<skill_base_client>
<id>4878</id>
<name>EV_AS_Light_DefendRoar_G1</name>
<desc>STR_SKILLN_EV_AS_Light_DefendRoar</desc>
<desc_long>STR_SKILLN_EV_AS_Light_DefendRoar_DESC</desc_long>
<desc_abnormal>STR_SKILLN_EV_AS_Light_DefendRoar_Abnormal</desc_abnormal>
<skill_tag>STR_SKILLTAG_Special</skill_tag>
<type>Magical</type>
<sub_type>Buff</sub_type>
<skill_category>SKILLCTG_NONE</skill_category>
<ultra_skill>0</ultra_skill>
<ultra_transfer>0</ultra_transfer>
<chain_category_level>2</chain_category_level>
<skill_group_name>AS_DefendRoar</skill_group_name>
<skillicon_name>LIVE_AS_Light_DefendRoar_G1.dds</skillicon_name>
<delay_id>115</delay_id>
<activation_attribute>Active</activation_attribute>
<cost_parameter>MP</cost_parameter>
<cost_end>183</cost_end>
<cost_charge_weapon>26</cost_charge_weapon>
<cost_charge_armor>28</cost_charge_armor>
<polish_charge_weapon>205</polish_charge_weapon>
<dispel_category>Buff</dispel_category>
<required_dispel_level>1</required_dispel_level>
<penalty_skill_succ>Ev_AS_VisiousEye_sys</penalty_skill_succ>
<target_slot>buff</target_slot>
<target_stop>1</target_stop>
<hostile_type>Indirect</hostile_type>
<delay_type>0</delay_type>
<delay_time>120000</delay_time>
<first_target>Me</first_target>
<first_target_valid_distance>1</first_target_valid_distance>
<target_range>OnlyOne</target_range>
<target_species_restriction>All</target_species_restriction>
<target_relation_restriction>Friend</target_relation_restriction>
<cancel_rate>20</cancel_rate>
<obstacle>4</obstacle>
<add_wpn_range>0</add_wpn_range>
<move_casting>1</move_casting>
<auto_attack>stop</auto_attack>
<peace_skill>1</peace_skill>
<no_jump_cancel>1</no_jump_cancel>
<use_nbattery>0</use_nbattery>
<motion_name>DefendRoar</motion_name>
<target_marker_radius>0</target_marker_radius>
<show_weapon>1</show_weapon>
<fire_fx>FC_EV_AS_DefendRoar.G1.fire</fire_fx>
<fire_fx_bone>bip01 spine1_fix</fire_fx_bone>
<status_fx>FC_EV_AS_DefendRoar.G1.sts</status_fx>
<status_fx_bone>FX_HIT_Fix</status_fx_bone>
<status_fx_slot>4</status_fx_slot>
<effect1_type>ShapeChange</effect1_type>
<effect1_noresist>1</effect1_noresist>
<effect1_remain1>0</effect1_remain1>
<effect1_remain2>40000</effect1_remain2>
<effect1_effectid>175</effect1_effectid>
<effect1_basiclv>110</effect1_basiclv>
<effect1_target_type>Target_Only</effect1_target_type>
<effect1_reserved7>0</effect1_reserved7>
<effect1_reserved8>PC</effect1_reserved8>
<effect1_reserved16>100</effect1_reserved16>
<effect1_reserved18>DefendRoar</effect1_reserved18>
<effect1_hop_type>SkillLV</effect1_hop_type>
<effect1_hop_a>0</effect1_hop_a>
<effect1_hop_b>68094</effect1_hop_b>
<effect2_type>StatUp</effect2_type>
<effect2_noresist>1</effect2_noresist>
<effect2_checkforchain>0</effect2_checkforchain>
<effect2_remain1>0</effect2_remain1>
<effect2_remain2>40000</effect2_remain2>
<effect2_effectid>123672</effect2_effectid>
<effect2_basiclv>110</effect2_basiclv>
<effect2_target_type>Target_Only</effect2_target_type>
<effect2_cond_preeffect>e1</effect2_cond_preeffect>
<effect2_cond_preeffect_prob1>0</effect2_cond_preeffect_prob1>
<effect2_cond_preeffect_prob2>100</effect2_cond_preeffect_prob2>
<effect2_reserved1>7</effect2_reserved1>
<effect2_reserved2>700</effect2_reserved2>
<effect2_reserved4>1000</effect2_reserved4>
<effect2_reserved6>0</effect2_reserved6>
<effect2_reserved7>0</effect2_reserved7>
<effect2_reserved13>MagicalResist</effect2_reserved13>
<effect2_reserved14>MagicalHitAccuracy</effect2_reserved14>
<effect2_reserved16>5000</effect2_reserved16>
<effect2_reserved17>0</effect2_reserved17>
<effect2_reserved18>maxhp</effect2_reserved18>
<effect2_reserved19>0</effect2_reserved19>
<effect2_reserved20>200</effect2_reserved20>
<effect2_reserved22>arstunlike</effect2_reserved22>
<effect2_hop_b>0</effect2_hop_b>
<effect3_type>MPHeal</effect3_type>
<effect3_noresist>1</effect3_noresist>
<effect3_checkforchain>0</effect3_checkforchain>
<effect3_remain1>0</effect3_remain1>
<effect3_remain2>40000</effect3_remain2>
<effect3_effectid>123674</effect3_effectid>
<effect3_basiclv>0</effect3_basiclv>
<effect3_checktime>3000</effect3_checktime>
<effect3_target_type>Target_Only</effect3_target_type>
<effect3_cond_preeffect>e1</effect3_cond_preeffect>
<effect3_cond_preeffect_prob1>0</effect3_cond_preeffect_prob1>
<effect3_cond_preeffect_prob2>100</effect3_cond_preeffect_prob2>
<effect3_reserved6>1</effect3_reserved6>
<effect3_reserved8>0</effect3_reserved8>
<effect3_reserved9>3</effect3_reserved9>
<effect3_hop_b>0</effect3_hop_b>
<effect4_type>WeaponStatBoost</effect4_type>
<effect4_noresist>1</effect4_noresist>
<effect4_checkforchain>0</effect4_checkforchain>
<effect4_remain1>0</effect4_remain1>
<effect4_remain2>40000</effect4_remain2>
<effect4_effectid>936024</effect4_effectid>
<effect4_hidemsg>1</effect4_hidemsg>
<effect4_target_type>Target_Only</effect4_target_type>
<effect4_cond_preeffect>e1</effect4_cond_preeffect>
<effect4_cond_preeffect_prob1>0</effect4_cond_preeffect_prob1>
<effect4_cond_preeffect_prob2>100</effect4_cond_preeffect_prob2>
<effect4_reserved1>0</effect4_reserved1>
<effect4_reserved2>2</effect4_reserved2>
<effect4_reserved5>allwp</effect4_reserved5>
<effect4_reserved13>AttackRange</effect4_reserved13>
</skill_base_client>