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<\!> add LTS dir
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LTS/.gitignore

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!*
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combo.skills.txt
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combo.skills_equip.txt
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combo.skills_item.txt
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combo.skills_job.txt
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combo.skills_person.txt
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combo.skills_others.txt
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NAME=[CSKILL] (100LTS) CombatArt infos
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AUTHOR=Mokha(悠木晓缺)
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IF:0xB2A604=0x43 0x53 0x4B 0x49 0x4C 0x4C 0x53 0x59 0x53 0x5F 0x4B 0x2D 0x31 0x30 0x30 0x00
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TYPE=STRUCT
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TAG=#ENGINE
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INFO=[CSKILL_K: gCombatArtInfos]Configure CombatArt infos
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POINTER=0xB2A638
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DATASIZE=32
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DATACOUNT=0x100
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LISTNAME=$COMBO combo.arts.txt
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P0:PatchImage_IMAGE=Icon
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WIDTH=16
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HEIGHT=16
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PALETTE=1
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PatchImage_PALETTE=Palette
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KEEPPALETTE=1
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PALETTE_POINTER=0x035D0
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W4:TEXT=name
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W6:TEXT=desc
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B8:$COMBO combo.wtype.txt=wtype
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B9=range bonus
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W10:DECIMAL=cost
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b12:DECIMAL=atk
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b13:DECIMAL=def
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b14:DECIMAL=hit
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b15:DECIMAL=avo
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b16:DECIMAL=crt
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b17:DECIMAL=silcencer
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b18:DECIMAL=dodge
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b19:$COMBO combo.bool.txt=display_en_n
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B20:$COMBO combo.art_double.txt=double_attack
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b21:$COMBO combo.bool.txt=magic_attack
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B22:$COMBO combo.art_effectiveness.txt=effectiveness
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B23:$COMBO combo.debuffs.txt=debuff
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b24:$COMBO combo.bool.txt=aoe_debuff
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NAME=[CSKILL] (100LTS) CombatArt-skill list
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AUTHOR=Mokha(悠木晓缺)
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IF:0xB2A604=0x43 0x53 0x4B 0x49 0x4C 0x4C 0x53 0x59 0x53 0x5F 0x4B 0x2D 0x31 0x30 0x30 0x00
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TYPE=STRUCT
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TAG=#ENGINE
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INFO=[CSKILL_K: gCombatArtSkillTable] If unit has an skill, we can say that he has an combat-art.
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POINTER=0xB2A64C
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DATASIZE=1
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DATACOUNT=0x400
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LISTNAME=$COMBO combo.skills.txt
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B0:$COMBO combo.arts.txt=art
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NAME=[CSKILL] (100LTS) CombatArt-WeaponRank list
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AUTHOR=Mokha(悠木晓缺)
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IF:0xB2A604=0x43 0x53 0x4B 0x49 0x4C 0x4C 0x53 0x59 0x53 0x5F 0x4B 0x2D 0x31 0x30 0x30 0x00
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TYPE=STRUCT
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TAG=#ENGINE
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INFO=[CSKILL_K: gCombatArtDefaultTable]Unit can use arts at each weapon rank level
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POINTER=0xB2A644
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DATASIZE=32
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DATACOUNT=1
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B0:$COMBO combo.arts.txt=art(sword always)
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B1:$COMBO combo.arts.txt=art(sword E)
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B2:$COMBO combo.arts.txt=art(sword D)
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B3:$COMBO combo.arts.txt=art(sword C)
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B4:$COMBO combo.arts.txt=art(sword B)
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B5:$COMBO combo.arts.txt=art(sword A)
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B6:$COMBO combo.arts.txt=art(sword S)
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B7:$COMBO combo.arts.txt=art(Lance always)
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B8:$COMBO combo.arts.txt=art(Lance E)
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B9:$COMBO combo.arts.txt=art(Lance D)
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B10:$COMBO combo.arts.txt=art(Lance C)
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B11:$COMBO combo.arts.txt=art(Lance B)
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B12:$COMBO combo.arts.txt=art(Lance A)
