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table reader v1
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I?<3F>C<EFBFBD><43>HVP<>g<EFBFBD>@<40><><EFBFBD>-K<>-Q<51><7F>e<16>x<EFBFBD><78>zR[K<>ݽ<EFBFBD><DDBD>h<EFBFBD><68> A<07><17>5<EFBFBD>0<EFBFBD>^<5E>67H<37><48><04><>/ջ<><D5BB><EFBFBD><EFBFBD>X3<58><33><EFBFBD><EFBFBD><EFBFBD>B<13>)<29><><EFBFBD>AH<41>T;*DV]<5D><12><13><>b<EFBFBD>\<5C><>9@<40><><EFBFBD>JM<0C> t#<23>nId GroupId Condition UnLockTime Order Title SendName Content NpcHandIcon
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101 1 1 Nanami New Year Mail Nanami *The following message is a transcript created by a speech recognition program*\nYoohoo! Commando! Nanami-o here:\nFirst off! H-happy... nude-new... y-yah-year! Yarrumph... Nanami went a-playing with Ka-ku-ro—yawn—K-Karen the whooole day and we pew-pewed so many fireworks! Oh! But Commandant, don't tell Celica we blew up the CIC holo-display...\nNhn... Yawn... Anyways, Nanami is getting all snoozy-doozy, so I'm doing this early and going to sleepy town... The others who stayed home all day and got no play can do the countdowns or wossname instead! Huehuehue, Nanami's New Year greeting though, wins the race! Be Nanami's good human research subject this year too, Commandant!\n\nNa★na★mi★ Assets/Product/Texture/Image/RoleCharacter/RoleHeadYongyechao1.png
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102 1 2 Lucia New Year Mail Lucia Dear Commandant:\n\nHappy New Year, Commandant. It's quite lively outside...\nYou must be busy responding to the New Year messages from everyone by now.\nLooking back, we went through a lot in the last year, and I've learnt a lot as well.\nThinking of our times together makes me all warm inside... I'll treasure these memories forever.\nAnd thank you for telling me about past culture, Commandant. Like this New Year.\nWe can still smile and be happy like the people of the past, even in this stricken world of ours.\nIn the past, I would not have realized the importance of the minutest joys, but you and Gray Raven made me realized how priceless they are.\nI will continue fighting alongside you as a proof of my resolve.\nSo, Commandant, please lead us forward in the coming year as well.\n\n*Attached is an obviously handmade lipsticked frog plushie. A small L is sewn on its back.*\n\nLucia Assets/Product/Texture/Image/RoleCharacter/RoleHeadluxiya1.png
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103 1 3 Karenina New Year Mail Karenina *The following message is a transcript created by a speech recognition program*\nBoom——Bzzz——Boom——\nHello? Hello? You hear me? Alright! Here it is! The fireworks I promised.\nPhew, good thing I made it. Nanami nearly messed it all up!\nSo HEY, drop a Happy New Year for me at least, yeah?!\nI gotta be the first to get presents and blessings, you got it?!\n\nOh, and this thing's for you. Don't you snitching to Celica about my fireworks, alright?! Or you're going to PAY!\n\nKarenina Assets/Product/Texture/Image/RoleCharacter/RoleHeadKalienina1.png
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104 1 4 Karenina New Year Mail Karenina ——****! ——****! ——****! GAAAAAHH——!\nONE MINUTE PASSED ALREADY! Lucia didn't get the first New Year greeting in before me, did she?! Hey! Did she?!\nArrrgh, this'll have to do! HEY! LISTEN UP!\n——Happy New Year! Happy New Year! Happy New Year!\nHowzat! That's got to have beaten Lucia in terms of Happy New Years!\n\nKarenina Assets/Product/Texture/Image/RoleCharacter/RoleHeadKalienina1.png
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105 1 5 Lee New Year Mail Lee Dear Commandant:\n\nAccording to <Babylonia Residential Regulations and Restrictions>, the damage to public facilities and decibel levels caused by Nanami and Karenina last night has clearly exceeded the "agreeably acceptable" standard. Through computational analysis derived from witness statements and database information, there is a high possibility that, Commandant, you, will be deemed as the person in charge.\nAs such, in the following few days, Babylonia Regional Administrations has a 66.3% chance to request from you a statement of responsibility, explanation of circumstances, and other such relevant information. I have already prepared all the possible documents you might require, and you need only sign your name on them. I should note that there is a 1.32% possibility that Babylonia might look into relevant liabilities on the matter. In the case of such a scenario arising, I have prepared a report on possible loopholes, as well as a justifiability analysis on the standards of BRRR and the relevant data to support the analysis.\nI have also repaired the destroyed CIC holo-display last night. Depending on the investigation process, you may abstain from submitting the damage report.\n...On an unrelated note, according to Nanami's testimony and the relevant files in Babylonia's database, I have learned that today is, according to the archaic cultural customs from an Eastern country with a long history and vibrant culture, what the people of that culture call "Lunar New Year".\nIn the past year, we went through countless battles and choices together. Your command decisions have brought us victory and hope.\nYour efforts were not unrecognized by us.\nWell... It all feels quite new and awkward writing it this way.\nBut anyhow, good work for the last year, Commandant.\nHappy New Year.\n\nLee Assets/Product/Texture/Image/RoleCharacter/RoleHeadLi1.png
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106 1 6 Liv New Year Mail Liv Dearest Commandant:\n\nGood morning, Commandant. A new year has come.\nI hope you slept well last night.\nDid you know? There is an Eastern custom in the past known as "Bai Nian". People would gather on New Year's Eve and celebrate the coming of the New Year. They would greet and give each other their blessings, thanking them for their kindness in the last year.\nThis is our first New Year together, Commandant. Karen told me that fireworks can be used to bring good luck, but, fireworks are so transient... which is why I'd like to give you with something more long-lasting...\nI tried making a New Year present for you. It's not much, but it'll please me greatly if you like it.\nThank you for the time we spent together. I'm infinitely grateful that you became Gray Raven's commandant—our commandant.\nPlease lead us forward in the coming year too.\nHappy New Year\n\nLiv Assets/Product/Texture/Image/RoleCharacter/RoleHeadLifu1.png
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107 1 7 Kamui New Year Mail Kamui Dear Commandant:\nCOMMANDANT!!! HAPPY NEW YEAR!!! HAHA! it was so fun playing card games with you and Lee last night! Too bad you hit sack at around three you didnt see how Lee won! Guy's a card GOD!!!\noh yeah I drew a turtle on ur face, you aren't mad right haha? you slept first after all, u traitor! I took a lot of photos of us together too :D that was awesome, wanna come over to my place tonight and we can play monopoly!!!\noh yeah i got you a sick NY present too! i know you like that stuff. I think I had a whole stash of em but they grew legs and ran or something, then i lost half of it to lee and soooo here's the rest of it all for you! Best buds forever!\n\nKamui Assets/Product/Texture/Image/RoleCharacter/RoleHeadShenwei1.png
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108 1 8 Bianca New Year Mail Bianca Dear Gray Raven's commandant:\n\nI am writing with regards to the Christmas invitation from the Gray Raven squad in the recent past. I have received the invitation, but due to Purifying Force duties concerning the safety of Babylonia officials during the holidays, I could only arrange for Karenina to join you.\nKarenina has expressed that it was a joyous event, and I am sorry for being unable to make it.\nMy shift has just ended, and I hope that this message is not too late for the New Year.\nDue to the nature of the Purifying Force's work, we have always been shunned by others, be it humans or Constructs. It is better for us that way as well. This is also part of the reason why we are usually dispatched during the festivities.\nYet, after knowing more about the Gray Raven and you, I seem to be having a change of hearts on how I feel about the matter... which is a change that I do not dislike.\nTo me, praying is nothing more than a habit, but I still pray, from the bottom of my heart, for your safety in the coming days.\nIf the circumstances permit in the next year, and as an apology for my absence in the Christmas gathering, could I ask you to join me in a short vacation together?\n\nHappy New Year.\nBianca Assets/Product/Texture/Image/RoleCharacter/RoleHeadAolisuo1.png
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109 1 9 Watanabe New Year Mail Watanabe Dear Gray Raven's commandant:\nSorry. I finally found the time to send you a mail. No, I didn't forget about the occasion. Humans might be having their festivals, that's all good and all, but the Corrupted don't get day-offs. If we don't thoroughly clean up the area around the Oasis, it might even mess with your satellites. You probably wouldn't want extra work because of some Forsaken issues too.\nOh, and please keep your squad members in check. When I heard the explosions at night, I thought the Corrupted were knocking on our door. I got my gear and everything ready, only to find your two trouble-making lasses shooting fireworks into the sky. "It looks the best at this angle!" or something, they said...\nI know you might want to spoil them a little as their commandant, but as a leading figure, you might be too lenient on them. You make a mistake, you get disciplined. That's how it should go in the army.\nBabylonia's holidays should be over soon. You must be exhausted from playing hard during the vacation, so you should just rest in the last few days to prepare for work. I'd rather not have to stand in and clean up some new mess for Babylonia once your holidays end. And on an unrelated note, Happy New Year.\n\nP.S. I've attached a red packet for Gray Raven's aid in the previous events.\n\nWatanabe Assets/Product/Texture/Image/RoleCharacter/RoleHeadDubian1.png
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110 1 10 Alpha New Year Mail α *The following is a message forcibly left in Babylonia's Command System*\n\nHeard your human New Year is here, eh? There were explosions and commotion near the settlements yesterday.\nApparently some kind of celebration ritual for a coming year? Even though it isn't 1 Jan.\nReminds me though, before the Golden Age, some Easterners used a slightly different calender, and they based their New Year on that.\n...Humans, humans. How petty.\nDon't even know why you'd celebrate peace with explosions.\nAnd.\n——Guess I'll be watching you and the Gray Ravens this year too. Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuxiyaaerfa1SS.png
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111 1 11 Hassen New Year Mail Hassen Happy New Year, Commandant. My sincerest thanks to you from Babylonia.\nYour contributions and growth did not go unnoticed. We could not have achieved so much without talented and hardworking individuals like you.\nPlease rest well in this period of time. I'll be looking forward to your performance in the future.\n\nI send to you my deepest regards and thanks through this mail of mine. Every line is written with my truest blessings. Thank you for your effort this year. Let's break the record and keep the torch going next year! I wish for your good health and that everything goes your way.\n\nP.S. This isn't an email template. Assets/Product/Texture/Image/RoleCharacter/HasangNomal01.png
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112 1 12 Celica New Year Mail Celica Dear Gray Raven's commandant:\n\nHappy New Year.\nOn the very first day of the New Year, I had to overtime at the bridge after receiving warnings about explosives. But when I got there, the supposedly broken holo-display was magically fixed.\nAnyway, Babylonia suffered no actual losses, but somehow, I still had to overtime at the bridge. You can imagine how happy I was.\nThe others from Babylonia must have already given you their New Year blessings, right? Don't forget to respond to them.\nOh, but don't take President Hassen's mail too seriously. I even told him not to use early Golden Age styled greetings and such... He's just not with the times, that old man.\nWhen you receive this mail though, your holidays should be about over. Even though the New Year holidays are all about rest and recreation, please don't forget that they are to prepare you for the coming hardships.\nSo don't forget the good times you had in the holiday, and get ready to work hard this year!\nAgain, Commandant, Happy New Year. Babylonia and the World Government is grateful for your hard work and contributions.\n\nFrom Celica at the Babylonia Bridge\nAnd all of Babylonia Assets/Product/Texture/Image/RoleCharacter/SailikaNomal01.png
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113 2 13 Gift from Lucia Lucia Open it for a standard rectangular chocolate bar. Just by looking at it, you have a feeling that it will taste exceptionally wonderful. A list of broken cooking utensils in the Babylonia public kitchen is attached to the bottom of the package. Assets/Product/Texture/Image/RoleCharacter/RoleHeadluxiya1.png
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114 2 14 Gift from Liv Liv Open it for some chocolates made in different adorable shapes, such as heart, cotton, cat's claw, etc. Each of them is too cute to eat. Assets/Product/Texture/Image/RoleCharacter/RoleHeadLifu1.png
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115 2 15 Gift from Lee Lee Open it for some exquisite, neatly arranged chocolates, all in the same shape. A vague mark lee is stamped on the bottom of each chocolate. Assets/Product/Texture/Image/RoleCharacter/RoleHeadLi1.png
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116 2 16 Gift from Kamui Kamui Open it for a big chunk of chocolate in a slightly irregular shape. A smiley face that frosted on it makes you feel this chocolate will be unbearably sweet. Assets/Product/Texture/Image/RoleCharacter/RoleHeadShenwei1.png
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117 2 17 Gift from Nanami Nanami Open it and for a round chocolate ball. Everything seems fine except for its smell that is totally different from normal chocolates. What ingredients did Nanami add to it? Assets/Product/Texture/Image/RoleCharacter/RoleHeadYongyechao1.png
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118 2 18 Gift from Watanabe Watanabe Open it for an exquisite handmade chocolate. Its layer seems to have been damaged slightly because of careless transportation, but its taste remains the same. Assets/Product/Texture/Image/RoleCharacter/RoleHeadDubian1.png
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119 2 19 Gift from Karenina Karenina Open it and for chocolate balls that look normal but, in fact, contain a large amount of popping candies. It tastes spicy, winey and sour and gives an unforgettable mouthfeel. Assets/Product/Texture/Image/RoleCharacter/RoleHeadKalienina1.png
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120 2 20 Gift from α α Open it and for handmade chocolates in slightly rough shape. Because fresh cream is hard to find on the ground, it has been replaced by coconut milk to bring out a totally new flavor. Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuxiyaaerfa1SS.png
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121 2 21 Gift from Ayla Ayla Open it for an exquisite chocolate with a thick red velvet layer, looking like a work of art. Its mouthfeel is wonderful as well. Assets/Product/Texture/Image/RoleCharacter/RoleHeadAila1.png
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122 2 22 Gift from Bianca Bianca Open it for neatly arranged white chocolates placed on a butter paper. They seem very delicious just by the looks of them. Assets/Product/Texture/Image/RoleCharacter/RoleHeadAolisuo1.png
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123 3 23 Gift from Lee: Palefire Lee: Palefire Gunfire Rose: A red rose blooming on the cruel battlefield before Lee took it back with the tip of his gun. He left the spikes untouched, and carefully laid the rose within a glass container. At the bottom of the container is a specially designed and assembled mini-plant maintenance system. Assets/Product/Texture/Image/RoleCharacter/RoleHeadLi1.png
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124 3 24 Gift from Lucia: Lotus Lucia: Lotus Lotus: A red rose packed in a simple yet elegant container. The exact species of the rose is difficult to tell, but "Lotus" is written at the bottom. Assets/Product/Texture/Image/RoleCharacter/RoleHeadluxiya1.png
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125 3 25 Gift from Liv: Eclipse Liv: Eclipse Sangria 90: Liv planted this rose with her own hands so she could give it to Commandant on May 20th. Contains her most passionate inner emotions. Assets/Product/Texture/Image/RoleCharacter/RoleHeadLifu1.png
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126 3 26 Gift from Bianca: Zero Bianca: Zero Cross Rose: Bred using bionic methods, this special rose species always come in pairs, and each pair consists of one red and one white. The cross-shaped petals are said to give the blessing of Cupid to the prayers who send these roses to each other. According to WGAA, the inspiration of the name came from a praying Sister holding a cross in her arms. Assets/Product/Texture/Image/RoleCharacter/RoleHeadAolisuo1.png
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127 3 27 Gift from Nanami: Storm Nanami: Storm Trick Rose: A beautiful rose replica that sprays ground pepper when the container is opened. Designed by Na☆na☆mi. Assets/Product/Texture/Image/RoleCharacter/RoleHeadYongyechao1.png
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128 3 28 Gift from Kamui: Bastion Kamui: Bastion Carola Rose: An awkwardly cut red carola rose placed in a glass box. There is still morning dew left on its petals. Hidden at the bottom of the container is a pink card with a poorly drawn heart on it. Assets/Product/Texture/Image/RoleCharacter/RoleHeadShenwei1.png
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129 3 29 Gift from Karenina: Blast Karenina: Blast Bomb Rose: A crimson rose with some rough cutting marks on the back. There is a note that reads "Keep it carefully, or I'll toss you out of Babylonia." Assets/Product/Texture/Image/RoleCharacter/RoleHeadKalienina1.png
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130 3 30 Gift from Watanabe: Nightblade Watanabe: Nightblade French Rose: A fragrant, gorgeously blooming red French rose is placed within a glass box, decorated with silver ribbons. Assets/Product/Texture/Image/RoleCharacter/RoleHeadDubian1.png
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131 3 31 Gift from Lucia: Dawn Lucia: Dawn Spray Rose: A double-sprayed rose that displays a brilliant red under the sun. There is also a beautiful rose photo under the package. Assets/Product/Texture/Image/RoleCharacter/RoleHeadluxiya1S.png
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132 3 32 Gift from Liv: Lux Liv: Lux Carola Rose: Liv picked the best rose out of this premium species and carefully wrapped it up, then gave it to Commandant on May 20th. Assets/Product/Texture/Image/RoleCharacter/RoleHeadLifu1S.png
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133 3 33 Gift from Lee: Entropy Lee: Entropy Data Rose: A simulated holographic rose that perfectly restores the image of that blooming rose on the battlefield to make it permanent. Assets/Product/Texture/Image/RoleCharacter/RoleHeadLi1SS.png
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134 3 34 Gift from Liv: Luminance Liv: Luminance Gravity Rose: On May 20th, Liv held the hand of her commandant as they levitated from the deck of Babylonia. She then gave this rose to her most important person under zero gravity. Assets/Product/Texture/Image/RoleCharacter/RoleHeadLifu1SS.png
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135 3 35 Gift from Kamui: Tenebrion Kamui: Tenebrion Dark Magic: A dark red rose specimen that still keeps its fragrance and striking colors after some special treatment. When placed under sunlight, the nicely shaped petals look like they are shrouded in black velvet and give off a mysterious and elegant feeling. Assets/Product/Texture/Image/RoleCharacter/RoleHeadShenwei1SS.png
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136 3 36 Gift from Karenina: Ember Karenina: Ember Ember Rose: Rumor has it that the sender of this rose wanted to craft it into a special shape, but it was the only one that survived the treatment. Assets/Product/Texture/Image/RoleCharacter/RoleHeadKalienina1SS.png
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137 3 37 Gift from Nanami: Pulse Nanami: Pulse Simulacrum Rose: No one can tell how this rose was prepared, but it feels incredibly light. A reminder from Nanami: It may start decomposing immediately if the glass cover is opened without proper care. Assets/Product/Texture/Image/RoleCharacter/RoleHeadYongyechao1SS.png
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138 3 38 Gift from α α Wild Rose: This wild rose somehow appeared amongst the supplies. It was freshly preserved and you could still smell gunpowder on its petals. Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuxiyaaerfa1SS.png
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139 3 39 Gift from Watanabe: Astral Watanabe: Astral Wildlands Rose: No one can tell the species of this wild rose. Some of its petals have missing parts, but you can tell that someone carefully smoothed the petals, trimmed the leaves and spikes, and put a ribbon on the stalk. Assets/Product/Texture/Image/RoleCharacter/RoleHeadDubian1SS.png
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140 3 40 Gift from Ayla: Brilliance Ayla: Brilliance Art Rose: A premium looking piece of art, but the rose inside is actually artificial, with the signature of its maker—Ayla—hidden on the innermost petal. Assets/Product/Texture/Image/RoleCharacter/RoleHeadAila1.png
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141 3 41 Gift from Bianca: Veritas Bianca: Veritas Ecuador Rose: Bianca quietly inserted this rose into the hand of Commandant when the couple expressed their feelings toward each other on the movie screen. You can always recall the flash of her shy face whenever you see this rose. Assets/Product/Texture/Image/RoleCharacter/RoleHeadBianka1SS.png
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142 3 42 Gift from Sophia: Silverfang Sophia: Silverfang Eternal Rose: A specially treated rose that can last a long time. Sophia poured her heart into the selection and crafting of this beauty. Assets/Product/Texture/Image/RoleCharacter/RoleHeadSufeiya1.png
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143 3 43 Gift from Chrome: Arclight Chrome: Arclight Reborn Rose: Babylonia's resuscitating technologies brought this once withered rose back to its original colors. This nicely pruned miracle is now stored within a glass container. Assets/Product/Texture/Image/RoleCharacter/RoleHeadKuluomu1.png
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144 7 44 Gift from Lucia: Plume Lucia: Plume Beautiful Rose: An ordinary rose adorned with simple decor. Without lavish colors, the modest red petals reveal the grace of simplicity and the soul who pursuits it. Assets/Product/Texture/Image/RoleCharacter/RoleHeadR4Luxiya1.png
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145 7 45 Gift from Vera: Rozen Vera: Rozen Thorny Rose: A thorn-covered rose, one must approach it with the utmost caution lest getting hurt by its prickles. Its stem, however, is intensely delicate, as intense as the piercing red of its petals. Assets/Product/Texture/Image/RoleCharacter/WeilaNormal01.png
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146 7 46 Gift from Camu: Crocotta Camu: Crocotta "Edible" Rose: It appears to be a giant bag of snacks stacked as a tower, ready to be opened and enjoyed. Once emptied, a metal wire frame shaped like a rose can be found inside. Camu might want you to keep it. Assets/Product/Texture/Image/RoleCharacter/RoleHeadKamu1.png
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147 7 47 Gift from Changyu: Qilin Changyu: Qilin Reciprocatory Rose: A rose displayed in a copper vase. It looks undistinguished, but it is one of the most scarce and valued flora on Earth. Who knows how many efforts and trades have been made to acquire it? Assets/Product/Texture/Image/RoleCharacter/RoleHeadChangyu1.png
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148 7 48 Gift from Qu: Pavo Qu: Pavo Heterochromatic Rose: With colors like no others, this rose is stored in an antique box, possibly a previously undiscovered variant. You have no idea how many of them remain. Assets/Product/Texture/Image/RoleCharacter/RoleHeadQu1.png
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149 7 49 Gift from Rosetta: Rigor Rosetta: Rigor Cold Resistant Rose: Not as striking as other roses, its petals appear calm and composed, gleaming in a white and distant coldness. Frail as it looks, it is remarkably resilient even when removed from the soil. Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuosaita1.png
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150 4 1002015 2024/2/22 0:00 50 Thank you for everything, Commandant. Celica Commandant, Ayla has completed the photo album! Who knows that we have already had so many memorable moments together! Anyways, let me wish you a happy birthday on behalf of everyone! Assets/Product/Texture/Image/RoleCharacter/SailikaNomal01.png
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151 3 84602101 2024/2/24 10:00 51 Gift from Lee Lee "Fundamentals of Electronic Circuits - Video": An explanatory version of a textbook, recorded by Lee himself, with an accompanying explanation of what things Lee cannot create regarding the laws of physics. Assets/Product/Texture/Image/RoleCharacter/RoleHeadLi1SS.png
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152 3 84602102 2024/2/24 10:00 52 Gift from Lucia Lucia "Blank Memory": Lucia bought a blank CD from the video store in Babylonia and is waiting for the owner of the gift to record a unique memory on it. Assets/Product/Texture/Image/RoleCharacter/RoleHeadR4Luxiya1.png
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153 3 84602103 2024/2/24 10:00 54 Gift from Liv Liv "Young Pigeon": A CD recorded by Liv of her practicing singing alone in the lounge while she was still on the Star of Life. Assets/Product/Texture/Image/RoleCharacter/RoleHeadR4Lifu1.png
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154 3 84602104 2024/2/24 10:00 55 Gift from Bianca Bianca "My Heart Goes Together": It includes the soundtrack of a famous romance movie during the Golden Age, from which you can feel Bianca's affection. Assets/Product/Texture/Image/RoleCharacter/RoleHeadBianka1SS.png
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155 3 84602105 2024/2/24 10:00 56 Gift from Nanami Nanami "Nanami ☆ Full Speed Ahead!": A short feature film shot by Nanami and members of the WGAA in which a gray-haired girl pilots a mech to crush her enemies! The innocent and romantic smile of the young girl is moving under the setting sun. Assets/Product/Texture/Image/RoleCharacter/RoleHeadR5Yongyechao1.png
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156 3 84602106 2024/2/24 10:00 57 Gift from Kamui Kamui "Punishing Panini: Classic Edition": A physical copy of Kamui's favorite game and priceless item given the state of Babylonia's gaming industry. Assets/Product/Texture/Image/RoleCharacter/RoleHeadShenwei1SS.png
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157 3 84602107 2024/2/24 10:00 58 Gift from Karenina Karenina "Karenina's Favorite Music": The label on the case is handwritten—or rather carved into it. You heard a disconcerting explosion when speaking with her, but it appears to be safe. Much like the label states, "Fresh out of the oven", there's a faint burnt smell emitting from it. Is it really safe to put in the CD player...? Assets/Product/Texture/Image/RoleCharacter/RoleHeadR4Kalienina1.png
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158 3 84602108 2024/2/24 10:00 59 Gift from Watanabe Watanabe CD Key for "Ace Wingman": An air combat simulator from the Golden Age selected by the military for pilot training due to due to its outstanding effects. Assets/Product/Texture/Image/RoleCharacter/RoleHeadDubian1SS.png
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159 3 84602109 2024/2/24 10:00 60 Gift from Ayla Ayla "Earl Golden Age Aesthetics": Produced by the WGAA. The first—and best selling—chapter is narrated by Ayla. Assets/Product/Texture/Image/RoleCharacter/RoleHeadAila1.png
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160 3 84602110 2024/2/24 10:00 61 Gift from Sophia Sophia "Akdilek Tour Guide": An internal version of the Akdilek Eternal Engine intro Video narrated by Sophia. Sophia appears uncomfortable in front of the camera, but you can see she's giving 110%. Assets/Product/Texture/Image/RoleCharacter/RoleHeadSufeiya1.png
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161 3 84602111 2024/2/24 10:00 62 Gift from Chrome Chrome "Royal Gambit": A CD recording of world-class chess matches during the Golden Age, showing the gift giver's desire to challenge you in a match. Assets/Product/Texture/Image/RoleCharacter/RoleHeadR3Kuluomu1.png
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162 3 84602112 2024/2/24 10:00 63 Gift from Vera Vera "Dog Obedience Training": A highly playful and exaggerated recording of Vera referencing dog training videos of the Golden Age. The audio was full of phrases such as "Good Doggy!", "Sit!", "Shake!" and "Lay down!". But after a half an hour of white noise, you are met with a surprise. Assets/Product/Texture/Image/RoleCharacter/RoleHeadR3Weila1.png
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163 3 84602113 2024/2/24 10:00 64 Gift from Rosetta Rosetta "Endanger Fishing Guide: Enhanced Edition": A spontaneous gift prepared by the Forest Guard for Rosetta. It features an expressive slogan of "If used correctly, you can even catch fish in a newly dug ditch." But you can't help think that you'll be more likely to catch a giant bionic bear... Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuosaita1.png
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164 3 84602114 2024/2/24 10:00 65 Gift from Changyu Changyu "Kowloong Drama Collection": Perhaps it's of great value to the WGAA, but likely only owned by the elderly. It's unclear if the label "Traces of Time" is accurate, but it's at least well-preserved. Assets/Product/Texture/Image/RoleCharacter/RoleHeadChangyu1.png
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165 3 84602115 2024/2/24 10:00 66 Gift from Luna Luna "Anderson's Fairy Tales" E-Book: Lucia used to buy books for Luna when they were children. This is a more comprehensive anthology. Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuna1.png
