam>
		<reqchara name="UC_ススキ"></reqchara>
		<exclusiveSkill name = "ACT_SHADOW_SEWING"></exclusiveSkill>
		<reqCondition condition = "{K14_新スキル習得01 == 1}" hintText = "DE[$DAILY_EVENT:ART_MIMICS]達成"></reqCondition>
		<reqflag>ON</reqflag>
		<func>ATKSKILL_INFLICT_STUN</func>
		<triggerCondition>{CC_SP_TOKEN_NUM(ATTACKER_DID, "DECOY_SHADOW")}</triggerCondition>
		<maxlv>3</maxlv>
		<rate>

30

40

50

		</rate>
		<description>(PSV)[分身]時,通常攻撃で対象に[$TOKEN:STUN]を1付与(基礎付与率[$RATE]%)</description>
		<unlockhint>Req.:戦闘(90)身体(80) DE[継承]達成</unlockhint>
	</defname>

	<defname parentname="OPENING_SHADOW_CLONING">
		<skillname>Shadow clone</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>OPENING</executeAt>
		<skillrank>UNIQUE</skillrank>
		<reqchara name="UC_ススキ"></reqchara>
		<exclusiveSkill name = "OPENING_SHADOW_HIDDEN"></exclusiveSkill>
		<reqCondition condition = "{K14_新スキル習得01 == 1}" hintText = "DE[$DAILY_EVENT:ART_TRAINING]達成"></reqCondition>
		<reqItemToCast>[ITEM_マナ触媒:2]</reqItemToCast>
		<reqflag>ON</reqflag>
		<func>PASSIVESKILL_ADD_TOKEN_SELF_ON_OPENING</func>
		<maxlv>1</maxlv>
		<rate>

3

		</rate>
		<rate2>

2

		</rate2>
		<description>(PSV)開始時[ﾏﾅ触媒]を2消費,[$TOKEN:DECOY_SHADOW][$RATE],[$TOKEN:PROVOKE][$RATE2]付与</description>
		<unlockhint>Req.: DE[錬磨]達成</unlockhint>
	</defname>

	<defname parentname="OPENING_SHADOW_HIDDEN">
		<skillname>Indulgent</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>OPENING</executeAt>
		<skillrank>UNIQUE</skillrank>
		<reqchara name="UC_ススキ"></reqchara>
		<exclusiveSkill name = "OPENING_SHADOW_CLONING"></exclusiveSkill>
		<reqCondition condition = "{K14_新スキル習得01 == 1}" hintText = "DE[$DAILY_EVENT:ART_TRAINING]達成"></reqCondition>
		<reqflag>ON</reqflag>
		<func>PASSIVESKILL_ADD_TOKEN_SELF_ON_OPENING</func>
		<maxlv>1</maxlv>
		<rate>

2

		</rate>
		<description>(PSV)開始時[$TOKEN:HIDE]を[$RATE]付与,[分身の術]で[$TOKEN:PROVOKE]⇒[$TOKEN:HIDE]を得る</description>
		<unlockhint>Req.: DE[錬磨]達成</unlockhint>
	</defname>

	<defname parentname="OPENING_ADD_HIDE_TOKEN">
		<skillname>Hide and Seek</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>OPENING</executeAt>
		<skillrank>UNIQUE</skillrank>
		<reqchara name="ディアナ"></reqchara>
		<reqskill name="ACT_HIDING" value="3"></reqskill>
		<func>PASSIVESKILL_ADD_TOKEN_SELF_ON_OPENING</func>
		<maxlv>1</maxlv>
		<rate>

3

		</rate>
		<description>(PSV)ディアナ専用:戦闘開始時に[$TOKEN:HIDE]を[$RATE]得る</description>
		<unlockhint>Req.:ハイディング(Lv3)</unlockhint>
	</defname>

	<defname parentname="ATK_DAMAGE_BOOST_BY_HIDE">
		<skillname>Backstab</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>OTHER</executeAt>
		<skillrank>UNIQUE</skillrank>
		<reqchara name="ディアナ"></reqchara>
		<reqskill name="ACT_HIDING" value="3"></reqskill>
		<triggerCondition>{CC_SP_TOKEN_NUM(ATTACKER_DID, "HIDE")}</triggerCondition>
		<maxlv>3</maxlv>
		<modifier category = "FINAL_DAMAGE_MULTI" modifiedAt = "CC_DAMAGE_ATTACKER">
			<modifierFunction>COMMON_ADD</modifierFunction>
			<modifyCondition>{CC_SP_TOKEN_NUM(ACTOR_DID, "HIDE")}</modifyCondition>
			<value label = "RATE" dispIdName = "DAMAGE">

15

20

25

			</value>
		</modifier>
		<description>(PSV)ディアナ専用:自身が[$TOKEN:HIDE]を保持している場合、与ダメージが[$VALUE:DAMAGE]％上昇</description>
		<unlockhint>Req.:ハイディング(Lv3)</unlockhint>
	</defname>

	<defname parentname="K26_UNIQUE_SKILL_DRAGONHEART">
		<skillname>Dragon Heart</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>ON_NORMAL_ATTACK</executeAt>
		<skillrank>UNIQUE</skillrank>
		<reqparam name="身体" value="80"></reqparam>
		<reqchara name="UC_アステ"></reqchara>
		<func>ATKSKILL_ADD_TOKEN_TO_SELF</func>
		<maxlv>3</maxlv>
		<rate>

1

1

2

		</rate>
		<description>(PSV)通常攻撃時に[$TOKEN:DRAGONIC_EFFECT]を[$RATE]得る</description>
		<unlockhint>Req.:身体(80)</unlockhint>
	</defname>

	<defname parentname="K26_UNIQUE_SKILL_DRAGONSCALE">
		<skillname>Dragon scale</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<skillrank>UNIQUE</skillrank>
		<reqskill name="K26_UNIQUE_SKILL_DRAGONHEART" value="1"></reqskill>
		<reqchara name="UC_アステ"></reqchara>
		<func>K26_UNIQUE_SKILL_DRAGONSCALE</func>
		<maxlv>1</maxlv>
		<modifier category="BASE_DAMAGE_MULTI" modifiedAt = "CC_DAMAGE_ATTACKER">
			<modifierFunction>K26_DRAGONSCALE</modifierFunction>
			<value label = "RATE">

10

			</value>
		</modifier>
		<modifier  executeAt="MAG_DAMAGE_MULTI" modifiedAt = "CC_DAMAGE_DEFENDER">
			<modifierFunction>K26_DRAGONSCALE</modifierFunction>
			<value label = "RATE">

-10

			</value>
		</modifier>
		<description>(PSV)[$TOKEN:DRAGONIC_EFFECT]の数に応じ被魔力ﾀﾞﾒｰｼﾞ軽減、与ﾀﾞﾒｰｼﾞ向上</description>
		<unlockhint>Req.:竜の心臓(Lv1)</unlockhint>
	</defname>

	<defname parentname="OPENING_ADD_DRAGONIC_TOKEN">
		<skillname>Dragonic token</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>OPENING</executeAt>
		<skillrank>UNIQUE</skillrank>
		<reqchara name="UC_アステ"></reqchara>
		<reqflag>ON</reqflag>
		<reqCondition condition = "{K26_DFLAG_深呼吸と竜気の巡り == 2}" hintText = "DE[$DAILY_EVENT:DEEP_BREATHING]達成"></reqCondition>
		<func>PASSIVESKILL_ADD_TOKEN_SELF_ON_OPENING</func>
		<maxlv>1</maxlv>
		<rate>

1

		</rate>
		<description>(PSV)戦闘開始時に[$TOKEN:DRAGONIC_EFFECT]を[$RATE]得る</description>
		<unlockhint>Req.:DE[深呼吸と竜気の巡り]達成</unlockhint>
	</defname>

	<defname parentname="K26_UNIQUE_SKILL_DRAGONSPIRITED">
		<skillname>Dragon spirit</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>AFTER_NORMAL_ATTACK</executeAt>
		<skillrank>UNIQUE</skillrank>
		<reqchara name="UC_アステ"></reqchara>
		<reqflag>ON</reqflag>
		<reqCondition condition = "{K26_DFLAG_魔と人のあわい == 2}" hintText = "DE[$DAILY_EVENT:MAN_DEMON_BORDER]達成"></reqCondition>
		<func>PASSIVESKILL_K26_UNIQUE_SKILL</func>
		<triggerCondition>{CC_SP_TOKEN_NUM(ATTACKER_DID, "DRAGONIC_EFFECT")}</triggerCondition>
		<maxlv>3</maxlv>
		<rate>

9

8

7

		</rate>
		<rate2>

3

2

2

		</rate2>
		<rate3>

1

1

2

		</rate3>
		<description>(PSV)通常攻撃時[$TOKEN:DRAGONIC_EFFECT]が[$RATE]以上で、[$TOKEN:DRAGONIC_EFFECT]を[$RATE2]消費し竜ｽｷﾙのｸｰﾙﾀｲﾑを[$RATE3]減</description>
		<ishidden>TRUE</ishidden>
		<unlockhint>Req.:DE[魔と人のあわい]達成</unlockhint>
	</defname>

	<defname parentname="K28_UNIQUE_SKILL_FINAL_STUB">
		<skillname>Stopping stab</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>NORMAL_ATTACK_HIT</executeAt>
		<skillrank>UNIQUE</skillrank>
		<reqparam name="観察" value="70"></reqparam>
		<reqchara name="UC_オレーシャ"></reqchara>
		<func>ATKSKILL_CHASE_ATTACK</func>
		<triggerCondition>{CC_SP_TOKEN_NUM(DEFENDER_DID, "TRAPPED")}</triggerCondition>
		<maxlv>3</maxlv>
		<rate>

40

70

100

		</rate>
		<rate2>

20

40

60

		</rate2>
		<description>(PSV)オレーシャ専用。罠にかかった獲物にとどめを刺す。\n[$TOKEN:TRAPPED]を持つ対象にCRT率+[$RATE]％、CRTﾀﾞﾒｰｼﾞ率+[$RATE2]％の通常攻撃を行う ([追い打ち]とは重複しない)</description>
		<unlockhint>Req.:観察(70)</unlockhint>
	</defname>

	<defname parentname="K28_UNIQUE_SKILL_TRACKING">
		<skillname>Hunting begins</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>OPENING</executeAt>
		<skillrank>UNIQUE</skillrank>
		<reqparam name="観察" value="75"></reqparam>
		<reqchara name="UC_オレーシャ"></reqchara>
		<func>PASSIVESKILL_ADD_TOKEN_SELF_ON_OPENING</func>
		<maxlv>3</maxlv>
		<rate>

4

5

6

		</rate>
		<description>(PSV)オレーシャ専用。標的をいち早く察知し、追跡を開始する。\n戦闘開始時、自身に[$TOKEN:TRACKING]を[$RATE]付与、選敵対象に[$TOKEN:TARGET]を[$RATE]付与</description>
		<unlockhint>Req.:観察(75)</unlockhint>
	</defname>

	<defname parentname="K17_UNIQUE_MORE_DECAY">
		<skillname>Hand to take your eyes off</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>OTHER</executeAt>
		<skillrank>UNIQUE</skillrank>
		<reqparam name="観察" value="60"></reqparam>
		<reqchara name="アルノー"></reqchara>
		<maxlv>3</maxlv>
		<rate>

50

75

100

		</rate>
		<description>(PSV)アルノー専用。アーマーピアサーの効果量を[$RATE]%上昇させる</description>
		<unlockhint>Req.:観察(60)</unlockhint>
	</defname>

	<defname parentname="K17_UNIQUE_FATAL_STING">
		<skillname>How to survive</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>OTHER</executeAt>
		<skillrank>UNIQUE</skillrank>
		<reqskill name="SMITE" value="1"></reqskill>
		<reqparam name="戦闘" value="75"></reqparam>
		<reqchara name="アルノー"></reqchara>
		<maxlv>3</maxlv>
		<rate>

100

150

200

		</rate>
		<description>(PSV)アルノー専用。致命の一撃、致命打の与ダメージ上昇効果を[$RATE]％上昇させる</description>
		<unlockhint>Req.:強撃(Lv1)、戦闘(75)</unlockhint>
	</defname>

	<defname parentname="K9_UNIQUE_SKILL_PARRY">
		<skillname>Parry</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>OTHER</executeAt>
		<skillrank>UNIQUE</skillrank>
		<reqskill name="K9_UNIQUE_SKILL_MAGIC_BREAK_SWORD" value="1"></reqskill>
		<reqparam name="身体" value="60"></reqparam>
		<reqparam name="器用" value="60"></reqparam>
		<reqchara name="UC_シルフィーユ"></reqchara>
		<func>K9_UNIQUE_SKILL_PARRY</func>
		<maxlv>1</maxlv>
		<rate>

35

		</rate>
		<description>(PSV)ｼﾙﾌｨｰﾕ専用:[$TOKEN:MAG_BREAK]を保持している場合、[$RATE]％の確率で攻撃を回避</description>
		<unlockhint>Req.:身体(60),器用(60)</unlockhint>
	</defname>