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B13:$COMBO combo.arts.txt=art(Lance S)
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B14:$COMBO combo.arts.txt=art(Axe always)
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B15:$COMBO combo.arts.txt=art(Axe E)
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B16:$COMBO combo.arts.txt=art(Axe D)
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B17:$COMBO combo.arts.txt=art(Axe C)
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B18:$COMBO combo.arts.txt=art(Axe B)
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B19:$COMBO combo.arts.txt=art(Axe A)
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B20:$COMBO combo.arts.txt=art(Axe S)
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B22:$COMBO combo.arts.txt=art(Bow always)
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B23:$COMBO combo.arts.txt=art(Bow E)
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B24:$COMBO combo.arts.txt=art(Bow D)
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B25:$COMBO combo.arts.txt=art(Bow C)
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B26:$COMBO combo.arts.txt=art(Bow B)
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B27:$COMBO combo.arts.txt=art(Bow A)
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B28:$COMBO combo.arts.txt=art(Bow S)
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NAME=[CSKILL] (100LTS) CombatArt-WeaponRank list for classes
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AUTHOR=Mokha(悠木晓缺)
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IF:0xB2A604=0x43 0x53 0x4B 0x49 0x4C 0x4C 0x53 0x59 0x53 0x5F 0x4B 0x2D 0x31 0x30 0x30 0x00
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TYPE=STRUCT
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TAG=#ENGINE
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INFO=[CSKILL_K: gCombatArtRomJTable] Each class can use different arts at each weapon rank level
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POINTER=0xB2A640
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DATASIZE=32
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DATACOUNT=0x100
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LISTNAME=CLASS
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B0:$COMBO combo.arts.txt=art(sword always)
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B1:$COMBO combo.arts.txt=art(sword E)
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B2:$COMBO combo.arts.txt=art(sword D)
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B3:$COMBO combo.arts.txt=art(sword C)
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B4:$COMBO combo.arts.txt=art(sword B)
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B5:$COMBO combo.arts.txt=art(sword A)
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B6:$COMBO combo.arts.txt=art(sword S)
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B7:$COMBO combo.arts.txt=art(Lance always)
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B8:$COMBO combo.arts.txt=art(Lance E)
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B9:$COMBO combo.arts.txt=art(Lance D)
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B10:$COMBO combo.arts.txt=art(Lance C)
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B11:$COMBO combo.arts.txt=art(Lance B)
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B12:$COMBO combo.arts.txt=art(Lance A)
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B13:$COMBO combo.arts.txt=art(Lance S)
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B14:$COMBO combo.arts.txt=art(Axe always)
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B15:$COMBO combo.arts.txt=art(Axe E)
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B16:$COMBO combo.arts.txt=art(Axe D)
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B17:$COMBO combo.arts.txt=art(Axe C)
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B18:$COMBO combo.arts.txt=art(Axe B)
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B19:$COMBO combo.arts.txt=art(Axe A)
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B20:$COMBO combo.arts.txt=art(Axe S)
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B22:$COMBO combo.arts.txt=art(Bow always)
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B23:$COMBO combo.arts.txt=art(Bow E)
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B24:$COMBO combo.arts.txt=art(Bow D)
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B25:$COMBO combo.arts.txt=art(Bow C)
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B26:$COMBO combo.arts.txt=art(Bow B)
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B27:$COMBO combo.arts.txt=art(Bow A)
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B28:$COMBO combo.arts.txt=art(Bow S)
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NAME=[CSKILL] (100LTS) CombatArt-WeaponRank list for characters
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AUTHOR=Mokha(悠木晓缺)
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IF:0xB2A604=0x43 0x53 0x4B 0x49 0x4C 0x4C 0x53 0x59 0x53 0x5F 0x4B 0x2D 0x31 0x30 0x30 0x00
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TYPE=STRUCT
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TAG=#ENGINE
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INFO=[CSKILL_K: gCombatArtRomJTable] Each character can use different arts at each weapon rank level
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POINTER=0xB2A63C
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DATASIZE=32
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DATACOUNT=0x100
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LISTNAME=UNIT
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B0:$COMBO combo.arts.txt=art(sword always)
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B1:$COMBO combo.arts.txt=art(sword E)
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B2:$COMBO combo.arts.txt=art(sword D)
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B3:$COMBO combo.arts.txt=art(sword C)
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B4:$COMBO combo.arts.txt=art(sword B)
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B5:$COMBO combo.arts.txt=art(sword A)
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B6:$COMBO combo.arts.txt=art(sword S)