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166 3 84602116 2024/2/24 10:00 67 Gift from Wanshi Wanshi "Fall Asleep in 3 Minutes": A large collection of various ASMR recordings. There's a challenge to stay awake while listening to this for 1 hour, but there are no recorded winners. Assets/Product/Texture/Image/RoleCharacter/RoleHeadWanshi1.png
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167 3 84602117 2024/2/24 10:00 68 Gift from No. 21 No. 21 "Animal Kingdom": A famous documentary film and educational film for children in Babylonia. The engaging narration is sure to captivate the audience. Assets/Product/Texture/Image/RoleCharacter/21haoNormal01.png
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168 3 84602118 2024/2/24 10:00 69 Gift from Camu Camu "Rock & Roll": A CD of heavy metal and rock music. You can't help but hear Camu's unbridled spirit when listening to the heart-pounding beats. Assets/Product/Texture/Image/RoleCharacter/RoleHeadKamu1.png
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169 3 84602119 2024/2/24 10:00 70 Gift from Qu Qu "Metropolis Rising - Kowloong": A documentary on the history and customs of Kowloong. You can see many sights, scenery, and cuisine from the city. But to your surprise, there's also many scenes about local music. Assets/Product/Texture/Image/RoleCharacter/RoleHeadQu1.png
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170 3 84602120 2024/2/24 10:00 71 Gift from Selena Selena "Ode to Narcissus": A poem from a great poet Pre-Golden Age adapted by Selena. It contains the girl's overflowing emotions. Assets/Product/Texture/Image/RoleCharacter/RoleHeadR3Sailinna1.png
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171 3 84602121 2024/2/24 10:00 72 Gift from Roland Roland "Dante's Redemption": A classic film about a person's step-by-step plan and eventual escape from Hell. You can't help be recall a similar experience helping someone escape from prison. Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuolan1.png
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172 3 84602122 2024/2/24 10:00 73 Gift from Pulao Pulao "Kowloong Magician Girl: The Complete Collection": An animated series from the Golden Age given to you by Pulao. Each episode takes a while to watch, but time flies when enjoying it with someone. Assets/Product/Texture/Image/RoleCharacter/RoleHeadPulao1.png
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173 3 84602123 2024/2/24 10:00 74 Gift from Haicma Haicma "Humans and Nature": A nature documentary from the Golden Age. Unfortunately, most of the beautiful scenery was lost in the disaster. "Beauty is only yesterday." Assets/Product/Texture/Image/RoleCharacter/RoleHeadHakama1.png
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174 3 84602124 2024/2/24 10:00 53 Gift from α α "Freedom": A landscape photo taken by Alpha somewhere on Earth. The pure white waterfall collides between the emerald green mountain streams, like an unknown paradise. It's amazing that such a beautiful scene can still be found on Earth today. Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuxiyaaerfa1SS.png
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175 6 84602125 2023/10/18 7:00 75 Postcard From Gray Raven Lucia Even though pleasure won't last forever, as long as Commandant is here, we'll surely have much more pleasure again! Assets/Product/Texture/Image/Role/RoleHeadluxiyaQ.png
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176 6 84602126 2023/10/18 7:00 76 Postcard From ACA Sophia It was so fun hanging around with Commandant, but I felt there weren't enough kinds of drinks. Next time, we'll handle the drinks for you. Speech input ended. Oh, Is it this button? Assets/Product/Texture/Image/Role/RoleHeadSufeiyaQ.png
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177 6 84602127 2023/10/18 7:00 77 Postcard From Strike Hawk Chrome Commandant, after the event ends, please don't push yourself too hard and take rest days whenever you need to... Well then, I'll go to look for other members. Assets/Product/Texture/Image/Role/RoleHeadKulomuQ.png
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178 6 84602128 2023/10/18 7:00 78 Postcard From the Engineering Force Karenina On behalf of the Engineering Force, we hope to see you again at the next event. I'm only speaking on behalf of the Engineering Force, okay? Assets/Product/Texture/Image/Role/RoleHeadKalieQ.png
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179 6 84602129 2023/10/18 7:00 79 Postcard From the Ascendant Luna It was getting noisier when people gathered around. Let's go somewhere quieter next time, just the two of us. Assets/Product/Texture/Image/Role/RoleHeadLunaQ.png
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180 6 84602130 2023/10/18 7:00 80 Postcard From the Forsaken Watanabe I'd have brought my harmonica if I'd known there would be so many events around. I'm looking forward to giving everyone my best performance next time. Assets/Product/Texture/Image/Role/RoleHeadDubianQ.png
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181 6 84602131 2023/10/18 7:00 81 Postcard From WGAA Ayla With the sea waves softly rolling in and birds soaring in the sky, it couldn't be any better to create art with you. Assets/Product/Texture/Image/Role/RoleHeadR3SailinnaQ.png
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182 6 84602132 2023/10/18 7:00 82 Postcard From the Church of Machina Haicma We must hold an event like this one more time, Commandant! Let's meet up next week. I can't wait to see your event proposal! This is what Nanami wanted to tell you. Assets/Product/Texture/Image/Role/RoleHeadYongyechaoSSQ.png
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183 6 84602133 2023/10/18 7:00 83 Postcard From Bianca Bianca I've been told that I should wear something more appropriate for an event like this. What are your thoughts, Commandant? Or can you help me select my clothes? Assets/Product/Texture/Image/Role/RoleHeadBiankaSSQ.png
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184 6 84602134 2023/10/18 7:00 84 Postcard From Rosetta Rosetta It's strange that there's a place where you can soak your body in sea water. Thank you for bringing me here, Commandant. Assets/Product/Texture/Image/Role/RoleHeadLuosaitaQ.png
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185 6 84602135 2023/10/18 7:00 85 Postcard From Cerberus Vera Were you able to dig up this message, Commandant? This was pretty like how we dug you out of the sand. Perhaps we should just throw it into the sea next time. Assets/Product/Texture/Image/Role/RoleHeadR3WeilaQ.png
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186 6 84602136 2023/10/18 7:00 86 Postcard From KCC Qu A very entertaining event indeed. If that's possible, I'd love to have it in Kowloong as well. Would you help me out if that happens? Assets/Product/Texture/Image/Role/RoleHeadPulaoQnew.png
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187 6 84602137 2023/10/18 7:00 87 Postcard From Roland Roland Did you enjoy the show, Commandant? It really feels good to forget everything and enjoy the sea from time to time, doesn't it? Assets/Product/Texture/Image/Role/RoleHeadLuolanQnew.png
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188 6 84602138 2023/10/18 7:00 88 Postcard From Noan Noan When our squad was having a beach volleyball game, Lillian accidentally slammed the ball into Captain Palma's face. The anger in her eyes was... Assets/Product/Texture/Image/Role/RoleHeadNuoanQnew.png
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96000010 2 2022/3/2 2:00 25 Gift from Chrome Chrome An assortment of fragrant chocolates has been neatly arranged in this gold-foiled gift box. You can feel the heartfelt gratitude of the sender, or... does it stem from something deeper? Assets/Product/Texture/Image/RoleCharacter/RoleHeadKuluomu1.png
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96000011 2 2022/3/2 2:00 26 Gift from Sophia Sophia A somewhat crude-looking handmade chocolate. Fills your mouth with the dominating sweetness of date palms and camel milk, invoking even unfound nostalgia for the desert. To recreate such a stunning flavor in Babylonia, Sophia must have put in a lot of work. Assets/Product/Texture/Image/RoleCharacter/RoleHeadSufeiya1.png
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96000012 2 2022/3/2 2:00 27 Gift from Vera Vera Open it for a thorny and surprisingly spicy piece of chocolate. Pungency is a type of pain. How on earth did she manage to spice up chocolate? Must be a trade secret. Assets/Product/Texture/Image/RoleCharacter/RoleHeadWeila1.png
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96000013 2 2022/3/2 2:00 28 Gift from Camu Camu Open it for a massive hunk of chocolate. An explosion of different flavors compressed into one solid mass, a single bite will destroy your blood sugar levels and give you a multidimensional taste adventure. Assets/Product/Texture/Image/RoleCharacter/RoleHeadKamu1.png
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10000 1 13 Sophia New Year Mail Sophia Commandant, Happy New Year, Gong Xi Fa Cai...!\n\nIs that how they say it? Changyu wasn't messing with me, right?\nAnyway, Jamilah said in her letters that we should greet people important to us in the New Year. Apparently, blessings sent in this period of time are most likely to come true.\nSo, I am hoping that you, Commandant... can be healthy for the coming year.\nJamilah wrote that on her mail to me, so... I know it must be a blessing.\nWhen I asked Jamilah, "So what happens after the year after?" \nJamilah replied, "Then you need only repeat your blessing." \nSo, the next New Year, I will still be here giving your blessings.\n\nBest,\nSophia Assets/Product/Texture/Image/RoleCharacter/RoleHeadSufeiya1.png
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10001 1 14 Chrome New Year Mail Chrome Dear Gray Raven's Commandant,\n\nI have received news that Kamui has spent an entire night at Gray Raven's recreation room yesterday.\nSince Kamui was on his own in the Strike Hawk base yesterday, coupled with the New Year occasion, I had presumed that he would have more fun over at Gray Raven's, which led to this oversight of mine. He must have caused immense trouble, and I would like to apologize for that.\nWe have completed many missions together with Gray Raven, but due to time constraints, I have not been able to converse with you thoroughly. I have a lot I wish to learn from you, be it squad management, or tactical commanding. So do forgive me for asking you this favor; if you were to have the time, I would like to talk with you more.\nFrom my understanding, a New Year is a potpourri of gratitude to the past, as well as expectations for the future. It is an important event, so please allow me to send you my greetings.\nStrike Hawk has been in your care for the past year. Let us look out for each other in the future as well.I will gladly be waiting for your commands, as always.\nHappy New Year.\n\nChrome Assets/Product/Texture/Image/RoleCharacter/RoleHeadKuluomu1.png
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960000021 3 2022/4/13 7:01 22 Gift from Lucia: Plume Lucia: Plume Beautiful Rose: An ordinary rose adorned with simple decor. Without lavish colors, the modest red petals reveal the grace of simplicity and the soul who pursuits it. Assets/Product/Texture/Image/RoleCharacter/RoleHeadR4Luxiya1.png
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960000022 3 2022/4/13 7:01 23 Gift from Vera: Rozen Vera: Rozen Thorny Rose: A thorn-covered rose, one must approach it with the utmost caution lest getting hurt by its prickles. Its stem, however, is intensely delicate, as intense as the piercing red of its petals. Assets/Product/Texture/Image/RoleCharacter/RoleHeadWeila1.png
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960000023 3 2022/4/13 7:01 24 Gift from Camu: Crocotta Camu: Crocotta Edible Rose: It appears to be a giant bag of snacks stacked as a tower, ready to be opened and enjoyed. Once emptied, a metal wire frame shaped like a rose can be found inside. Camu might want you to keep it. Assets/Product/Texture/Image/RoleCharacter/RoleHeadKamu1.png
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960000024 3 2022/4/13 7:01 25 Gift from Rosetta: Rigor Rosetta: Rigor Cold Resistant Rose: Not as striking as other roses, its petals appear calm and composed, gleaming in a white and distant coldness. Frail as it looks, it is remarkably resilient even when removed from the soil. Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuosaita1.png
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960000031 5 2023/6/15 23:59 1 Lucia's Letter I Lucia It's been a while, Commandant... I've only been on this solo mission for a month or so, but I already feel like I've left Gray Raven and you for a long time.\nThe fights on the western front have just died down, and we've kept the enemies miles away from the line of defense. My mission here is over, and I'll be back on Babylonia in a few days.\nThe wait is excruciatingly long. I have so much I want to tell you about—not just my mission report, but the sights I've seen, the thoughts I've had... and this Activation Date without you.\n...I wish I wasn't alone on this mission. Even when I could do it by myself, I still couldn't help hoping I would somehow find you all with me on the battlefield.\nI wish I could tell Liv about the new flower I found and tell Lee about the analysis results on the anomalies. More than anything, I wish... I could see you sooner...\n...\n...Truth be told... I don't completely comprehend this feeling I have. Wanting to see you isn't something I have to report or discuss with you, after all...\nI just... want to see you.\nWhen the sun rose, I would remember how you pointed at the dawning sun.\nWhen the wind blew, and my blade cut a Corrupted in half, I would remember how you stood fast and held your head up.\nWhen the storm raged, and I saw actual ravens flying in flocks...\nFor some reason, I would think about you.\nI bet it's because I haven't gone on an expedition like this for a while. But don't worry about me. I may be thinking of you, but my blade remains sharp.\nAs I said, my mission here is accomplished. I'll be back soon, Commandant.\nBefore that, please take this souvenir"" I got from this mission—call it my Activation Date wish. I wish you had something like this with you, Commandant...\nSomething that will remind you of me. Assets/Product/Texture/Image/RoleCharacter/RoleHeadR4Luxiya1.png
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960000032 5 2023/6/15 23:59 2 Lucia's Letter II Lucia It's midnight right now. I'm sitting on the edge of a crater so large that a puddle has formed at the bottom.\nOrange-brown mud scatters around it; I think this might be a grass field before. There's even a small coral-colored flower growing in the disturbed soil. I bet Liv would know what it's called if she were here.\nHow I miss my time with Gray Raven and Commandant. Even though this has only been a short mission, I feel like months have passed, and time has slowed.\nHave I been growing dependent? Is that a positive change or a negative one, Commandant?\nBeing apart from you is probably why\nI have so much I want to say. I don't even know where to start, given everything we've been through together.\nThe past I shared with everyone, the moments I spent with you... they all seem to be affecting me in my M.I.N.D. Even now, I still can't shake that blissful sensation.\nSo I decided to record my journey this way and share it with you, Commandant. Letting you see what I've seen makes me feel like you're here, and that's good enough. Does this count as a memory we share?\nTwo birds just flew past me as I was writing this. I didn't have time to catch a clear glimpse before they were already far away.\nI can see the sun rising now. Assets/Product/Texture/Image/RoleCharacter/RoleHeadR4Luxiya1.png
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960000033 5 2023/6/15 23:59 3 α's Letter I α ▄▆▁▃▆▆▆▃—\nLong time no see. How are you doing... That's how you people write to each other, isn't it?\nI thought our paths would never cross, Babylonian commandant. We would be two comets getting further and further away after flying past each other by chance once.\nBut even then, you said that sharing whatever time we had as each other's companion was good enough, however brief it was.\nHmph. You probably didn't even think about what your words would mean to me. Still... that's for the best. Traveling is no fun with too much baggage, so... I'll be looking for you. Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuxiyaaerfa1SS.png
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960000034 5 2023/6/15 23:59 4 α's Letter II α You didn't reply to my last message. Were you busy, or did you not receive it?\nI brought you the key to the motorbike. The key is in a transport craft heading back to Babylonia, and the bike is where your last mission took you.\nWhat? Curious how I knew where your last mission was? I'll tell you when we see each other.\nDon't worry. This trip has nothing to do with where Ascendants and Babylonia stand. I just wanted to go traveling with you for a bit. Just the two of us.\nI don't feel comfortable saying too much here. Things of "unknown origins" are often easily intercepted.\nI'll wait for you here. You have one day. Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuxiyaaerfa1SS.png
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960000035 5 2023/7/23 23:59 5 Lee's Letter I Lee It's been a while since we were last on a mission together. Even though we'd run into each other in the lounge, I feel like I haven't seen you for a long time, Commandant.\nThe adaptation of the specialized frame is going well. It shouldn't be long before I can go on daily operations with you again.\nI saw how damaged your pistol was last time. I happened to have some parts from my old frame, so I thought I'd make you this pistol to use for the time being. "Protector" has a shorter range, so it's for emergencies only; it also comes with a set of 8mm rounds. Still, don't forget to request a new sidearm from the supply office.\n...I'm messaging you so suddenly because I want to see you today. Are you free tonight?\nThis isn't an invitation or anything. I just thought... it'd be more interesting to spend Activation Date with you.\nI'll be at the Babylonia restaurant.\nI'll be waiting. Assets/Product/Texture/Image/RoleCharacter/RoleHeadLi1SS.png
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960000036 5 2023/7/23 23:59 6 Lee's Letter II Lee Dammit... Shouldn't have trusted anything Kamui gave me... "Alcohol-flavor electrolyte"?\nI didn't send you that invitation. Nothing happened, and I wasn't waiting for you... Never mind.\nRegardless... thank you for coming, Commandant. Assets/Product/Texture/Image/RoleCharacter/RoleHeadLi1SS.png
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960000037 5 2023/7/31 23:59 7 Chrome's Letter I Chrome Father told me that some of his "people" want to celebrate my Activation Date. He's going to host a banquet at the family house for them.\nFrom what I understand, my specialized frame and the recent battles have made some of the rich and powerful who distanced themselves from Constructs extend an olive branch to the Task Force.\nFather was hoping I'd invite you too.\nAs a Chief and a military hero, your appearance would be incredibly convincing at an event that aims to build bridges.\nI hope you'll attend if you're willing.\nTalking to some of the higher-ups is going to benefit future operations. More importantly, I haven't talked to you unless it's related to a mission or a fight.\nWill you come?\nI've been... missing you. Assets/Product/Texture/Image/RolePlayer/RoleHeadR3Kuluomu1.png
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960000038 5 2023/7/31 23:59 8 Chrome's Letter II Chrome Something happened to Strike Hawk during our mission, so I have to file a report before returning. I'll be about an hour later than we planned.\nIf you're already out, would you mind waiting for me at the house? The banquet is happening in the garden.\nHere is the invitation and the keys I prepared.\nI'll be there to apologize to you in person once I finish the report. Wait for me. Assets/Product/Texture/Image/RolePlayer/RoleHeadR3Kuluomu1.png
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960000039 5 2023/8/10 23:59 9 Liv's Letter I Liv Commandant, it's my Activation Date today.\nProfessor said my condition has been stable lately. It's fine if I go back to the lounge and do my own things.\nSince I've recovered, and everyone is on Babylonia without any urgent mission...\nDo you want to bring Lucia and Lee and spend some time with me?\nI'll prepare tea and cakes. I'm not sure what to make for dinner yet.\nWhat do you want for dinner, Commandant? Assets/Product/Texture/Image/RoleCharacter/RoleHeadLifu1.png
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960000040 5 2023/8/10 23:59 10 Liv's Letter II Liv I'm really happy I could spend Activation Date with everyone.\nI didn't think you would come to help me prepare after I sent you the ingredient list accidentally.\nIf I'm being honest... I was delighted when you walked in, even though I didn't want to be a bother.\nThank you...\nBeing able to walk with you as we get the supplies and prepare the dishes for everyone together made me very happy.\nDo you know that I had a wonderful dream before I woke up?\nIn that dream, I was also walking with you like that, hand in hand...\nIt was because of that dream and the memories of Gray Raven that I could withstand the migraines and the mirages.\nRight... I didn't answer when you asked me what wish I made. The truth is... I didn't make any wishes.\nBecause my wish has already come true. Assets/Product/Texture/Image/RoleCharacter/RoleHeadLifu1.png
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960000041 5 2023/8/15 23:59 11 Pulao's Letter I Pulao Hello, Commandant! This is Pulao from Kowloong! Long time no see. How have you been... Ahem, that's all the pleasantries Yazi told me to say, I think? I heard that it's your birthday today, Commandant, and people have secretly prepared a celebration on the Nighter! I've planned to set up a small shop to sell the candies I practiced making in secret. That will make me a small fortune... Anyway, this is the finished product. Give it a try, Commandant! But don't lick too hard, or your tongue will stick to it like mine did... Assets/Product/Texture/Image/RoleCharacter/RoleHeadPulao1.png
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960000042 5 2023/8/15 23:59 12 Pulao's Letter II Pulao I'm so sorry I mixed it up...! It's actually my Activation Date today. Thanks for reminding me, Commandant. How embarrassing! So the celebration is for me? No wonder people seem to be avoiding me lately. Honestly, I don't remember much about my past, but I'm surprised you still remember, Commandant... Hehe, that does make me quite happy. Didn't you say people can make a wish on their birthday? Can I also make a wish? Even if it's a little bit greedy? Like asking you to play with me for a whole day... That's not greedy at all? What about... No! That's too embarrassing... Anyway, I'll be waiting for you on the Nighter. I'll tell you my wish then. Pinky promise! Assets/Product/Texture/Image/RoleCharacter/RoleHeadPulao1.png
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960000043 5 120000 2023/9/27 23:59 13 Ayla's Letter I Ayla Hi, Commandant! This is Ayla of the WGAA!\nEarlier, you helped me locate the signals of the "whale song". I finally finished decoding it! I wanted to send you the results right away, but I ultimately decided to wait until today.\nI guess you've figured it out already—it's Selena's Activation Date today. This was the date Selena decided to become a Construct in order to witness the "truth." I have complicated feelings about this day... but that's a topic for another time.\nWhen I went searching on the surface, I found an amber where the signal of the "whale song" originated, placed in a field in the woods. I think it was left behind by Selena.\nI want to give you the amber today. I don't know why, but I think you should keep it.\nFinally, allow me to use the end of this letter to say something I can't tell her in person this year, either:\nHappy Activation Date, Selena! Assets/Product/Texture/Image/RoleCharacter/RoleHeadAila1.png
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960000044 5 120000 2023/9/27 23:59 14 Ayla's Letter II Ayla I know not where I am or where I will go.\nThe world cannot be measured by journeys taken. The endless view always remains on the horizon.\n—Sometimes this makes me melancholic.\nI keep going forward, and the verses slumbering within me cannot be contained:\n"Blow, winds, and crack your cheeks! Rage, blow! You cataracts and hurricanoes, spout till you have drench'd our steeples, drown'd the cocks!"\nTake away the feelings that haunt me and the passion that fills my heart.\nPerhaps then I will know where to go.\n...\nI arrived somewhere new again.\nA winding stream cascaded down a green hill. The dark ravine would resound nicely with my cello.\nThe waterfall made a thrumming bass. It made me want to set up my instrument and play music.\nNo audience. No stage. No curtains. No applauds.\nI played until I was tired. The strings hummed until I was bored.\nThe birds brought me an amber in blue when I put away the cello.\nEnveloped inside the resin was a flower I had never seen.\nOnly a moment it took me to place this gem in this field, in this woods.\nThe idea came to my mind in a flash—a code unspoken but understood.\nI wonder who you will be, kindred spirit, that this stone will find?\nI hope the same beauty graces your journey... as it did mine. Assets/Product/Texture/Image/RoleCharacter/RoleHeadAila1.png
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960000045 5 120000 2023/10/3 23:59 15 Sophia's Letter I Sophia Dearest Commandant, I hope this letter finds you well.\nThat might be too formal, but Jamilah said you're an important figure, Commandant, so I should do it properly. I asked Changyu to teach me how to write letters correctly.\n(Correction marks) Let's try again. Dearest Commandant, I hope this letter finds you well. Thank you for (more correction marks) your help in the past. It's been a while since what happened. The mood on Akdilek has changed a lot, and my workload as a guard has also increased...\nSorry. I don't know how to express what has happened to us in a letter.\nJamilah said we need to cheer people up. She did some maths and said it is my "Activation Date" today, and it's something to celebrate. She's given me a new coating and hoped that I would do the first dance for a ball to cheer up our unhappy guests and colleagues.\nOn behalf of Akdilek, I am writing to invite you to participate in this ball and admire the reconstruction of Asslam at our temporary base.\nIf possible, I hope you will pay attention to the exhaust recycling system section B. I'm in charge of that. There are many good designs there. It's very admirable.\nI look forward to hearing from you.\nThe address is (correction marks) Assets/Product/Texture/Image/RoleCharacter/RoleHeadSufeiya1.png
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960000046 5 120000 2023/10/3 23:59 16 Sophia's Letter II Sophia Sorry. I sent the last letter too quickly and forgot to give you our address.\nAs an apology, please accept this maraca. Someone gifted it to me when I worked in Maintenance. I occasionally shook it after I learned how to dance. It made a good sound.\nYes, this is an apology, not a gift. I'm not charging you or trading with you. You just take it.\nIf you can keep it safe, I will pay you a maintenance fee (scratched out) I will repay you with my actions.\nIf I ever dance again, can you shake the maraca during so?\nThe people in Maintenance were very happy when they shook it. You can be happy too. I think.\n\n\nAttached please find the coordinates.\nCome please (scratched out lightly)\nPlease visit. Assets/Product/Texture/Image/RoleCharacter/RoleHeadSufeiya1.png
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960000047 5 120000 2023/10/23 23:59 17 Kamui's Letter I Kamui What's up, Commandant? This is the first time I talk to you this way... What's it called again? "Letter"?\nWhatever! It doesn't make any difference. Waiting for your reply is an exciting feeling, though.\nCap told me you require assistance from one person for a mission, so I immediately took the job! I'm pumped just thinking that I can fight alongside you. Pumped!\nOh, the anticipation! It doesn't matter what job it is—I always have a good time when I'm with you, Commandant!\nI'll be on my way when you receive this! Time to show you how powerful I am after I leveled up! Hehe, see you soon! Assets/Product/Texture/Image/RoleCharacter/RoleHeadShenwei1SS.png
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960000048 5 120000 2023/10/23 23:59 18 Kamui's Letter II Kamui A surprise for my Activation Date! That was today's "mission"?! I did guess it, a little bit, but I wasn't expecting a surprise like that!\nAnd, and, and! The gift you gave me was something I've wanted for a long time! Someone must have looked through my history. Who was it? Cap? Wanshi? Or... you, Commandant?\nI will never ever forget about today!\nBy the way, have you guys planned something for Camu too? I can't wait to see his expression! Hehe!\nRight, speaking of gifts—I have something for you too, Commandant! Although I didn't make it myself, it's a collectible I've had for a long time! Warrior's Greatsword! Isn't it cool!\nI always wanted to find a time to give it to you properly, but the timing never worked out. Well, there's no better time than giving it to you now!\nOn the battlefield, Constructs are warriors, but so are you. As we charge in, you protect us in the back as one of us. That's the thought that gives me the strength to defy the future.\nAhem... It's weird to thank you so formally, but still. Thank you, Commandant.\nNot only for the surprise today. Thank you for protecting this world. Protecting us. Assets/Product/Texture/Image/RoleCharacter/RoleHeadShenwei1SS.png
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960000049 5 120000 2023/10/23 23:59 19 Camu's Letter I Camu ...\nI knew an event like that was your idea. Although Kamui shares an Activation Date with me, he was surprisingly unmindful about today.\nStill, I had a feeling that he was looking forward to something.\nAhem. I didn't think you'd prepare dishes for the occasion... They might look senseless, but they didn't taste too bad. Much better than what Chrome, Kamui, and Wanshi could make.\nAlso... thank you for the cake. I... don't think I've tasted the sweetness of cream in a long time.\nIt's been a while since we all gathered like that. I suppose it wasn't as annoying as I thought, gathering now and then.\nHave I become soft because of this place? Or is it something else? Somehow, I find this world not as loathsome as before...\nTch. I ordered dinner beforehand, but now that you've messed with my plan, I guess you can take the food instead. Don't thank me. Assets/Product/Texture/Image/RoleCharacter/RoleHeadKamu1.png