	<defname parentname="K9_UNIQUE_SKILL_MULTI">
		<skillname>Consecutive attacks</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>BEFORE_NORMAL_ATTACK</executeAt>
		<skillrank>UNIQUE</skillrank>
		<reqskill name="K9_UNIQUE_SKILL_MAGIC_BREAK_SWORD" value="1"></reqskill>
		<reqparam name="身体" value="70"></reqparam>
		<reqparam name="器用" value="70"></reqparam>
		<reqchara name="UC_シルフィーユ"></reqchara>
		<func>ATKSKILL_ADDITIONAL_ATTACK</func>
		<triggerCondition>{CC_SP_TOKEN_NUM(ATTACKER_DID, "MAG_BREAK") && PERCENT(MIN(50, ABL:ATK_CHARA_ID:身体 / 4))}</triggerCondition>
		<maxlv>1</maxlv>
		<description>(PSV)ｼﾙﾌｨｰﾕ専用:[$TOKEN:MAG_BREAK]を保持している場合、身体÷4％(最大50%)の確率で攻撃回数を1加算</description>
		<unlockhint>Req.:身体(70),器用(70)</unlockhint>
	</defname>

	<defname parentname="OPENIN_SHIELD_SWORD">
		<skillname>The sword as a shield</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>OPENING</executeAt>
		<skillrank>UNIQUE</skillrank>
		<reqskill name="K9_UNIQUE_SKILL_MAGIC_BREAK_SWORD" value="3"></reqskill>
		<reqskill name="ACT_FRONT_DEFENCE" value="3"></reqskill>
		<reqchara name="UC_シルフィーユ"></reqchara>
		<func>PASSIVESKILL_ADD_TOKEN_SELF_ON_OPENING</func>
		<triggerCondition>{!HAS_SKILL(ATK_CHARA_ID, "OPENING_ADD_CAST_TOKEN")}</triggerCondition>
		<maxlv>1</maxlv>
		<rate>

3

		</rate>
		<rate2>

2

		</rate2>
		<description>(PSV)ｼﾙﾌｨｰﾕ専用:戦闘開始時[$TOKEN:MAG_BREAK]を[$RATE]、[$TOKEN:GUARD][$TOKEN:PROVOKE]を[$RATE2]付与(投機的詠唱併用不可)</description>
		<unlockhint>Req.:破魔の剣(Lv3)、前衛防御(Lv3)</unlockhint>
	</defname>

	<defname parentname="K29_UNIQUE_EVIL_EYE_OP">
		<skillname>Evil Eye Starts</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>OPENING</executeAt>
		<skillrank>UNIQUE</skillrank>
		<reqskill name="ACT_EAGLE_EYE" value="3"></reqskill>
		<reqchara name="UC_ロイド"></reqchara>
		<func>PASSIVESKILL_ADD_TOKEN_SELF_ON_OPENING</func>
		<maxlv>1</maxlv>
		<rate>

3

		</rate>
		<description>(PSV)ロイド専用:戦闘開始時、自身に[$TOKEN:SEE_THROUGH]を[$RATE]付与</description>
		<unlockhint>Req.:イーグルアイ(Lv3)</unlockhint>
	</defname>

	<defname parentname="K29_UNIQUE_SKILL_BREAK_EDGE_CORE">
		<skillname>Nuclear Destruction I</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>NORMAL_ATTACK_HIT</executeAt>
		<skillrank>UNIQUE</skillrank>
		<reqchara name="UC_ロイド"></reqchara>
		<reqskill name="K29_UNIQUE_EVIL_EYE_OP" value="1"></reqskill>
		<func>ATKSKILL_CHASE_ATTACK</func>
		<triggerCondition>{CC_SP_TOKEN_NUM(DEFENDER_DID, "WEAKNESS")}</triggerCondition>
		<maxlv>1</maxlv>
		<rate>

15

		</rate>
		<rate2>

10

		</rate2>
		<description>(PSV)ロイド専用:攻撃対象が[$TOKEN:WEAKNESS]を保持する場合CRT率[$RATE]％、CRTﾀﾞﾒｰｼﾞ率が[$RATE2]％上昇する</description>
		<unlockhint>Req.:魔眼始動(Lv1)</unlockhint>
	</defname>

	<defname parentname="K29_UNIQUE_SKILL_BREAK_ARMOR_CORE">
		<skillname>Nuclear Destruction II</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>NORMAL_ATTACK_HIT</executeAt>
		<skillrank>UNIQUE</skillrank>
		<reqchara name="UC_ロイド"></reqchara>
		<reqskill name="K29_UNIQUE_EVIL_EYE_OP" value="1"></reqskill>
		<func>ATKSKILL_CHASE_ATTACK</func>
		<triggerCondition>{CC_SP_TOKEN_NUM(DEFENDER_DID, "FRAGILE")}</triggerCondition>
		<maxlv>1</maxlv>
		<rate>

15

		</rate>
		<rate2>

10

		</rate2>
		<description>(PSV)ロイド専用:攻撃対象が[$TOKEN:FRAGILE]を保持する場合CRT率[$RATE]％、CRTﾀﾞﾒｰｼﾞ率が[$RATE2]％上昇する</description>
		<unlockhint>Req.:魔眼始動(Lv1)</unlockhint>
	</defname>

	<defname parentname="K29_UNIQUE_SKILL_BLOOD">
		<skillname>Demon Bloodline</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<skillrank>UNIQUE</skillrank>
		<reqchara name="UC_ロイド"></reqchara>
		<reqflag>ON</reqflag>
		<maxlv>1</maxlv>
		<modifier category = "CRITICAL_RATE_ADD" modifiedAt = "CC_DAMAGE_ATTACKER">
			<modifierFunction>K29_TOKEN_MULTI</modifierFunction>
			<value label = "RATE">

1

			</value>
			<value label = "MAX" dispIdName = "MAX">

25

			</value>
		</modifier>
		<modifier category = "CRITICAL_DAMAGE_MULTI" modifiedAt = "CC_DAMAGE_ATTACKER">
			<modifierFunction>K29_TOKEN_MULTI</modifierFunction>
			<value label = "RATE">

1

			</value>
			<value label = "MAX">

25

			</value>
		</modifier>
		<description>(PSV)ロイド専用:[$TOKEN:SEE_THROUGH]の効果が[$TOKEN:CAST]所持数分向上する(最大+[$VALUE:MAX]%)</description>
		<unlockhint>Req.:DE[追憶Ⅲ](未実装)内で【選択肢】を選択</unlockhint>
		<ishidden>TRUE</ishidden>
	</defname>

	<defname parentname="K29_UNIQUE_SKILL_PRIDE">
		<skillname>Knight's pride</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<skillrank>UNIQUE</skillrank>
		<reqchara name="UC_ロイド"></reqchara>
		<reqflag>ON</reqflag>
		<maxlv>1</maxlv>
		<modifier category="P_ARMOR_MULTI" modifiedAt = "CC_DAMAGE_DEFENDER">
			<modifierFunction>K29_TOKEN_MULTI</modifierFunction>
			<value label = "RATE" dispIdName = "MULTIPLIER">

2

			</value>
			<value label = "MAX" dispIdName = "MAX">

30

			</value>
		</modifier>
		<modifier category="F_ARMOR_MULTI" modifiedAt = "CC_DAMAGE_DEFENDER">
			<modifierFunction>K29_TOKEN_MULTI</modifierFunction>
			<value label = "RATE">

2

			</value>
			<value label = "MAX">

30

			</value>
		</modifier>
		<description>(PSV)ロイド専用:防御力、軽減値が[$TOKEN:CAST]所持数の[$VALUE:MULTIPLIER]倍向上する(最大+[$VALUE:MAX]%)</description>
		<unlockhint>Req.:DE[追憶Ⅲ](未実装)内で【選択肢】を選択</unlockhint>
		<ishidden>TRUE</ishidden>
	</defname>

	<defname parentname="K30_UNIQUE_SKILL_WITHER_THORN">
		<skillname>Wither thorn</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>COUNTER</executeAt>
		<skillrank>UNIQUE</skillrank>
		<reqskill name="COUNTER_ATTACK" value="3"></reqskill>
		<reqparam name="魔術" value="150"></reqparam>
		<reqchara name="UC_レアンナ"></reqchara>
		<func>PASSIVESKILL_COUNTER_ATTACK</func>
		<maxlv>2</maxlv>
		<rate>

5

10

		</rate>
		<description>(PSV)レアンナ専用:反撃時、与ダメージ量を魔術の[$RATE]％上昇させる(最大+25%)</description>
		<unlockhint>Req.:カウンター(Lv3)、魔術(150)</unlockhint>
	</defname>
</skilldef>


code:
<?xml version="1.0" encoding="UTF-8"?>
<skilldef>
	<defname parentname="PSV_ENEMY_OPENING_ADD_BARRIER">
		<skillname>防陣</skillname>
		<majorgenre>ADV</majorgenre>
		<category>NULL</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>OPENING</executeAt>
		<skillrank>COMMON</skillrank>
		<func>PASSIVESKILL_ADD_TOKEN_SELF_ON_OPENING</func>
		<maxlv>10</maxlv>
		<rate>

500

1000

1500

2000

2500

3000

3500

4000

4500

5000

		</rate>
		<description>(PSV)エネミー専用スキル:<br>戦闘開始時に[$TOKEN:BARRIER]を[$RATE]得る(同系非重複)</description>
	</defname>

	<defname parentname="ENEMY_SKILL_DRAGONHEART">
		<skillname>竜の心臓</skillname>
		<majorgenre>ADV</majorgenre>
		<category>NULL</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>ON_NORMAL_ATTACK</executeAt>
		<skillrank>COMMON</skillrank>
		<func>ATKSKILL_ADD_TOKEN_TO_SELF</func>
		<maxlv>5</maxlv>
		<rate>

1

2

3

4

5

		</rate>
		<description>(PSV)通常攻撃時に[$TOKEN:DRAGONIC_EFFECT]を[$RATE]得る</description>
	</defname>

	<defname parentname="ENEMY_SKILL_DRAGONSCALE">
		<skillname>竜の鱗体</skillname>
		<majorgenre>ADV</majorgenre>
		<category>NULL</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>ON_NORMAL_ATTACK</executeAt>
		<skillrank>COMMON</skillrank>
		<func>K26_UNIQUE_SKILL_DRAGONSCALE</func>
		<maxlv>1</maxlv>
		<rate>

1

		</rate>
		<modifier category="BASE_DAMAGE_MULTI" modifiedAt = "CC_DAMAGE_ATTACKER">
			<func>K26_DRAGONSCALE</func>
			<value label = "RATE">

10

			</value>
		</modifier>
		<modifier  executeAt="MAG_DAMAGE_MULTI" modifiedAt = "CC_DAMAGE_DEFENDER">
			<func>K26_DRAGONSCALE</func>
			<value label = "RATE">

-10

			</value>
		</modifier>
		<description>(PSV)[$TOKEN:DRAGONIC_EFFECT]の数に応じ被魔力ﾀﾞﾒｰｼﾞ軽減、与ﾀﾞﾒｰｼﾞ向上</description>
	</defname>

	<defname parentname="ENEMY_SKILL_DRAGONMARK">
		<skillname>竜脈呪刻</skillname>
		<majorgenre>ADV</majorgenre>
		<category>NULL</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>ON_NORMAL_ATTACK</executeAt>
		<skillrank>COMMON</skillrank>
		<func>ATKSKILL_ADD_TOKEN_TO_SELF</func>
		<maxlv>5</maxlv>
		<rate>

1

2

3

4

5

		</rate>
		<description>(PSV)通常攻撃時に[$TOKEN:DRAGONIC_EFFECT]を[$RATE]得る</description>
	</defname>

	<defname parentname="ENEMY_EVIL_EYE_OP">
		<skillname>魔眼起動</skillname>
		<majorgenre>ADV</majorgenre>
		<category>NULL</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>OPENING</executeAt>
		<skillrank>COMMON</skillrank>
		<func>PASSIVESKILL_ADD_TOKEN_SELF_ON_OPENING</func>
		<maxlv>5</maxlv>
		<rate>

3

6

10

20

99

		</rate>
		<description>(PSV)エネミー専用スキル:<br>戦闘開始時に[$TOKEN:SEE_THROUGH]を[$RATE]得る</description>
	</defname>
</skilldef>

repo_name: pervysquirrelz/erafl

license: unknown


code:
<?xml version="1.0" encoding="UTF-8"?>
<skilldef>
	<defname parentname="CUM_INFLATION">
		<skillname>Ejaculation amount++</skillname>
		<majorgenre>LEWD</majorgenre>
		<category>LEWD</category>
		<skillrank>COMMON</skillrank>
		<reqparam name="射精" value="3"></reqparam>
		<func>LEWDSKILL_CUM_INFLATION</func>
		<maxlv>5</maxlv>
		<rate>

100

200

400

700

1000

		</rate>
		<description>Increases ejaculation amount according to skill level</description>
		<unlockhint>Req.: Ejaculation(3)</unlockhint>
	</defname>