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B7:$COMBO combo.arts.txt=art(Lance always)
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B8:$COMBO combo.arts.txt=art(Lance E)
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B9:$COMBO combo.arts.txt=art(Lance D)
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B10:$COMBO combo.arts.txt=art(Lance C)
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B11:$COMBO combo.arts.txt=art(Lance B)
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B12:$COMBO combo.arts.txt=art(Lance A)
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B13:$COMBO combo.arts.txt=art(Lance S)
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B14:$COMBO combo.arts.txt=art(Axe always)
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B15:$COMBO combo.arts.txt=art(Axe E)
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B16:$COMBO combo.arts.txt=art(Axe D)
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B17:$COMBO combo.arts.txt=art(Axe C)
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B18:$COMBO combo.arts.txt=art(Axe B)
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B19:$COMBO combo.arts.txt=art(Axe A)
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B20:$COMBO combo.arts.txt=art(Axe S)
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B22:$COMBO combo.arts.txt=art(Bow always)
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B23:$COMBO combo.arts.txt=art(Bow E)
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B24:$COMBO combo.arts.txt=art(Bow D)
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B25:$COMBO combo.arts.txt=art(Bow C)
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B26:$COMBO combo.arts.txt=art(Bow B)
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B27:$COMBO combo.arts.txt=art(Bow A)
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B28:$COMBO combo.arts.txt=art(Bow S)
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NAME=[CSKILL] (100LTS) CombatArt-Weapon list
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AUTHOR=Mokha(悠木晓缺)
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IF:0xB2A604=0x43 0x53 0x4B 0x49 0x4C 0x4C 0x53 0x59 0x53 0x5F 0x4B 0x2D 0x31 0x30 0x30 0x00
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TYPE=STRUCT
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TAG=#ENGINE
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INFO=[CSKILL_K: gCombatArtWeaponTable] Unit can use combat-art regarding to his weapon
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POINTER=0xB2A648
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DATASIZE=1
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DATACOUNT=0x100
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LISTNAME=ITEM
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B0:$COMBO combo.arts.txt=art
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NAME=[CSKILL] (100LTS) BattleSys weapon-triangle generic configs
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AUTHOR=Mokha(悠木晓缺)
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IF:0xB2A604=0x43 0x53 0x4B 0x49 0x4C 0x4C 0x53 0x59 0x53 0x5F 0x4B 0x2D 0x31 0x30 0x30 0x00
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TYPE=STRUCT
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TAG=#ENGINE
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INFO=[CSKILL_K: gWeaponTriangleConfs] Config battle-system WTA
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POINTER=0xB2A654
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DATASIZE=16
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DATACOUNT=$GREP8 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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LISTNAME=DECIMAL
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B0:$COMBO combo.wtype.txt=attacker wtype
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B1:$COMBO combo.wtype.txt=defender wtype
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b5:$COMBO combo.bool.txt=is buff
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W6:$COMBO combo.skills.txt=skill, 0=ANY
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b8:DECIMAL=atk
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b9:DECIMAL=def
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b10:DECIMAL=as
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b11:DECIMAL=hit
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b12:DECIMAL=avo
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b13:DECIMAL=crt
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b14:DECIMAL=dodge
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b15:DECIMAL=silencer
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NAME=[CSKILL] (100LTS) BattleSys weapon-triangle weapon configs
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AUTHOR=Mokha(悠木晓缺)
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IF:0xB2A604=0x43 0x53 0x4B 0x49 0x4C 0x4C 0x53 0x59 0x53 0x5F 0x4B 0x2D 0x31 0x30 0x30 0x00
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TYPE=STRUCT
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TAG=#ENGINE
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INFO=[CSKILL_K: gWeaponTriangleItemConf] Config weapon WTA effect (Lancereaver, etc.)
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POINTER=0xB2A658
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DATASIZE=12
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DATACOUNT=0x100
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LISTNAME=ITEM
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B0:$COMBO combo.bool.txt=valid
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B1:$COMBO combo.wtype.txt=effective against
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b2:DECIMAL=atk
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b3:DECIMAL=def
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b4:DECIMAL=hit
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b5:DECIMAL=avo
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b6:DECIMAL=crt
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b7:DECIMAL=silencer
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b8:$COMBO combo.bool.txt=is buff

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