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960000050 5 120000 2023/10/23 23:59 20 Camu's Letter II Camu Hey! What are you? Stupid?! Don't just put anything in your mouth!\nYou were lucky I found out just in time! Otherwise, they'd court-martial me for attempted murder on a commandant!\nThe takeaway I gave you... Ahem—didn't you guys make food to celebrate my Activation Date? I was looking at it, and I thought, "How hard could it be?"\nWell... the fried rice I made was a little burnt, I'll admit. I was going to throw it away and just get you a takeaway, but I took the wrong box... And why would you think that burnt rice is safe to eat?\nAhem. I bet you still haven't eaten anything with everything that happened. This nightmare-spicy golden egg fried rice and cheese hotteok is from the restaurant in the commercial district. I was going to have them for dinner, so they're safe to eat.\nIs it just me, or does this Activation Date feel like a mess? Still... I guess it's only fitting that the day would be as chaotic as it was.\n...I suppose I have to "make up" for all that trouble, don't I?\nThere's a new restaurant I've been hoping to try. I thought we could give it a go together, so I've booked us a table every day next week. I'll be waiting for you there at dinnertime.\nSee you tomorrow. Assets/Product/Texture/Image/RoleCharacter/RoleHeadKamu1.png
|
||||
960000051 5 120000 2023/10/26 23:59 21 Luna's Letter I Luna ▁▃████▃—\n...Alpha told me that it is my Activation Date today.\nWhich means I volunteered to forsake my human self, embracing the Ascension-Network on this day many years ago.\nMarking a special day against the current of time is but an excuse humans make for forgetting what it was like. Humans forget their births, but Constructs don't. What happened on the day they became a Construct is forever remembered.\nOn that day, I was greeted by fear, hatred, and betrayal. Then, bullets and blades. I returned the favor afterward.\nThe hate in me has faded over time. All there remains is the cold hard truth they imprinted on me and this world. I know that the path we took meant that we all have blood on our hands. The opportunity to turn back has long passed us... not that we need it anymore.\nUnlike those humans, I won't make excuses for what I've done. To me, those people are all merely specks of dust among the despicable humans.\nBut you... you're different... Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuna1.png
|
||||
960000052 5 120000 2023/10/26 23:59 22 Luna's Letter II Luna Alpha said I should perhaps talk to you before we go.\nWe haven't seen each other after City 075, have we, Gray Raven Commandant?\nAlpha thinks I've become calmer after I left the Moon. Maybe that's because the Ascension-Network has changed. Apart from my wish and my voice, I hear another voice that acknowledges the paradise where I can live with my sister... while also acknowledging the future of humankind.\nThere should be someone like you on the path to the future—someone who is foolish enough to connect with an Ascendant.\nHa. You wouldn't give in even if it cost your life. What a fool.\nBut I suppose that's only human, isn't it?\nYou've demonstrated what it means to be human, so don't lose your life before we create this planet anew, okay?\n...\nI brought this with me when I returned to the surface from the Moon. Alpha already took a few pieces. You can have this one.\nBy the way, you haven't been on the Moon yourself, have you?\nThe Earth surely looks different from there.\nThere was no human speaking, no machine humming, no Punishing Virus interfering. There was only absolute quiet.\nYou should check it out. Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuna1.png
|
||||
960000053 5 120000 2023/10/31 23:59 23 Vera's Letter I Vera It's my Activation Date today. You do remember it, right?\nThere's not much going on with Cerberus today, and you don't have any mission scheduled too. I checked.\nHow about watching an opera together? I've bought the tickets already. 5:30 in the evening.\nIt's not a very packed show. Maybe you can get me to spill some secrets you've been seeking?\nAnyway. We'll talk when you're there. Assets/Product/Texture/Image/RoleCharacter/RoleHeadWeila1.png
|
||||
960000054 5 120000 2023/10/31 23:59 24 Vera's Letter II Vera Door's opened. Where the hell are you?\nSeat 9C and 9D. Enter from the left.\nTaking your time, aren't you? Do you need me to pick you up? You're a Chief. Be disciplined.\nForget it. Just in case—call me if something's wrong.\nI'll be waiting here before you do. Assets/Product/Texture/Image/RoleCharacter/RoleHeadWeila1.png
|
||||
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|
||||
1 1 Main Story
|
||||
2 2 Hidden Story
|
||||
3 6 Interlude
|
||||
4 7 Loading
|
||||
5 8 Event Story
|
||||
6 9 Coating
|
||||
7 4 Extra Story
|
||||
8 5 Extra Hidden
|
||||
9 12 Collab
|
||||
10 10 Login Interface
|
||||
79
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||||
<EFBFBD><EFBFBD>Wώ<EFBFBD><EFBFBD>Id CommunicationId CommunicationType CommunicationIcon GroupId Name Condition UnLockTime Order BtnContent NpcName NpcHandIcon ContentsGroupId UiType
|
||||
1001 800 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadLi1.png 1001 Valentine's Message: Lee 770200 1 Happy Valentine's Day, Lee. Lee Assets/Product/Texture/Image/RoleCharacter/RoleHeadLi1.png 800 2
|
||||
1002 801 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadLifu1.png 1001 Valentine's Message: Liv 770200 2 Happy Valentine's Day, Liv. Liv Assets/Product/Texture/Image/RoleCharacter/RoleHeadLifu1.png 801 2
|
||||
1003 802 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadShenwei1.png 1001 Valentine's Message: Kamui 770200 3 Happy Valentine's Day. Kamui Assets/Product/Texture/Image/RoleCharacter/RoleHeadShenwei1.png 802 2
|
||||
1004 803 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadluxiya1.png 1001 Valentine's Message: Lucia 770200 4 I like Lucia too. Happy Valentine's Day. Lucia Assets/Product/Texture/Image/RoleCharacter/RoleHeadluxiya1.png 803 2
|
||||
1005 804 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadYongyechao1.png 1001 Valentine's Message: Nanami 770200 5 Thanks. Nanami Assets/Product/Texture/Image/RoleCharacter/RoleHeadYongyechao1.png 804 2
|
||||
1006 805 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadAolisuo1.png 1001 Valentine's Message: Bianca 770200 6 Happy Valentine's Day, Bianca. Bianca Assets/Product/Texture/Image/RoleCharacter/RoleHeadAolisuo1.png 805 2
|
||||
1007 806 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadKalienina1.png 1001 Valentine's Message: Karenina 770200 7 Thank... Thank you... Karenina Assets/Product/Texture/Image/RoleCharacter/RoleHeadKalienina1.png 806 2
|
||||
1008 807 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadAila1.png 1001 Valentine's Message: Ayla 770200 8 Thanks. Ayla Assets/Product/Texture/Image/RoleCharacter/RoleHeadAila1.png 807 2
|
||||
1009 808 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadDubian1.png 1001 Valentine's Message: Watanabe 770200 9 Happy Valentine's Day! Watanabe Assets/Product/Texture/Image/RoleCharacter/RoleHeadDubian1.png 808 2
|
||||
1010 809 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuxiyaaerfa1SS.png 1001 Valentine's Message: α 770200 10 Thanks. α Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuxiyaaerfa1SS.png 809 2
|
||||
1032 900 2 Assets/Product/Texture/Image/RoleCharacter/SailikaNomal01.png 1003 Children's Day Transmission - Celica 770200 32 ...Alright, happy Children's Day. Celica Assets/Product/Texture/Image/RoleCharacter/SailikaNomal01.png 900 2
|
||||
1033 2001 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadluxiya1.png 1004 White Day Transmission - Lucia: Lotus 770200 33 Sure, Lucia. Lucia Assets/Product/Texture/Image/RoleCharacter/RoleHeadluxiya1.png 2001 2
|
||||
1034 2002 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadluxiya1S.png 1004 White Day Transmission - Lucia: Dawn 770200 34 The pleasure is mine. Lucia Assets/Product/Texture/Image/RoleCharacter/RoleHeadluxiya1S.png 2002 2
|
||||
1035 2003 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadR4Luxiya1.png 1004 White Day Transmission - Lucia: Plume 770200 35 I'm sure we will. Lucia Assets/Product/Texture/Image/RoleCharacter/RoleHeadR4Luxiya1.png 2003 2
|
||||
1036 2004 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuxiyaaerfa1SS.png 1004 White Day Transmission - α 770200 36 But Alpha, you... α Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuxiyaaerfa1SS.png 2004 2
|
||||
1037 2005 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadLi1.png 1004 White Day Transmission - Lee: Palefire 770200 37 Okay! Got it! Lee Assets/Product/Texture/Image/RoleCharacter/RoleHeadLi1.png 2005 2
|
||||
1038 2006 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadLi1SS.png 1004 White Day Transmission - Lee: Entropy 770200 38 Thanks, and I hope we'll have many more opportunities like this in the future. Lee Assets/Product/Texture/Image/RoleCharacter/RoleHeadLi1SS.png 2006 2
|
||||
1039 2007 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadLifu1.png 1004 White Day Transmission - Liv: Eclipse 770200 39 Make sure you get some rest, too. Liv Assets/Product/Texture/Image/RoleCharacter/RoleHeadLifu1.png 2007 2
|
||||
1040 2008 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadLifu1S.png 1004 White Day Transmission - Liv: Lux 770200 40 So will I. Liv Assets/Product/Texture/Image/RoleCharacter/RoleHeadLifu1S.png 2008 2
|
||||
1041 2009 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadLifu1SS.png 1004 White Day Transmission - Liv: Luminance 770200 41 Catch you later, Liv. Liv Assets/Product/Texture/Image/RoleCharacter/RoleHeadLifu1SS.png 2009 2
|
||||
1042 2010 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadShenwei1.png 1004 White Day Transmission - Kamui: Bastion 770200 42 As always, Kamui. Kamui Assets/Product/Texture/Image/RoleCharacter/RoleHeadShenwei1.png 2010 2
|
||||
1043 2011 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadShenwei1SS.png 1004 White Day Transmission - Kamui: Tenebrion 770200 43 See you tomorrow, Kamui. Kamui Assets/Product/Texture/Image/RoleCharacter/RoleHeadShenwei1SS.png 2011 2
|
||||
1044 2012 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadAolisuo1.png 1004 White Day Transmission - Bianca: Zero 770200 44 Bianca, today is... Bianca Assets/Product/Texture/Image/RoleCharacter/RoleHeadAolisuo1.png 2012 2
|
||||
1045 2013 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadBianka1SS.png 1004 White Day Transmission - Bianca: Veritas 770200 45 It was fulfilling to me, too, Bianca. Bianca Assets/Product/Texture/Image/RoleCharacter/RoleHeadBianka1SS.png 2013 2
|
||||
1046 2014 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadKalienina1.png 1004 White Day Transmission - Karenina: Blast 770200 46 Happy White Day, Karenina. Karenina Assets/Product/Texture/Image/RoleCharacter/RoleHeadKalienina1.png 2014 2
|
||||
1047 2015 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadKalienina1SS.png 1004 White Day Transmission - Karenina: Ember 770200 47 I'm very glad, Karenina. Karenina Assets/Product/Texture/Image/RoleCharacter/RoleHeadKalienina1SS.png 2015 2
|
||||
1048 2016 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadYongyechao1.png 1004 White Day Transmission - Nanami: Storm 770200 48 I promise. Nanami Assets/Product/Texture/Image/RoleCharacter/RoleHeadYongyechao1.png 2016 2
|
||||
1049 2017 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadYongyechao1SS.png 1004 White Day Transmission - Nanami: Pulse 770200 49 Is that so? Nanami Assets/Product/Texture/Image/RoleCharacter/RoleHeadYongyechao1SS.png 2017 2
|
||||
1050 2018 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadDubian1.png 1004 White Day Transmission - Watanabe: Nightblade 770200 50 Things will get better, Watanabe. Watanabe Assets/Product/Texture/Image/RoleCharacter/RoleHeadDubian1.png 2018 2
|
||||
1051 2019 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadDubian1SS.png 1004 White Day Transmission - Watanabe: Astral 770200 51 This is not enough. Watanabe Assets/Product/Texture/Image/RoleCharacter/RoleHeadDubian1SS.png 2019 2
|
||||
1052 2020 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadKuluomu1.png 1004 White Day Transmission - Chrome: Arclight 770200 52 Well, you better hurry. Chrome Assets/Product/Texture/Image/RoleCharacter/RoleHeadKuluomu1.png 2020 2
|
||||
1053 2021 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadSufeiya1.png 1004 White Day Transmission - Sophia: Silverfang 770200 53 Do something relaxing, Sophia. Sophia Assets/Product/Texture/Image/RoleCharacter/RoleHeadSufeiya1.png 2021 2
|
||||
1054 2022 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadWeila1.png 1004 White Day Transmission - Vera: Rozen 770200 54 What do you want then? Vera Assets/Product/Texture/Image/RoleCharacter/RoleHeadWeila1.png 2022 2
|
||||
1055 2023 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadKamu1.png 1004 White Day Transmission - Camu: Crocotta 770200 55 What is it? Camu Assets/Product/Texture/Image/RoleCharacter/RoleHeadKamu1.png 2023 2
|
||||
1056 2024 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuosaita1.png 1004 White Day Transmission - Rosetta: Rigor 770200 56 Let's watch the snow together. Rosetta Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuosaita1.png 2024 2
|
||||
1057 2025 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadQu1.png 1004 White Day Transmission - Qu: Pavo 770200 57 I feel the same way. Qu Assets/Product/Texture/Image/RoleCharacter/RoleHeadQu1.png 2025 2
|
||||
1058 2026 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadChangyu1.png 1004 White Day Transmission - Changyu: Qilin 770200 58 Your happiness is the best gift for me. Changyu Assets/Product/Texture/Image/RoleCharacter/RoleHeadChangyu1.png 2026 2
|
||||
1059 2027 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuna1.png 1004 White Day Transmission - Luna: Laurel 770200 59 But we live in the present, Luna. Luna Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuna1.png 2027 2
|
||||
1060 2028 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadAila1.png 1004 White Day Transmission - Ayla: Brilliance 770200 60 Thank you, Ayla. Ayla Assets/Product/Texture/Image/RoleCharacter/RoleHeadAila1.png 2028 2
|
||||
1061 2029 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadSailinna1.png 1004 White Day Transmission - Selena: Tempest 770200 61 We'll be together all summer long. Selena Assets/Product/Texture/Image/RoleCharacter/RoleHeadSailinna1.png 2029 2
|
||||
1062 2030 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadWanshi1.png 1004 White Day Transmission - Wanshi: Hypnos 770200 62 Sweet dreams, Wanshi. Wanshi Assets/Product/Texture/Image/RoleCharacter/RoleHeadWanshi1.png 2030 2
|
||||
100063 2031 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadR3Kuluomu1.png 1004 White Day Transmission - Chrome: Glory 770200 63 So will I. Chrome Assets/Product/Texture/Image/RoleCharacter/RoleHeadR3Kuluomu1.png 2031 2
|
||||
96000010 96000010 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadKuluomu1.png 1001 Valentine's Message: Chrome 770200 11 Happy Valentine's Day, Chrome. Chrome Assets/Product/Texture/Image/RoleCharacter/RoleHeadKuluomu1.png 96000010 2
|
||||
96000011 96000011 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadSufeiya1.png 1001 Valentine's Message: Sophia 770200 12 Thanks. I like it a lot. Sophia Assets/Product/Texture/Image/RoleCharacter/RoleHeadSufeiya1.png 96000011 2
|
||||
96000012 96000012 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadWeila1.png 1001 Valentine's Message: Vera 770200 13 Will... do. Vera Assets/Product/Texture/Image/RoleCharacter/RoleHeadWeila1.png 96000012 2
|
||||
96000013 96000013 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadKamu1.png 1001 Valentine's Message: Camu 770200 14 Thank you. Camu Assets/Product/Texture/Image/RoleCharacter/RoleHeadKamu1.png 96000013 2
|
||||
1011 1010 3 Assets/Product/Texture/Image/RoleCharacter/RoleHeadLi1.png 1002 White Day Transmission - Lee: Palefire 770200 11 I got it, Lee. Lee Assets/Product/Texture/Image/RoleCharacter/RoleHeadLi1.png 1010 2
|
||||
1012 1020 3 Assets/Product/Texture/Image/RoleCharacter/RoleHeadluxiya1.png 1002 White Day Transmission - Lucia: Lotus 770200 12 Let's talk about something you enjoy. Lucia Assets/Product/Texture/Image/RoleCharacter/RoleHeadluxiya1.png 1020 2
|
||||
1013 1030 3 Assets/Product/Texture/Image/RoleCharacter/RoleHeadLifu1.png 1002 White Day Transmission - Liv: Eclipse 770200 13 No problem. I'm glad you like it. Liv Assets/Product/Texture/Image/RoleCharacter/RoleHeadLifu1.png 1030 2
|
||||
1014 1040 3 Assets/Product/Texture/Image/RoleCharacter/RoleHeadAolisuo1.png 1002 White Day Transmission - Bianca: Zero 770200 14 It's nice connecting with you. Bianca Assets/Product/Texture/Image/RoleCharacter/RoleHeadAolisuo1.png 1040 2
|
||||
1015 1050 3 Assets/Product/Texture/Image/RoleCharacter/RoleHeadYongyechao1.png 1002 White Day Transmission - Nanami: Storm 770200 15 Thanks... Let me put on my goggles first. Nanami Assets/Product/Texture/Image/RoleCharacter/RoleHeadYongyechao1.png 1050 2
|
||||
1016 1060 3 Assets/Product/Texture/Image/RoleCharacter/RoleHeadShenwei1.png 1002 White Day Transmission - Kamui: Bastion 770200 16 I will not forget. Kamui Assets/Product/Texture/Image/RoleCharacter/RoleHeadShenwei1.png 1060 2
|
||||
1017 1070 3 Assets/Product/Texture/Image/RoleCharacter/RoleHeadKalienina1.png 1002 White Day Transmission - Karenina: Blast 770200 17 Yeah, I'm free. Karenina Assets/Product/Texture/Image/RoleCharacter/RoleHeadKalienina1.png 1070 2
|
||||
1018 1080 3 Assets/Product/Texture/Image/RoleCharacter/RoleHeadDubian1.png 1002 White Day Transmission - Watanabe: Nightblade 770200 18 It's a promise then. Watanabe Assets/Product/Texture/Image/RoleCharacter/RoleHeadDubian1.png 1080 2
|
||||
1019 1090 3 Assets/Product/Texture/Image/RoleCharacter/RoleHeadluxiya1S.png 1002 White Day Transmission - Lucia: Dawn 770200 19 I'll try to become the best commandant too. Lucia Assets/Product/Texture/Image/RoleCharacter/RoleHeadluxiya1S.png 1090 2
|
||||
1020 1100 3 Assets/Product/Texture/Image/RoleCharacter/RoleHeadLifu1S.png 1002 White Day Transmission - Liv: Lux 770200 20 I'll be with you. Liv Assets/Product/Texture/Image/RoleCharacter/RoleHeadLifu1S.png 1100 2
|
||||
1021 1110 3 Assets/Product/Texture/Image/RoleCharacter/RoleHeadLi1SS.png 1002 White Day Transmission - Lee: Entropy 770200 21 I like it a lot, thanks. Lee Assets/Product/Texture/Image/RoleCharacter/RoleHeadLi1SS.png 1110 2
|
||||
1022 1120 3 Assets/Product/Texture/Image/RoleCharacter/RoleHeadLifu1SS.png 1002 White Day Transmission - Liv: Luminance 770200 22 Sure. Liv Assets/Product/Texture/Image/RoleCharacter/RoleHeadLifu1SS.png 1120 2
|
||||
1023 1130 3 Assets/Product/Texture/Image/RoleCharacter/RoleHeadShenwei1SS.png 1002 White Day Transmission - Kamui: Tenebrion 770200 23 I'll take good care of this. Kamui Assets/Product/Texture/Image/RoleCharacter/RoleHeadShenwei1SS.png 1130 2
|
||||
1024 1140 3 Assets/Product/Texture/Image/RoleCharacter/RoleHeadKalienina1SS.png 1002 White Day Transmission - Karenina: Ember 770200 24 What about a hug? Karenina Assets/Product/Texture/Image/RoleCharacter/RoleHeadKalienina1SS.png 1140 2
|
||||
1025 1150 3 Assets/Product/Texture/Image/RoleCharacter/RoleHeadYongyechao1SS.png 1002 White Day Transmission - Nanami: Pulse 770200 25 Thanks... Wait, what? Nanami Assets/Product/Texture/Image/RoleCharacter/RoleHeadYongyechao1SS.png 1150 2
|
||||
1026 1160 3 Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuxiyaaerfa1SS.png 1002 White Day Transmission - α 770200 26 That's a bit difficult... α Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuxiyaaerfa1SS.png 1160 2
|
||||
1027 1170 3 Assets/Product/Texture/Image/RoleCharacter/RoleHeadDubian1SS.png 1002 White Day Transmission - Watanabe: Astral 770200 27 I want to see you too. Watanabe Assets/Product/Texture/Image/RoleCharacter/RoleHeadDubian1SS.png 1170 2
|
||||
1028 1180 3 Assets/Product/Texture/Image/RoleCharacter/RoleHeadAila1.png 1002 White Day Transmission - Ayla: Brilliance 770200 28 I'm ready! Ayla Assets/Product/Texture/Image/RoleCharacter/RoleHeadAila1.png 1180 2
|
||||
1029 1190 3 Assets/Product/Texture/Image/RoleCharacter/RoleHeadBianka1SS.png 1002 White Day Transmission - Bianca: Veritas 770200 29 Yeah, be there soon. Bianca Assets/Product/Texture/Image/RoleCharacter/RoleHeadBianka1SS.png 1190 2
|
||||
1030 1200 3 Assets/Product/Texture/Image/RoleCharacter/RoleHeadSufeiya1.png 1002 White Day Transmission - Sophia: Silverfang 770200 30 Thank you, Sophia. Sophia Assets/Product/Texture/Image/RoleCharacter/RoleHeadSufeiya1.png 1200 2
|
||||
1031 1210 3 Assets/Product/Texture/Image/RoleCharacter/RoleHeadKuluomu1.png 1002 White Day Transmission - Chrome: Arclight 770200 31 Come to me. Chrome Assets/Product/Texture/Image/RoleCharacter/RoleHeadKuluomu1.png 1210 2
|
||||
96000021 96000021 3 Assets/Product/Texture/Image/RoleCharacter/RoleHeadR4Luxiya1.png 1002 White Day Transmission - Lucia: Plume 770200 32 Very beautiful. Thank you, Lucia. Lucia Assets/Product/Texture/Image/RoleCharacter/RoleHeadR4Luxiya1.png 60001 2
|
||||
96000022 96000022 3 Assets/Product/Texture/Image/RoleCharacter/RoleHeadWeila1.png 1002 White Day Transmission - Vera: Rozen 770200 33 I won't go anywhere. Vera Assets/Product/Texture/Image/RoleCharacter/RoleHeadWeila1.png 60002 2
|
||||
96000023 96000023 3 Assets/Product/Texture/Image/RoleCharacter/RoleHeadKamu1.png 1002 White Day Transmission - Camu: Crocotta 770200 34 S-so heavy... I'll take my time with them. Camu Assets/Product/Texture/Image/RoleCharacter/RoleHeadKamu1.png 60003 2
|
||||
96000024 96000024 3 Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuosaita1.png 1002 White Day Transmission - Rosetta: Rigor 770200 35 Thank you. Rosetta Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuosaita1.png 60004 2
|
||||
96000025 2032 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadTwentyone1.png 1004 White Day Transmission - No. 21: XXI 770200 64 That sounds romantic. No. 21 Assets/Product/Texture/Image/RoleCharacter/RoleHeadTwentyone1.png 2032 2
|
||||
96000026 2033 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadR3Weila1.png 1004 White Day Transmission - Vera: Garnet 770200 65 You bet I will. Vera Assets/Product/Texture/Image/RoleCharacter/RoleHeadR3Weila1.png 2033 2
|
||||
96000027 2034 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuolan1.png 1004 White Day Transmission - Roland: Flambeau 770200 66 I was about to say the same. Roland Assets/Product/Texture/Image/RoleCharacter/RoleHeadLuolan1.png 2034 2
|
||||
96000028 2035 2 Assets/Product/Texture/Image/RoleCharacter/RoleHeadR4Lifu1.png 1004 White Day Transmission - Liv: Empyrea 770200 67 Take me with you next time. Liv Assets/Product/Texture/Image/RoleCharacter/RoleHeadR4Lifu1.png 2035 2
|
||||
10
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|
||||
j=.Đ<><C490>V<EFBFBD><56><EFBFBD><EFBFBD>K<EFBFBD><4B><EFBFBD><10>?<3F>W<EFBFBD><57>r<EFBFBD>`<60>r<EFBFBD>C<EFBFBD>F,@<40>W%<25>n<><6E>w^I8Mf<4D><66>]<5D>i}ݱݓ<DDB1>&zR<7A>><3E>c<0C><>m<EFBFBD>~<7E>.?<3F>UڄV㸛<12>X<EFBFBD><58>dž;S<>Uv]<5D><><EFBFBD><03><>kUwj<77>\t~];<3B><><jr<>VId Order Name GroupType ShowTime
|
||||
1 1 2022 New Year 1
|
||||
2 2 2022 Valentine's Day 1
|
||||
3 3 2022 White Day 1
|
||||
4 4 Happy Birthday 1
|
||||
1001 1 2022 Valentine's Day 2
|
||||
1002 2 2022 White Day 2
|
||||
1004 4 2023 White Day 2
|
||||
5 5 Activation Date 1
|
||||
6 6 2023·Summer Thoughts 1
|
||||
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x<><78><EFBFBD><07><>G<EFBFBD>R,D?g&wK<77><4B><EFBFBD>(<28>Z2<5A><32>"k\<16>0<EFBFBD><30><EFBFBD><EFBFBD><EFBFBD>)SZKu<4B>bs<62>C<EFBFBD><43>n{<7B>@<03><>S<EFBFBD>D<EFBFBD><44>Z
|
||||
2<EFBFBD>fM<02>)<29>ጥ<EFBFBD><E18CA5>W%+<2B><><EFBFBD><EFBFBD><EFBFBD><10>S<07><><1E>+ɺ<7F>G<EFBFBD>?=d<><64>N<EFBFBD><4E><EFBFBD><EFBFBD><EFBFBD> w<>ϣ<0B><><EFBFBD>ABId GroupId Order Type Title Text Condition
|
||||
9003011 90030 1 1 Data I Product of the early Golden Age with basic functions. It can only carry out simple orders. 800007
|
||||
9003012 90030 2 1 Data II Can be seen roaming around wastelands everywhere. 800007
|
||||
9003021 90030 1 2 Story I It maintains its function by scavenging or dismantling discarded mechanical parts. As a result, it always clashes with human scavengers over resources. 800008
|
||||
9003022 90030 2 2 Story II Protects itself with a piece of oilcloth after taking fatal damage and became partially broken. The weapon it never lets go is once used for dismantling and repairing mechanical devices. 800008
|
||||
9209011 92090 1 1 Data I It transmits pictures captured by its infrared camera back to the humans and Sentry Guns via transmission lines. 800007
|
||||
9209012 92090 2 1 Data II After being corrupted, it no longer transmits any data. Instead, the infrared camera output is increased to smoke humans with laser beams. 800007
|
||||
9209021 92090 1 2 Story A robot created by Cosmos Industries to patrol designated routes. Mostly used for commercial and city security. 800008
|
||||
9212011 92120 1 1 Data I Shows obvious traces of corruption. Already a mindless puppet of the virus. 800007
|
||||
9212012 92120 2 1 Data II Without its lower body, it can only crawl on the ground. 800007
|
||||
9212021 92120 1 2 Story I Once a large security robot commonly used by the clubs. Without proper maintenance and viable substitutes, its heavy upper body has eventually crushed its lower body. After being corrupted by Punishing Virus, it displays great resentment for humans and Constructs with complete bodies. 800008
|
||||
9212022 92120 2 2 Story II Traces of repairs can be found on its surface, though all of them have been carried out improperly. Nearly all repair materials are makeshift materials. 800008
|
||||
9211011 92110 1 1 Data I The gun barrels click open with gear-shaped locks to pour out the spent shells and residue. 800007
|
||||
9211012 92110 2 1 Data II The relatively compact body size and speedy wheel-based movement have put a lot of police dogs out of their jobs. 800007
|
||||
9211021 92110 1 2 Story I Once a city security robot in the cities adjacent to Mexico. People decorated it with crude accessories. 800008
|
||||
9211022 92110 2 2 Story II Its guns were originally loaded with blanks to avoid dealing damage to humans. After being corrupted, it uses everything that fits inside the barrel as shots, which is the reason why the guns have a lot of wear and tear. 800008
|
||||
9210011 92100 1 1 Data I Capable of flight with levitation wings, but the flight distance is limited due to the simplistic design. Nonetheless, one should never underestimate its explosive speed in immediate combat. 800007
|
||||
9210012 92100 2 1 Data II When inactive, it uses its claws to stabilize itself on the ground. After being corrupted, the claws have become a weapon. 800007
|
||||
9210021 92100 1 2 Story An aerial monitor created by Cosmos Industries to patrol designated routes. Much more agile than the ground monitoring robots. 800008
|
||||
9213011 92130 1 1 Data I The spear was originally a circus flagpole. It has adapted it into a weapon. 800007
|
||||
9213012 92130 2 1 Data II The robotic boar it is riding once belonged to a circus. It has retained its aggressive animal instinct and is able to move at high speed. 800007
|
||||
9213021 92130 1 2 Story A Tamer is a robot designed for performance purposes. Its job was to help humans manage beasts in the circus. In the early Golden Age, bionic beast shows were once a great hit, but the craze quickly died. As the number of human tamers declined, the mechanical counterpart took over. 800008
|
||||
9217011 92170 1 1 Data I It fashioned a religious symbol from its memory fragments and surrounding scraps, but now, the staff seems to be functioning as a tool for slaughter instead. 800007
|
||||
9217012 92170 2 1 Data II In order to survive, it has forcefully modified its own body with incompatible parts, rendering itself into a much more terrifying form. 800007
|
||||
9217021 92170 1 2 Story I Still a zealot and a preacher after being infected by the Punishing Virus. Though, its subject of worship seems to have changed from the corruption. 800008
|
||||
9217022 92170 2 2 Story II The age of technological explosion weakened the appeal of faith. The church required bionic evangelists that could carry out their orders with unwavering faith. The Missionary model was one of them. 800008
|
||||
9218011 92180 1 1 Data I Freed it from its past orders by the corruption, the desire to kill has driven it to butcher anyone it sees with a pair of domestic knives. 800007
|
||||
9218012 92180 2 1 Data II Without proper maintenance, its internal wires are exposed. The blades have also essentially become blunt weapons. 800007
|
||||
9218021 92180 1 2 Story A general-purpose robot designed for the public. With a human-like appearance and an ability to carry out different orders faithfully, it was the most common robot in the world. 800008
|
||||
9220011 92200 1 1 Data I A Black Spider determines its exact distance with the target location (In a corrupted case, humans) through its compound-eye infrared sensors. Upon arrival, it will initiate its self-destruct sequence. The 360° rotational design gives it a wider detection range than Jitterbombs. 800007
|
||||
9220012 92200 2 1 Data II While inactive, it will disable its self-destruct sequence and self-compress into a disk shape for ease of transport. It expands when activated. The armor protects the internal fission reactor from being destroyed until it self-destructs. 800007
|
||||
9220021 92200 1 2 Story A small military explosive robot. It can crawl like an insect on the battlefield and swiftly arrive at designated locations to initiate self-destruction. Compared with Jitterbombs, it has greater firepower and stealth performance. 800008
|
||||
9221011 92210 1 1 Data I A lawnmower is a Gardener's necessary gear in planting and mowing in the urban regions. 800007
|
||||
9221012 92210 2 1 Data II The apron is supposed to prevent shredded grass from entering its frame, but it has lost its function in the current world. 800007
|
||||
9221021 92210 1 2 Story Produced in the early Golden Age with simple functions. Mostly used for garden management, urban greening, and farming. 800008
|
||||
9214011 92140 1 1 Data I A Jitterbomb determines its exact distance with the target location (In a corrupted case, humans) through its compound-eye infrared sensors. Upon arrival, it will initiate its self-destruct sequence. 800007
|
||||
9214012 92140 2 1 Data II Ball-shaped and does not explode while inactive, easy to transport in this state. When activated, the small fission reactor lights up. The reactor is both the energy source and the explosive material. 800007
|
||||
9214021 92140 1 2 Story A simple industrial explosive robot. The small size allows it to pass through narrow tunnels in mines like an insect. It can move to a designated location to initiate self-destruction. 800008
|
||||
9215011 92150 1 1 Data I The hydraulic system enables acrobatic movements. It also powers the entire frame. 800007
|
||||
9215012 92150 2 1 Data II With three legs and respectable jumping abilities, it can overcome nearly all terrains. 800007