	<defname parentname="MILK_INFLATION">
		<skillname>Milk yield++</skillname>
		<majorgenre>LEWD</majorgenre>
		<category>LEWD</category>
		<skillrank>COMMON</skillrank>
		<reqparam name="噴乳" value="3"></reqparam>
		<func>LEWDSKILL_MILK_INFLATION</func>
		<maxlv>5</maxlv>
		<rate>

100

200

400

700

1000

		</rate>
		<description>Increases breast milk production according to skill level</description>
		<unlockhint>Req.: Breast spray(3)</unlockhint>
	</defname>

	<defname parentname="SEDUCTION">
		<skillname>Seducer</skillname>
		<majorgenre>LEWD</majorgenre>
		<category>LEWD</category>
		<skillrank>COMMON</skillrank>
		<reqtalent name="CLOSE"></reqtalent>
		<func>LEWDSKILL_SEDUCTION</func>
		<maxlv>3</maxlv>
		<description>Incites other people, makes them more susceptible to sexual contact</description>
		<unlockhint>Req.:<陥落> or <親友> (Player: no condition)</unlockhint>
	</defname>

	<defname parentname="LEWD_SERENADE">
		<skillname>Lewd serenade</skillname>
		<majorgenre>LEWD</majorgenre>
		<category>LEWD</category>
		<skillrank>COMMON</skillrank>
		<reqskill name="SEDUCTION" value="1"></reqskill>
		<reqparam name="歌唱" value="65"></reqparam>
		<func>LEWDSKILL_LEWD_SERENADE</func>
		<maxlv>1</maxlv>
		<description>A song that stirs lust. Adds performance area effect.</description>
		<unlockhint>Req.:Seducer(Lv1),Singing(65)</unlockhint>
	</defname>

	<defname parentname="CUM_ADDICTION">
		<skillname>Cum guzzler</skillname>
		<majorgenre>LEWD</majorgenre>
		<category>LEWD</category>
		<skillrank>COMMON</skillrank>
		<reqNasty name="精飲中毒"></reqNasty>
		<func>LEWDSKILL_CUM_ADDICTION</func>
		<maxlv>1</maxlv>
		<description>When swallowing semen, you will likely get in heat</description>
		<unlockhint>Req.:<精飲中毒></unlockhint>
	</defname>

	<defname parentname="ORAL_INTAKE">
		<skillname>Oral intake</skillname>
		<majorgenre>LEWD</majorgenre>
		<category>LEWD</category>
		<skillrank>COMMON</skillrank>
		<reqskill name="CUM_ADDICTION" value="1"></reqskill>
		<func>LEWDSKILL_ORAL_INTAKE</func>
		<maxlv>3</maxlv>
		<rate>

10

20

30

		</rate>
		<description>Converts [$RATE]% of oral ejac. semen into mana + magic exp.</description>
		<unlockhint>Req.:Cum guzzler(Lv1)</unlockhint>
	</defname>

	<defname parentname="MANA_CUM_PROVIDE">
		<skillname>Magical supply</skillname>
		<majorgenre>LEWD</majorgenre>
		<category>LEWD</category>
		<skillrank>COMMON</skillrank>
		<reqNasty name="濃厚精液"></reqNasty>
		<reqparam name="魔術" value="30"></reqparam>
		<func>LEWDSKILL_MANA_PROVIDE</func>
		<maxlv>3</maxlv>
		<rate>

5

10

15

		</rate>
		<description>He who has poured thick semen into the V/A gains [$RATE]% as magic exp.</description>
		<unlockhint>Req.:<濃厚精液>,魔術(30)</unlockhint>
	</defname>

	<defname parentname="MANA_PROVIDE">
		<skillname>Magic breastfeeding</skillname>
		<majorgenre>LEWD</majorgenre>
		<category>LEWD</category>
		<skillrank>COMMON</skillrank>
		<reqNasty name="雌牛"></reqNasty>
		<reqparam name="魔術" value="30"></reqparam>
		<func>LEWDSKILL_MANA_PROVIDE</func>
		<maxlv>3</maxlv>
		<rate>

10

20

30

		</rate>
		<description>Sucker of rich breast milk gain [$RATE]% as magic exp</description>
		<unlockhint>Req.:<雌牛>,魔術(30)</unlockhint>
	</defname>

	<defname parentname="SURRENDER">
		<skillname>Surrender</skillname>
		<majorgenre>LEWD</majorgenre>
		<category>LEWD</category>
		<skillrank>COMMON</skillrank>
		<reqskill name="SEDUCTION" value="2"></reqskill>
		<func>LEWDSKILL_SURRENDER</func>
		<maxlv>1</maxlv>
		<description>Added option to surrender when selecting combat action</description>
		<unlockhint>Req.: Seducer(Lv2)</unlockhint>
	</defname>

	<defname parentname="CAST_OFF">
		<skillname>Cast off</skillname>
		<majorgenre>LEWD</majorgenre>
		<category>LEWD</category>
		<skillrank>COMMON</skillrank>
		<reqNasty name="露出狂"></reqNasty>
		<func>LEWDSKILL_CAST_OFF</func>
		<maxlv>3</maxlv>
		<rate>

10

15

25

		</rate>
		<modifier category = "FINAL_DAMAGE_MULTI" modifiedAt = "CC_DAMAGE_ATTACKER">
			<modifierFunction>CAST_OFF</modifierFunction>
			<value label = "RATE" dispIdName = "DAMAGE">

10

15

25

			</value>
		</modifier>
		<description>During battle: Negates def. weakness, Damage +[$VALUE:DAMAGE]% per exposed area.</description>
		<unlockhint>Req.:<露出狂></unlockhint>
	</defname>

</skilldef>


code:
<?xml version="1.0" encoding="UTF-8"?>
<skilldef>
	<defname parentname="TRAINER_SKILL_BATTLE">
		<skillname>Battle guide</skillname>
		<majorgenre>LIFE</majorgenre>
		<category>LIFE</category>
		<skillrank>COMMON</skillrank>
		<reqparam name="戦闘" value="60"></reqparam>
		<description>Increases the experience points gained in mock battles by [$RATE]% (effects do not overlap)</description>
		<maxlv>5</maxlv>
		<rate>

50

100

150

200

250

		</rate>
		<unlockhint>Req.:戦闘(60)</unlockhint>
	</defname>

	<defname parentname="SKILL_PLAYING">
		<skillname>Producer-san</skillname>
		<majorgenre>LIFE</majorgenre>
		<category>LIFE</category>
		<skillrank>COMMON</skillrank>
		<reqparam name="歌唱" value="75"></reqparam>
		<reqparam name="器用" value="60"></reqparam>
		<description>Physical consumption during performance decreases by [$RATE]%</description>
		<maxlv>5</maxlv>
		<rate>

8

16

24

32

40

		</rate>
		<unlockhint>Req.:歌唱(75),器用(60)</unlockhint>
	</defname>

	<defname parentname="SKILL_DANCING">
		<skillname>Dancer</skillname>
		<majorgenre>LIFE</majorgenre>
		<category>LIFE</category>
		<skillrank>COMMON</skillrank>
		<reqparam name="歌唱" value="75"></reqparam>
		<reqparam name="身体" value="60"></reqparam>
		<description>Physical consumption during dance decreases by [$RATE]%</description>
		<maxlv>5</maxlv>
		<rate>

8

16

24

32

40

		</rate>
		<unlockhint>Req.:歌唱(75),身体(60)</unlockhint>
	</defname>

	<defname parentname="SKILL_ADDITIONAL_BENEFIT">
		<skillname>Midas touch</skillname>
		<majorgenre>LIFE</majorgenre>
		<category>LIFE</category>
		<skillrank>COMMON</skillrank>
		<reqparam name="社交" value="70"></reqparam>
		<maxlv>3</maxlv>
		<rate>

10

20

30

		</rate>
		<description>When this character sells items at a store, he gets more profit.</description>
		<unlockhint>Req.:社交(70)</unlockhint>
	</defname>

	<defname parentname="K4_UNIQUE_SKILL_ADDITIONAL_BENEFIT">
		<skillname>Inari's Invisible Hand</skillname>
		<majorgenre>LIFE</majorgenre>
		<category>LIFE</category>
		<skillrank>UNIQUE</skillrank>
		<reqparam name="社交" value="70"></reqparam>
		<reqchara name="UC_オリヴィア"></reqchara>
		<maxlv>1</maxlv>
		<description>If Olivia is in the store, your store's sales profits and earned reputation values increase.</description>
		<unlockhint>Req.:社交(70)</unlockhint>
	</defname>

	<defname parentname="K9_UNIQUE_SKILL_MASTER_CHEF">
		<skillname>Master Chef</skillname>
		<majorgenre>LIFE</majorgenre>
		<category>LIFE</category>
		<skillrank>UNIQUE</skillrank>
		<reqparam name="料理" value="70"></reqparam>
		<reqchara name="UC_シルフィーユ"></reqchara>
		<maxlv>3</maxlv>
		<rate>

2

3

4

		</rate>
		<description>If Sylphille is in charge of cooking, your cooking prep level is increased.</description>
		<unlockhint>Req.:料理(70)</unlockhint>
	</defname>

	<defname parentname="SKILL_MINING">
		<skillname>Geological scholars</skillname>
		<majorgenre>LIFE</majorgenre>
		<category>NULL</category>
		<reqparam name="身体" value="2"></reqparam>
		<reqparam name="知識" value="3"></reqparam>
		<description>More items available through mining</description>
	</defname>

	<defname parentname="SKILL_FORESTERY">
		<skillname>The blessings of the forest</skillname>
		<majorgenre>LIFE</majorgenre>
		<category>NULL</category>
		<reqparam name="身体" value="2"></reqparam>
		<reqparam name="知識" value="3"></reqparam>
		<description>More items available in forests</description>
	</defname>

	<defname parentname="SKILL_MINING">
		<skillname>Geological scholars</skillname>
		<majorgenre>LIFE</majorgenre>
		<category>NULL</category>
		<reqparam name="身体" value="2"></reqparam>
		<reqparam name="知識" value="3"></reqparam>
		<description>More items available through mining</description>
	</defname>
</skilldef>


code:
<?xml version="1.0" encoding="UTF-8"?>
<skilldef>
	<defname parentname="MEDIC">
		<skillname>First aid</skillname>
		<majorgenre>ADV</majorgenre>
		<category>QUEST</category>
		<skillrank>COMMON</skillrank>
		<reqparam name="料理" value="50"></reqparam>
		<description>If in party, number of available heal items increased.</description>
		<maxlv>1</maxlv>
		<unlockhint>Req.: Cuisine(50)</unlockhint>
	</defname>

	<defname parentname="FEW_ELITE">
		<skillname>Elite unit</skillname>
		<majorgenre>ADV</majorgenre>
		<category>QUEST</category>
		<skillrank>COMMON</skillrank>
		<reqparam name="戦闘" value="60"></reqparam>
		<description>Get +5% ATK + value correction per vacant slot on battle starts.</description>
		<maxlv>1</maxlv>
		<unlockhint>戦闘：(60)</unlockhint>
	</defname>

	<defname parentname="VORACITY">
		<skillname>Healthy family</skillname>
		<majorgenre>ADV</majorgenre>
		<category>QUEST</category>
		<skillrank>COMMON</skillrank>
		<reqparam name="料理" value="25"></reqparam>
		<reqparam name="身体" value="80"></reqparam>
		<description>During quest: After eating, you will be able to eat again after 1 battle.</description>
		<maxlv>1</maxlv>
		<unlockhint>Req.: Body(80)、Cooking(25)</unlockhint>
	</defname>

</skilldef>


code:
<?xml version="1.0" encoding="UTF-8"?>

<tokendef>
	<defname parentname="BARRIER">
		<tokenname>バリア</tokenname>
		<unicodeIcon unicode = "0xfc57" color = "0x00C0FF"></unicodeIcon>
		<category>OTHER</category>
		<buffDebuff>BUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・スタックされるトークン

			・被ダメージ時にHPの代わりに消費される

			・毒・燃焼などのダメージは肩代わりされない

		</tooltip>
	</defname>

	<defname parentname="STUN">
		<tokenname>スタン</tokenname>
		<unicodeIcon unicode = "0xf839" color = "0xFFFF00"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>DEBUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・確定で行動に失敗する

		</tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>ABNORMALITY_CHECK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
		<triggeredskill parentname = "TOKEN_SKILL_STUN">
			<skillname>スタン</skillname>
			<executeAt>ABNORMALITY_CHECK</executeAt>
			<func>ABNORMALITY</func>
			<triggerCondition>{CC_ABNORMALITY_CHECK_COMMON_TRIGGER_CONDITION(ACTOR_DID)}</triggerCondition>
		</triggeredskill>
	</defname>

	<defname parentname="POISON">
		<tokenname>毒</tokenname>
		<unicodeIcon unicode = "0xfadc" color = "0x70C070"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>DEBUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・行動時に固定ダメージを受ける