|
||||
9215013 92150 3 1 Data III Open the frontal portion of the frame for a drill that can terraform the terrain for lifting operations. 800007
|
||||
9215021 92150 1 2 Story A portable jack produced in the Golden Age. It can lift heavy loads with ease. Mostly deployed for industrial use and flying car repairs. 800008
|
||||
9216011 92160 1 1 Data I The light cannons on both sides of its body can rotate vertically and horizontally at 180°. 800007
|
||||
9216012 92160 2 1 Data II Equipped with a most simple heat dissipation design. The barrels will turn red and spew smoke to dissipate heat under continuous fire. 800007
|
||||
9216021 92160 1 2 Story A security robot commonly seen in cities. Created by Cosmos Industries, it patrols along designated routes and locates intruders with signals from monitors. It automatically eliminates unidentified enemies in cities through its basic weaponry. 800008
|
||||
9219011 92190 1 1 Data I Equipped only with basic protective equipment. Due to lack of maintenance, its shield is all bent. 800007
|
||||
9219012 92190 2 1 Data II It lacks agility, but is more than functional as a meat, or metal, shield. 800007
|
||||
9219021 92190 1 2 Story A large security robot used by police forces during riots. They would rush to where the riot is happening and form a defense line to reduce casualties. 800008
|
||||
9002011 90020 1 1 Data After the virus outbreak, Kuroro has not shown any signs of infection. It seems like it could not care less about attacking humans, which is why it is deemed a safe bionic animal. 0
|
||||
9002021 90020 1 2 Story A strange mechanical series that appeared in the early Post-Pandemic Age. Its creator remains unknown. Kuroros have a relatively high level of intelligence and a variety of forms. They are also fanatical about collecting Cogs. 0
|
||||
9246011 92460 1 1 Data I Equipped with a compound scanner, it can scan creatures in the deep sea using infrared radiation, or the surrounding environment through sonar pulses. 800007
|
||||
9246012 92460 2 1 Data II Able to sustain fire for a long time, the multifunctional high-pressure water cannon can cut through bedrock to find ores. The recoil from the high-velocity water stream can also be used to quickly move around. 800007
|
||||
9246013 92460 3 1 Data III The anti-pressure mirage coating allows a Deep-sea Ambusher to withstand the high pressure in the deep sea, as well as blend in to shield it from most deep-sea creatures. 800007
|
||||
9246021 92460 1 2 Story An industrial robot designed to withstand the deep sea environment. It terraforms the oceanic crust and extracts resources from it. Powered by nuclear fusion, it stores Reagent He-4 inside its body. 800008
|
||||
9248011 92480 1 1 Data I The light cannons on both sides of its body can rotate vertically and horizontally at 180°. 800007
|
||||
9248012 92480 2 1 Data II Compared with a Sentry Gun, the design and functions are more advanced. It is impervious to space radiation and even able to operate outside the space station if necessary. 800007
|
||||
9248013 92480 3 1 Data III It can firmly grasp the surfaces of the space station even in a vacuum environment. 800007
|
||||
9248021 92480 1 2 Story I A security robot commonly seen in cities. Created by Cosmos Industries, it patrols along designated routes and locates intruders with signals from monitors. It automatically eliminates unidentified enemies in cities through its basic weaponry. The name of Cosmos came from humanity's ambition to conquer space. 800008
|
||||
9248022 92480 2 2 Story II Corrupted, the high concentration of Punishing Virus in its vital fluids leak and trail behind its path, causing damage to humans and Constructs. 800008
|
||||
9249011 92490 1 1 Data I Capable of flight with levitation wings, but the flight distance is limited due to the simplistic design. Nonetheless, one should never underestimate its explosive speed in immediate combat. 800007
|
||||
9249012 92490 2 1 Data II When inactive, it uses its claws to stabilize itself on the ground. After being corrupted, the claws have become a weapon. 800007
|
||||
9249021 92490 1 2 Story I A space monitoring robot created by Cosmos Industries. Able to patrol along designated routes. The name of Cosmos came from humanity's ambition to conquer space. 800008
|
||||
9249022 92490 2 2 Story II Now corrupted, the vital fluids are essentially oozing with the Punishing Virus. The corrupted space station has modified this machine to leak fluids wherever it goes. 800008
|
||||
9247011 92470 1 1 Data I The hydraulic system enables acrobatic movements. It also powers the entire frame. 800007
|
||||
9247012 92470 2 1 Data II With three legs and respectable jumping abilities, it can overcome nearly all terrains. 800007
|
||||
9247013 92470 3 1 Data III Open the frontal portion of the frame for a drill that can terraform the terrain for further operations. 800007
|
||||
9247014 92470 4 1 Data IV It can firmly grasp the surfaces of the space station even in a vacuum environment. 800007
|
||||
9247021 92470 1 2 Story I A space industrial jack created by Cosmos Industries. Capable of lifting heavy loads with ease, it was used in the modification and repairs of the space station. The name of Cosmos came from humanity's ambition to conquer space. 800008
|
||||
9247022 92470 2 2 Story II Now corrupted, the vital fluids are essentially oozing with the Punishing Virus. The corrupted space station has modified this machine to leak fluids wherever it goes. 800008
|
||||
9260011 92600 1 1 Data I The compact electric chainsaw can dismantle different objects and cut steel rails. 800007
|
||||
9260012 92600 2 1 Data II Its head can rotate 360°, allowing it to attack at different angles. 800007
|
||||
9260021 92600 1 2 Story A robot manufactured in an infected train carriage. Small in size and high in speed, its job is to track human civilizations and machines along the railways and transmit the findings back to the infected carriage in real-time. Originally a deconstruction module of the train, after its core became corrupted, an extra mobility module has been installed. 800008
|
||||
9262011 92620 1 1 Data I Its compact Gatling gun can riddle enemies into beehives in mere seconds. 800007
|
||||
9262012 92620 2 1 Data II Its head can rotate 360°, allowing it to attack at different angles. 800007
|
||||
9262013 92620 3 1 Data III It uses a motion sensor for aiming and fires through a command program. Below the sensor is a missile launcher. 800007
|
||||
9262021 92620 1 2 Story A robot produced in an infected train carriage. Small in size and high in speed, its job is to attack the targets designated by the train and Pursuers. Originally a firepower module of the train, after its core became corrupted, additional mobility modules have been installed. 800008
|
||||
9261011 92610 1 1 Data I The most common robot on the infected train. Its welding torch can repair vehicles and railways, as well as dismantle and assemble mechanical parts. Once the train takes damage, a host of Repair Units will swarm out to repair it. 800007
|
||||
9261012 92610 2 1 Data II Its head can rotate 360°, allowing it to attack at different angles. 800007
|
||||
9261013 92610 3 1 Data III Equipped with a laser launcher. It can shoot lasers from a small white nozzle. 800007
|
||||
9261021 92610 1 2 Story A robot produced in an infected train carriage. Small in size and high in speed, it is mainly responsible for collecting surrounding resources along the railways and welding them to the infected train. It also maintains the train and lays the tracks. Originally a repair module of the train, after its core became corrupted, additional mobility modules have been installed. 800008
|
||||
9067011 90670 1 1 Data I The hands can produce particles for prestidigitation. 800007
|
||||
9067012 90670 2 1 Data II Designed with feminine beauty in mind, Kemuri is made for theatrical performances. A specialized facial design allows a Kemuri to change into different faces. Completely exposing the facial unit will reveal the internal face-changing system as well as the gleaming muzzle for self-defense. 800007
|
||||
9067021 90670 1 2 Story A traditional performer-bot on the Nighter. A major export product in the Golden Age, it is mainly used to replace humans in high difficulty performances. 800008
|
||||
9066011 90660 1 1 Data I A Hanged Man has a delicate body structure. Inside its loose robe is a slender spine that holds its whole body. 800007
|
||||
9066012 90660 2 1 Data II Its limbs are made of lightweight hardwood to reduce its weight to the minimum. 800007
|
||||
9066021 90660 1 2 Story A traditional performer-bot on the Nighter. A major export product in the Golden Age, it is mainly used to replace humans in high difficulty performances. 800008
|
||||
9064011 90640 1 1 Data I Blubber has a pair of strong arms. The performance it gives on stage is also full of a chunky but kinetic beauty. 800007
|
||||
9064012 90640 2 1 Data II In addition to performances, Blubbers are also responsible for conveying the goods. It can transform into a ball for quick movement. 800007
|
||||
9064021 90640 1 2 Story A traditional performer-bot on the Nighter. A major export product in the Golden Age, it is mainly used to replace humans in high difficulty performances. 800008
|
||||
9065011 90650 1 1 Data The agile Ballwheel can perform a whole host of complicated tricks. Able to spin their discs right round and round, a caravan of Ballwheels together is a sight to behold. 800007
|
||||
9065021 90650 1 2 Story A traditional performer-bot on the Nighter. A major export product in the Golden Age, it is mainly used to replace humans in high difficulty performances. 800008
|
||||
9069011 90690 1 1 Data I While in the statue mode, Phecda and Prime can replenish the energy consumed in battles against enemies. 800007
|
||||
9069012 90690 2 1 Data II Some faulty Phecda and Prime units never woke up from the statue mode and became a part of the Kowloong Corp city. 800007
|
||||
9069021 90690 1 2 Story Kowloong Corp has access to the early Construct production technologies. Two mass-produced Constructs, namely "Prime" and "Phecda", form the majority of Kowloong's own defense force. These serious-looking statues will be activated when intruders are present, and transform into fierce guardians. 800008
|
||||
9071011 90710 1 1 Data I With its mastery of various musical instruments, it can switch its performance style whenever it needs to connect with the audience emotionally. 800007
|
||||
9071012 90710 2 1 Data II The speakers on its waist are connected to the Venus Splash Park's control system. Therefore, it not only plays its own music but also broadcasts different messages from the park when necessary. 800007
|
||||
9071021 90710 1 2 Story I A customer service robot produced by Universal Toys in the middle of the Golden Age. In the Venus Splash Park, it acts as a show performer and a guide in the water park. 800008
|
||||
9071022 90710 2 2 Story II Its name comes from a supporting actor in Time for Dancing, a renowned movie of the Golden Age. 800008
|
||||
9072011 90720 1 1 Data I With its multiple robotic arms, Martini can complete its work at seemingly unmatched speed. The power input for each robotic arm can be adjusted to avoid unnecessary energy consumption. 800007
|
||||
9072012 90720 2 1 Data II As its program logic is not refinedly designed, when it shakes cocktails for the visitors, it will lose its grip on the shaker and splash the cocktail on them from time to time. 800007
|
||||
9072021 90720 1 2 Story I A customer service robot produced by Universal Toys in the middle of the Golden Age. In the Venus Splash Park, it is responsible for making cocktails and cleaning up the water park. 800008
|
||||
9072022 90720 2 2 Story II Its name comes from a cocktail featured in 001: Babylonia's Secret Agent, a renowned movie of the Golden Age. 800008
|
||||
9073011 90730 1 1 Data I With a frame made out of lightweight materials and a pair of webbed feet, Mr. White is able to swim like a fish in the sea. 800007
|
||||
9073012 90730 2 1 Data II Visitors can pay Mr. White for a swimming lesson. He will never give in until one gets the hang of it. 800007
|
||||
9073021 90730 1 2 Story I A customer service robot produced by Universal Toys in the middle of the Golden Age. In the Venus Splash Park, it acts as a lifeguard as well as a security guard in water park. 800008
|
||||
9073022 90730 2 2 Story II Its name comes from a supporting actor in Springboard, a renowned movie of the Golden Age. 800008
|
||||
9225011 92250 1 1 Data I Its face is completely overtaken by rust and its internal wires are all torn and tied. 800005
|
||||
9225012 92250 2 1 Data II Its carbon-steel sword has been taken by the virus. 800005
|
||||
9225021 92250 1 2 Story Once a kendo coach of the KCC. Some Ronin models were also used in underground fight clubs. After being corrupted, its phenomenal swordsmanship has made it an extremely dangerous threat to humans. 800007
|
||||
9226011 92260 1 1 Data Strong legs and a long tail—its body structure is similar to a Tyrannosaurus. 800005
|
||||
9226021 92260 1 2 Story I During the mechanoid restoration craze, Copperfield has created a mechanical amalgam of a dinosaur and lasers. It has been stored in his Estate Museum. 800007
|
||||
9226022 92260 2 2 Story II A piece of collection, but also a guard of the Estate Museum. When an enemy enters the range of the detectors on its neck, the dinosaur head will flip open to fire lasers at the enemy. 800007
|
||||
9233011 92330 1 1 Data I The virus has eaten its body and mind, but it still keeps the worn cloak—an old companion—on itself. 800005
|
||||
9233012 92330 2 1 Data II The fickle desert weathers make ranged weapons an unreliable choice. To adapt to the environment, an Envoy is equipped with protruding blades that can retract inside its arms while in standby mode. 800005
|
||||
9233013 92330 3 1 Data III The curved knee design performs well for spontaneous movements. It is also optimal for moving fast in a sandy environment. 800005
|
||||
9233021 92330 1 2 Story A transportation robot used in the desert. The owl-like head design came from a local religion. Able to overcome the extreme conditions of the desert, it patrols and delivers messages for the human strongholds. Though categorized as a domestic robot, it is equipped with blades for self-defense to deal with the desert climate and aggressive animals. 800007
|
||||
9235011 92350 1 1 Data I The arms can transport heavy loads with ease, naturally, they function well as deadly weapons. 800005
|
||||
9235012 92350 2 1 Data II The liquid nitrogen refrigerant is not only an energy source, but also used for extinguishing fires by quickly freezing an area. Corrupted Firefighters will instead fuel themselves with flammable material. Gaze for long into an abyss, the abyss gazes also into you. 800005
|
||||
9235021 92350 1 2 Story Produced in the middle of the Golden Age. Firefighters were, namely, initially used for firefighting operations. Eventually realizing the logistic potential of the machine, more and more industries began adopting its usage on other fronts. Firefighters then became a common sight around fire scenes, factories, and ports. 800007
|
||||
9236011 92360 1 1 Data I The disassembly blades can decommission a target from different angles. The frames are usually worn from age, but the blades are still razor-sharp. 800005
|
||||
9236012 92360 2 1 Data II Easily broken because of the simplistic design. Innumerable traces of repair can be found upon it. 800005
|
||||
9236013 92360 3 1 Data III Long-term operation might cause it to overheat. The warning lights will turn on in this case. A valve will have to be opened to dissipate heat. 800005
|
||||
9236021 92360 1 2 Story Produced in the early Golden Age. It was designed to dismantle decommissioned robots and mechanical devices in the recycling factory. Large body and armed with razor-sharp cutting blades, a corrupted Deconstructor is an intimidating threat to humanity. 800007
|
||||
9237011 92370 1 1 Data I Its arrows were once used by archaeological teams to locate and detonate targets remotely. The arrowhead is tipped with explosives. 800005
|
||||
9237012 92370 2 1 Data II The cloaks are fashioned out of tents used by archaeological teams. 800005
|
||||
9237021 92370 1 2 Story Once trusty partners of archaeologists for surveying ruins. The infected mechanoids revolted, burying archaeologists with themselves in history. Archaeological units are designed with different terrains in mind. They are highly mobile, and are good climbers and leapers. 800007
|
||||
9022011 90220 1 1 Data I Their tools are highly durable. They were originally used for exploration, excavation, and soil collection. Now, it is used as a weapon. 800005
|
||||
9022012 90220 2 1 Data II Excavators fashioned simple armor out of the archaeological team's instruments. 800005
|
||||
9022021 90220 1 2 Story Once trusty partners of archaeologists for surveying ruins. The infected mechanoids revolted, burying archaeologists with themselves in history. Archaeological units are designed with different terrains in mind. They are highly mobile, and are good climbers and leapers. 800007
|
||||
9239011 92390 1 1 Data I A drivable vehicle while inactive. Includes all the basics—headlights, steering wheels, and continuous tracks. 800005
|
||||
9239012 92390 2 1 Data II The drill installed in a Harvester's left arm is used for excavation, exploration, and well drilling. The right hand can spray fertilizer and shoot flames and projectiles. 800005
|
||||
9239021 92390 1 2 Story Once large agricultural machineries used in cities, they were refitted and militarized by humans during the early days of the Punishing Virus outbreak. To avoid exposure to the virus, they were only allowed to operate inside the Central Purification Filters' range. Most were destroyed during the Great Evacuation, but Copperfield managed to secure a few. 800007
|
||||
9240011 92400 1 1 Data I Its brutish and massive horns are razor-sharp, easily splitting any objects when it charges. 800005
|
||||
9240012 92400 2 1 Data II Bio-Bulls change their posture through signals received from their antennas. The antennas also serve as enemy sensors. 800005
|
||||
9240021 92400 1 2 Story Driven by the mechanoid restoration trends, Copperfield has created a mechanically restored incarnation of a bull in his Estate Museum. 800007
|
||||
9241011 92410 1 1 Data I The antennas can receive signals from humans and also send exploration data back to them. 800005
|
||||
9241012 92410 2 1 Data II The electric spark generator detects subterranean structures and also welds metals. It was mainly used in underground city construction. 800005
|
||||
9241013 92410 3 1 Data III The acid container is an Acid Ant's energy source and also a device that can collect and filter underground toxic gases. The acid inside also serves as a weapon. 800005
|
||||
9241014 92410 4 1 Data IV With a big compound eye sensor and a neck that can rotate 360°, it can reliably navigate lightless environments. 800005
|
||||
9241021 92410 1 2 Story Acid Ants were bionic incarnations of a form of termite found in cities adjacent to Tokyo during the late Golden Age. Humans deployed Acid Ants to build and expand underground cities. 800007
|
||||
9762011 97620 1 1 Data I A human can enter a Terrapod's cockpit to pilot it. The armor protects the pilot from harm, but infected Terrapods will never allow a human inside. Rarely, human skeletons can be seen inside Terrapod cockpits. 800005
|
||||
9762012 97620 2 1 Data II The Gatling gun can rotate at any angle. It automatically reloads through the magazine below when it runs out of ammo. 800005
|
||||
9762021 97620 1 2 Story An advanced security robot created by Cosmos Industries. Able to patrol along designated routes and be piloted by humans. It locates intruders with signals from monitoring devices. It automatically shreds unidentified enemies in the city with its powerful weapons. 800007
|
||||
9234011 92340 1 1 Data I The spear can store and transfer aeolian and EM energy to nearby allies. The energy can be used for attacks too. 800005
|
||||
9234012 92340 2 1 Data II Dressed like a god's servant, sacred and archaic. 800005
|
||||
9234021 92340 1 2 Story Mechanically restored incarnations of the lost Egyptian civilization. They were once Osiris' exalted and loyal guards. 800007
|
||||
9238011 92380 1 1 Data I Standard blade, automatic pistol; close range, long range. 800005
|
||||
9238012 92380 2 1 Data II The mask is installed with an analyzer and an Inver-Device. The former scans the surrounding environment, the latter repels viral corruption. 800005
|
||||
9238021 92380 1 2 Story A normal Construct soldier of Babylonia. Standard equipment, standard performance. 800007
|
||||
9242011 92420 1 1 Data I A light hand cannon on its left and a giant rocket launcher on its right, Musashi VI is a force to be reckoned with. The projectiles shot from the launcher can also draw enemies in. 800005
|
||||
9242012 92420 2 1 Data II The armor can be taken off for routine maintenance. 800005
|
||||
9242021 92420 1 2 Story A security robot of the KCC that was originally used only in areas under the KCC's jurisdiction. As KCC began sharing its technologies for diplomatic reasons, the Musashi VI model became a much more common sight. 800007
|
||||
9245011 92450 1 1 Data I Its harpoon can hit targets at medium range and drag them back to it. 800005
|
||||
9245012 92450 2 1 Data II Its left hand can transform into a hatchet to slice its enemies in close range battles. 800005
|
||||
9245013 92450 3 1 Data III The signal receiver can be used to relay info to its companions and receive orders from humans. 800005
|
||||
9245014 92450 4 1 Data IV With its powerful thrusters, it can speed across the sea and even fly for a short period of time. 800005
|
||||
9245015 92450 5 1 Data V It can generate energy with nuclear fusion and recycle the nuclear reactant for energy regeneration. Practically a bottomless energy tank, it can even run long operations solo. 800005
|
||||
9245021 92450 1 2 Story An amphibious soldier created by Cosmos Industries for patrolling and fending off enemies in the seas. The head is a cockpit for a human pilot that is not visible from the outside. Polar Soldiers can also run on auto-pilot. After the virus outbreak, someone once pried the cockpit of a Polar Soldier open. Inside though, was something that could hardly be called human. 800007
|
||||
9263011 92630 1 1 Data I Its body can rotate 360°, allowing it to attack at different angles. 800005
|
||||
9263012 92630 2 1 Data II Equipped with different weapons, it was used for terraforming and defensive operations. 800005
|
||||
9263021 92630 1 2 Story I A robot produced in an infected train carriage. Large in size and slow in speed, it was originally an exploration module of the train. It has been given additional mobility modules after its core became corrupted. An Explore Unit is responsible for scanning the train's surrounding environment and any movements. It can also be shot out of a train's cannon to survey a faraway environment. The exploration data helps Repair Units to lay tracks. 800007
|
||||
9263022 92630 2 2 Story II The rotund frame is designed to be shot out of train cannons. Arriving at the target location, it will transform and unfold its internal exploration instruments to survey the environment. The Explore Units on the train can transform directly to scan the train's surrounding environment and relay the data back to the master control program. 800007
|
||||
9050011 90500 1 1 Data I The central processing unit can process data and also receive signals sent from the space station. 800005
|
||||
9050012 90500 2 1 Data II Its repeater can receive signals from different machines to activate various facilities in the space station. Can refuel through solar energy and also the nuclear fusion energy chamber of the space station. The energy output can also be adjusted to shoot laser beams at enemies. 800005
|
||||
9050021 90500 1 2 Story A management module responsible for the daily operations of the space station. Management modules are assigned to different areas to process data, manage facilities, and compile reports for the space station. 800007
|
||||
9068011 90680 1 1 Data I The pair of razor-sharp blades is her iconic weapon. It can fillet an enemy in a matter of seconds. 800005
|
||||
9068012 90680 2 1 Data II Yazi is especially fond of umbrellas. Even when off-duty, she enjoys wandering around the ship with an umbrella propped up. Her umbrella is also made of special materials that can help her defend against enemy attacks. 800005
|
||||
9068021 90680 1 2 Story I The Kowloong Crew is created by the leader of the Nighter. Pillars of the performance troupe, the Kowloong Crew are made up of 9 Constructs symbolizing the 9 dragon sons of the Dragon King. They present themselves as high-level performers in auctions, but they function as a team of bodyguards. They are installed with control chips, and maintaining their leader's safety is their utmost priority. 800007
|
||||
9068022 90680 2 2 Story II In addition to being a bodyguard, Yazi also assassinates dissidents for the leader. 800007
|
||||
9070011 90700 1 1 Data I Compared with Phecda, Prime has even better firepower and is more aggressive. Its chest and facial panels can open to reveal the launchers inside for a surprise attack. 800005
|
||||
9070012 90700 2 1 Data II In contrary to their heavy and bulky looks, Prime and Phecda are very flexible and have great explosive power. They could often obliterate the incoming enemies within seconds when awaking from the statue mode. 800005
|
||||
9070021 90700 1 2 Story Kowloong Corp has access to the early Construct production technologies. Two mass-produced Constructs, namely "Prime" and "Phecda", form the majority of Kowloong's own defense force. These serious-looking statues will be activated when intruders are present, and transform into fierce guardians. 800007
|
||||
9274011 92740 1 1 Data While inactive, A'Mao will compress itself into the shape of a watermelon and roll around the water park. Visitors can call upon it using a portable terminal at any time. 800005
|
||||
9274021 92740 1 2 Story I A customer service robot produced by Universal Toys in the middle of the Golden Age. Its job is to sell drinks and handheld fireworks in the Venus Splash Park. 800007
|
||||
9274022 92740 2 2 Story II It lost in the Venus Splash Park mascot competition. 800007
|
||||
8110011 81100 1 1 Data The two legs and the support pillar enable high-speed movement. The power cables are exposed. 800003
|
||||
8110021 81100 1 2 Story Once a large engineering robot for urban use. During the early outbreak of the Punishing Virus, it became refitted and militarized by humans. They were, however, only used inside of Central Purification Filters to avoid exposure to the virus. 800004
|
||||
8130011 81300 1 1 Data I The tuxedo is ragged, but Roseblade still wears it to display his commitment to humanity. 800003
|
||||
8130012 81300 2 1 Data II Roseblade's obsession with traditional swords and chivalry came from his devotion to humanity. His master may be gone, but his loyalty has yet to fade. 800003
|
||||
8130021 81300 1 2 Story Advanced Executor models refitted as butlers for the upper class. Roseblades faithfully follow their master's orders. Employing a rapier in battle, he is as graceful as he is deadly. With the addition of synthetic skin, he bears a much closer resemblance to human beings. 800004
|
||||
8140011 81400 1 1 Data I The corrupted Sister model can harness the power of the virus in a way similar to Ascendants. She absorbs the energy within the virus, then releases it to attack enemies. 800003
|
||||
8140012 81400 2 1 Data II Her attacks symbolize the joining of the punishing virus with divine retribution. 800003
|
||||
8140021 81400 1 2 Story The age of technological explosion weakened the appeal of faith. The church required bionic evangelists that could carry out their orders with unwavering faith. The Sister model was one of them. 800004
|
||||
8141011 81410 1 1 Data Usually only appears from the summons of a Sister model. 800003
|
||||
8141021 81410 1 2 Story Bots that died at the corrupted Sister's hands and became reconstructed as loyal pets. 800004
|
||||
8120011 81200 1 1 Data Rockets—Empty. Roadblock—Blade. Rebar—Handle. Weapon found. 800003
|
||||
8120021 81200 1 2 Story I A riot control unit in areas under the KCC's jurisdiction. Damaged when the cities fell, so it was re-tasked into covering the rear. 800004
|
||||
8120022 81200 2 2 Story II Once clumsily bandaged by a girl. The bandage is useless and is still clinging onto its head. 800004
|
||||
8120023 81200 3 2 Story III Musashi IX has been wandering around after being corrupted. It is generally not hostile, but once it engages in combat, it will go berserk and attack everything in sight. 800004
|
||||
8150011 81500 1 1 Data I This Nozzle model has an inconceivable amount of paint inside its body. It can mix the ideal paint color and texture anytime. 800003
|
||||
8150012 81500 2 1 Data II There are two high-quality speakers installed on its chest. The designer believed that painting and music have great chemistry. 800003
|
||||
8150013 81500 3 1 Data III It can use its right hand to spray paint and draw in ways that are impossible for humans. 800003
|
||||
8150021 81500 1 2 Story I Originally designed to spray paint. Able to mix paint inside its body. It will clumsily fend off those who impede its artistic process. 800004
|
||||
8150022 81500 2 2 Story II Corruption has given Nozzle a different artistic turn. A new type of material made of Construct vital fluids, fluorescent agents, and mixed coolants is now Nozzle's primary choice of paint. This paint can be directly shot out, pressurized into freeze bombs, or even nebulized to disrupt radar detection. 800004
|
||||
8170011 81700 1 1 Data I Inside the armor is a modified Construct whose limbs show signs of severe infection. 800003
|
||||
8170012 81700 2 1 Data II The spikes are not just for attacking or self-defense, they are also torture devices that can destroy the exterior armor of Constructs to amplify the effects of Punishing infection. 800003
|
||||
8170013 81700 3 1 Data III The virus-contaminated cables can be used to bind enemies and corrupt humans and bio-machines. 800003
|
||||
8170021 81700 1 2 Story I Originally fighting to protect humanity, Tifa is now completely obsessed with power. The spikes are not only weapons, but also a torture device for herself. 800004
|
||||
8170022 81700 2 2 Story II She can cause M.I.N.D. deviation in weak-willed Constructs merely with her ghastly appearance. 800004
|
||||
8180011 81800 1 1 Data I Usually found burrowing beneath the sand. Its head is hard enough to endure nearly all attacks. 800003
|
||||
8180012 81800 2 1 Data II Vassago's body is not fully covered by its armor, which is its biggest weakness in battle. 800003
|
||||
8180013 81800 3 1 Data III Its body contains virus-contaminated black fluids, a product left when sandstone melts. 800003
|
||||
8180021 81800 1 2 Story A restored incarnation of the guardians of a lost desert civilization. Vassagos are able to move swiftly in sand, tearing apart creatures that enter the desert without permission. 800004
|
||||
8190011 81900 1 1 Data A Construct of unknown origin, wielding a katana just like Lucia, but far more experienced and skilled at it. Every swing seems to tear apart the fabric of reality. 800003
|
||||
8190021 81900 1 2 Story Appears to be connected to Lucia. No further information. 800004
|
||||
8215011 82150 1 1 Data Armed to the teeth. Extremely deadly. 800003
|
||||
8215021 82150 1 2 Story A ball-shaped military robot fully equipped with heavy firearms. Known for its high efficiency in cleaning up battlefields. Now corrupted, it became humanity's worst nightmare. 800004
|
||||
8701011 87010 1 1 Data Solar and aeolian energy are abundant in the desert, which is why related technologies and industries have prospered. Osiris' weapon can store solar energy with high efficiency and shoot laser beams, and even create tornadoes from its mastery of aerodynamics. 800003
|
||||
8701021 87010 1 2 Story Majestic and reticent, it is a mechanically restored incarnation of the lost Egyptian civilization. After the outbreak of the Punishing Virus, it began considering itself a god and has since been militarizing the surrounding territories and modifying itself. 800004
|
||||
8160011 81600 1 1 Data One of the Ascendants. Employs his gun and chain blade to wreak havoc on the battlefield. 800003
|
||||
8160021 81600 1 2 Story Roland treats battles as mere games. Extremely powerful, he has once obliterated multiple Construct squads by himself. 800004
|
||||
8320011 83200 1 1 Data I Rosetta can shoot a highly destructive spear-like energy beam. This function will, however, overload her and thus has a very long cooldown. 800003
|
||||
8320012 83200 2 1 Data II Rosetta's back thrusters enable her to fly and even levitate for a short distance. Rosetta uses this function to approach her target almost instantaneously. 800003
|
||||
8320013 83200 3 1 Data III Her thrusters are stored inside her lower body when they are not in use. 800003
|
||||
8320021 83200 1 2 Story This silver-haired humanoid hybrid Construct is the current leader of the Forest Guard in South Murmansk Port. Rosetta and Derek, the Narwhal, are long-acquainted. She is also able to communicate with it. 800004
|
||||
8741011 87410 1 1 Data Able to transform and self-deconstruct at will, it can appear anywhere it wants on the space station at any time. 800003
|
||||
8741021 87410 1 2 Story A highly intelligent processing core of the space station created by Cosmos Industries. Its intelligence likely rivals, or even surpasses a human. With a comprehensive record of all human knowledge and data, it can self-learn and evolve through processing data. After its corruption, it slaughtered all humans in the space station and modified the station into a giant space weapon, obliterating any beings with a consciousness structure similar to humans. 800004
|
||||
8736011 87360 1 1 Data Able to transform and self-deconstruct at will, it can appear anywhere it wants on the space station at any time. 800003
|
||||
8736021 87360 1 2 Story A highly intelligent processing core of the space station created by Cosmos Industries. Its intelligence likely rivals, or even surpasses a human. With a comprehensive record of all human knowledge and data, it can self-learn and evolve through processing data. After its corruption, it slaughtered all humans in the space station and modified the station into a giant space weapon, obliterating any beings with a consciousness structure similar to humans. 800004
|
||||
8340011 83400 1 1 Data I Its heavy armor is made of a large number of carriages. 800003
|
||||
8340012 83400 2 1 Data II Its legs are the mutated wheels formed by the Eternal Engine's wheels and Conversion Probes. With these virus-contaminated legs, it is able to cling on to other objects, jump long distances, and move at high speed. The giant ancillaries installed on its joints are there to support its weighty body. 800003
|
||||
8340013 83400 3 1 Data III Its heat dissipator is the heat-dissipating carriage of the nuclear fusion reactor. After transforming into a Rail Heterozygote, its energy consumption has rocketed and the heat dissipator has been working without rest. As a result, the heat dissipator has become its weakness. 800003
|
||||
8340014 83400 4 1 Data IV The Hetero Explore Units embedded inside function as its visual system. 800003
|
||||
8340015 83400 5 1 Data V The nuclear fusion reactor was originally the train's engine. It was taken by Rail Heterozygote to fuel itself. 800003
|
||||
8340021 83400 1 2 Story After the space station core corrupted the Eternal Engine, it has carried out self-modification with the train's industrial carriage. Traces of forceful and crude assemblage can be observed. The modification has yet to be completed due to time restrictions, which is why numerous Repair Units can still be seen moving on its body. 800004
|
||||
8111011 81110 1 1 Data I The two legs and the support pillar enable high-speed movement. The power cables are exposed. 800003
|
||||
8111012 81110 2 1 Data II It can shoot a highly destructive electrical beam. 800003
|
||||
8111021 81110 1 2 Story Once a large engineering robot for urban use. During the early outbreak of the Punishing Virus, it became refitted and militarized by humans. They were, however, only used inside of Central Purification Filters to avoid exposure to the virus. 800004
|
||||
8322011 83220 1 1 Data I Rosetta can shoot a highly destructive spear-like energy beam. This function will, however, overload her and thus has a very long cooldown. 800003
|
||||
8322012 83220 2 1 Data II Rosetta's back thrusters enable her to fly and even levitate for a short distance. Rosetta uses this function to approach her target almost instantaneously. 800003
|
||||
8322013 83220 3 1 Data III Her thrusters are stored inside her lower body when they are not in use. 800003
|
||||
8322021 83220 1 2 Story This silver-haired humanoid hybrid Construct is the current leader of the Forest Guard in South Murmansk Port. Rosetta and Derek, the Narwhal, are long-acquainted. She is also able to communicate with it. 800004
|
||||
8310011 83100 1 1 Data A pitch-black Construct. Brutal and swift in battle, his greatsword is often the first and last thing that his enemies see. 800003
|
||||
8310021 83100 1 2 Story Appears to be connected with Kamui. No further information. 800004
|
||||
8350011 83500 1 1 Data ■■■■ 800000
|
||||
8350012 83500 1 2 Story ■■■■ 800000
|
||||
8352011 83520 1 1 Data ■■■■ 800000
|
||||
8352012 83520 1 2 Story ■■■■ 800000
|
||||
8360011 83600 1 1 Data I As one of the Ascendants, Gabriel's powerful body enables him to crush any enemy standing in his way like a storm. 800003
|
||||
8360012 83600 2 1 Data II Gabriel had modified and redesigned his own body numerous times to free himself from the constraints of machines. In fact, such modifications are still under way. 800003
|
||||
8360021 83600 1 2 Story I Despite his dislike for humans, Gabriel does not oppose human culture. He reads all sorts of books during his free time and even marks them with notes. 800004
|
||||
8360022 83600 2 2 Story II In contrary to his rough looks, Gabriel has great mechanical knowledge and is a master of tactics and strategies. Every step he takes in battle has been well calculated. 800004
|
||||
83700011 837000 1 1 Data I Designed by Shome, the beloved scion of Shome Group, Shark-speare captivated every child and their parents around the world with her adorable appearance. She became one of the most appealing attractions in Shome Group's many theme parks. 800003
|
||||
83700012 837000 2 1 Data II In official anime, movie and manga series, Shark-speare is always the first one standing up against the bullies. Even though she gets badly beaten up every time, this has never stopped her from saving people in need. Milkshake and honey gingerbread cookies are her favorite food. 800003
|
||||
83700021 837000 1 2 Story I A customer service robot produced by Universal Toys in the middle of the Golden Age. She is a mascot of the Venus Splash Park, which is why she can be seen everywhere in the Venus Splash Park. 800004
|
||||
83700022 837000 2 2 Story II The world's biggest, well-functioning bio-plushie of Shark-speare is preserved in the Venus Splash Park. Usually, she is just a statue in the square, but when the time of the samba parade comes, she will awake and join the parade with other samba dancers. Such a scene was what her creators anticipated from the very beginning. 800004
|
||||
83700023 837000 3 2 Story III Her name comes from Bill the Kisser, a renowned movie in the Golden Age. 800004
|
||||
83710011 837100 1 1 Data I Designed by Shome, the beloved scion of Shome Group, Shark-speare captivated every child and their parents around the world with her adorable appearance. She became one of the most appealing attractions in Shome Group's many theme parks. 800003
|
||||
83710012 837100 2 1 Data II In official anime, movie and manga series, Shark-speare is always the first one standing up against the bullies. Even though she gets badly beaten up every time, this has never stopped her from saving people in need. Milkshake and honey gingerbread cookies are her favorite food. 800003
|
||||
83710021 837100 1 2 Story I A customer service robot produced by Universal Toys in the middle of the Golden Age. She is a mascot of the Venus Splash Park, which is why she can be seen everywhere in the Venus Splash Park. 800004
|
||||
83710022 837100 2 2 Story II The Venus Splash Park has the world's biggest, well-functioning bio-plushie of Shark-speare. Usually, she is just a statue in the square, but when the time of the samba parade comes, she will awake and join the parade with other samba dancers. Such a scene was what her creators anticipated from the very beginning. 800004
|
||||
83710023 837100 3 2 Story III Her name comes from Bill the Kisser, a renowned movie of the Golden Age. 800004
|
||||
8750011 87500 1 1 Data I As one of the Ascendants, Gabriel's powerful body enables him to crush any enemy standing in his way like a storm. 800003
|
||||
8750012 87500 2 1 Data II Gabriel had modified and redesigned his own body numerous times to free himself from the constraints of machines. In fact, such modifications are still under way. 800003
|
||||
8750021 87500 1 2 Story I Despite his dislike for humans, Gabriel does not oppose human culture. He reads all sorts of books during his free time and even marks them with notes. 800004
|
||||
8750022 87500 2 2 Story II In contrary to his rough looks, Gabriel has great mechanical knowledge and is a master of tactics and strategies. Every step he takes in battle has been well calculated. 800004
|
||||
9075011 90750 1 1 Data As an aerial unit, Snow Owl often flies into the sky before diving to destroy or disrupt. 800007
|
||||
9075021 90750 1 2 Story A bionic combat machine produced by Amberia. It has adopted the look and internal design of a snow owl for scouting and harassing purposes. 800008
|
||||
9076011 90760 1 1 Data The reinforced limbs are specifically designed for ground combat, making this unit a formidable opponent on land. 800007
|
||||
9076021 90760 1 2 Story A bionic combat machine produced by Amberia. It has adopted the limb structure of a rabbit, as well as the multi-terrain compatibility of humanoids. 800008
|
||||
9077011 90770 1 1 Data I The torso of this bionic machine consists of both processors and power units, and is connected to a few sets of add-on arms. It is responsible for movement, posture-control, and combat. 800007
|
||||
9077012 90770 2 1 Data II A high-energy beam launcher is also hidden inside the torso, allowing it to make surprise attacks. 800007
|
||||
9077021 90770 1 2 Story A bionic combat machine produced by Amberia. It has adopted the look and internal design of a sea creature for fast production and stealth purposes. 800008
|
||||
9078011 90780 1 1 Data I The reinforced limbs and energy tanks provide the Polar Bear with enormous kinetic energy, allowing it to charge forward and claw its opponents into pieces. 800005
|
||||
9078012 90780 2 1 Data II Equipped with more powerful processors and energy generators, the Polar Bear model usually comes with better AI than ordinary bionics. With proper tuning, some even have close-to-human level intelligence. 800005
|
||||
9078021 90780 1 2 Story A bionic combat machine produced by Amberia based on a bear-form mechanoid in mid Golden Age. Its reinforced limbs and spine frame are able to generate power that could match a tank. 800007
|
||||
8380011 83800 1 1 Data As an ultimate forbidden weapon designed to end the Punishing Virus once and for all, Amberia's body has numerous terrifying blades installed. The energy supplied by her gigantic body also allows her to generate an energy field powerful enough to eat through the armor of Construct. 800003
|
||||
8380021 83800 1 2 Story I When Amberia was still a human, she was chosen as a test subject for the ARU's experiment, and was later made into an ultimate weapon against Punishing Virus. However, the moment she was "started", she went haywire and wreaked havoc before disappearing in the ARU's bombardment. All those who took part in the experiment were branded as "sinners." 800004
|
||||
8380022 83800 2 2 Story II Inside Amberia's giant robotic body is a heart full of hatred. All she seeks now is to bring greater damage and destruction to the ARU. 800004
|
||||
9281011 92810 1 1 Data Because of the human-like body structure, it can use weapons from human. 800007
|
||||
9281021 92810 1 2 Story I General Type I bionic animals for battle/security in Kowloong Metropolis are intelligent at a certain degree. 800008
|
||||
9281022 92810 2 2 Story II Different versions are different in preferences, some even can communicate normally with human. 800008
|
||||
9279011 92790 1 1 Data It prefers to wield its long knife in battle and attack enemies head on in a steady way. However, if the frontal attack fails, all kinds of insidious tricks will be used. 800005
|
||||
9279021 92790 1 2 Story I It is a product of the high-performance combat mechanoid that was infected. By inheriting the combat function, it is better enhanced in tactical options and body power. 800007
|
||||
9279022 92790 2 2 Story II After the related data of its body and actions being modified, it becomes the key reference for the later generations to research and design the Hanged Man III. 800007
|
||||
9280011 92800 1 1 Data I The puppet, who was originally a servant, became a difficult existence with both attack and cover functions under the control of infected Glede. 800005
|
||||
9280012 92800 2 1 Data II Under the cover of the puppet, Moyuan can launch a deadly strike to enemies from an unexpected direction with quick movement and quirky mobility. 800005
|
||||
9280021 92800 1 2 Story She used to be the principal of Chaofeng group of Kowloong Chamber of Commerce, and that is her posture after being deeply infected by punishing. She controls a puppet and is a difficult character with quick movement and quirky mobility. 800007
|
||||
8390011 83900 1 1 Data With great power, Luna's attacks often show a cascading and spreading nature. Even if the intention is based on a single attack, it will often cause a ranged strike effect. 800003
|
||||
8390021 83900 1 2 Story I She is one of Ascendant's bosses, and has overwhelming combat power under the combined influence of Ascension-Network and the Punishing Virus. 800004
|
||||
8390022 83900 2 2 Story II Based on the nature of a leader of Ascendants, Luna's control over the Punishing Virus has reached a terrifying level. With her control over the virus through the Ascension-Network, Luna is even free to control various weapons of heteropoly-merization for targeted attacks. 800004
|
||||
9083011 90830 1 1 Data ■■■■ 800009
|
||||
9083021 90830 1 2 Story ■■■■ 800009
|
||||
9085011 90850 1 1 Data ■■■■ 800009
|
||||
9085021 90850 1 2 Story ■■■■ 800009
|
||||
84100011 841000 1 1 Data ■■■■ 800009
|
||||
84100021 841000 1 2 Story ■■■■ 800009
|
||||
8400711 84007 1 1 Data ■■■■ 800009
|
||||
8400721 84007 1 2 Story ■■■■ 800009
|
||||
9286011 92860 1 1 Data ■■■■ 800009
|
||||
9286021 92860 1 2 Story ■■■■ 800009
|
||||
9088011 90880 1 1 Data ■■■■ 800009
|
||||
9088021 90880 1 2 Story ■■■■ 800009
|
||||
9287011 90870 1 1 Data ■■■■ 800009
|
||||
9287021 90870 1 2 Story ■■■■ 800009
|
||||
8420011 84200 1 1 Data ■■■■ 800009
|
||||
8420021 84200 1 2 Story ■■■■ 800009
|
||||
8421011 84210 1 1 Data ■■■■ 800009
|
||||
8421021 84210 1 2 Story ■■■■ 800009
|
||||
9090011 90900 1 1 Data ■■■■ 800009
|
||||
9090021 90900 1 2 Story ■■■■ 800009
|
||||
9091011 90910 1 1 Data ■■■■ 800009
|
||||
9091021 90910 1 2 Story ■■■■ 800009
|
||||
8430011 84300 1 1 Data ■■■■ 800009
|
||||
8430021 84300 1 2 Story ■■■■ 800009
|
||||
8431011 84310 1 1 Data ■■■■ 800009
|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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9310121 93101 1 2 Story ■■■■ 800009
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9313011 93130 1 1 Data ■■■■ 800009
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9331111 93311 1 1 Data ■■■■ 800009
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|
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69
Resources/table/share/archive/MonsterSkill.tab.bytes
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Resources/table/share/archive/MonsterSkill.tab.bytes
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|
||||
W<EFBFBD><EFBFBD>mNm}ʍ<>U<><55><EFBFBD>F<EFBFBD><46><EFBFBD><EFBFBD><1A><><EFBFBD>2<EFBFBD>sa<73>4q(<28><>ƍ=<3D><>!<21><>*Ry<52>U<0B><>#<23><>r<EFBFBD><72><EFBFBD><EFBFBD><0C>֭>\<5C><><EFBFBD>4<><34>C<EFBFBD><43>8<7F>+cUk<55>;<3B>&<26>vS,<2C>P7<50><37>b<><62><EFBFBD><EFBFBD><EFBFBD><0E>X<EFBFBD>c<19>b4=<3D><><EFBFBD><EFBFBD>+Ͼ<><CFBE>Id GroupId Order Title Text Condition
|
||||
8130001 81300 1 Corrupting Darkness Hides in darkness before charging at the enemy, knocking them away. 800000
|
||||
8130002 81300 2 Dark Swordwind Unleashes a dark shockwave at a distant enemy. 800000
|
||||
8130003 81300 3 Three Flame Strikes Imbues sword with fire, unleashing flaming shockwaves at nearby enemies. 800000
|
||||
8130004 81300 4 Earth Flame Creates a field of fire beneath the enemy, which explodes to deal damage. 800000
|
||||
8130005 81300 5 Shadow Strike Creates multiple shadows to impale the enemy, dealing heavy damage. 800000
|
||||
8130006 81300 6 Devil's Kiss Creates a rose-shaped energy field beneath the enemy, which explodes to deal damage. 800000
|
||||
8140001 81400 1 Evangelism Continuously deals damage in a circular area around self, and periodically bombard all enemies. Evangelism is canceled if Sister takes heavy damage. 800000
|
||||
8140002 81400 2 Martyrdom Sister summons Martyrs to attack the enemy. Martyr continuously deals damage in a circular area around self. 800000
|
||||
8140003 81400 3 Apocrypha Sister triggers an energy explosion, dealing heavy damage in a large area. 800000
|
||||
8140004 81400 4 Fanaticism Greatly increases own speed. 800000
|
||||
8120001 81200 1 Blade Shockwave Musashi IX unleashes multiple shockwaves at an enemy from multiple directions. 800000
|
||||
8120002 81200 2 Heart of Sword Mode Musashi IX conceals his own form, leaving only a shadow behind, and unleashes a shockwave at the enemy. 800000
|
||||
8120003 81200 3 Jet Blade Musashi IX fires a powerful blade shockwave at the enemy. 800000
|
||||
8120004 81200 4 Leaguestep Musashi IX closes the distance quickly with an enemy. 800000
|
||||
8120005 81200 5 Blade Storm Musashi IX spins his great sword, unleashing shockwaves at nearby enemies. 800000
|
||||
8150001 81500 1 Boosted Spray Sprays the ground with ice, which deals damage over time to enemies. Ice duration extended 800000
|
||||
8150002 81500 2 Jump Smash Smashes the ground multiple times, dealing area damage. 800000
|
||||
8150003 81500 3 Burst Throws an ice bomb at an enemy. 800000
|
||||
8150004 81500 4 Leap Attack Smashes the ground, dealing area damage. 800000
|
||||
8150005 81500 5 Reinforcements Call upon Jitterbombs to defeat the enemies 800000
|
||||
8170001 81700 1 Thorn Barrier Iron Maiden blocks the enemy's path with thorns. 800000
|
||||
8170002 81700 2 Projectile Iron Maiden throws multiple spherical bombs at the enemy. 800000
|
||||
8170003 81700 3 Spin Iron Maiden fires powerful thorn missiles at nearby enemies. 800000
|
||||
8170004 81700 4 Chain Bomb Iron Maiden removes her crown and fires multiple spherical bombs at the enemy. 800000
|
||||
8170005 81700 5 Retreating Thorn Iron Maiden moves away from the enemy, and creates thorns beneath the target. 800000
|
||||
8170006 81700 6 Piercing Scream Iron Maiden screams painfully, dealing damage to nearby targets. 800000
|
||||
8180001 81800 1 Sandstorm Charges energy to create a sandstorm that continuously deals damage. 800000
|
||||
8180002 81800 2 Ex Air Blast Fires multiple energy blasts at the enemy. 800000
|
||||
8180003 81800 3 Fury Attack Smashes the ground multiple times at the enemy. 800000
|
||||
8180004 81800 4 Submerge Digs underground, then emerges to deal heavy damage. 800000
|
||||
8180005 81800 5 Air Blast Fires an energy blast mixed with sand at an enemy. 800000
|
||||
8190001 81900 1 Wave Blast Unleashes multiple air-bending sword waves at the enemy. 800000
|
||||
8190002 81900 2 Swordwave Unleashes an air-bending sword wave at the enemy. 800000
|
||||
8190003 81900 3 Dodge Dodge attacks from enemies. 800000
|
||||
8190004 81900 4 Z-Move Zigzags to close the distance with an enemy. 800000
|
||||
8190005 81900 5 Block Holds up weapon to block some damage from attacks. 800000
|
||||
8190006 81900 6 Cross Slash Unleashes a quick cross slash at enemies. 800000
|
||||
8215001 82150 1 Random Laser Fires multiple laser beams on the map. Increased number of laser beams with random position and movement. 800000
|
||||
8215002 82150 2 Scatter Laser Fires multiple laser beams on the map. 800000
|
||||
8215003 82150 3 Grapeshot Blast Quickly fires bullets in a fan-shape. 800000
|
||||
8215004 82150 4 Energy Blast Fires a powerful energy beam. 800000
|
||||
8215005 82150 5 Gravity Bomb Bomb follows the target slowly, exploding on contact. 800000
|
||||
8701001 87010 1 Emperor Osiris attacks the nearest enemy. 800000
|
||||
8701002 87010 2 Punish Osiris summons the Eye of Punishment, which will fire a laser beam when fully charged. Damage taken by the Eye of Punishment is greatly reduced when Super Armor and Shield are active. 800000
|
||||
8701003 87010 3 Sandstorm Osiris summons a sandstorm, which draws in nearby enemies. 800000
|
||||
8701004 87010 4 Nightmare - Judgment Legends say that Osiris can summon the Eye of Judgment, bringing about the end of the world when it is fully charged. 800000
|
||||
8160001 81600 1 Explosive Barrel Roland hooks an explosive barrel and detonates it in mid-air, dealing heavy damage. 800000
|
||||
8160002 81600 2 Flying Man Roland pulls himself into the air with his chain blade, dropping powerful bombs on the enemy. 800000
|
||||
8160003 81600 3 Scythe Form Roland swings his chain blade, unleashing a powerful shockwave. 800000
|
||||
8160004 81600 4 Open Fire Roland fires his shotgun at an enemy. 800000
|
||||
8160005 81600 5 Step Slash Roland leaps in front and swipes at the enemy. 800000
|
||||
8160006 81600 6 Bullet Kick Roland kicks the enemy multiple times, dealing damage and knocking them away. 800000
|
||||
8320001 83200 1 Skull Bash Rosetta unleashes a charged attack, dealing heavy damage. 800000
|
||||
8320002 83200 2 Charge Rosetta charges forward, dealing damage to enemies in the way. 800000
|
||||
8320003 83200 3 Ion Blast - Explosion Rosetta swings her spear, creating ion fields that draw in the enemy and deal damage. 800000
|
||||
8320004 83200 4 Ion Blast - Scatter Rosetta fires multiple tracking ion shots, dealing damage to multiple targets. 800000
|
||||
8320005 83200 5 Ion Blast - Cross Rosetta unleashes a cross slash attack, dealing heavy damage in a large area in front. 800000
|
||||
8322001 83220 1 Annihilation Mode Rosetta switches to attack mode, increasing mobility and attack power. 800000
|
||||
8322002 83220 2 Ion Blast - Scatter Rosetta fires multiple tracking ion shots, dealing damage to a single target. 800000
|
||||
8322003 83220 3 Ion Gale Rosetta fires a shockwave, dealing damage to a distant target. 800000
|
||||
8322004 83220 4 Overload Rosetta increases her energy output, greatly increasing attack speed. 800000
|
||||
8322005 83220 5 Polar Storm Rosetta leaps high in the air to create a storm, calling down thunder around all targets 800000
|
||||
8322006 83220 6 Nightmare - Ion Zone The Polar Storm is said to leave behind ion fields on the ground, creating energy clones of Rosetta. One must use their own body to destabilize the ion fields. 800000
|
||||
8352001 83520 1 Inception Huaxu puts her palms together to channel two giant hands from her M.I.N.D. that slap the enemies. 800000
|
||||
8352002 83520 2 Origin After channeling, Huaxu launches 3 consecutive attacks under her enemies that also knock them back for a short duration. 800000
|
||||
8352003 83520 3 Lightning Storm Huaxu creates 7 circular lightning zones near the enemies, damaging any enemy caught within. 800000
|
||||
8352004 83520 4 Claw of Expulsion Huaxu swings her arms to claw at the enemies in mid range. 800000
|
||||
8352005 83520 5 Sacred Mode Huaxu enters the Sacred mode to gain bonus shield and take significantly less damage from the front. 800000
|
||||
BIN
Resources/table/share/archive/PVDetail.tab.bytes
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BIN
Resources/table/share/archive/PVDetail.tab.bytes
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52
Resources/table/share/archive/PartnerSetting.tab.bytes
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52
Resources/table/share/archive/PartnerSetting.tab.bytes
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|
||||
ä28<32><38><EFBFBD>\'<27><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>6<EFBFBD>6ɿ#<23>R<0E>%Tj<54>mZ<6D><5A>Z<EFBFBD><19><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>gMm<4D>x<EFBFBD>JT<><54><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><13><>
|
||||
<EFBFBD><1F><>,|`<60><>jgBy<42>`<60>E<EFBFBD><45>i1<69><31><EFBFBD>~<7E>`<60><>_<EFBFBD>(6
|
||||
y<EFBFBD><EFBFBD>6<EFBFBD>u"<22><><EFBFBD><EFBFBD><1C><><EFBFBD>H<EFBFBD>!<21><><EFBFBD><EFBFBD><EFBFBD>MKId GroupId Order Type Title Text Condition
|
||||
1 16010000 1 2 No.001 Yuan Ye is the prototype of the Combat Unit Booster project. Its modularized appearance mimics traits of cloven-hooved mammals.\nAsimov claimed that the personal taste of its designer, Leonie of the WGAA, was reflected in the final product.\nOnce enough combat data is collected, it develops a combat form that uses high-speed ram and combo hits to interrupt the enemy's channeling and assist the Constructs. 999999
|
||||
2 16010000 2 2 No.002 Yuan Ye reacts to fluttering fabrics. Experiments show that it responds to short-wavelength colors particularly well, a feature likely designed for detecting the Corrupted. Taunting this unit with colored fabrics is thereby forbidden.\n\nMaintenance tips: keep the unit in hibernation when not in combat. External modules are under development. Unauthorized modification is not allowed. That should be all for now. 1000001
|
||||
3 16010000 3 2 No.003 Additional maintenance tips: keep it in hibernation. I repeat, keep it in hibernation. As a prototype, it needs further adjustments. Excessive operations and modifications may break the unit, so stop playing with it.\n\nSecond warning: I'll say this one last time. No unauthorized modification is allowed! Don't ask!\n\nThird warning: Never mind... Just restore it to the default setup for combat. 1000003
|
||||
4 16020000 1 2 No.001 Noctua is one of the first high-precision Support Units developed by Babylonia to enhance the connection between Constructs. Its looks and behavior patterns reflect the characteristics of owls. It can provide a wide range of support in battle by triggering the radioactive structure mounted on the wings. The multi-directional camera is also helpful for reconnaissance and investigation. 1000000
|
||||
5 16020000 2 2 No.002 Noctua is extremely sensitive to hot environments due to an issue with its cooling system during the early development stages. In addition to constantly chasing and harassing researchers who possess coolants, Noctua will continuously flap its wings in an attempt to extinguish any open flames it encounters. However, the airflow it creates will more likely fan the flames. This issue has been partially resolved in later adjustments, but Noctua tends to continue such behavior when not connected to a Construct. Be sure to keep Noctua from open flames when it is not attached to any Constructs. 1000002
|
||||
6 16020000 3 2 No.003 To keep up with its frequent activities, the Noctua unit comes with highly effective self-repairing components. When transformed, it often spins its head around in order to mend and lubricate its joints. As a result, Noctua often serves as the children's plaything on Babylonia. The WGAA encourages it and expresses interest in developing more CUBs with similar features, while the Science Council refuses to comment. 1000004
|
||||
7 16030000 1 2 No.001 Toniris, one of the first batch of high-precision bionic units developed for CUB experiment projects, shows a high degree of compatibility with Bianca: Veritas.\nIts prototype was a bionic bird made in the Golden Age to protect the environment, whose main feature was to detect climate and environmental changes. With the Science Council's modification, Toniris is capable of more detailed detection. The particle devices on its wings can also produce a large amount of electrical power. 1000005
|
||||
8 16030000 2 2 No.002 Compared with other CUBs, Toniris has stricter standards when identifying allies and only shows closeness toward individuals who have been in contact for a long time. However, Toniris also demonstrates a certain degree of aggression toward these individuals. It often lightly tears their shirt corner or pulls their hair (note: "light" in terms of CUB horsepower.)\nAfter multiple incidents, contact between non-essential personnel and Toniris has become restricted, although some are sad about the constraints. 1000006
|
||||
9 16030000 3 2 No.003 In the early stages of the experiment, Toniris made loud birdcalls from its throat, which were widely mistaken for thundering in Babylonia. Investigation reveals that it was a design flaw but a unique feature reserved by the WGAA.\n"Isn't it cool that it can scream directly from the throat instead of through a loudspeaker?" Said the anonymous president of WGAA. However, this feature had to remain turned off for the official model due to protests from the field testers. 1000007
|
||||
10 16030000 1 1 Background I The name "Toniris" represents "thunder in the rain,"\nwith the imagery of a lone bionic crane flying over the vast plain, followed by thunderclouds. \nLegend says it guides the lightning.