		</tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>ABNORMALITY_CHECK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
		<triggeredskill parentname = "TOKEN_SKILL_POISON">
			<skillname>毒</skillname>
			<executeAt>ABNORMALITY_CHECK</executeAt>
			<func>ABNORMALITY</func>
			<triggerCondition>{CC_ABNORMALITY_CHECK_COMMON_TRIGGER_CONDITION(ACTOR_DID)}</triggerCondition>
			<rate>300</rate>
		</triggeredskill>
	</defname>

	<defname parentname="BURN">
		<tokenname>燃焼</tokenname>
		<unicodeIcon unicode = "0xf5eb" color = "0xC07070"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>DEBUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・行動時に固定ダメージを受け、被ダメージが15%上昇する

		</tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>ABNORMALITY_CHECK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
		<triggeredskill parentname = "TOKEN_SKILL_BURN">
			<skillname>燃焼</skillname>
			<executeAt>ABNORMALITY_CHECK</executeAt>
			<func>ABNORMALITY</func>
			<triggerCondition>{CC_ABNORMALITY_CHECK_COMMON_TRIGGER_CONDITION(ACTOR_DID)}</triggerCondition>
			<rate>150</rate>
		</triggeredskill>
	</defname>

	<defname parentname="SLEEP">
		<tokenname>睡眠</tokenname>
		<unicodeIcon unicode = "0xf9c9" color = "0xC0C0C0"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>DEBUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・確定で行動に失敗する

			・攻撃でダメージを受けると解除される

		</tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>ABNORMALITY_CHECK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
		<triggeredskill parentname = "TOKEN_SKILL_SLEEP">
			<skillname>睡眠</skillname>
			<executeAt>ABNORMALITY_CHECK</executeAt>
			<func>ABNORMALITY</func>
			<triggerCondition>{CC_ABNORMALITY_CHECK_COMMON_TRIGGER_CONDITION(ACTOR_DID)}</triggerCondition>
		</triggeredskill>
		<triggeredskill parentname = "TOKEN_SKILL_SLEEP_ATTACKED">
			<executeAt>AFTER_EACH_ATTACKED</executeAt>
			<func>ABNORMALITY_AFTER_ATTACK_INSTANT</func>
			<triggerCondition>{CC_ABNORMALITY_CHECK_COMMON_TRIGGER_CONDITION(ACTOR_DID) && CC_AFLAG(SOURCE_ACTION_DID, "DAMAGE") != 0}</triggerCondition>
		</triggeredskill>
	</defname>

	<defname parentname="BLIND">
		<tokenname>盲目</tokenname>
		<unicodeIcon unicode = "0xf1cc" color = "0xDEB887"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>DEBUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・50％の確率でダメージを与えられなくなる

		</tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>AFTER_ATTACK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
	</defname>

	<defname parentname="FRAGILE">
		<tokenname>脆弱</tokenname>
		<unicodeIcon unicode = "0xf247" color = "0x7070C0"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>DEBUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・被ダメージが25%上昇する

		</tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>AFTER_ATTACK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
		<modifier category="P_ARMOR_ADD" modifiedAt = "CC_DAMAGE_DEFENDER">
			<modifierFunction>COMMON_SUB</modifierFunction>
			<rate>25</rate>
		</modifier>
	</defname>

	<defname parentname="STRENGTH">
		<tokenname>強靭</tokenname>
		<unicodeIcon unicode = "0xf1a4" color = "0xFFA500"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>BUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・与ダメージが25%上昇する

		</tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>AFTER_ATTACK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
		<modifier category = "BASE_DAMAGE_MULTI" modifiedAt = "CC_DAMAGE_ATTACKER">
			<modifierFunction>COMMON_ADD</modifierFunction>
			<rate>25</rate>
		</modifier>
	</defname>

	<defname parentname="WEAKNESS">
		<tokenname>脱力</tokenname>
		<unicodeIcon unicode = "0xfe03" color = "0x7090D0"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>DEBUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・与ダメージが25%減少する

		</tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>AFTER_ATTACK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
		<modifier category = "BASE_DAMAGE_MULTI" modifiedAt = "CC_DAMAGE_ATTACKER">
			<modifierFunction>COMMON_SUB</modifierFunction>
			<rate>25</rate>
		</modifier>
	</defname>

	<defname parentname="GUARD">
		<tokenname>ガード</tokenname>
		<unicodeIcon unicode = "0xfc57" color = "0x7070C0"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>BUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・被ダメージが50%減少する

		</tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>AFTER_ATTACK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
		<modifier category = "FINAL_DAMAGE_MULTI" modifiedAt = "CC_DAMAGE_DEFENDER">
			<modifierFunction>COMMON_SUB</modifierFunction>
			<rate>50</rate>
		</modifier>
	</defname>

	<defname parentname="STAGGER">
		<tokenname>よろめき</tokenname>
		<unicodeIcon unicode="0xf83a" color="0xFFA500"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>DEBUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・ダメージ時の被CRT率が20%、被CRTダメージ率が30%上昇する

		</tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>AFTER_ATTACK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
		<modifier category = "CRITICAL_RATE_ADD" modifiedAt = "CC_DAMAGE_DEFENDER">
			<modifierFunction>COMMON_ADD</modifierFunction>
			<rate>20</rate>
		</modifier>
		<modifier category = "CRITICAL_DAMAGE_MULTI" modifiedAt = "CC_DAMAGE_DEFENDER">
			<modifierFunction>COMMON_ADD</modifierFunction>
			<rate>30</rate>
		</modifier>
	</defname>

	<defname parentname="MAG_GUARD">
		<tokenname>魔防</tokenname>
		<unicodeIcon unicode = "0xf8ec" color = "0xC070C0"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>BUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・魔力ダメージが50%減少する

		</tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>AFTER_ATTACK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
		<modifier category = "MAG_DAMAGE_MULTI" modifiedAt = "CC_DAMAGE_DEFENDER">
			<modifierFunction>COMMON_SUB</modifierFunction>
			<rate>50</rate>
		</modifier>
	</defname>

	<defname parentname="PROVOKE">
		<tokenname>挑発</tokenname>
		<unicodeIcon unicode = "0xf0ff" color = "0x7070C0"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>BUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・攻撃の対象に取られやすくなる

		</tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>AFTER_ATTACK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
	</defname>

	<defname parentname="DECOY">
		<tokenname>デコイ</tokenname>
		<unicodeIcon unicode = "0xfa75" color = "0xC0C0C0"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>BUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・被ダメージを無効化する

			・被ダメージ時に消滅する

		</tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>AFTER_ATTACK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
	</defname>

	<defname parentname="DECOY_SHADOW">
		<tokenname>分身</tokenname>
		<unicodeIcon unicode = "0xf12c" color = "0xC0C0C0"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>BUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・被ダメージを無効化する

			・被ダメージ時に1点消費される

		</tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>AFTER_ATTACK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
	</defname>

	<defname parentname="ADD_ATTACK">
		<tokenname>追撃</tokenname>
		<unicodeIcon unicode = "0xf40b" color = "0x00FF80"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>BUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・通常攻撃の回数を1加算する

		</tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>AFTER_ATTACK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
	</defname>

	<defname parentname="REACT">
		<tokenname>再行動</tokenname>
		<unicodeIcon unicode = "0xf440" color = "0x00FF80"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>BUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了後に再行動する

		</tooltip>
	</defname>

	<defname parentname="ORGASM">
		<tokenname>❤絶頂</tokenname>
		<unicodeIcon unicode = "0xf736" color = "0xFA58F4"></unicodeIcon>
		<category>SEXUAL</category>
		<buffDebuff>DEBUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・確定で行動に失敗する

			・絶頂強度に応じた被ダメージを受ける

		</tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>ABNORMALITY_CHECK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
		<triggeredskill parentname = "TOKEN_SKILL_ORGASM">
			<skillname>絶頂</skillname>
			<executeAt>ABNORMALITY_CHECK</executeAt>
			<func>ABNORMALITY</func>
			<triggerCondition>{CC_ABNORMALITY_CHECK_COMMON_TRIGGER_CONDITION(ACTOR_DID)}</triggerCondition>
		</triggeredskill>
	</defname>

	<defname parentname="ESTRUS">
		<tokenname>❤発情</tokenname>
		<unicodeIcon unicode = "0xf737" color = "0xFA58F4"></unicodeIcon>
		<category>SEXUAL</category>
		<buffDebuff>DEBUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・スタックされるトークン

			・極度に発情している状態

			・性的衝動に応じた動作を引き起こす可能性がある…

		</tooltip>
		<triggeredskill parentname = "TOKEN_SKILL_ESTRUS">
			<skillname>発情</skillname>
			<executeAt>ABNORMALITY_CHECK</executeAt>
			<func>ABNORMALITY</func>
			<triggerCondition>{CC_ABNORMALITY_CHECK_ESTRUS_TRIGGER_CONDITION(ACTOR_DID)}</triggerCondition>
		</triggeredskill>
	</defname>

	<defname parentname="CHEST_EXPOSE">
		<tokenname>❤乳露出</tokenname>
		<unicodeIcon  unicode = "0xfe17" color = "0xFFFFFF"></unicodeIcon>
		<unicodeIcon  unicode = "0x2715" color = "0xFF0000"></unicodeIcon>
		<category>SEXUAL</category>
		<buffDebuff>DEBUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<ignoreQuantity>1</ignoreQuantity>
		<tooltip>
			・永続するトークン

			・衣服が破れ、局部が露出してる場合付与される

			・被ダメージが10%上昇する

		</tooltip>
		<modifier category = "FINAL_DAMAGE_MULTI" modifiedAt = "CC_DAMAGE_DEFENDER">
			<modifyCondition>{!CC_HAS_SKILL(ACTOR_DID, "CAST_OFF", スキル_大分類_性技)}</modifyCondition>
			<modifierFunction>COMMON_ADD</modifierFunction>
			<rate>10</rate>
		</modifier>
	</defname>

	<defname parentname="GENITAL_EXPOSE">
		<tokenname>❤秘部露出</tokenname>
		<unicodeIcon  unicode = "0xff25" color = "0xFFFFFF"></unicodeIcon>
		<unicodeIcon  unicode = "0x2715" color = "0xFF0000"></unicodeIcon>
		<category>SEXUAL</category>
		<buffDebuff>DEBUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<ignoreQuantity>1</ignoreQuantity>
		<tooltip>
			・永続するトークン

			・衣服が破れ、局部が露出してる場合付与される

			・被ダメージが15%上昇する

		</tooltip>
		<modifier category = "FINAL_DAMAGE_MULTI" modifiedAt = "CC_DAMAGE_DEFENDER">
			<modifyCondition>{!CC_HAS_SKILL(ACTOR_DID, "CAST_OFF", スキル_大分類_性技)}</modifyCondition>
			<modifierFunction>COMMON_ADD</modifierFunction>
			<rate>15</rate>
		</modifier>
	</defname>

	<defname parentname="MEAL_EFFECT">
		<tokenname>食事</tokenname>
		<unicodeIcon unicode = "0xf916" color = "0xFFFFFF"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>BUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip></tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>AFTER_ATTACK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
	</defname>

	<defname parentname="HIDE">
		<tokenname>隠蔽</tokenname>
		<unicodeIcon unicode = "0xf7e4" color = "0x00C0FF"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>BUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・攻撃の対象に取られにくくなる

			・致命の一撃、致命打の与ダメージが常に上昇

		</tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>AFTER_ATTACK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
	</defname>

	<defname parentname="CAST">
		<tokenname>詠唱</tokenname>
		<unicodeIcon unicode = "0xfd15" color = "0xC070C0"></unicodeIcon>
		<category>RESOURCE</category>
		<buffDebuff>BUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・スタックされるトークン

			・主に魔術系スキルの発動で消費される

		</tooltip>
	</defname>

	<defname parentname="SONG">
		<tokenname>歌唱</tokenname>
		<unicodeIcon unicode = "0xf9a8" color = "0xFFA500"></unicodeIcon>
		<category>RESOURCE</category>
		<buffDebuff>BUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・スタックされるトークン

			・主に歌唱系スキルの発動で消費される

		</tooltip>
	</defname>

	<defname parentname="DRAGONIC_EFFECT">
		<tokenname>竜気</tokenname>
		<unicodeIcon unicode = "0xfd22" color = "0xffff00"></unicodeIcon>
		<category>RESOURCE</category>
		<buffDebuff>BUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・スタックされるトークン

			・主に竜系スキルの発動で消費される

		</tooltip>
	</defname>

	<defname parentname="CHARGE">
		<tokenname>チャージ</tokenname>
		<unicodeIcon unicode="0xf206" color="0x00C0FF"></unicodeIcon>
		<category>RESOURCE</category>
		<buffDebuff>BUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・スタックされるトークン

			・主に攻撃系スキルの発動で消費される

		</tooltip>
	</defname>

	<defname parentname="THORN">
		<tokenname>トゲ</tokenname>
		<unicodeIcon unicode = "0xfd31" color = "0x00FF80"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>BUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・被ダメージ時に発動