|
||||
11 16030000 2 1 Background II Toniris also represents the rainbow after the thunderstorm.\nIts sliver wings bring the thunder as well as the rainbow.\nAfter a flash storm, the bionic crane stops at the rainbow and caresses its tail feathers, seemingly claiming the rainbow to be its creation.
|
||||
12 16040000 1 2 No.001 Frost Oath, a new CUB adapted by the Science Council. Its prototype is based on the centaur module, "Lindwyrm", that Rosetta left in Babylonia. The humanoid hybrid frame with its severe side effects has been modified, making it suitable as a CUB. The birth of Frost Oath also marks a new direction for CUB research. 1000008
|
||||
13 16040000 2 2 No.002 Compared with other CUBs, Frost Oath has a stronger sense of individuality. Unlike Rosetta, who is rational and restrained, Frost Oath is more wild and unrestrained. It shows stronger enthusiasm in the open wilderness, such as snowfields or woodlands. Frost Oath has a strong sense of identity and belonging to the group, showing no mercy to enemies that violate its territory. It is bound by duty to guard its companions. 1000009
|
||||
14 16040000 3 2 No.003 Based on the individual wishes of Rosetta and Frost Oath, Rosetta can quickly return to the battlefield in her centaur form. Although the effectiveness isn't what it once as, the cognitive load brought by this state has been drastically reduced. Echoing one of the design concepts of CUB, Frost Oath is not a disposable weapon but a long-term companion on the battlefield. 1000010
|
||||
15 16040000 1 1 Background I Frost Oath was named by Rosetta at Asimov's suggestion.
|
||||
16 16040000 2 1 Background II The appearance of Frost Oath means that the Forest Guard have claimed this land as their own, forming an area of defense that no enemy can penetrate.
|
||||
17 16050000 1 2 No.001 Seeshell, originally an outdated C7 Probe from Babylonia, frequently used in ocean exploration and climate observation. Its capability is recognized after multiple CUB experiments, and it is now active in the field as a CUB.\nWhen transformed, Seeshell's four cannons can provide substantial support fire. The two fisheye lenses by its sides also offer a comprehensive view of the battlefield. By syncing those data to Constructs and the commandant in real time, Seeshell is valuable for evaluating the battle. 1000011
|
||||
18 16050000 2 2 No.002 Due to the frequent accidents that occurred during the C7 Probes' exploration missions, an engineer tries to install multiple modules on a prototype to increase its mission success rate. However, the large number of modules and their intricate connections make it impossible to mass produce.\nAs the C7 models are retired, the prototype is going to be decommissioned as well. But, during the CUB program, its outstanding damage output and scouting capability caught tester's attention, who then named it "Seeshell". 1000012
|
||||
19 16050000 3 2 No.003 Seeshell's appearance is the best demonstration of its abilities.\nEverything it sees and records during an ocean exploration is gathered inside its "shell."\nEvery time it extracts those valuable data, researchers are astonished by the mysteries of the deep sea contained in its pearl.\nIt has been recording, watching, and gathering those scattered fragments to create these pearls to help study the ocean. Now, it will observe the battlefield and help its warriors shine. 1000013
|
||||
20 16060000 1 2 No.001 Karenina once was given a black cat with the same name by Dr. Kalon, who she called "Grandpa"—he wanted Karenina to take care of it so she learned to not always engage in conflicts. She still refuses to admit it, but this unit is probably made in the form of a black cat because of that. 1000014
|
||||
21 16060000 2 2 No.002 Due to strong resistance from Karenina, Nitor was initially given to other Task Force members for test, but the test had to terminate after receiving many complaints from most of the members. "With all due respect, this thing is way too hot!" "The enemy was approaching, but it just refused to move!" "It bites me! Look at my brand-new hand armor!" In the end, Karenina had no choice but to become its master. 1000015
|
||||
22 16060000 3 2 No.003 Nitor was buried in ruins in a mission by Corrupted attacks. Karenina thinks it was her fault—does she have to watch it die just like the black cat did? She screams out the name of her old cat, only to see Nitor walk out calmly from the melted ruins. "Thank goodness, you're still alive..." Karenina wants to give it a hug, but it scratches her in return. "I knew it! Not cute at all!" She can only complain. 1000016
|
||||
23 16060000 1 1 Background I The flames on Nitor's body change with its mood. They also get hotter as it continues to engage in battle.
|
||||
24 16060000 2 1 Background II CUB "Nitor" has a high level of autonomy and can often come up with unique ideas that deviate from the standard tactics.
|
||||
25 16070000 1 2 No.001 Lingya was originally a common geological exploration robot in Babylonia with Frame ID A-19. It was later modified by the Engineering Force and put into use on the battlefield. It features an in-built generator that can affect the surrounding electromagnetic field while providing support in battle. It can also be used in geological explorations.\nDon't be surprised if Lingya remains on the battlefield after the battle. It is working on another task. 1000017
|
||||
26 16070000 2 2 No.002 It has always been an important subject of study for the Engineering Force to have a grasp of the lodes and geological changes on Earth. Some areas have a special magnetic field where it is hard for Levi-Detectors to work. To explore these areas, the Engineering Force opted to use a design with an in-built generator to eliminate the negative effects of magnetic field.\nTo solve the movement and energy consumption issues of the generator, the Engineering Force added other designs to it. A few iterations later, the frame looks more and more like an animal from the antelope subfamily. 1000018
|
||||
27 16070000 3 2 No.003 Maybe it was because of Lingya's magnetic field interference feature, it seemed to show an attachment to the magnetic field on Earth during geological explorations.\nJust like the original geological exploration robot, Lingya was usually sent to carry out geological exploration tasks in mountains that were hard for humans and other robots to reach.\nWhen Lingya stands alone on the top of a mountain and feels pulled by the magnetic field, is it also using its wired central unit to analyze the entire look of this planet? 1000019
|
||||
28 16080000 1 2 No.001 Boreas, an eagle-shaped Combat Unit Booster developed by the Science Council with bionic technology based on Cosmos Industries' military scout aircraft with the aircraft's core technology recycled. After multiple combats and adjustments, it has become highly compatible with Chrome: Glory. It is now ready to be used on the battlefield as the first CUB fully compatible with specialized frames. 1000020
|
||||
29 16080000 2 2 No.002 Boreas features a scout module that can fast analyze and mark the weak points of enemies. With its external optical camouflage unit that can make it perfectly blend in with the surroundings, it is capable of scouting and firing correction over a long period of time and provides intel to support the operations of the scouts. Boreas stays hidden up high most of the time and will only come down when Chrome signals it to do so. It will flap its wings to land quietly on his shoulder and touch his fingertip with its beak. 1000021
|
||||
30 16080000 3 2 No.003 Boreas always observes and records everything on the battlefield calmly just like a sharp arrow that is ready to be shot at any minute. With its support, your attacks will be swift and accurate like a piercing cold wind. But Boreas in its storage form is easygoing, despite his fierce look. "It won't get mad even if you pet its head repetitively. However, this could cause low-temperature damage to the coating on your hand," says the tester in charge of maintenance.\n"But why don't you stop petting it?"\nSeeing this, Boreas folds its wings as it has already become used to similar situations. 1000022
|
||||
31 16080000 1 1 Background I A mechanical eagle flaps its broad wings and flies past the battlefield, gathering all the image intel and data of the enemies before they notice.
|
||||
32 16080000 2 1 Background II "Boreas" is the experimental designation of the new Combat Unit Boosters. At the suggestion of an Administrative Officer who participated in the project evaluation, the name has been used as the frame name of this CUB.
|
||||
33 16090000 1 2 No.001 Thorny is a mass-produced machine formerly used by the Engineering Force. Some of its traits shown during the digging operation caught the attention of the staff and it was permitted to be modified into a CUB.\nThe spikes added during the development process have granted it the ability to defend itself against the enemies and made it look more like how it looks right now. 1000023
|
||||
34 16090000 2 2 No.002 Thorny was on a terrain exploration mission with the Engineering Force during the trial period after it was modified into a CUB. However, Thorny starts to exhibit strange behaviors after the mission. For example, it would stand on its hind legs and reveal its belly without thorns to people while holding the staff member by their wrist.\n"Why is it so clingy? Has it always been like this?"\nA hot-tempered Engineering Force Construct always complains like this to the staff members at the scene while cleaning up mud-covered Thorny. 1000024
|
||||
35 16090000 3 2 No.003 As its name suggests, Thorny weighs extremely heavily when fully expanded.\nBut it is also surprisingly easy to "pick it up" if you hold Thorny's front paws and push its lower body to its belly.\nHowever, if you pay more attention, you can see that Thorny is always stretching the spikes on its back secretly and stabbing them on the ground to raise its body and ease the load for whoever picks it up.\n"...Does it love to be picked up?"\nThis is the only conclusion the experiment staff could draw when seeing Thorny's shaky front legs. 1000025
|
||||
36 16100000 1 2 No.001 One theory about the origin of the CUB Jet Jaeger goes like this: Its prototype was a small machine pet of Nanami, who wanted her little cat friend to grow up and become stronger, so Nanami designed and created her "big cat"—the tiger CUB Jet Jaeger. Compared to the "cub" version, the "mature" version is more powerful in battle. 1000026
|
||||
37 16100000 2 2 No.002 Jet Jaeger seems to be maverick and mysterious just like its designer. Sometimes it will wander in the non-battle area despite its big size. As big machines could cause trouble to the daily operation of certain departments and intimidate employees who are not strong enough mentally, Babylonia has specially carried out an order to limit the occasions where large machines are allowed to enter. However, according to an informed source, Jet Jaeger will be quiet and under control if you can work up your courage and stroke its head and tail.\n"Sounds easy, but if you look into its scary eyes... Um..." 1000027
|
||||
38 16100000 3 2 No.003 The battlefield is Jet Jaeger's playground. Its high-speed impacts and excellent ability to slash make it a regular unit in the front row and a sharp axe that can break the enemy apart. However, there are many cases where Jet Jaeger ran out of the signal detection range in the middle of a battle, though it returned to the base without a scratch.\n"It won't stop and wait for you! Stay close to it!"\nThis is what a captain will tell their subordinates when they use Jet Jaeger to fight. 1000028
|
||||
39 16100000 1 1 Background I Jet Jaeger is a large CUB that has been classified as "mountable" in its written assessment, but no one really wants to do so.
|
||||
40 16100000 2 1 Background II We don't know whether it is due to its original program, but Jet Jaeger loves to stand by in dark, narrow places.
|
||||
41 16110000 1 2 No.001 Moonhopper is the "quietest" CUB, not because the animal it was inspired by rarely made sounds, but because audio devices are redundant in space combat. Despite its low-key sound profile, when it expands its body and creates a force field, it can easily become everyone's focus on the battlefield. 1000029
|
||||
42 16110000 2 2 No.002 Moonhopper's long ears are a pair of enhanced long-distance signal interaction devices that further strengthen control and communication stability in space missions. Therefore, they were definitely not designed to be cute or for patting. The reason for its rabbit-like appearance is that in certain myths and folktales, rabbits and the Moon have always been linked together. They are a perfect match in every human's heart. 1000030
|
||||
43 16110000 3 2 No.003 Moonhopper was given to Karenina on behalf of the Engineering Force by Teddy to accompany her on her mission to the Moon. She thought Karenina was going to hate it at first, but Karenina took it without making a fuss.\nBut when she saw Karenina with it again, she was surprised to see that Karenina had completely modified its face.\n"I didn't know CUBs could be made to look like their owner. What a scientific miracle."\n"It's more befitting for it to help me in battle!" Karenina's face showed the same expression as it did. 1000031
|
||||
44 16110000 1 1 Background I Moonhopper has a bad temper. If it stomps its feet, stay away!\nFortunately, it doesn't bite...
|
||||
45 16110000 2 1 Background II Supposedly, the position of a rabbit's ears can be used to determine its mood. However, that doesn't apply to Moonhopper. It's never been in a bad mood.
|
||||
46 16120000 1 2 No.001 CUB Shimmer was originally designed by Kurono to be a mass-produced carrier that can carry the aero foot pedals made for individual combats. However, the model, after being made bigger, showed poor stability and lift efficiency in the environment with gravity, which made it unsuitable to be pushed into mass production. Only the original small prototype was kept and modified by the Science Council into a specialized CUB with high-speed assault ability and strong firepower which can move freely after firing a shot. 1000032
|
||||
47 16120000 2 2 No.002 Shimmer's coating is extremely sound-proof and wave-proof, allowing it to fly at a high speed and approach the enemy almost without being noticed. It loves to creep on people and scare them out of a sudden. However, whenever it tries to play the same trick on Bianca, it will always be caught red-handed and touched gently by her, which of course doesn't stop it from doing this for it has already become a secret game between them. 1000033
|
||||
48 16120000 3 2 No.003 At first, Bianca thought the CUB would increase the chance of being exposed in the mission, after all, as a member of the Purifying Force, she always needs to sneak into somewhere alone. But during her last meeting with Chiko, the Vice-Captain of the Purifying Force, Chiko wanted her to accept the council's advice. Maybe it was because of Chiko's suggestion. Maybe she had some kind of hunch long ago... Shimmer was eventually produced. It has become Bianca's exclusive CUB companion after she switched to Stigmata. 1000034
|
||||
49 16120000 1 1 Background I Although it looks a bit intimidating in its extended form, Shimmer is actually very lively and gentle before its owner. Its mood is shown clearly on its display panel.
|
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||||
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||||
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||||
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||||
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||||
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||||
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||||
9002 9 2 EX02 Firn Night Assets/Product/Texture/Image/UiFubenMainTabChapter/InstanceIconPicEX02.png Assets/Product/Texture/Image/UiArchiveStoryBanner/ArchiveStoryBannerr00.png 1476 648 0 0
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||||
9003 9 3 EX03 Lost Chapter Assets/Product/Texture/Image/UiFubenMainTabChapter/InstanceIconPicEX03.png Assets/Product/Texture/Image/UiArchiveStoryBanner/ArchiveStoryBannerr00.png 1476 648 0 0
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||||
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||||
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||||
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||||
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||||
6004 11 6 Poisson d'Avril Assets/Product/Texture/Image/UiArchiveStoryBanner/ArchiveStoryBannerr06.png Assets/Product/Texture/Image/UiArchiveStoryBanner/ArchiveStoryBannerr00.png 1280 720 0 0
|
||||
6017 11 9 Fist of the Taoist Assets/Product/Texture/Image/UiFubenZhongYuan/FubenZhongYuanGamebg.png Assets/Product/Texture/Image/UiArchiveStoryBanner/ArchiveStoryBannerr00.png 1920 1080 0 0
|
||||
6021 11 2 Sea of Stars Assets/Product/Texture/Image/UiArchiveStoryBanner/UiFubenChristmas.png Assets/Product/Texture/Image/UiArchiveStoryBanner/ArchiveStoryBannerr00.png 1920 1080 0 0
|
||||
6022 11 3 Ring in the New Year Assets/Product/Texture/Image/UiFubenYuandan/UiYuandanBg01.png Assets/Product/Texture/Image/UiArchiveStoryBanner/ArchiveStoryBannerr00.png 2160 1080 0 0
|
||||
6024 11 5 Farewell to the Past Year Assets/Product/Texture/Image/BgCg/Cg1701_1.jpg Assets/Product/Texture/Image/UiArchiveStoryBanner/ArchiveStoryBannerr00.png 1280 720 0 0
|
||||
6025 11 7 Weirdlands Adventure Assets/Product/Texture/Image/UiFubenYurenjie/UiFubenYurenjieBg02.png Assets/Product/Texture/Image/UiArchiveStoryBanner/ArchiveStoryBannerr00.png 2160 1080 0 0
|
||||
6026 11 10 Endless Summer Blue Assets/Product/Texture/Image/BgCg/Cg2101_8.jpg Assets/Product/Texture/Image/UiArchiveStoryBanner/ArchiveStoryBannerr00.png 1280 720 0 0
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||||
6027 11 11 Commandant's Day Assets/Product/Texture/Image/BgCg/Cg2401_1.jpg Assets/Product/Texture/Image/UiArchiveStoryBanner/ArchiveStoryBannerr00.png 1280 720 0 0
|
||||
12001 12 1 Toniris Assets/Product/Texture/Image/UiPartnerTeaching/Chapter/UiPartnerTeachingChapterBg01.png Assets/Product/Texture/Image/UiArchiveStoryBanner/ArchiveStoryBannerr00.png 1920 1080 0 0
|
||||
12002 12 2 Frost Oath Assets/Product/Texture/Image/UiPartnerTeaching/Chapter/UiPartnerTeachingChapterBg02.png Assets/Product/Texture/Image/UiArchiveStoryBanner/ArchiveStoryBannerr00.png 1920 1080 0 0
|
||||
13001 13 1 Recitativo di Fantasia Assets/Product/Texture/Image/BgCg/Cg2401_4.jpg Assets/Product/Texture/Image/UiArchiveStoryBanner/ArchiveStoryBannerr00.png 1280 720 0 0
|
||||
14001 14 1 ER00 Reveries with a Whale Assets/Product/Texture/Image/UiFubenMainTabChapter/InstanceIconPicSS18.png Assets/Product/Texture/Image/UiArchiveStoryBanner/ArchiveStoryBannerr00.png 1476 648 0 0
|
||||
14002 14 2 ER01 The Ark Beyond Assets/Product/Texture/Image/UiFubenMainTabChapter/InstanceIconPicER01.png Assets/Product/Texture/Image/UiArchiveStoryBanner/ArchiveStoryBannerr00.png 1476 648 0 0
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||||
14003 14 3 ER02 Cinder Burns Assets/Product/Texture/Image/UiFubenMainTabChapter/InstanceIconPicER02.png Assets/Product/Texture/Image/UiArchiveStoryBanner/ArchiveStoryBannerr00.png 1476 648 0 0
|
||||
BIN
Resources/table/share/archive/StoryDetail.tab.bytes
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Resources/table/share/archive/StoryDetail.tab.bytes
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16
Resources/table/share/archive/StoryGroup.tab.bytes
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16
Resources/table/share/archive/StoryGroup.tab.bytes
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UI<EFBFBD>@2<><11><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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_Lߢ.<2E>
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<EFBFBD>3<1C>pM<><4D>@/<2F><><EFBFBD><EFBFBD><EFBFBD>à<EFBFBD>L<EFBFBD>]<5D>v V<><56>h<EFBFBD><68><EFBFBD><EFBFBD>uP<75><50><EFBFBD>KR\5<><35>7<EFBFBD><37>)m)zNړ`qU<<3C>ϛ<EFBFBD>eӅ<15><>̕P<CC95><50><EFBFBD><EFBFBD><01>m%n<><6E>/<2F>PPɄ=<3D>^
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||||
VuR^<5E>8<EFBFBD>S<EFBFBD>Id Order Name
|
||||
1 1 Main Story
|
||||
2 2 Hidden Story
|
||||
3 6 Interlude
|
||||
4 7 Memory Rescue
|
||||
5 8 Golden Vortex
|
||||
6 10 Event Story
|
||||
7 9 Border Pact
|
||||
8 4 Extra Story
|
||||
9 5 Extra Hidden
|
||||
10 13 Collab
|
||||
11 11 Festival Event Story
|
||||
12 12 Adaptation Fitting
|
||||
39
Resources/table/share/archive/StoryNpc.tab.bytes
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39
Resources/table/share/archive/StoryNpc.tab.bytes
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|
||||
F<><05><>24.<1B>`Je.<2E>>R
|
||||
<EFBFBD>wᵒ<EFBFBD>"<22>NaAu퉏<75>Tױ<54><D7B1><EFBFBD><EFBFBD><03><><1A>YK<59> <09><05><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><18><>k<><6B>&<26>T#<23><>}<7D>E!<10><>:d<>/<2F><><EFBFBD>ׯ<EFBFBD><D7AF>C<EFBFBD><43><EFBFBD><EFBFBD>VR<56>2<>B<EFBFBD>Ӵ$<24><><EFBFBD><EFBFBD><EFBFBD>~<7E><>,p<>=<3D><><EFBFBD>H@zId Order Name PicSmall PicBig UnLockTime Condition
|
||||
10001 1 Allen Assets/Product/Texture/Image/RoleStory/AilunNormal01.png Assets/Product/Texture/Image/RoleStory/AilunNormal01.png 84100903
|
||||
10002 2 Aston Assets/Product/Texture/Image/RoleStory/AsidunNormal01.png Assets/Product/Texture/Image/RoleStory/AsidunNormal01.png 84101004
|
||||
10003 3 Asimov Assets/Product/Texture/Image/RoleStory/AximofuNomal01.png Assets/Product/Texture/Image/RoleStory/AximofuNomal01.png 84100112
|
||||
10004 4 Bruce Assets/Product/Texture/Image/RoleStory/BulusiNomal01.png Assets/Product/Texture/Image/RoleStory/BulusiNomal01.png 84306011
|
||||
10005 5 Bridget Assets/Product/Texture/Image/RoleStory/BulijiteNormal01.png Assets/Product/Texture/Image/RoleStory/BulijiteNormal01.png 84101210
|
||||
10006 6 Changyu Assets/Product/Texture/Image/RoleStory/ChangyuNormal01.png Assets/Product/Texture/Image/RoleStory/ChangyuNormal01.png 84101002
|
||||
10007 7 Chaofeng Assets/Product/Texture/Image/RoleStory/ChaofengNormal01.png Assets/Product/Texture/Image/RoleStory/ChaofengNormal01.png 84201101
|
||||
10008 8 Ashlar Assets/Product/Texture/Image/RoleStory/GuizuNormal01.png Assets/Product/Texture/Image/RoleStory/GuizuNormal01.png 84101004
|
||||
10009 9 Hassen Assets/Product/Texture/Image/RoleStory/HasangNomal01.png Assets/Product/Texture/Image/RoleStory/HasangNomal01.png 84100112
|
||||
10010 10 Evan Assets/Product/Texture/Image/RoleStory/IceboyNomal.png Assets/Product/Texture/Image/RoleStory/IceboyNomal.png
|
||||
10011 11 Diana Assets/Product/Texture/Image/RoleStory/IceguideNomal.png Assets/Product/Texture/Image/RoleStory/IceguideNomal.png
|
||||
10012 12 Jamilah Assets/Product/Texture/Image/RoleStory/JiamilaNormal01.png Assets/Product/Texture/Image/RoleStory/JiamilaNormal01.png 84101001
|
||||
10013 13 ■■ Assets/Product/Texture/Image/RoleStory/JiaoguanNomal01.png Assets/Product/Texture/Image/RoleStory/JiaoguanNomal01.png 84306011
|
||||
10014 14 Kalon Assets/Product/Texture/Image/RoleStory/KaliegrandNomal01.png Assets/Product/Texture/Image/RoleStory/KaliegrandNomal01.png 84305012
|
||||
10015 15 Koya Assets/Product/Texture/Image/RoleStory/KeyaNomal01.png Assets/Product/Texture/Image/RoleStory/KeyaNomal01.png 84308012
|
||||
10016 16 John Assets/Product/Texture/Image/RoleStory/KuluomufuqinNormal01.png Assets/Product/Texture/Image/RoleStory/KuluomufuqinNormal01.png 84311012
|
||||
10017 17 Nithart Assets/Product/Texture/Image/RoleStory/NiteNomal.png Assets/Product/Texture/Image/RoleStory/NiteNomal.png 845001010
|
||||
10018 18 Nikola Assets/Product/Texture/Image/RoleStory/NikelaNomal01.png Assets/Product/Texture/Image/RoleStory/NikelaNomal01.png 84100112
|
||||
10019 19 Pulao Assets/Product/Texture/Image/RoleStory/PulaoNormal01.png Assets/Product/Texture/Image/RoleStory/PulaoNormal01.png 84101106
|
||||
10020 20 Amy Assets/Product/Texture/Image/RoleStory/QishiqianzhuanNpc01.png Assets/Product/Texture/Image/RoleStory/QishiqianzhuanNpc01.png 84303022
|
||||
10021 21 Celica Assets/Product/Texture/Image/RoleStory/SailikaNomal01.png Assets/Product/Texture/Image/RoleStory/SailikaNomal01.png 84100107
|
||||
10022 22 Selena Assets/Product/Texture/Image/RoleStory/SailinnaNormal01.png Assets/Product/Texture/Image/RoleStory/SailinnaNormal01.png 84309012
|
||||
10023 23 Snow Assets/Product/Texture/Image/RoleStory/SnowNomal01.png Assets/Product/Texture/Image/RoleStory/SnowNomal01.png 84307011
|
||||
10024 24 Toby Assets/Product/Texture/Image/RoleStory/TuobiNormal01.png Assets/Product/Texture/Image/RoleStory/TuobiNormal01.png 84307021
|
||||
10025 25 Wen Assets/Product/Texture/Image/RoleStory/WenNormal01.png Assets/Product/Texture/Image/RoleStory/WenNormal01.png 84307023
|
||||
10026 26 Cyril Assets/Product/Texture/Image/RoleStory/XilierNormal01.png Assets/Product/Texture/Image/RoleStory/XilierNormal01.png 84306021
|
||||
10027 27 Meka Assets/Product/Texture/Image/RoleStory/YanjingzhainvNormal01.png Assets/Product/Texture/Image/RoleStory/YanjingzhainvNormal01.png 84309011
|
||||
10028 28 Yazi Assets/Product/Texture/Image/RoleStory/YaziNormal03.png Assets/Product/Texture/Image/RoleStory/YaziNormal03.png 84101108
|
||||
10029 29 Murray Assets/Product/Texture/Image/RoleStory/MoruiNormal01.png Assets/Product/Texture/Image/RoleStory/MoruiNormal01.png 84201101
|
||||
10030 30 Shome Assets/Product/Texture/Image/RoleStory/ZhaomingNormal01.png Assets/Product/Texture/Image/RoleStory/ZhaomingNormal01.png 84800104
|
||||
10031 31 Mao Zhen Assets/Product/Texture/Image/RoleStory/MaozhenNormal01.png Assets/Product/Texture/Image/RoleStory/MaozhenNormal01.png 84313011
|
||||
10032 32 Atiel Assets/Product/Texture/Image/RoleStory/AidierNormal01.png Assets/Product/Texture/Image/RoleStory/AidierNormal01.png 84800202
|
||||
10033 33 Simon Assets/Product/Texture/Image/RoleStory/XimengNormal01.png Assets/Product/Texture/Image/RoleStory/XimengNormal01.png 84800202
|
||||
10034 34 Staessen Assets/Product/Texture/Image/RoleStory/ShitesenNormal01.png Assets/Product/Texture/Image/RoleStory/ShitesenNormal01.png 84800203
|
||||
10035 35 Martin Assets/Product/Texture/Image/RoleStory/XiongrenNormal04.png Assets/Product/Texture/Image/RoleStory/XiongrenNormal03.png 84900201
|
||||
10036 36 Temia Assets/Product/Texture/Image/RoleStory/TemiyaNormal01.png Assets/Product/Texture/Image/RoleStory/TemiyaNormal01.png 84314012
|
||||
10037 37 Pfaff Assets/Product/Texture/Image/RoleStory/PufuNormal01.png Assets/Product/Texture/Image/RoleStory/PufuNormal01.png 84314011
|
||||
145
Resources/table/share/archive/StoryNpcSetting.tab.bytes
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Resources/table/share/archive/StoryNpcSetting.tab.bytes
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|
||||
<EFBFBD><EFBFBD>IO<EFBFBD>Wƙya<><61><EFBFBD>yf<79><66>%1<><31>0E<30><14>0#<23>6<EFBFBD>}
|
||||
c<EFBFBD><19><>əE<12>3m@<40><><EFBFBD><EFBFBD><1A>K<1D>Ww5<>J<<3C><>#<23><><EFBFBD><08>'<27><>[4t<14>aG3=@C<17>3<EFBFBD>jY<08>hϽ<68><CFBD><EFBFBD><EFBFBD>N7<4E>н<EFBFBD><0F><><EFBFBD>Rv<>D2#<23><01>1Id GroupId Order Type Title Text Condition UnLockTime
|
||||
1000113 10001 3 1 PD: Jan 1 84100903
|
||||
1000114 10001 4 1 Blood Type AB 84100903
|
||||
1000121 10001 1 2 Story I The person in charge of the WGAA and a member of the Babylonia Council. He is responsible for managing the arts development in Babylonia. 84100903
|
||||
1000122 10001 2 2 Story II Allen is a friendly, easy-going gentleman, yet due to his [Data Erased] background, many people cannot help but show their reverence when they are talking to him. 84100903
|
||||
1000123 10001 3 2 Story III Allen is obsessed with all forms of art. Even an artwork that was regarded as heterodox in the Golden Age is still a valuable piece of treasure in his eyes. 84100903
|
||||
1000213 10002 3 1 PD: Nov 29 84101004
|
||||
1000214 10002 4 1 Blood Type O 84101004
|
||||
1000221 10002 1 2 Story I Born an aristocrat, Aston is an influential figure in the aristocratic circles on Asslam and Jamilah's right-hand man. 84101004
|
||||
1000222 10002 2 2 Story II Aston's family has been serving the royal family for generations. He has taken over his father's duties since the third leader of Akdilek ascended to power. 84101004
|
||||
1000223 10002 3 2 Story III Aston has already acknowledged Jamilah for her unlimited potential when she was still a child. 84101004
|
||||
1000313 10003 3 1 PD: Feb 29 84100112
|
||||
1000314 10003 4 1 Blood Type B 84100112
|
||||
1000321 10003 1 2 Story I The person in charge of the Science Council and a member of the Babylonia Council. He is responsible for handling the scientific and technical affairs in Babylonia. 84100112
|
||||
1000322 10003 2 2 Story II Asimov has completely thrown himself into scientific research and already made several huge achievements at a young age, yet his lack of social skills makes him a despicable man for many people. 84100112
|
||||
1000323 10003 3 2 Story III To Asimov, scientific development is always his top priority when making a decision, even if the decision makes him look somewhat ruthless. Having said that, he does not pay his image any mind, for it has nothing to do with science. 84100112
|
||||
1000413 10004 3 1 PD: Jul 1 84306011
|
||||
1000414 10004 4 1 Blood Type O 84306011
|
||||
1000421 10004 1 2 Story I A member of the Oasis Squad stationed in Kuzath Snow Plains. After Oasis Squad's instructor, ■■, sacrificed his life, Bruce was ordered to temporarily take over the leadership, leading the squad for a rescue mission in Kuzath Snow Plains. 84306011
|
||||
1000422 10004 2 2 Story II Watanabe's closest friend. Bruce's dream was to join the Ground Forces, so that he could save people from dying on the frontlines. 84306011
|
||||
1000423 10004 3 2 Story III Bruce and Watanabe were the top two trainee soldiers in their squad. The reason why Watanabe achieved this great performance was that he often got extra lessons for his misbehaviors. 84306011
|
||||
1000424 10004 4 2 Story IV Bruce's harmonica and Watanabe's guitar show was a real hit in the Oasis Squad. 84306011
|
||||
1000513 10005 3 1 PD: Mar 20 84101210
|
||||
1000514 10005 4 1 Blood Type A 84101210
|
||||
1000521 10005 1 2 Story The leader of the Support Force, yet her power is comparable with that of the Task Force soldiers. 84101210
|
||||
1000613 10006 3 1 PD: Apr 7 84101002
|
||||
1000614 10006 4 1 Blood Type A 84101002
|
||||
1000621 10006 1 2 Story Born on the Nighter, he has become one of the bodyguards on Asslam for various reasons. 84101002
|
||||
1000713 10007 3 1 PD: Sep 5 84201101
|
||||
1000714 10007 4 1 Blood Type B 84201101
|
||||
1000721 10007 1 2 Story A member of the Kowloong Crew on the Nighter, Chaofeng is a recon and espionage specialist responsible for data collection and monitoring. 84201101
|
||||
1000813 10008 3 1 PD: Oct 18 84101004
|
||||
1000814 10008 4 1 Blood Type B 84101004
|
||||
1000821 10008 1 2 Story An aristocrat on Asslam and the leader of the opposition faction against Jamilah's leadership. He once incited Sophia to kill Jamilah, yet his scheme came to naught in the end. 84101004
|
||||
1000913 10009 3 1 PD: May 1 84100112
|
||||
1000914 10009 4 1 Blood Type ■■■■ 84100112
|
||||
1000921 10009 1 2 Story I The spiritual leader of Babylonia and the president of the Babylonia Council. He is responsible for Babylonia's overall management. 84100112
|
||||
1000922 10009 2 2 Story II ■■■■ 84100112
|
||||
1000923 10009 3 2 Story III ■■■■ 84100112
|
||||
1000924 10009 4 2 Story IV ■■■■ 84100112
|
||||
1000925 10009 5 2 Story V In order to bring Babylonia back to the Earth, he has been dedicating himself to striking a balance among different Humanity Fronts. 84100112
|
||||
1001013 10010 3 1 PD: Jun 12
|
||||
1001014 10010 4 1 Blood Type A
|
||||
1001021 10010 1 2 Story I A resident of the Murmansk Port.
|
||||
1001022 10010 2 2 Story II Once saved by Rosetta, he is acquainted with the world of the Forest Guard and has become their loyal friend.
|
||||
1001113 10011 3 1 PD: Nov 1
|
||||
1001114 10011 4 1 Blood Type O
|
||||
1001121 10011 1 2 Story A human-deer hybrid Construct with a pair of distinctive antler-shaped structures on her head. When Rosetta left the boreal forest, she, as a member of the Forest Guard, has taken over her role temporarily.
|
||||
1001213 10012 3 1 PD: Oct 3 84101001
|
||||
1001214 10012 4 1 Blood Type AB 84101001
|
||||
1001221 10012 1 2 Story I The fourth leader of the Akdilek Commercial Alliance. She has consolidated her power as the first female leader by weakening the traditional aristocrats' influence on Asslam. 84101001
|
||||
1001222 10012 2 2 Story II Almost everything in life is but a trade-off to her: no eternal enemies, only eternal interests. 84101001
|
||||
1001313 10013 3 1 PD: Jun 28 84306011
|
||||
1001314 10013 4 1 Blood Type A 84306011
|
||||
1001321 10013 1 2 Story I The instructor of the Oasis Squad stationed in Kuzath Snow Plains who has trained numerous valiant soldiers. He executed a certain mission with Nikola and Hassen at a young age. 84306011
|
||||
1001322 10013 2 2 Story II He sacrificed his life to save the civilians when the virus broke out, but his body has not been found until today. 84306011
|
||||
1001413 10014 3 1 PD: Jan 18 84305012
|
||||
1001414 10014 4 1 Blood Type O 84305012
|
||||
1001421 10014 1 2 Story I One of the largest contributors to the Construct Tech. Kalon has greatly improved the chance of a successful Construct modification experiment, though the price for it has become his unforgettable trauma. 84305012
|
||||
1001422 10014 2 2 Story II Unable to stand the Construct modification experiment anymore, Kalon left the research team and hid out in the slum of City 052. He adopted a helpless girl named Karenina there. 84305012
|
||||
1001513 10015 3 1 PD: Oct 23 84308012
|
||||
1001514 10015 4 1 Blood Type O 84308012
|
||||
1001521 10015 1 2 Story A military Construct from the same batch as Kamui. He is somewhat timid, but he is willing to support his comrades with everything he has got on the battlefield. 84308012
|
||||
1001613 10016 3 1 PD: Jul 10 84311012
|
||||
1001614 10016 4 1 Blood Type B 84311012
|
||||
1001621 10016 1 2 Story He is an officer of Babylonia and the head of the Smith family. 84311012
|
||||
1001713 10017 3 1 PD: Jul 7 845001010
|
||||
1001714 10017 4 1 Blood Type A 845001010
|
||||
1001721 10017 1 2 Story Dominik's friend. After Dominik went missing, she started to research possible methods of suppressing the Punishing Virus, and, by conducting numerous human experiments, the gigantic Golden Vortex is her answer for that. 845001010
|
||||
1001813 10018 3 1 PD: May 1 84100112
|
||||
1001814 10018 4 1 Blood Type B 84100112
|
||||
1001821 10018 1 2 Story I The commander-in-chief of Babylonia and a member of the Babylonia Council. Nikola is responsible for handling the military affairs in Babylonia. 84100112
|
||||
1001822 10018 2 2 Story II ■■■■ 84100112
|
||||
1001823 10018 3 2 Story III ■■■■ 84100112
|
||||
1001824 10018 4 2 Story IV ■■■■ 84100112
|
||||
1001825 10018 5 2 Story V In order to reclaim the Earth, Nikola will do everything he needs to do. 84100112
|
||||
1001913 10019 3 1 PD: Aug 15 84101106
|
||||
1001914 10019 4 1 Blood Type B 84101106
|
||||
1001921 10019 1 2 Story I A member of the Kowloong Crew on the Nighter, Pulao is a security specialist responsible for the security affairs of the Kowloong Chamber of Commerce. 84101106
|
||||
1001922 10019 2 2 Story II Unlike the rest of the Kowloong Crew, Pulao seems to have retained part of her memory. 84101106
|
||||
1002013 10020 3 1 PD: May 26 84303022
|
||||
1002014 10020 4 1 Blood Type A 84303022
|
||||
1002021 10020 1 2 Story A scavenger living in an underground tunnel of City 049. 84303022
|
||||
1002113 10021 3 1 PD: Sep 2 84100107
|
||||
1002114 10021 4 1 Blood Type AB 84100107
|
||||
1002121 10021 1 2 Story I The Sky Lord Celica. Everything seems to be a breeze to this impeccable, gorgeous secretary. 84100107
|
||||
1002122 10021 2 2 Story II [This log has been edited abnormally. Please contact the relevant personnel as soon as possible.] 84100107
|
||||
1002213 10022 3 1 PD: ■■■■ 84309012
|
||||
1002214 10022 4 1 Blood Type O 84309012
|
||||
1002221 10022 1 2 Story I An Archaeological Team member from the World Government Association of Art. Her beautiful voice and superb opera singing techniques mark her off from the other opera singers. 84309012
|
||||
1002222 10022 2 2 Story II A gentle, considerate girl who always lends a hand to people in need. 84309012
|
||||
1002313 10023 3 1 PD: Feb 1 84307011
|
||||
1002314 10023 4 1 Blood Type AB 84307011
|
||||
1002321 10023 1 2 Story I A pious priest of a church located in the north of Kuzath Snow Plains. He embraced everyone with infinite compassion. 84307011
|
||||
1002322 10023 2 2 Story II In fact, he is a bionic robot hastily activated by the churches in the Golden Age, the time when religion lost its appeal. 84307011
|
||||
1002413 10024 3 1 PD: Dec 10 84307021
|
||||
1002414 10024 4 1 Blood Type O 84307021
|
||||
1002421 10024 1 2 Story I A military volunteer of City 173. Even though he was just a military volunteer, when it came to protecting his city, he acted even more valiantly than the real soldiers did. 84307021
|
||||
1002422 10024 2 2 Story II His kindness always brings sunshine to the people around him. 84307021
|
||||
1002423 10024 3 2 Story III Toby was abducted by Daedalus for an illegal Construct modification experiment soon after he came in contact with Bianca. He managed to escape halfway through the experiment. 84307021
|
||||
1002424 10024 4 2 Story IV Only after Bianca left the church did the folks discover the symptoms of corruption on Toby's body. Nonetheless, the fact that Toby was corrupted before death did not lessen their hatred and fear of Bianca. They blamed her for everything that had ever happened. 84307021
|
||||
1002425 10024 5 2 Story V His body is buried in the cemetery of City 173. 84307021
|
||||
1002513 10025 3 1 PD: Sep 1 84307023
|
||||
1002514 10025 4 1 Blood Type B 84307023
|
||||
1002521 10025 1 2 Story I The chairman of Daedalus and a former Kurono's employee. With an opposite view on how to treat the Constructs, Wen left Babylonia and founded Daedalus by leveraging his extensive social network. 84307023
|
||||
1002522 10025 2 2 Story II He is a perfectionist who has a special affection for a perfect piece of work. As for the defectives, he shows no mercy, and almost everything in this world seems defective to him. 84307023
|
||||
1002613 10026 3 1 PD: Jun 13 84306021
|
||||
1002614 10026 4 1 Blood Type A 84306021
|
||||
1002621 10026 1 2 Story I The captain of the 25-633th squadron. Known as the "Beak of Islay", the flying ace of the World Government, Cyril has made outstanding contributions on the battlefield. 84306021
|
||||
1002622 10026 2 2 Story II In the 5th Operation Acadia, Cyril was seen around the operation location, yet his name was not on the list of servicemen for that operation. 84306021
|
||||
1002713 10027 3 1 PD: Jan 5 84309011
|
||||
1002714 10027 4 1 Blood Type AB 84309011
|
||||
1002721 10027 1 2 Story A staff member of the Center of Basic Public Education in Babylonia. 84309011
|
||||
1002813 10028 3 1 PD: Oct 8 84101108
|
||||
1002814 10028 4 1 Blood Type A 84101108
|
||||
1002821 10028 1 2 Story I A member of the Kowloong Crew on the Nighter and Villier's bodyguard. Yazi is responsible for handling black ops missions. 84101108
|
||||
1002822 10028 2 2 Story II Unlike the rest of the Kowloong Crew, Yazi seems to have retained part of her memory. 84101108
|
||||
1002913 10029 3 1 PD: Apr 21 84201101
|
||||
1002914 10029 4 1 Blood Type B 84201101
|
||||
1002921 10029 1 2 Story Lee's younger brother, Nikola's agent, and a new tactician in the Combat Department. In order to achieve his ambitions, Babylonia, Ascendants, and all the other things in this world are nothing but pawns to Murray. 84201101
|
||||
1003012 10030 2 1 PD: Unknown 84800104
|
||||
1003013 10030 3 1 Blood Type O 84800104
|
||||
1003021 10030 1 2 Story Publicly executed by Luna for attempting to lay hands on a secret she deemed to be forbidden. He may also be linked to other Ascendants that you have yet to meet... 84800104
|
||||
1003112 10031 2 1 PD: ■■■■ 84313011
|
||||
1003113 10031 3 1 Blood Type ■■■■ 84313011
|
||||
1003121 10031 1 2 Story Camu's instructor in Kurono. A member of the Special Security Department, and an experienced warrior. Killed by the furious Camu. 84313011
|
||||
1003212 10032 2 1 PD: ■■■■ 84800202
|
||||
1003213 10032 3 1 Blood Type ■■■■ 84800202
|
||||
1003221 10032 1 2 Story A Construct of Babylonia. Her real intention was to control Amberia and take revenge on the ARU. For this purpose she was willing to pay any price, including asking Ascendants for help and protection. 84800202
|
||||
1003312 10033 2 1 PD: ■■■■ 84800202
|
||||
1003313 10033 3 1 Blood Type ■■■■ 84800202
|
||||
1003321 10033 1 2 Story A Commandant of Babylonia. Once served as the direct leader of Atiel, and was later betrayed by her. 84800202
|
||||
1003412 10034 2 1 PD: ■■■■ 84800203
|
||||
1003413 10034 3 1 Blood Type ■■■■ 84800203
|
||||
1003421 10034 1 2 Story The Chief Captain of the Arctic Route Union. 84800203
|
||||
1003512 10035 2 1 PD: ■■■■ 84900201
|
||||
1003513 10035 3 1 Blood Type ■■■■ 84900201
|
||||
1003521 10035 1 2 Story An bear-model bionic. Joined Nanami to stop the war between bionics and humans. 84900201
|
||||
1003612 10036 2 1 PD: ■■■■ 84314012
|
||||
1003613 10036 3 1 Blood Type ■■■■ 84314012
|
||||
1003621 10036 1 2 Story A member of the Forest Guards. Protected Pfaff and Rosetta in the snow. 84314012
|
||||
1003712 10037 2 1 PD: ■■■■ 84314011
|
||||
1003713 10037 3 1 Blood Type ■■■■ 84314011
|
||||
1003721 10037 1 2 Story I Rosetta's grandfather. Never allowed her to display a single sign of weakness. 84314011
|
||||
141
Resources/table/share/archive/Tag.tab.bytes
Normal file
141
Resources/table/share/archive/Tag.tab.bytes
Normal file
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|
||||
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|
||||
<EFBFBD><EFBFBD>ș<EFBFBD>\ł<>m<EFBFBD>5<EFBFBD><35>~<7E>r<EFBFBD><72><EFBFBD><EFBFBD><1C>zʣ`<60>UXK<58>B<EFBFBD><42>0Ai<1C><><EFBFBD>T<>H<EFBFBD><48>6<EFBFBD><36><EFBFBD>5<18><>k<EFBFBD><6B><EFBFBD>=0<>UJU<4A><55><EFBFBD><EFBFBD>wwN_<>$<24>z<EFBFBD>x$b<>Q<EFBFBD>#Id Order Color Bg Name IsNotShow TagGroupId[0] TagGroupId[1] TagGroupId[2] TagGroupId[3]
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203 3 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag2.png Fragile 0 1 2 0 0
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303 7 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag3.png Not So Hard 0 1 2 0 0
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304 8 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag3.png Average 0 1 2 0 0
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||||
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|
||||
403 11 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag4.png Challenging 0 1 2 0 0
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||||
404 12 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag4.png Not Easy 0 1 2 0 0
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||||
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||||
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603 20 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag6.png Invincible 0 1 2 0 0
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||||
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||||
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||||
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9902 1002 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag3.png Ranged 0 99 0 0 0
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||||
9903 1003 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag3.png Duelist 0 99 0 0 0
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||||
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|
||||
9906 1006 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag4.png Burst 0 99 0 0 0
|
||||
9907 1007 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Multiattack 0 99 0 0 0
|
||||
9908 1008 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag2.png Harmless 0 99 0 0 0
|
||||
9909 1009 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag4.png Explosive 0 99 0 0 0
|
||||
9910 1010 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag4.png Leaper 0 99 0 0 0
|
||||
9911 1011 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Reach 0 99 0 0 0
|
||||
9912 1012 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Mutate 0 99 0 0 0
|
||||
9913 1013 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Control 0 99 0 0 0
|
||||
9914 1014 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Executioner 0 99 0 0 0
|
||||
9915 1015 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Dexterous 0 99 0 0 0
|
||||
9916 1016 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Stealthy 0 99 0 0 0
|
||||
9917 1017 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Support 0 99 0 0 0
|
||||
9918 1018 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Reckless 0 99 0 0 0
|
||||
9919 1019 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Cunning 0 99 0 0 0
|
||||
9920 1020 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Dweller 0 99 0 0 0
|
||||
9921 1021 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Burrow 0 99 0 0 0
|
||||
9922 1022 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Flash 0 99 0 0 0
|
||||
9923 1023 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Retaliate 0 99 0 0 0
|
||||
9924 1024 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Berserk 0 99 0 0 0
|
||||
9925 1025 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Nullifier 0 99 0 0 0
|
||||
9926 1026 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Vortex 0 99 0 0 0
|
||||
9927 1027 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Stance-Shift 0 99 0 0 0
|
||||
9928 1028 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Haste 0 99 0 0 0
|
||||
9929 1029 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Phantom 0 99 0 0 0
|
||||
9930 1030 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Polearm 0 99 0 0 0
|
||||
9931 1031 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Performer 0 99 0 0 0
|
||||
9932 1032 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Bartender 0 99 0 0 0
|
||||
9933 1033 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Surfer 0 99 0 0 0
|
||||
9934 1034 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Flight 0 99 0 0 0
|
||||
9935 1035 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Puppeteer 0 99 0 0 0
|
||||
9936 1036 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Voltron 0 99 0 0 0
|
||||
9937 1037 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Thunderer 0 99 0 0 0
|
||||
9938 1038 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Trade Blows 0 99 0 0 0
|
||||
9939 1039 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag4.png Sekikumo 0 99 0 0 0
|
||||
9940 1040 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag4.png Shatterpoint 0 99 0 0 0
|
||||
9941 1041 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag4.png Weak-Kneed 0 99 0 0 0
|
||||
9942 1042 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Loves Hugs 0 99 0 0 0
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||||
9943 1043 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Plays Possum 0 99 0 0 0
|
||||
9944 1044 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Needlemania 0 99 0 0 0
|
||||
9945 1045 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Hyperactivity 0 99 0 0 0
|
||||
9946 1046 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Like Shadow 0 99 0 0 0
|
||||
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|
||||
9948 1048 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Medusa 0 99 0 0 0
|
||||
9949 1049 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Cutting Ties 0 99 0 0 0
|
||||
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|
||||
9951 1051 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Grind n Ride 0 99 0 0 0
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||||
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|
||||
9953 1053 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag3.png R Go, B Halt 0 99 0 0 0
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||||
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||||
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|
||||
9957 1057 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Look down 0 99 0 0 0
|
||||
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|
||||
9959 1059 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag5.png Anti-Matrix 0 99 0 0 0
|
||||
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|
||||
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|
||||
9962 1062 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag4.png Group Act 0 99 0 0 0
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
10000 1100 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag4.png With Shield 0 99 0 0 0
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
10006 1106 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag4.png Sever Limbs 0 99 0 0 0
|
||||
10007 1107 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag4.png Blossoms 0 99 0 0 0
|
||||
10008 1108 FFFFFFFF Assets/Product/Texture/Atlas/UiArchive/UiArchiveTag4.png Small Moon 0 99 0 0 0
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||||
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|
||||
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||||
16 1021003 1 101 302 Lucia: Crimson Abyss
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||||
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|
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18 1091002 2 101 209 Ayla: Brilliance
|
||||
19 1041003 1 103 208 307 Bianca: Veritas
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20 1111002 3 102 205 Sophia: Silverfang
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21 1121002 2 103 204 Chrome: Arclight
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
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|
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||||
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39 1561003 4 105 309 Haicma: Starveil
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|
||||
41 1571003 4 103 309 Noan: Arca
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1 1 Chapter I - Courtyard 1006039 1 1 1001 1001 1011 Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaTheatreLodingTitle1.png Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaTheatreLodingTxt1.png Assets/Product/Ui/Scene3DPrefab/UiBiancaTheatreRecruit3D01.prefab Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreBg01.png Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreBt01.png Assets/Product/Ui/UiModel/UiBiancaTheatre/UiBiancaTheatreRecruit01.prefab Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreCommonBg01.png 142 Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreBg01.png
|
||||
2 1 Chapter II - Town 2001 1002 1021 Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaTheatreLodingTitle2.png Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaTheatreLodingTxt2.png Assets/Product/Ui/Scene3DPrefab/UiBiancaTheatreRecruit3D02.prefab Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreBg02.png Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreBt02.png Assets/Product/Ui/UiModel/UiBiancaTheatre/UiBiancaTheatreRecruit02.prefab Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreCommonBg02.png 70 Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreBg02.png
|
||||
3 1 Chapter III - Fortress 3001 1003 1031 Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaTheatreLodingTitle3.png Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaTheatreLodingTxt3.png Assets/Product/Ui/Scene3DPrefab/UiBiancaTheatreRecruit3D03.prefab Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreBg03.png Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreBt03.png Assets/Product/Ui/UiModel/UiBiancaTheatre/UiBiancaTheatreRecruit03.prefab Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreCommonBg03.png 63 Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreBg03.png
|
||||
4 1 Chapter IV - Tunnel 4001 1004 1041 Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaTheatreLodingTitle4.png Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaTheatreLodingTxt4.png Assets/Product/Ui/Scene3DPrefab/UiBiancaTheatreRecruit3D04.prefab Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreBg04.png Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreBt04.png Assets/Product/Ui/UiModel/UiBiancaTheatre/UiBiancaTheatreRecruit04.prefab Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreCommonBg04.png 120 Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreBg04.png
|
||||
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|
||||
7 2 Chapter I - Courtyard 1006039 1 1 1001 1001 1011 Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaTheatreLodingTitle1.png Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaTheatreLodingTxt1.png Assets/Product/Ui/Scene3DPrefab/UiBiancaTheatreRecruit3D01.prefab Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreBg01.png Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreBt01.png Assets/Product/Ui/UiModel/UiBiancaTheatre/UiBiancaTheatreRecruit01.prefab Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreCommonBg01.png 142 Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreBg01.png
|
||||
8 2 Chapter II - Town 2001 1002 1021 Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaTheatreLodingTitle2.png Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaTheatreLodingTxt2.png Assets/Product/Ui/Scene3DPrefab/UiBiancaTheatreRecruit3D02.prefab Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreBg02.png Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreBt02.png Assets/Product/Ui/UiModel/UiBiancaTheatre/UiBiancaTheatreRecruit02.prefab Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreCommonBg02.png 70 Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreBg02.png
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||||
9 2 Chapter III - Fortress 3001 1003 1031 Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaTheatreLodingTitle3.png Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaTheatreLodingTxt3.png Assets/Product/Ui/Scene3DPrefab/UiBiancaTheatreRecruit3D03.prefab Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreBg03.png Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreBt03.png Assets/Product/Ui/UiModel/UiBiancaTheatre/UiBiancaTheatreRecruit03.prefab Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreCommonBg03.png 63 Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreBg03.png
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10 2 Chapter IV - Tunnel 4001 1004 1041 Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaTheatreLodingTitle4.png Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaTheatreLodingTxt4.png Assets/Product/Ui/Scene3DPrefab/UiBiancaTheatreRecruit3D04.prefab Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreBg04.png Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreBt04.png Assets/Product/Ui/UiModel/UiBiancaTheatre/UiBiancaTheatreRecruit04.prefab Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreCommonBg04.png 120 Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreBg04.png
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!<21>J<EFBFBD>E)^<18><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>TU<16><0E>e8<65><38><EFBFBD><13>ܢg(=<3D>
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||||
h<EFBFBD>
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||||
<EFBFBD>
|
||||
L<EFBFBD><EFBFBD>XՍ<EFBFBD><EFBFBD><1A>i<><<3C>uS<75>jL0<0B><>r<EFBFBD><01><><EFBFBD>-<2D>~ԯ%
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K<EFBFBD>.}и<><D0B8>^<5E>l9<6C>庡
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<EFBFBD><EFBFBD><14>H<EFBFBD><48>!<21>V<EFBFBD><56><EFBFBD>lӭ<6C>ìO<C3AC><4F>p<EFBFBD><70><EFBFBD><EFBFBD>ſ<EFBFBD><C5BF>%Us <20>݃<1D><> 4ߤ< <20><>80Q<30>&<26><>q<EFBFBD><71><EFBFBD>D8<44>ý<EFBFBD><C3BD><EFBFBD>q<EFBFBD>x<EFBFBD><78>W<14>/<2F>1/x6<78>0<EFBFBD><30>L@<40>l,?k.<19> <09><>P<EFBFBD><50><EFBFBD><0E><><EFBFBD>Id CharacterId Level RobotId FightAbility FightEventIds[1] FightEventIds[2]
|
||||
1 1011002 1 126001
|
||||
2 1011002 2 126002 2000 2250602
|
||||
3 1021001 1 126003
|
||||
4 1021001 2 126004 2000 2250602
|
||||
5 1031001 1 126005
|
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6 1031001 2 126006 2000 2250602
|
||||
7 1041002 1 126007
|
||||
8 1041002 2 126008 2000 2250602
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||||
9 1051001 1 126009
|
||||
10 1051001 2 126010 2000 2250602
|
||||
11 1061002 1 126011
|
||||
12 1061002 2 126012 2000 2250602
|
||||
13 1071002 1 126013
|
||||
14 1071002 2 126014 2000 2250602
|
||||
15 1081002 1 126015
|
||||
16 1081002 2 126016 2000 2250602
|
||||
17 1021002 1 126017
|
||||
18 1021002 2 126018 2000 2250602
|
||||
19 1031002 1 126019
|
||||
20 1031002 2 126020 2000 2250602
|
||||
21 1011003 1 126021
|
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22 1011003 2 126022 2000 2250602
|
||||
23 1031003 1 126023
|
||||
24 1031003 2 126024 2000 2250602
|
||||
25 1061003 1 126025
|
||||
26 1061003 2 126026 2000 2250602
|
||||
27 1071003 1 126027
|
||||
28 1071003 2 126028 2000 2250602
|
||||
29 1051003 1 126029
|
||||
30 1051003 2 126030 2000 2250602
|
||||
31 1021003 1 126031
|
||||
32 1021003 2 126032 2000 2250602
|
||||
33 1081003 1 126033
|
||||
34 1081003 2 126034 2000 2250602
|
||||
35 1091002 1 126035
|
||||
36 1091002 2 126036 2000 2250602
|
||||
37 1041003 1 126037
|
||||
38 1041003 2 126038 2000 2250602
|
||||
39 1111002 1 126039
|
||||
40 1111002 2 126040 2000 2250602
|
||||
41 1121002 1 126041
|
||||
42 1121002 2 126042 2000 2250602
|
||||
43 1021004 1 126043
|
||||
44 1021004 2 126044 2000 2250602
|
||||
45 1131002 1 126045
|
||||
46 1131002 2 126046 2000 2250602
|
||||
47 1511003 1 126047
|
||||
48 1511003 2 126048 2000 2250602
|
||||
49 1141003 1 126049
|
||||
50 1141003 2 126050 2000 2250602
|
||||
51 1521003 1 126051
|
||||
52 1521003 2 126052 2000 2250602
|
||||
53 1161002 1 126053
|
||||
54 1161002 2 126054 2000 2250602
|
||||
55 1171003 1 126055
|
||||
56 1171003 2 126056 2000 2250602
|
||||
57 1041004 1 126057
|
||||
58 1041004 2 126058 2000 2250602
|
||||
59 1211002 1 126059
|
||||
60 1211002 2 126060 2000 2250602
|
||||
61 1531003 1 126061
|
||||
62 1531003 2 126062 2000 2250602
|
||||
63 1121003 1 126063
|
||||
64 1121003 2 126064 2000 2250602
|
||||
65 1221002 1 126065
|
||||
66 1221002 2 126066 2000 2250602
|
||||
67 1131003 1 126067
|
||||
68 1131003 2 126068 2000 2250602
|
||||
69 1541003 1 126069
|
||||
70 1541003 2 126070 2000 2250602
|
||||
71 1031004 1 126071
|
||||
72 1031004 2 126072 2000 2250602
|
||||
73 1531004 1 126073
|
||||
74 1531004 2 126074 2000 2250602
|
||||
75 1551003 1 126075
|
||||
76 1551003 2 126076 2000 2250602
|
||||
77 1051004 1 126077
|
||||
78 1051004 2 126078 2000 2250602
|
||||
79 1561003 1 126079
|
||||
80 1561003 2 126080 2000 2250602
|
||||
81 1071004 1 126081
|
||||
82 1071004 2 126082 2000 2250602
|
||||
83 1571003 1 126083
|
||||
84 1571003 2 126084 2000 2250602
|
||||
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|
||||
F<EFBFBD><EFBFBD><EFBFBD>d/<2F>Z<EFBFBD><13><>u<EFBFBD>"5<><35><EFBFBD><EFBFBD><EFBFBD><EFBFBD>F<EFBFBD>v<EFBFBD>G<EFBFBD>!)<29>^<5E>Xҋ<58><D28B>6O#<23><>[<5B><><EFBFBD><EFBFBD>X<EFBFBD>b<EFBFBD><0F>cW<63><57><EFBFBD><EFBFBD><EFBFBD><EFBFBD>!<21><><02><><EFBFBD>!<21>J<1E><>z+<2B><>RNU<><55>b<EFBFBD>g<10>P!<21><><EFBFBD>
|
||||
<EFBFBD>?