			・攻撃相手は50x個数のHPを失う
		</tooltip>
		<triggeredskill parentname = "THORN">
			<skillname>トゲ</skillname>
			<executeAt>AFTER_EACH_ATTACKED</executeAt>
			<func>THORN</func>
			<rate>50</rate>
		</triggeredskill>
	</defname>

	<defname parentname="VITAL_POINT">
		<tokenname>秘孔</tokenname>
		<unicodeIcon unicode = "0xfad9" color = "0xFFA500"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>DEBUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・秘孔トークン付与時に発動

			・付与済み個数x100のHPを失う
		</tooltip>
		<triggeredskill parentname = "VITAL_POINT">
			<skillname>秘孔</skillname>
			<executeAt>TOKEN_ADDED</executeAt>
			<triggerCondition>{CC_GETS_ACT_INFO(SOURCE_ACTION_DID, "TOKEN_NAME") == "VITAL_POINT"}</triggerCondition>
			<func>VITAL_POINT</func>
			<rate>100</rate>
		</triggeredskill>
	</defname>

	<defname parentname="VITAL_POINT_CORPSE_EXPLOSION">
		<tokenname>散華</tokenname>
		<unicodeIcon unicode = "0xfd33" color = "0xFF0000"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>DEBUFF</buffDebuff>

		<tooltip>
			・死亡時に発動

			・秘孔トークンの個数x100ポイントの固定ダメージを全体に与える(重複無効)

		</tooltip>
		<triggeredskill parentname = "VITAL_POINT_CORPSE_EXPLOSION">
			<skillname>散華</skillname>
			<executeAt>DEFEATED</executeAt>
			<func>ATTACK</func>
			<targetingRequired>1</targetingRequired>
			<overrideTargeting>99</overrideTargeting>
			<targetingSide>1</targetingSide>
			<rate>100</rate>
		</triggeredskill>
	</defname>

	<defname parentname="COUNTER_ATTACK">
		<tokenname>反撃</tokenname>
		<unicodeIcon unicode = "0xf4a2" color = "0xC0C0C0"></unicodeIcon>
		<category>OTHER</category>
		<buffDebuff>BUFF</buffDebuff>
		<tooltip>
			・被撃時に80％の威力で反撃

			・反撃発動時に1個減少

		</tooltip>
		<triggeredskill parentname = "COUNTER_ATTACK">
			<skillname>反撃の構え</skillname>
			<executeAt>COUNTER</executeAt>
			<func>ATTACK</func>
			<rate>80</rate>
		</triggeredskill>
	</defname>

	<defname parentname="ARROW_RAIN">
		<tokenname>矢雨</tokenname>
		<unicodeIcon unicode = "0xf0fa" color = "0xC0C0C0"></unicodeIcon>
		<category>ATTACK</category>
		<buffDebuff>BUFF</buffDebuff>
		<tooltip>
			・行動前に発動

			・1個消費し、60％の威力で全体攻撃
		</tooltip>
		<triggeredskill parentname = "ARROW_RAIN">
			<skillname>矢の雨</skillname>
			<executeAt>BEFORE_ACT</executeAt>
			<func>ATTACK</func>
			<targetingRequired>1</targetingRequired>
			<overrideTargeting>99</overrideTargeting>
			<targetingSide>0</targetingSide>
			<rate>60</rate>
		</triggeredskill>
	</defname>

	<defname parentname="BINDINGTRAP">
		<tokenname>括罠</tokenname>
		<unicodeIcon unicode = "0xfeea" color = "0xC0C0C0"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>DEBUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動前に減少するトークン

			・トークンが0になった時、対象に捕罠を100%、スタンを70%の確率で付与する

		</tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>ABNORMALITY_CHECK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
		<triggeredskill parentname = "TOKEN_SKILL_BINDINGTRAP">
			<skillname>くくり罠</skillname>
			<executeAt>ABNORMALITY_CHECK</executeAt>
			<func>ABNORMALITY</func>
			<triggerCondition>{CC_ABNORMALITY_CHECK_COMMON_TRIGGER_CONDITION(ACTOR_DID) && CC_SP_TOKEN_NUM(ACTOR_DID, PARENT_TOKEN_NAME) == 0}</triggerCondition>
		</triggeredskill>
	</defname>

	<defname parentname="BEARTRAP">
		<tokenname>鋏罠</tokenname>
		<unicodeIcon unicode = "0xf8fb" color = "0xC0C0C0"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>DEBUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動前に減少するトークン

			・トークンが0になった時、対象に捕罠を100%、スタンを90%の確率で付与し

			  固定ダメージを300与える

		</tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>ABNORMALITY_CHECK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
		<triggeredskill parentname = "TOKEN_SKILL_BEARTRAP">
			<skillname>Bear trap</skillname>
			<executeAt>ABNORMALITY_CHECK</executeAt>
			<func>ABNORMALITY</func>
			<rate>300</rate>
			<triggerCondition>{CC_ABNORMALITY_CHECK_COMMON_TRIGGER_CONDITION(ACTOR_DID) && CC_SP_TOKEN_NUM(ACTOR_DID, PARENT_TOKEN_NAME) == 0}</triggerCondition>
		</triggeredskill>
	</defname>

	<defname parentname="TRAPPED">
		<tokenname>捕罠</tokenname>
		<unicodeIcon unicode = "0xf62e" color = "0xFFA500"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>DEBUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・標的被ダメージが10%上昇、被クリティカル率が20%上昇、被クリティカルダメージ率が10%上昇、行動力1固定

		</tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>AFTER_ATTACK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
		<modifier category = "P_ARMOR_ADD" modifiedAt = "CC_DAMAGE_DEFENDER">
			<modifierFunction>COMMON_ADD</modifierFunction>
			<rate>-10</rate>
		</modifier>
		<modifier category = "CRITICAL_RATE_ADD" modifiedAt = "CC_DAMAGE_DEFENDER">
			<modifierFunction>COMMON_ADD</modifierFunction>
			<rate>20</rate>
		</modifier>
		<modifier category = "CRITICAL_DAMAGE_MULTI" modifiedAt = "CC_DAMAGE_DEFENDER">
			<modifierFunction>COMMON_ADD</modifierFunction>
			<rate>10</rate>
		</modifier>
	</defname>

	<defname parentname="TRACKING">
		<tokenname>追跡</tokenname>
		<unicodeIcon unicode = "0xfcd1" color = "0xC0C0C0"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>BUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・標的トークンを持つ対象を攻撃対象として選敵する

		</tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>AFTER_ATTACK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
	</defname>

	<defname parentname="TARGET">
		<tokenname>標的</tokenname>
		<unicodeIcon unicode = "0xf795" color = "0xFFA500"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>DEBUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・追跡トークンを持つ対象から攻撃対象として選敵される

		</tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>AFTER_ATTACK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
	</defname>

	<defname parentname="SEE_THROUGH">
		<tokenname>看破</tokenname>
		<unicodeIcon unicode = "0xf572" color = "0xFFEF6C"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>BUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・CRT率、CRTダメージ率が25%上昇する

		</tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>AFTER_ATTACK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
		<modifier category = "CRITICAL_RATE_ADD" modifiedAt = "CC_DAMAGE_ATTACKER">
			<modifierFunction>COMMON_ADD</modifierFunction>
			<rate>25</rate>
		</modifier>
		<modifier category = "CRITICAL_DAMAGE_MULTI" modifiedAt = "CC_DAMAGE_ATTACKER">
			<modifierFunction>COMMON_ADD</modifierFunction>
			<rate>25</rate>
		</modifier>
	</defname>

	<defname parentname="DRAGON_JUMP">
		<tokenname>ドラゴンジャンプ</tokenname>
		<unicodeIcon unicode = "0xf16c" color = "0xffff00"></unicodeIcon>
		<category>ATTACK</category>
		<buffDebuff>BUFF</buffDebuff>
		<tooltip>
			・行動前に発動、[スタン]を1付与・[燃焼]を1(X＞3のときは2)付与

			・このトークンを全て(=X)消費し、(130 * X)％の軽減値無視攻撃

			・このトークンの付与中は攻撃を受けない

		</tooltip>
		<triggeredskill parentname = "DRAGON_KICK">
			<skillname>ドラゴンキック</skillname>
			<executeAt>BEFORE_ACT</executeAt>
			<func>ATTACK</func>
			<targetingRequired>1</targetingRequired>
			<targetingSide>0</targetingSide>
			<rate>130</rate>
		</triggeredskill>
	</defname>

	<defname parentname="DRAGON_RISING">
		<tokenname>昇竜</tokenname>
		<unicodeIcon unicode = "0xf16c" color = "0xffff00"></unicodeIcon>
		<category>ATTACK</category>
		<buffDebuff>BUFF</buffDebuff>
		<tooltip>
			・行動前に発動

			・このトークンを全て(=X)消費し、(120 * X)％の軽減値無視攻撃

			・このトークンの付与中は攻撃の対象に取られにくくなる

			・このトークンの付与中は攻撃を受けない

		</tooltip>
		<triggeredskill parentname = "DRAGON_DIVE">
			<skillname>ドラゴンダイブ</skillname>
			<executeAt>BEFORE_ACT</executeAt>
			<func>ATTACK</func>
			<targetingRequired>1</targetingRequired>
			<targetingSide>0</targetingSide>
			<rate>120</rate>
		</triggeredskill>
	</defname>

	<defname parentname="MAG_BREAK">
		<tokenname>破魔</tokenname>
		<unicodeIcon unicode = "0xfc5b" color = "0x7070C0"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>BUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・攻撃での魔力追加ダメージ計算時に、対象の魔力値による減衰を50%無視

			・自身の被魔力ダメージが50%減少する

		</tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>AFTER_ATTACK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
		<modifier category = "DEFENDER_MAG_MULTI" modifiedAt = "CC_DAMAGE_ATTACKER">
			<modifierFunction>COMMON_SUB</modifierFunction>
			<rate>50</rate>
		</modifier>
		<modifier category = "DEFENDER_MAG_MULTI" modifiedAt = "CC_DAMAGE_DEFENDER">
			<modifierFunction>COMMON_ADD</modifierFunction>
			<rate>50</rate>
		</modifier>
	</defname>

	<defname parentname="CHARGE_PREP">
		<tokenname>突撃準備</tokenname>
		<unicodeIcon unicode = "0xfe74" color = "0xa0522d"></unicodeIcon>
		<category>ATTACK</category>
		<buffDebuff>BUFF</buffDebuff>
		<tooltip>
			・行動前に発動、自身に[スタン]を1付与

			・このトークンを全て(=X)消費し(130 * X)％の攻撃、X>2なら対象の[挑発]を消去する

			・このトークンの付与中は攻撃の対象に取られにくくなる

			・攻撃を受けると、50％の確率でトークンを１つ失う（1以下にはならない）

		</tooltip>
		<triggeredskill parentname = "LANCE_CHARGE">
			<skillname>ランスチャージ</skillname>
			<executeAt>BEFORE_ACT</executeAt>
			<func>ATTACK</func>
			<targetingRequired>1</targetingRequired>
			<targetingSide>0</targetingSide>
			<rate>130</rate>
		</triggeredskill>
	</defname>

	<defname parentname="HIT_AND_RUN">
		<tokenname>一撃離脱</tokenname>
		<unicodeIcon unicode = "0xf785" color = "0xa0522d"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>BUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・被ダメージを無効化する

			・被ダメージ時に1点消費される

		</tooltip>
		<triggeredskill parentname = "SELF_DECREMENT">
			<executeAt>AFTER_ATTACK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
	</defname>

	<defname parentname="DEAD_DRIP">
		<tokenname>死霊の滴り</tokenname>
		<unicodeIcon unicode = "0xf4e1" color = "0xd70035"></unicodeIcon>
		<category>ATTACK</category>
		<buffDebuff>BUFF</buffDebuff>
		<tooltip>
			・行動前に発動

			・このトークンを全て(=X)消費し、スキル[呪詛の吐血流]を発動

			・(120 * X)％の全体攻撃、[脱力]2を40％の確率で付与

		</tooltip>
		<triggeredskill parentname = "CURSE_HEMOPTYSIS">
			<skillname>呪詛の吐血流</skillname>
			<executeAt>BEFORE_ACT</executeAt>
			<func>ATTACK</func>
			<targetingRequired>1</targetingRequired>
			<overrideTargeting>99</overrideTargeting>
			<targetingSide>0</targetingSide>
			<rate>120</rate>
		</triggeredskill>
	</defname>

	<defname parentname="REGIST_STUN">
		<tokenname>スタン耐性</tokenname>
		<unicodeIcon unicode="0xfd60" color="0x00C0FF"></unicodeIcon>
		<unicodeIcon unicode="0xf839" color="0xFFFF00"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>BUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・スタン耐性を60%上昇

		</tooltip>
		<triggeredskill parentname="SELF_DECREMENT">
			<executeAt>AFTER_ATTACK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
	</defname>

	<defname parentname="REGIST_BURN">
		<tokenname>燃焼耐性</tokenname>
		<unicodeIcon unicode="0xfd60" color="0x00C0FF"></unicodeIcon>
		<unicodeIcon unicode="0xf5eb" color="0xC07070"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>BUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・燃焼耐性を60%上昇

		</tooltip>
		<triggeredskill parentname="SELF_DECREMENT">
			<executeAt>AFTER_ATTACK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
	</defname>

	<defname parentname="REGIST_POISON">
		<tokenname>毒耐性</tokenname>
		<unicodeIcon unicode="0xfd60" color="0x00C0FF"></unicodeIcon>
		<unicodeIcon unicode="0xfadc" color="0x70C070"></unicodeIcon>
		<category>ABNORMALITY</category>
		<buffDebuff>BUFF</buffDebuff>
		<allowMinusValue>0</allowMinusValue>
		<tooltip>
			・行動終了時に減少するトークン

			・毒耐性を60%上昇

		</tooltip>
		<triggeredskill parentname="SELF_DECREMENT">
			<executeAt>AFTER_ATTACK</executeAt>
			<func>COMMON_SELF_DECREMENT</func>
			<rate>1</rate>
		</triggeredskill>
	</defname>
</tokendef>


code:
<?xml version="1.0" encoding="UTF-8"?>
<skilldef>
	<defname parentname="WPN_SMITE">
		<skillname>重撃</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>ACTIVE</subcategory>
		<attributes isAttack = "TRUE"></attributes>
		<executeAt>ON_ATTACK</executeAt>
		<skillrank>COMMON</skillrank>
		<func>ACTIVESKILL_SMITE</func>
		<maxlv>3</maxlv>
		<rate>

50

75

100

		</rate>
		<cooltime>

8

8

6

		</cooltime>
		<description>・(ACT)<br>攻撃時、通常より強力な一撃を放つ。与ダメージが[$RATE]％上昇</description>
	</defname>
	<defname parentname="WPN_HARDSHOT">
		<skillname>強装弾</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>ACTIVE</subcategory>
		<attributes isAttack = "TRUE"></attributes>
		<executeAt>ON_ATTACK</executeAt>
		<skillrank>COMMON</skillrank>
		<reqItemToCast>[ITEM_火薬:1]</reqItemToCast>
		<func>ACTIVESKILL_SMITE</func>
		<maxlv>5</maxlv>
		<rate>

100

125

150

175

200

		</rate>
		<cooltime>

10

10

10

10

10

		</cooltime>
		<description>・(ACT)<br>攻撃時、火薬を1つ消費し強力な射撃を行う。与ダメージが[$RATE]％上昇</description>
	</defname>
	<defname parentname="WPN_RECOVER_STUN_ALL">
		<skillname>鼓舞</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>ACTIVE</subcategory>
		<executeAt>BEFORE_ATTACK</executeAt>
		<skillrank>COMMON</skillrank>
		<func>ACTIVESKILL_REMOVE_TOKEN_ALL</func>
		<maxlv>3</maxlv>
		<cooltime>

7

6

5

		</cooltime>
		<rate>

3

3

3

		</rate>
		<description>・(ACT)<br>通常攻撃前に発動。パーティ全員の[$TOKEN:STUN]を1取り除き、[$TOKEN:REGIST_STUN]を[$RATE]追加</description>
	</defname>
	<defname parentname="WPN_ADD_CAST_SELF">
		<skillname>スペルブースト</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>ACTIVE</subcategory>
		<executeAt>BEFORE_ATTACK</executeAt>
		<skillrank>COMMON</skillrank>
		<func>ACTIVESKILL_ADD_SELF_BUFF</func>
		<maxlv>3</maxlv>
		<cooltime>

8

7

7

		</cooltime>
		<rate>

2

2

3

		</rate>
		<description>・(ACT)<br>通常攻撃前に発動。自身に[$TOKEN:CAST]を[$RATE]追加</description>
	</defname>
	<defname parentname="WPN_ADD_MAG_GUARD">
		<skillname>ルーンシールド</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>ACTIVE</subcategory>
		<executeAt>BEFORE_ATTACK</executeAt>
		<skillrank>COMMON</skillrank>
		<func>ACTIVESKILL_ADD_SELF_BUFF</func>
		<maxlv>3</maxlv>
		<cooltime>

8

8

8

		</cooltime>
		<rate>

3

4

5

		</rate>
		<description>・(ACT)<br>通常攻撃前に発動。自身に[$TOKEN:MAG_GUARD]を[$RATE]追加</description>
	</defname>
	<defname parentname="WPN_FATAL_ATTACK">
		<skillname>致命打</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>ACTIVE</subcategory>
		<attributes isAttack = "TRUE"></attributes>
		<overrideTargeting>低割合HP</overrideTargeting>
		<executeAt>ON_ATTACK</executeAt>
		<skillrank>RARE</skillrank>
		<func>ACTIVESKILL_SMITE</func>
		<maxlv>3</maxlv>
		<rate>

45

60

75

		</rate>
		<cooltime>

8

7

6

		</cooltime>
		<description>・(ACT)<br>HP減少率が最も高い対象を優先し攻撃。対象のHPが50％以下の場合与ダメージが[$RATE]％上昇</description>
	</defname>
	<defname parentname="WPN_ADD_FRAGILE">
		<skillname>穿孔</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>ACTIVE</subcategory>
		<attributes isAttack = "TRUE"></attributes>
		<executeAt>ON_ATTACK</executeAt>
		<skillrank>COMMON</skillrank>
		<func>ACTIVESKILL_ADD_TOKEN</func>
		<maxlv>3</maxlv>
		<rate>

2

3

4

		</rate>
		<cooltime>

7

6

6

		</cooltime>
		<description>・(ACT)対象に[$TOKEN:FRAGILE]を[$RATE]追加する攻撃を行う</description>
	</defname>
	<defname parentname="WPN_BREAK_CAST">
		<skillname>スペルブレイク</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>ACTIVE</subcategory>
		<attributes isAttack="TRUE"></attributes>
		<overrideTargeting>トークン</overrideTargeting>
		<targetingToken>CAST</targetingToken>
		<executeAt>ON_ATTACK</executeAt>
		<skillrank>RARE</skillrank>
		<func>ACTIVESKILL_ADD_SP_TOKEN</func>

		<maxlv>1</maxlv>
		<rate>

1

1

2

		</rate>
		<rate2>

3

4

4

		</rate2>
		<cooltime>

8

8

7

		</cooltime>
		<description>(ACT)[$TOKEN:CAST]を保持する対象を優先し攻撃。対象の[$TOKEN:CAST]を[$RATE]減少させる。減少成功時対象に[$TOKEN:WEAKNESS]を[$RATE2]付与</description>
	</defname>
	<defname parentname="WPN_ELECTRIC_ARROW">
		<skillname>刺電の矢</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>ACTIVE</subcategory>
		<attributes isAttack = "TRUE"></attributes>
		<overrideTargeting>5</overrideTargeting>
		<executeAt>ON_ATTACK</executeAt>
		<skillrank>UNIQUE</skillrank>
		<func>ACTIVESKILL_SMITE</func>
		<maxlv>1</maxlv>
		<rate>

75

		</rate>
		<cooltime>

8

		</cooltime>
		<description>・(ACT)<br>防御側の軽減値による修正を受けない。与ダメージが[$RATE]％上昇</description>
	</defname>
	<defname parentname="WPN_FROST_SMITE">
		<skillname>霜の一閃</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>ACTIVE</subcategory>
		<attributes isAttack = "TRUE"></attributes>
		<executeAt>ON_ATTACK</executeAt>
		<skillrank>UNIQUE</skillrank>
		<reqTokenToCast>[CAST:2]</reqTokenToCast>
		<func>ACTIVESKILL_SMITE</func>
		<maxlv>1</maxlv>
		<rate>

180

		</rate>
		<cooltime>

7

		</cooltime>
		<description>・(ACT)<br>[$TOKEN:CAST]を2消費し凍てつく刃の一閃を見舞う。与ダメージが[$RATE]％上昇</description>
	</defname>
	<defname parentname="WPN_FRONT_DEFENCE">
		<skillname>前衛防御</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>ACTIVE</subcategory>
		<executeAt>ON_ATTACK</executeAt>
		<skillrank>COMMON</skillrank>
		<func>ACTIVESKILL_ADD_SELF_BUFF</func>
		<maxlv>3</maxlv>
		<rate>

2

2

3

		</rate>
		<cooltime>

8

7

6

		</cooltime>
		<description>・(ACT)<br>攻撃代替動作:自身に[$TOKEN:GUARD]、[$TOKEN:PROVOKE]を[$RATE]付与する</description>
	</defname>
	<defname parentname="WPN_MANA_SMITE">
		<skillname>魔刃一閃</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>ACTIVE</subcategory>
		<attributes isAttack = "TRUE"></attributes>
		<executeAt>ON_ATTACK</executeAt>
		<overrideTargeting>99</overrideTargeting>
		<skillrank>UNIQUE</skillrank>
		<reqTokenToCast>[CAST:6]</reqTokenToCast>
		<func>ACTIVESKILL_SMITE</func>
		<maxlv>1</maxlv>
		<rate>

140

		</rate>
		<cooltime>

12

		</cooltime>
		<description>・(ACT)<br>[$TOKEN:CAST]を6消費し敵全体を断ち斬る一閃を放つ。与ダメージが[$RATE]％上昇</description>
	</defname>
	<defname parentname="WPN_WIND_DEFENCE">
		<skillname>暴風のヴェール</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>ACTIVE</subcategory>
		<executeAt>ON_ATTACK</executeAt>
		<skillrank>COMMON</skillrank>
		<func>ACTIVESKILL_ADD_SELF_BUFF</func>
		<maxlv>3</maxlv>
		<rate>

1

2

2

		</rate>
		<rate2>

300

500

700

		</rate2>
		<cooltime>

10

9

8

		</cooltime>
		<description>・(ACT)<br>攻撃代替動作:自身に[$TOKEN:COUNTER_ATTACK]、[$TOKEN:PROVOKE]を[$RATE]、[$TOKEN:BARRIER]を[$RATE2]付与する</description>
	</defname>
	<defname parentname="WPN_ACT_HIDING">
		<skillname>クローク</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>ACTIVE</subcategory>
		<executeAt>ON_ATTACK</executeAt>
		<skillrank>COMMON</skillrank>
		<func>ACTIVESKILL_ADD_SELF_BUFF</func>
		<maxlv>3</maxlv>
		<rate>

2

2

3

		</rate>
		<cooltime>

8

7

6

		</cooltime>
		<description>(ACT)<br>攻撃代替動作:自身に[$TOKEN:HIDE]を[$RATE]付与する</description>
	</defname>
	<defname parentname="WPN_BEARTRAP">
		<skillname>ベアトラップ</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>ACTIVE</subcategory>
		<executeAt>ON_ATTACK</executeAt>
		<targetingSide>0</targetingSide>
		<skillrank>COMMON</skillrank>
		<func>ACTIVESKILL_ADD_TOKEN</func>
		<maxlv>3</maxlv>
		<rate>

4

3

2

		</rate>
		<cooltime>

10

10

10

		</cooltime>
		<description>・(ACT)<br>攻撃代替動作:対象に[$TOKEN:BEARTRAP]を[$RATE]付与[$TOKEN:BEARTRAP]は対象のターン開始時に1減少される<br>[$TOKEN:BEARTRAP]が0になった時、対象に100%の確率で[$TOKEN:TRAPPED]を2、90%の確率で[$TOKEN:STUN]を1付与し<br>固定ダメージを300与える</description>
	</defname>
</skilldef>


code:
<?xml version="1.0" encoding="UTF-8"?>
<skilldef>
	<defname parentname="WPN_UPWARD_ARMOR_DECAY">
		<skillname>侵徹</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<executeAt>ON_ATTACK</executeAt>
		<skillrank>COMMON</skillrank>
		<func>WPN_UPWARD_ARMOR_DECAY</func>
		<maxlv>4</maxlv>
		<rate>

50

100

150

200

		</rate>
		<description>・(PSV)<br>スキル[アーマーピアサー]の効果量を[$RATE]%上昇させる</description>
	</defname>
	<defname parentname="WPN_ADDITIONAL_ATTACK">
		<skillname>追撃</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<executeAt>BEFORE_NORMAL_ATTACK</executeAt>
		<skillrank>RARE</skillrank>
		<func>WPN_ADDITIONAL_ATTACK</func>
		<maxlv>3</maxlv>
		<rate>

40

60

80

		</rate>
		<description>・(PSV)<br>通常攻撃の与ダメージ率を[$RATE]%にし、攻撃回数を1加算<br>・同一レベルの追撃スキルは複数重複しない<br>・同系重複時、最も低い与ダメージ率が適用される</description>
	</defname>

	<defname parentname="WPN_TRAMPLE">
		<skillname>蹂躙</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<executeAt>DEFEAT_ENEMY</executeAt>
		<skillrank>RARE</skillrank>
		<func>WPN_DEFEAT_ENEMY_SKILL</func>
		<triggerCondition>{CC_SP_TOKEN_NUM(ATTACKER_DID, "REACT") == 0}</triggerCondition>
		<maxlv>3</maxlv>
		<rate>

25

50

75

100

		</rate>
		<description>・(PSV)<br>[$RATE]%の確率で攻撃相手の撃破時に再行動する。※既に[$TOKEN:REACT]を得ている場合は発動しない</description>
	</defname>
	<defname parentname="WPN_ADD_POISON">
		<skillname>毒牙</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<executeAt>AFTER_NORMAL_ATTACK</executeAt>
		<skillrank>COMMON</skillrank>
		<func>WPN_ADD_BAD_STATUS</func>
		<triggerChance>

30

30

30

		</triggerChance>
		<maxlv>3</maxlv>
		<rate>

1

2

3

		</rate>
		<description>・(PSV)<br>30%の確率で通常攻撃成功時に[$TOKEN:POISON]を[$RATE]付与する</description>
	</defname>
	<defname parentname="WPN_ADD_SEE_THROUGH">
		<skillname>疑似魔眼</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<executeAt>AFTER_NORMAL_ATTACK</executeAt>
		<skillrank>COMMON</skillrank>
		<func>WPN_ADD_GOOD_STATUS</func>
		<triggerCondition>{CC_SP_TOKEN_NUM(ATTACKER_DID, "SEE_THROUGH") == 0}</triggerCondition>
		<maxlv>3</maxlv>
		<triggerChance>

30

30

30

		</triggerChance>
		<rate>

2

3

4

		</rate>
		<description>・(PSV)<br>クリティカル発生時、[$TOKEN:SEE_THROUGH]未所持なら30%の確率で自身に[$TOKEN:SEE_THROUGH]を[$RATE]付与する</description>
	</defname>
	<defname parentname="WPN_ADD_CAST_AT_START">
		<skillname>ルーンプリローダ</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>INIT_BATTLE</executeAt>
		<skillrank>RARE</skillrank>
		<maxlv>3</maxlv>
		<rate>

1

2

3

		</rate>
		<description>(PSV)<br>[$TOKEN:CAST]を[$RATE]所持した状態で戦闘を開始する(同系非重複)</description>
	</defname>
	<defname parentname="WPN_ADD_SONG_AT_START">
		<skillname>残響</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>INIT_BATTLE</executeAt>
		<skillrank>RARE</skillrank>
		<maxlv>3</maxlv>
		<rate>

1

2

3

		</rate>
		<description>(PSV)<br>[$TOKEN:SONG]を[$RATE]所持した状態で戦闘を開始する(同系非重複)</description>
	</defname>
	<defname parentname="WPN_CHEERING">
		<skillname>チアリング</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>OTHER</executeAt>
		<skillrank>COMMON</skillrank>
		<maxlv>3</maxlv>
		<rate>

1

2

3

		</rate>
		<description>(PSV)<br>勇気の歌、鼓舞発動時、[$TOKEN:STRENGTH]を[$RATE]追加する(同系非重複)</description>
	</defname>
	<defname parentname="WPN_TRICK_SLAP">
		<skillname>ねこだまし</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>OTHER</executeAt>
		<skillrank>COMMON</skillrank>
		<maxlv>3</maxlv>
		<rate>

2

3

4

		</rate>
		<description>(PSV)<br>牽制攻撃発動時、対象に[$TOKEN:STAGGER]を[$RATE]追加する(同系非重複)</description>
	</defname>
	<defname parentname="WPN_DECOY_AMPLIFIER">
		<skillname>幻影投影</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>OTHER</executeAt>
		<skillrank>COMMON</skillrank>
		<maxlv>3</maxlv>
		<rate>

30

60

90

		</rate>
		<description>(PSV)<br>[$TOKEN:DECOY][$TOKEN:DECOY_SHADOW]所持時の被ダメージ時、[$TOKEN:DECOY][$TOKEN:DECOY_SHADOW]が[$RATE]%の確率で霧散せず継続する</description>
	</defname>
	<defname parentname="WPN_MAG_DEFENCE_UP">
		<skillname>ルーンコート</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>OTHER</executeAt>
		<skillrank>COMMON</skillrank>
		<maxlv>5</maxlv>
		<modifier category = "MAG_DAMAGE_MULTI" modifiedAt = "CC_DAMAGE_DEFENDER">
			<modifierFunction>COMMON_SUB</modifierFunction>
			<value label = "RATE" dispIdName = "MAG_DEFENCE">

5

10

15

20

25

			</value>
		</modifier>
		<description>(PSV)<br>魔力から受ける追加ダメージを[$VALUE:MAG_DEFENCE]%減少する(同系非重複)</description>
	</defname>
	<defname parentname="WPN_DEF_PENETRATE">
		<skillname>貫通</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>OTHER</executeAt>
		<skillrank>RARE</skillrank>
		<maxlv>5</maxlv>
		<modifier category = "P_ARMOR_MULTI" modifiedAt = "CC_DAMAGE_ATTACKER">
			<modifierFunction>COMMON_SUB</modifierFunction>
			<value label = "RATE" dispIdName = "PENETRATE">

10

20

30

40

50

			</value>
		</modifier>
		<description>(PSV)<br>ダメージ計算時に対象の防御値の[$VALUE:PENETRATE]%を無視する(同系非重複)</description>
	</defname>
	<defname parentname="WPN_MAG_PENETRATE">
		<skillname>魔防貫通</skillname>
		<majorgenre>ADV</majorgenre>
		<category>BATTLE</category>
		<subcategory>PASSIVE</subcategory>
		<executeAt>OTHER</executeAt>
		<skillrank>RARE</skillrank>
		<maxlv>5</maxlv>
		<modifier category = "DEFENDER_MAG_MULTI" modifiedAt = "CC_DAMAGE_ATTACKER">
			<modifierFunction>COMMON_SUB</modifierFunction>
			<value label = "RATE" dispIdName = "PENETRATE">

10

20

30

40

50

			</value>
		</modifier>
		<description>(PSV)<br>魔力追加ダメージ計算時に対象の魔力値による減衰を[$VALUE:PENETRATE]%無視する(同系非重複)</description>
	</defname>
	<defname parentname="WPN_ATK_BONUS">
		<skillname>攻撃＋</skillname>
		<majorgenre>BATTLE</majorgenre>
		<subcategory>PASSIVE</subcategory>
		<category>OTHER</category>
		<executeAt>OTHER</executeAt>
		<skillrank>COMMON</skillrank>
		<maxlv>10</maxlv>
		<rate>

5

10

15

20

25

30

35

40

45

50

		</rate>
		<description>・(PSV)<br>ステータス:攻撃力へのボーナス+[$RATE]%</description>
	</defname>
	<defname parentname="WPN_MAG_BONUS">
		<skillname>魔力＋</skillname>
		<majorgenre>BATTLE</majorgenre>
		<subcategory>PASSIVE</subcategory>
		<category>OTHER</category>
		<executeAt>OTHER</executeAt>
		<skillrank>COMMON</skillrank>
		<maxlv>10</maxlv>
		<rate>

5

10

15

20

25

30

35

40

45

50

		</rate>
		<description>・(PSV)<br>ステータス:魔力へのボーナス+[$RATE]%</description>
	</defname>
	<defname parentname="WPN_ARMOR_BONUS">
		<skillname>軽減値＋</skillname>
		<majorgenre>BATTLE</majorgenre>
		<subcategory>PASSIVE</subcategory>
		<category>OTHER</category>
		<executeAt>OTHER</executeAt>
		<skillrank>COMMON</skillrank>
		<maxlv>10</maxlv>
		<rate>

5

10

15

20

25

30

35

40

45

50

		</rate>
		<description>・(PSV)<br>ステータス:軽減値へのボーナス+[$RATE]%</description>
	</defname>
	<defname parentname="WPN_BOOST_CRT">
		<skillname>心眼</skillname>
		<majorgenre>BATTLE</majorgenre>
		<subcategory>PASSIVE</subcategory>
		<category>OTHER</category>
		<executeAt>OTHER</executeAt>
		<skillrank>COMMON</skillrank>
		<maxlv>10</maxlv>
		<rate>

5

10

15

20

25

30

35

40

45

50

		</rate>
		<description>・(PSV)<br>クリティカル率+[$RATE]%</description>
	</defname>
	<defname parentname="WPN_BOOST_CRT_DAMAGE">
		<skillname>必殺</skillname>
		<majorgenre>BATTLE</majorgenre>
		<subcategory>PASSIVE</subcategory>
		<category>OTHER</category>
		<executeAt>OTHER</executeAt>
		<skillrank>COMMON</skillrank>
		<maxlv>10</maxlv>
		<rate>

5

10

15

20

25

30

35

40

45

50

		</rate>
		<description>・(PSV)<br>クリティカルダメージ率+[$RATE]%</description>
	</defname>
	<defname parentname="WPN_BOOST_REGIST_STUN">
		<skillname>スタン耐性＋</skillname>
		<majorgenre>BATTLE</majorgenre>
		<subcategory>PASSIVE</subcategory>
		<category>OTHER</category>
		<executeAt>OTHER</executeAt>
		<skillrank>COMMON</skillrank>
		<maxlv>10</maxlv>
		<rate>

10

20

30

40

50

60

70

80

90

100

		</rate>
		<description>・(PSV)<br>[$TOKEN:STUN]耐性+[$RATE]%</description>
	</defname>
	<defname parentname="WPN_BOOST_REGIST_POISON">
		<skillname>毒耐性＋</skillname>
		<majorgenre>BATTLE</majorgenre>
		<subcategory>PASSIVE</subcategory>
		<category>OTHER</category>
		<executeAt>OTHER</executeAt>
		<skillrank>COMMON</skillrank>
		<maxlv>10</maxlv>
		<rate>

10

20

30

40

50

60

70

80

90

100

		</rate>
		<description>・(PSV)<br>[$TOKEN:POISON]耐性+[$RATE]%</description>
	</defname>
	<defname parentname="WPN_BOOST_REGIST_BURN">
		<skillname>燃焼耐性＋</skillname>
		<majorgenre>BATTLE</majorgenre>
		<subcategory>PASSIVE</subcategory>
		<category>OTHER</category>
		<executeAt>OTHER</executeAt>
		<skillrank>COMMON</skillrank>
		<maxlv>10</maxlv>
		<rate>

10

20

30

40

50

60

70

80

90

100

		</rate>
		<description>・(PSV)<br>[$TOKEN:BURN]耐性+[$RATE]%</description>
	</defname>
	<defname parentname="WPN_BOOST_REGIST_BLIND">
		<skillname>盲目耐性＋</skillname>
		<majorgenre>BATTLE</majorgenre>
		<subcategory>PASSIVE</subcategory>
		<category>OTHER</category>
		<executeAt>OTHER</executeAt>
		<skillrank>COMMON</skillrank>
		<maxlv>10</maxlv>
		<rate>

10

20

30

40

50

60

70

80

90

100

		</rate>
		<description>・(PSV)<br>[$TOKEN:BLIND]耐性+[$RATE]%</description>
	</defname>
	<defname parentname="WPN_CONV_WIS_TO_MAG">
		<skillname>理の解明</skillname>
		<majorgenre>BATTLE</majorgenre>
		<subcategory>PASSIVE</subcategory>
		<category>OTHER</category>
		<executeAt>OTHER</executeAt>
		<skillrank>RARE</skillrank>
		<maxlv>4</maxlv>
		<rate>

10

20

30

40

		</rate>
		<description>・(PSV)<br>ステータス:知識の[$RATE]%を魔力として加算する(同系非重複)</description>
	</defname>
	<defname parentname="WPN_RISING_ASSIST">
		<skillname>蛇竜の幻翼</skillname>
		<majorgenre>BATTLE</majorgenre>
		<subcategory>PASSIVE</subcategory>
		<category>OTHER</category>
		<executeAt>OTHER</executeAt>
		<skillrank>RARE</skillrank>
		<func>WPN_RISING_ASSIST</func>
		<maxlv>3</maxlv>
		<rate>

1

2

3

		</rate>
		<description>・(PSV)<br>スキル[ドラゴンジャンプ]の付与トークン数を[$RATE]増やす</description>
	</defname>
	<defname parentname="WPN_SEXUAL_INITIATIVE">
		<skillname>性主導</skillname>
		<majorgenre>ADV</majorgenre>
		<category>OTHER</category>
		<executeAt>OTHER</executeAt>
		<skillrank>RARE</skillrank>
		<func>WPN_SEXUAL_INITIATIVE</func>
		<maxlv>1</maxlv>
		<description>・(PSV)<br>逢瀬中に夜主導度の正の獲得量が4倍になり、負の獲得量が半減する</description>
	</defname>
	<defname parentname="WPN_SEXUAL_FOLLOWER">
		<skillname>性追随</skillname>
		<majorgenre>ADV</majorgenre>
		<category>OTHER</category>
		<executeAt>OTHER</executeAt>
		<skillrank>RARE</skillrank>
		<func>WPN_SEXUAL_FOLLOWER</func>
		<maxlv>1</maxlv>
		<description>・(PSV)<br>逢瀬中に夜主導度の負の獲得量が4倍になり、正の獲得量が半減する</description>
	</defname>
	<defname parentname="WPN_VAGINA_GUARD">
		<skillname>純潔の盾</skillname>
		<majorgenre>ADV</majorgenre>
		<category>OTHER</category>
		<executeAt>OTHER</executeAt>
		<skillrank>RARE</skillrank>
		<func>WPN_VAGINA_GUARD</func>
		<maxlv>1</maxlv>
		<description>・(PSV)<br>ヴァギナに、ペニスやそれに類する物が挿入されることを防ぐ</description>
	</defname>
	<defname parentname="WPN_PENIS_GUARD">
		<skillname>純潔の剣</skillname>
		<majorgenre>ADV</majorgenre>
		<category>OTHER</category>
		<executeAt>OTHER</executeAt>
		<skillrank>RARE</skillrank>
		<func>WPN_PENIS_GUARD</func>
		<maxlv>1</maxlv>
		<description>・(PSV)<br>ペニスが、ヴァギナやそれに類する物に挿入させられることを防ぐ</description>
	</defname>
</skilldef>


code:
<?xml version="1.0" encoding="utf-16"?>
<xs:schema id="NewDataSet" xmlns="" xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
  <xs:element name="NewDataSet" msdata:IsDataSet="true" msdata:MainDataTable="GMAPDATA" msdata:CaseSensitive="true" msdata:UseCurrentLocale="true">
    <xs:complexType>
      <xs:choice minOccurs="0" maxOccurs="unbounded">
        <xs:element name="GMAPDATA" msdata:CaseSensitive="True">
          <xs:complexType>
            <xs:sequence>
              <xs:element name="id" type="xs:long" />
              <xs:element name="NODE_ID" type="xs:short" minOccurs="0" />
              <xs:element name="NODE_NAME" type="xs:string" minOccurs="0" />
              <xs:element name="POS_X" type="xs:short" minOccurs="0" />
              <xs:element name="POS_Y" type="xs:short" minOccurs="0" />
              <xs:element name="NODE_ICON" type="xs:string" minOccurs="0" />
              <xs:element name="NODE_COLOR" type="xs:short" minOccurs="0" />
              <xs:element name="PATH_LIST" type="xs:string" minOccurs="0" />
              <xs:element name="EVENT_LIST" type="xs:string" minOccurs="0" />
            </xs:sequence>
          </xs:complexType>
        </xs:element>
      </xs:choice>
    </xs:complexType>
    <xs:unique name="Constraint1" msdata:PrimaryKey="true">
      <xs:selector xpath=".//GMAPDATA" />
      <xs:field xpath="id" />
    </xs:unique>
  </xs:element>
</xs:schema>


code:
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<kojodef>
	<command com="300" name="会話">
		<kojo place="TOP" priority="1">「……あの、なにかご用でしょうか？」</kojo>
	</command>
	<command com="300" name="会話">
		<kojo place="TOP" isInitiative="有" priority="1">「はい、何なりとご用命ください」</kojo>
	</command>
	<command com="300" name="会話">
		<kojo place="TOP" priority="1">「%ANAME(MTAR:0)%様、なにか御用でしょうか？」</kojo>
	</command>
	<command com="300" name="会話">
		<kojo place="TOP" isInitiative="有" priority="1">「この地の香草で淹れた茶は大変よい香りがします。ご所望でしたら仰ってくださいね」</kojo>
	</command>
	<command com="300" name="会話">
		<kojo place="TOP" isFall="LOVER" priority="3">「ごきんげんよう、%CALLNAME(MASTER)%様」</kojo>
	</command>
	<command com="300" name="会話">
		<kojo place="TOP" isInitiative="有" isFall="LOVER" priority="3">「ふふ、ご機嫌麗しゅうございます。%CALLNAME(MASTER)%様」</kojo>
	</command>
	<command com="" name="">
		<kojo place=""/>
	</command>
	<command com="300" name="会話">
		<kojo place="TOP" isInitiative="有" isFall="LOVER" priority="1" eval="{IS_ESTRUS([$KC])}">「あ、あの……%ANAME(MTAR:0)%様……、その……」
%ANAME([$KC])%は頬をすっかり朱に染め、もじもじとしている[$NC]
@C:{カラー_ピンク}@熱を帯びた艶めかしい吐息が漏れ出るのを誤魔化しきれない様子だ…@/C@</kojo>
	</command>
	<command com="300" name="休憩中">
		<kojo place="TOP" isInitiative="有" priority="5" eval="{IS_DOING([$KC]) == "休憩中" }">「……ふぅ」
「……ここは、平和ですね……」
%ANAME([$KC])%は遠くの方を見ながらぽつりと呟いた…[$NC]</kojo>
	</command>
	<command com="300" name="遊戯中">
		<kojo place="TOP" priority="5" eval="{IS_DOING([$KC]) == "遊戯中" }">「%ANAME(MTAR:0)%様も、ご一緒にどうですか？」</kojo>
	</command>
	<command com="300" name="食事中">
		<kojo place="TOP" priority="5" eval="{IS_DOING([$KC]) == "食事中" }">「少々お待ちを。食事が済みましたら……お伺いいたしますね」</kojo>
	</command>
	<command com="300" name="食事中">
		<kojo place="TOP" priority="5" eval="{IS_DOING([$KC]) == "食事中" }">「もぐもぐ……。あっ、すみません……。少々お待ち下さいね」</kojo>
	</command>
	<command com="300" name="仕事中">
		<kojo place="TOP" priority="5" eval="{IS_DOING([$KC]) == "砕石中" || IS_DOING([$KC]) == "伐採中" }">%ANAME([$KC])%は巨大な\@ IS_DOING([$KC]) == "伐採中" ? 斧 # つるはし\@を表情ひとつ変えず、軽々と振るっている[$NC]
「意外……ですか？　重たいものを振るうのは……得意、ですから」</kojo>
	</command>
	<command com="320" name="スキンシップ">
		<kojo place="TOP" isPlayer="対象" priority="1">「みだりに……女性に触るものではありませんよ……」
%ANAME([$KC])%にやんわりとたしなめられてしまった[$NC]</kojo>
	</command>
	<command com="320" name="スキンシップ">
		<kojo place="TOP" isPlayer="対象" priority="1">「失礼いたしました……何かついていましたでしょうか？」</kojo>
	</command>
	<command com="320" name="スキンシップ">
		<kojo place="TOP" isPlayer="実行" priority="1">「マッサージをご所望ですか……？　かしこまりました」</kojo>
	</command>
	<command com="320" name="スキンシップ">
		<kojo place="TOP" isPlayer="実行" emotion="GOOD" priority="2">「少し……お疲れのようですね」
%ANAME([$KC])%は%ANAME(MTAR:0)%の肩を優しく揉みほぐした…[$NC]</kojo>
	</command>
	<command com="321" name="頭を撫でる">
		<kojo place="TOP" isPlayer="実行" priority="1">「撫でて欲しい……ですか？　構いませんが……」</kojo>
	</command>
	<command com="321" name="頭を撫でる">
		<kojo place="TOP" isPlayer="実行" priority="1">「よしよしして欲しい……？　……そうして欲しいと仰るのでしたら」</kojo>
	</command>
	<command com="321" name="頭を撫でる">
		<kojo place="TOP" isPlayer="実行" withMaster="TRUE" emotion="GOOD" priority="2">%ANAME([$KC])%は目を細めてゆっくりと%ANAME(MATR:0)%の髪に触れた[&NC]</kojo>
	</command>
	<command com="327" name="抱きしめる">
		<kojo place="TOP" isPlayer="実行" withMaster="TRUE" emotion="GOOD" priority="1">「ぎゅってして欲しい？　では……どうぞ❤」</kojo>
	</command>
	<command com="327" name="抱きしめる">
		<kojo place="TOP" isPlayer="対象" withMaster="TRUE" emotion="GOOD" priority="1">「もーっと、甘やかしてくれても……いいんですよ？」</kojo>
	</command>
	<command com="704" name="食事する">
		<kojo place="TOP" priority="1">「お言葉に甘えて、ご一緒させていだきます」</kojo>
	</command>
	<command com="30" name="正常位">
		<kojo place="TOP" isInitiative="有" isPlayer="対象" priority="1">「私が動きますから……。　楽にしてくださいね……」</kojo>
	</command>
	<command com="30" name="正常位">
		<kojo place="TOP" isInitiative="無" isPlayer="対象" priority="1">「んっ、や、優しくしてください……」</kojo>
	</command>
	<command com="VSEX" name="Ｖ性交">
		<kojo place="TOP" isPlayer="対象" priority="1">「突いて…、んんっ、もっと奥まで……きて❤」</kojo>
	</command>
	<command com="VSEX" name="Ｖ性交">
		<kojo place="TOP" isPlayer="対象" priority="1">「やぁ……こんな……、気持ちいいぃ、んんっ！」</kojo>
	</command>
	<command com="VSEX" name="Ｖ性交">
		<kojo place="TOP" isPlayer="対象" priority="1" eval="{IS_ESTRUS([$KC])}">「はぁ❤　後ろからグリグリ突かれるの……すごくいい❤　あああぁん！」</kojo>
	</command>
	<command com="ORAL" name="口淫">
		<kojo place="TOP" isPlayer="実行" emotion="GOOD" priority="1">「んぷっ❤　ちゅる　はぁぁ、お口の中でびくんびくんっってして……」
「そんなに気持ちいいですか❤　じゃあもっとペロペロして……さしあげますね」</kojo>
	</command>
	<command com="ORAL" name="口淫">
		<kojo place="TOP" isPlayer="実行" emotion="GOOD" priority="1">「先っぽから……んっ、じゅるるるぅ❤　えっちな……お汁、出ちゃってますよ……」
「はぁ……❤　舐めても舐めても……、ちゅるるっ、全然きれいに……なりませんね❤」</kojo>
	</command>
	<command com="ORAL" name="口淫">
		<kojo place="TOP" isPlayer="実行" emotion="GOOD" priority="1">「あは、はぁぁ……❤　んぷっ、そんなに腰をへこへこさせて……」
「ちゅるるるるぅっ。　よっぽど、気持ちいいん……ですね❤❤」</kojo>
	</command>
	<command com="ORAL" name="口淫">
		<kojo place="TOP" isPlayer="実行" priority="1">「んぶっ、ぐぅっ……！　んれぇ、んぐっ！　く、苦し……苦しいです、んぶっ」
「げほッ　も、もう少し、やさしく……して……」</kojo>
	</command>
	<command com="ANY" name="口淫_射精">
		<kojo place="BOTTOM" emotion="GOOD" priority="10" eval="{NOW_BUKKAKED([$KC]) == 射精部位_口}">「んんんっ――――！　んぐっ……。　……はぁ❤」
%ANAME([$KC])%がどくどくと脈打つ%語彙_ペニス()%から唇を離すと、%語彙_精液()%が糸を引いた…[$NC]</kojo>
	</command>
	<command com="ORAL" name="机下フェラ">
		<kojo place="TOP" isPlayer="実行" emotion="GOOD" isMob="TRUE" priority="2" eval="{HOKJ_CHECK_ELEMENT([$KC], "机")}">「……なにも……このような場所でなくても」
「ここでして欲しい……と？　か、かしこまりました……、では……ご奉仕させていただきます……」
%ANAME(K1_主体)%は机の下で%ANAME(K1_対象)%の股間に顔を埋め、おずおずと口淫を始めた……[$NC]</kojo>
	</command>
	<command com="RAPE_INSERTED" name="レイプ">
		<kojo place="" isPlayer="対象" priority="1">「いやぁぁぁ！　やだ！　やめて……！！　私の中に入ってこないでぇ！」</kojo>
	</command>
	<command com="RAPE_INSERTED" name="レイプ">
		<kojo place="" isPlayer="対象" priority="1">「こんなのいやぁっ！！　や゛めてっ……！　気持ち悪いっ！　いや゛ぁぁぁっ！」　</kojo>
	</command>
	<command com="RAPE_INSERTED" name="レイプ">
		<kojo place="" isPlayer="対象" priority="1">「ひ゛っぐ……。ひどい……、私を汚さないで……、お願いいぃぃ」</kojo>
	</command>
	<command com="RAPE_INSERTED" name="レイプ">
		<kojo place="" isPlayer="対象" priority="1">「も゛うやだぁ……。どうして……こんな……　ひっぐっ……」</kojo>
	</command>
	<command com="RAPE_INSERTED" name="レイプ">
		<kojo place="" isPlayer="対象" priority="1">「なかはやめて……お願い……お願いします！　いや゛あぁぁぁぁぁ！！！！」</kojo>
	</command>
</kojodef>


code:
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<kojodef xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="KOJO2.xsd">
	<command id="300">
		<kojo initiative="ANY" isPlayer="ANY" isFall="ANY" priority="10">
			「こんにちは%ANAME(MASTER)%」
			「テスト１」
			「テスト２%ANAME(MASTER)%」
		</kojo>
	</command>
</kojodef>