|
||||
<EFBFBD><EFBFBD>P<EFBFBD><EFBFBD>J<EFBFBD>17<EFBFBD><EFBFBD>5<EFBFBD><EFBFBD><EFBFBD><EFBFBD>3<EFBFBD>~N3<4E><33><EFBFBD><EFBFBD>~Id Name ComboTypeId IconPath ConditionDescription ActivationType
|
||||
101 War Blade 1 Assets/Product/Texture/Image/UiExpedition/UiExpeditionCombo11.png War Blade 2
|
||||
102 Matrix - Fire 1 Assets/Product/Texture/Image/UiExpedition/UiExpeditionCombo12.png Matrix - Fire 2
|
||||
103 Matrix - Lightning 1 Assets/Product/Texture/Image/UiExpedition/UiExpeditionCombo14.png Matrix - Lightning 2
|
||||
104 Matrix - Dark 1 Assets/Product/Texture/Image/UiExpedition/UiExpeditionCombo15.png Matrix - Dark 2
|
||||
105 Matrix - Ice 1 Assets/Product/Texture/Image/UiExpedition/UiExpeditionCombo13.png Matrix - Ice 2
|
||||
201 Gaze Realm 2 Assets/Product/Texture/Image/UiExpedition/UiExpeditionCombo01.png Gaze Realm 2
|
||||
202 Pure Mercy 2 Assets/Product/Texture/Image/UiExpedition/UiExpeditionCombo02.png Pure Mercy 2
|
||||
203 Extreme Calculation 2 Assets/Product/Texture/Image/UiExpedition/UiExpeditionCombo03.png Extreme Calculation 2
|
||||
204 Fighter's Wings 2 Assets/Product/Texture/Image/UiExpedition/UiExpeditionCombo04.png Fighter's Wings 2
|
||||
205 Little League 2 Assets/Product/Texture/Image/UiExpedition/UiExpeditionCombo08.png Little League 2
|
||||
206 Hell Guards 2 Assets/Product/Texture/Image/UiFight/FightExpeditionskill11.png Hell Guards 2
|
||||
207 Sin Reverb 2 Assets/Product/Texture/Image/UiExpedition/UiExpeditionCombo06.png Sin Reverb 2
|
||||
208 Final Judgement 2 Assets/Product/Texture/Image/UiExpedition/UiExpeditionCombo07.png Final Judgement 2
|
||||
209 Phantom Capriccio 2 Assets/Product/Texture/Image/UiExpedition/UiExpeditionCombo20.png Phantom Capriccio 2
|
||||
210 Creator-Destroyer 2 Assets/Product/Texture/Image/UiExpedition/UiExpeditionCombo05.png Creator-Destroyer 2
|
||||
301 Overclock 3 Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreIconSkill01.png Overclock 2
|
||||
302 Escalation 3 Assets/Product/Texture/Image/UiExpedition/UiExpeditionCombo19.png Escalation 2
|
||||
303 Oblivion 3 Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreIconSkill02.png Oblivion 2
|
||||
304 Elimination 3 Assets/Product/Texture/Image/UiFight/FightExpeditionskill01.png Elimination 2
|
||||
305 Divine Judgment 3 Assets/Product/Texture/Image/UiFight/FightExpeditionskill05.png Divine Judgment 2
|
||||
306 Fortress 3 Assets/Product/Texture/Image/UiFight/FightExpeditionskill12.png Fortress 2
|
||||
307 Sudden Rain 3 Assets/Product/Texture/Image/UiFight/FightExpeditionskill10.png Sudden Rain 2
|
||||
308 Cyclone 3 Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreIconSkill03.png Cyclone 2
|
||||
@@ -0,0 +1,74 @@
|
||||
K<12> <20><>][z<>[<5B>U<EFBFBD>6dl6<6C><36><EFBFBD><EFBFBD>-`<60>b'<27><>0<16>GӚc<D39A><EFBFBD>(ez%\<5C>9<EFBFBD>k懭<6B><E687AD>sx0$<24>`T<>R:<3A><><EFBFBD><EFBFBD>4<EFBFBD>Hi<48>9[[a<><61>c<EFBFBD><63><EFBFBD><EFBFBD> <20><><EFBFBD><03>qSX<53>uAY_<>'<14>%jkYCׁ]<5D><><EFBFBD><EFBFBD>J<EFBFBD>0<EFBFBD><30>&<26><><EFBFBD>OId Name ChildComboId EffectDescription ConditionDesc ConditionLevel ConditionNum Quality EffectId[1] EffectId[2] EffectId[3] EffectId[4] EffectId[5] EffectId[6] EffectId[7] EffectId[8] EffectId[9] EffectId[10] EffectValid[1] EffectValid[2] EffectValid[3] EffectValid[4] EffectValid[5] EffectValid[6] EffectValid[7] EffectValid[8] EffectValid[9] EffectValid[10] EffectTarget[1] EffectTarget[2] EffectTarget[3] EffectTarget[4] EffectTarget[5] EffectTarget[6] EffectTarget[7] EffectTarget[8] EffectTarget[9] EffectTarget[10]
|
||||
1011 Matrix - War Blade - Phase 1 101 Upon dealing Physical DMG, reduces the enemy's DEF by <color=#dbb536>100%</color> for <color=#dbb536>15</color>s. Triggering this effect again will renew its duration. It does not stack with other Bonds. Total Stars of War Blade members reach <color=#dbb536>2★</color> 2 1 3 10011 1011 1
|
||||
1012 Matrix - War Blade - Phase 2 101 Upon dealing DMG, reduces the enemy's Extra DMG Reduction by <color=#dbb536>50%</color> for <color=#dbb536>15</color>s. Triggering this effect again will renew its duration. It does not stack with other Bonds.\nAll <color=#dbb536>Phase 1</color> Bond effects will be inherited. Total Stars of War Blade members reach <color=#dbb536>4★</color> 4 1 4 10011 10012 1011 1011 1 1
|
||||
1013 Matrix - War Blade - Phase 3 101 Upon entering battle, CRIT Rate and CRIT DMG permanently increase by <color=#dbb536>40%</color> and <color=#dbb536>100%</color> respectively.\nAll <color=#dbb536>Phase 2</color> Bond effects will be inherited. Total Stars of War Blade members reach <color=#dbb536>6★</color> 6 1 5 10011 10012 10013 1011 1011 1011 1 1 1
|
||||
1014 Matrix - War Blade - Phase 4 101 Upon entering battle, inflicts the <color=#dbb536>Frail</color> effect on all enemies, which will make them receive <color=#dbb536>30%</color> more Physical DMG.\nAll <color=#dbb536>Lv.3</color> Bond effects will be inherited. Total Stars of War Blade members reach <color=#dbb536>8★</color> 8 1 6 10011 10012 10013 10014 1011 1011 1011 1011 1 1 1 1
|
||||
1021 Matrix - Fire - Phase 1 102 Fire Extra DMG Bonus increases by <color=#dbb536>50%</color>. Does not stack with other Bonds. Total Stars of Matrix - Fire members reach <color=#dbb536>2★</color> 2 1 3 10021 1021 1
|
||||
1022 Matrix - Fire - Phase 2 102 Upon dealing DMG, reduces the enemy's Extra DMG Reduction by <color=#dbb536>50%</color> for <color=#dbb536>15</color>s. Triggering this effect again will renew its duration. It does not stack with other Bonds.\nAll <color=#dbb536>Phase 1</color> Bond effects will be inherited. Total Stars of Matrix - Fire members reach <color=#dbb536>4★</color> 4 1 4 10021 10022 1021 1021 1 1
|
||||
1023 Matrix - Fire - Phase 3 102 Upon dealing DMG, reduces the enemy's Fire Resistance by <color=#dbb536>70%</color> for <color=#dbb536>15</color>s. Triggering this effect again will renew its duration. It does not stack with other Bonds.\nAll <color=#dbb536>Phase 2</color> Bond effects will be inherited. Total Stars of Matrix - Fire members reach <color=#dbb536>6★</color> 6 1 5 10021 10022 10023 1021 1021 1021 1 1 1
|
||||
1024 Matrix - Fire - Phase 4 102 Upon entering battle, inflicts the <color=#dbb536>Combustible</color> effect on all enemies, which will make them receive <color=#dbb536>30%</color> more Fire DMG.\nAll <color=#dbb536>Lv.3</color> Bond effects will be inherited. Total Stars of Matrix - Fire members reach <color=#dbb536>8★</color> 8 1 6 10021 10022 10023 10024 1021 1021 1021 1021 1 1 1 1
|
||||
1031 Matrix - Lightning - Phase 1 103 Lightning Extra DMG Bonus increases by <color=#dbb536>50%</color>. Does not stack with other Bonds. Total Stars of Matrix - Lightning members reach <color=#dbb536>2★</color> 2 1 3 10031 1031 1
|
||||
1032 Matrix - Lightning - Phase 2 103 Upon dealing DMG, reduces the enemy's Extra DMG Reduction by <color=#dbb536>50%</color> for <color=#dbb536>15</color>s. Triggering this effect again will renew its duration. It does not stack with other Bonds.\nAll <color=#dbb536>Phase 1</color> Bond effects will be inherited. Total Stars of Matrix - Lightning members reach <color=#dbb536>4★</color> 4 1 4 10031 10032 1031 1031 1 1
|
||||
1033 Matrix - Lightning - Phase 3 103 Upon dealing DMG, reduces the enemy's Lightning Resistance by <color=#dbb536>70%</color> for <color=#dbb536>15</color>s. Triggering this effect again will renew its duration. It does not stack with other Bonds.\nAll <color=#dbb536>Phase 2</color> Bond effects will be inherited. Total Stars of Matrix - Lightning members reach <color=#dbb536>6★</color> 6 1 5 10031 10032 10033 1031 1031 1031 1 1 1
|
||||
1034 Matrix - Lightning - Phase 4 103 Upon entering battle, inflicts the <color=#dbb536>Electrode</color> effect on all enemies, which will make them receive <color=#dbb536>30%</color> more Lightning DMG.\nAll <color=#dbb536>Lv.3</color> Bond effects will be inherited. Total Stars of Matrix - Lightning members reach <color=#dbb536>8★</color> 8 1 6 10031 10032 10033 10034 1031 1031 1031 1031 1 1 1 1
|
||||
1041 Matrix - Dark - Phase 1 104 Dark Extra DMG Bonus increases by <color=#dbb536>50%</color>. Does not stack with other Bonds. Total Stars of Matrix - Dark members reach <color=#dbb536>2★</color> 2 1 3 10041 1041 1
|
||||
1042 Matrix - Dark - Phase 2 104 Upon dealing DMG, reduces the enemy's Extra DMG Reduction by <color=#dbb536>50%</color> for <color=#dbb536>15</color>s. Triggering this effect again will renew its duration. It does not stack with other Bonds.\nAll <color=#dbb536>Phase 1</color> Bond effects will be inherited. Total Stars of Matrix - Dark members reach <color=#dbb536>4★</color> 4 1 4 10041 10042 1041 1041 1 1
|
||||
1043 Matrix - Dark - Phase 3 104 Upon dealing DMG, reduces the enemy's Dark Resistance by <color=#dbb536>70%</color> for <color=#dbb536>15</color>s. Triggering this effect again will renew its duration. It does not stack with other Bonds.\nAll <color=#dbb536>Phase 2</color> Bond effects will be inherited. Total Stars of Matrix - Dark members reach <color=#dbb536>6★</color> 6 1 5 10041 10042 10043 1041 1041 1041 1 1 1
|
||||
1044 Matrix - Dark - Phase 4 104 Upon entering battle, inflicts the <color=#dbb536>Corrosion</color> effect on all enemies, which will make them receive <color=#dbb536>30%</color> more Dark DMG.\nAll <color=#dbb536>Lv.3</color> Bond effects will be inherited. Total Stars of Matrix - Dark members reach <color=#dbb536>8★</color> 8 1 6 10041 10042 10043 10044 1041 1041 1041 1041 1 1 1 1
|
||||
1051 Matrix - Ice - Phase 1 105 Ice Extra DMG Bonus increases by <color=#dbb536>50%</color>. Does not stack with other Bonds. Total Stars of Matrix - Ice members reach <color=#dbb536>2★</color> 2 1 3 10051 1051 1
|
||||
1052 Matrix - Ice - Phase 2 105 Upon dealing DMG, reduces the enemy's Extra DMG Reduction by <color=#dbb536>50%</color> for <color=#dbb536>15</color>s. Triggering this effect again will renew its duration. It does not stack with other Bonds.\nAll <color=#dbb536>Phase 1</color> Bond effects will be inherited. Total Stars of Matrix - Ice members reach <color=#dbb536>4★</color> 4 1 4 10051 10052 1051 1051 1 1
|
||||
1053 Matrix - Ice - Phase 3 105 Upon dealing DMG, reduces the enemy's Ice Resistance by <color=#dbb536>70%</color> for <color=#dbb536>15</color>s. Triggering this effect again will renew its duration. It does not stack with other Bonds.\nAll <color=#dbb536>Phase 2</color> Bond effects will be inherited. Total Stars of Matrix - Ice members reach <color=#dbb536>6★</color> 6 1 5 10051 10052 10053 1051 1051 1051 1 1 1
|
||||
1054 Matrix - Ice - Phase 4 105 Upon entering battle, inflicts the <color=#dbb536>Frost</color> effect on all enemies, which will make them receive <color=#dbb536>30%</color> more Ice DMG.\nAll <color=#dbb536>Lv.3</color> Bond effects will be inherited. Total Stars of Matrix - Ice members reach <color=#dbb536>8★</color> 8 1 6 10051 10052 10053 10054 1051 1051 1051 1051 1 1 1 1
|
||||
2011 Gaze Realm - Phase 1 201 In Matrix, all characters have <color=#dbb536>50%</color> more Extra DMG Bonus for <color=#dbb536>3s</color>. Total Stars of Gaze Realm members reach <color=#dbb536>2★</color> 2 1 3 20011 2011 1
|
||||
2012 Gaze Realm - Phase 2 201 Reduces Matrix cooldown by <color=#dbb536>50%</color>.\nAll <color=#dbb536>Phase 1</color> Bond effects will be inherited. Total Stars of Gaze Realm members reach <color=#dbb536>4★</color> 4 1 4 20011 20012 2011 2011 1 1
|
||||
2021 Pure Mercy - Phase 1 202 All characters' overflow healing will be converted into DMG equal to <color=#dbb536>1000%</color> of the healing value. The damage area is within <color=#dbb536>12m</color>. Total Stars of Pure Mercy members reach <color=#dbb536>2★</color> 2 1 3 20021 2021 1
|
||||
2022 Pure Mercy - Phase 2 202 All healing and HP recovery effects increase by <color=#dbb536>100%</color> and will not be affected by the healing decrease.\nAll <color=#dbb536>Phase 1</color> Bond effects will be inherited. Total Stars of Pure Mercy members reach <color=#dbb536>4★</color> 4 1 4 20021 20022 2021 2021 1 1
|
||||
2023 Pure Mercy - Phase 3 202 All characters (<color=#dbb536>including standby characters</color>) restore <color=#dbb536>10%</color> max HP every second and standby characters' overflow healing will be applied to the character in use.\nAll <color=#dbb536>Phase 2</color> Bond effects will be inherited. Total Stars of Pure Mercy members reach <color=#dbb536>6★</color> 6 1 5 20021 20022 20023 2021 2021 2021 1 1 1
|
||||
2031 Extreme Calculation - Phase 1 203 All characters will deal <color=#dbb536>2,000</color> Extra DMG every time they deal DMG. This will not be triggered repeatedly. Total Stars of Extreme Calculation members reach <color=#dbb536>2★</color> 2 1 3 20031 2031 1
|
||||
2032 Extreme Calculation - Phase 2 203 All characters will deal Extra DMG equal to <color=#dbb536>number of combos ×100</color>. This will not be triggered repeatedly.\nAll <color=#dbb536>Phase 1</color> Bond effects will be inherited. Total Stars of Extreme Calculation members reach <color=#dbb536>4★</color> 4 1 4 20031 20032 2031 2031 1 1
|
||||
2041 Fighter's Wings - Phase 1 204 All characters have <color=#dbb536>50%</color> more max HP. Upon dealing DMG to the <color=#dbb536>shield</color>, deal the same amount of True DMG. Total Stars of Fighter's Wings members reach <color=#dbb536>2★</color> 2 1 3 20041 2041 1
|
||||
2042 Fighter's Wings - Phase 2 204 All characters gain <color=#dbb536>Super Armor</color> and will not receive DMG beyond <color=#dbb536>20%</color> of their max HP from a single attack.\nAll <color=#dbb536>Phase 1</color> Bond effects will be inherited. Total Stars of Fighter's Wings members reach <color=#dbb536>4★</color> 4 1 4 20041 20042 2041 2041 1 1
|
||||
2043 Fighter's Wings - Phase 3 204 Every time when receiving DMG, all characters will deal DMG equal to <color=#dbb536>15×</color> max HP to enemies within <color=#dbb536>12m</color>.\nAll <color=#dbb536>Phase 2</color> Bond effects will be inherited. Total Stars of Fighter's Wings members reach <color=#dbb536>6★</color> 6 1 5 20041 20042 20043 2041 2041 2041 1 1 1
|
||||
2051 Little League - Phase 1 205 Upon entering battle, summons Polar Bear <color=#dbb536>Martin</color> with a random one of the following effects:\n<color=#dbb536>Martin</color> deals DMG equal to <color=#dbb536>5%</color> max HP every <color=#dbb536>10s</color> to all enemies.\n<color=#dbb536>Martin</color> summons a black hole to pull all enemies and reduce all their Elemental Resistance by <color=#dbb536>20%</color> every <color=#dbb536>10s</color> for <color=#dbb536>5s</color>. Total Stars of Little League members reach <color=#dbb536>2★</color> 2 1 3 20052 2051 1
|
||||
2052 Little League - Phase 2 205 Upon entering battle, a random one of the following effects will be granted:\nRestores <color=#dbb536>1 Signature Energy</color> every second for each <color=#dbb536>5 Tinbread Cookies</color>.\nAll members have <color=#dbb536>5%</color> Extra DMG Bonus for each <color=#dbb536>5 Tinbread Cookies</color>.\nAll <color=#dbb536>Phase 1</color> Bond effects will be inherited. Total Stars of Little League members reach <color=#dbb536>4★</color> 4 1 4 20052 20051 2051 2051 1 1
|
||||
2053 Little League - Phase 3 205 Upon entering battle, guaranteed to gain all Phase 1 and Phase 2 Bond effects.\nMeanwhile, all Tinbread Cookies' bonus effect increases by <color=#dbb536>100%</color>. Total Stars of Little League members reach <color=#dbb536>6★</color> 6 1 5 20052 20051 20053 2051 2051 2051 1 1 1
|
||||
2061 Hell Guards - Phase 1 206 For every <color=#dbb536>5s</color>, uses the last Signal Orb and gains a <color=#dbb536>30%</color> Extra DMG Bonus for <color=#dbb536>5s</color>. This will not be triggered when there are no Signal Orbs. Total Stars of Hell Guards members reach <color=#dbb536>2★</color> 2 1 3 20061 2061 1
|
||||
2062 Hell Guards - Phase 2 206 Takes DMG equal to <color=#dbb536>1%</color> max HP every second and deal DMG equal to <color=#dbb536>1%</color> of current HP to all enemies within <color=#dbb536>12m</color>.\nAll <color=#dbb536>Phase 1</color> Bond effects will be inherited. Total Stars of Hell Guards members reach <color=#dbb536>4★</color> 4 1 4 20061 20062 2061 2061 1 1
|
||||
2071 Sin Reverb - Phase 1 207 Press and hold Basic Attack for <color=#dbb536>1s</color> to gain a <color=#dbb536>100%</color> Extra DMG Bonus for <color=#dbb536>3s</color>. Cooldown: <color=#dbb536>7s</color>. Total Stars of Sin Reverb members reach <color=#dbb536>2★</color> 2 1 3 20071 2071 1
|
||||
2072 Sin Reverb - Phase 2 207 Dodges <color=#dbb536>twice</color> within <color=#dbb536>1s</color> to actively trigger the <color=#dbb536>Matrix</color>. Cooldown: <color=#dbb536>15s</color>. (Independent from Matrix triggered by successfully dodging attacks).\nAll <color=#dbb536>Phase 1</color> Bond effects will be inherited. Total Stars of Sin Reverb members reach <color=#dbb536>4★</color> 4 1 4 20071 20072 2071 2071 1 1
|
||||
2081 Final Judgement - Phase 1 208 Upon attacking an enemy with HP above <color=#dbb536>40%</color>, gains a <color=#dbb536>10%</color> Extra DMG Bonus for every 10% more HP the enemy has, up to <color=#dbb536>60%</color>. Total Stars of Final Judgement members reach <color=#dbb536>2★</color> 2 1 3 20081 2081 1
|
||||
2082 Final Judgement - Phase 2 208 Upon dealing DMG, has a <color=#dbb536>40%</color> chance to deal <color=#dbb536>200%</color> more DMG at the same time.\nAll <color=#dbb536>Phase 1</color> Bond effects will be inherited. Total Stars of Final Judgement members reach <color=#dbb536>4★</color> 4 1 4 20081 20082 2081 2081 1 1
|
||||
2083 Final Judgement - Phase 3 208 Upon dealing DMG, <color=#dbb536>instantly kills</color> the enemy if their HP is below <color=#dbb536>30%</color>.\nAll <color=#dbb536>Phase 2</color> Bond effects will be inherited. Total Stars of Final Judgement members reach <color=#dbb536>6★</color> 6 1 5 20081 20082 20083 2081 2081 2081 1 1 1
|
||||
2091 Phantom Capriccio - Phase 1 209 For each <color=#dbb536>class</color> in the team recruited, the character gains a <color=#dbb536>15%</color> Extra DMG Bonus. Total Stars of Phantom Capriccio members reach <color=#dbb536>2★</color> 2 1 3 20091 20092 20093 20094 20095 2091 2092 2093 2094 2095 1 1 1 1 1
|
||||
2092 Phantom Capriccio - Phase 2 209 For each <color=#dbb536>type of Element</color> in the team recruited, the character's HP and ATK increase <color=#dbb536>10%</color>.\nAll <color=#dbb536>Phase 1</color> Bond effects will be inherited. Total Stars of Phantom Capriccio members reach <color=#dbb536>4★</color> 4 1 4 20091 20092 20093 20094 20095 20096 20097 20098 20099 20100 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 1 1 1 1 1 1 1 1 1 1
|
||||
2101 Creator-Destroyer - Phase 1 210 Upon entering battle, launches a cannon attack, with each shell dealing <color=#dbb536>30,000</color> Fire DMG:\nHas an <color=#dbb536>80%</color> chance to succeed. <color=#dbb536>1</color> cannon attack in total.\nHas a <color=#dbb536>20%</color> chance to succeed. <color=#dbb536>5</color> cannon attacks in total. Total Stars of Creator-Destroyers members reach <color=#dbb536>2★</color> 2 1 3 20101 2101 1
|
||||
2102 Creator-Destroyer - Phase 2 210 Upon entering battle, launches a laser beam attack at the enemy. The laser beam will automatically pursue the enemy and deal <color=#dbb536>10,000</color> Ture DMG every second to nearby enemies:\nHas a <color=#dbb536>80%</color> chance to succeed. Summons <color=#dbb536>1</color> laser beam with a moderate speed.\nHas a <color=#dbb536>20%</color> chance to succeed. Summons <color=#dbb536>2</color> laser beams with an accelerated speed.\nAll <color=#dbb536>Phase 1</color> Bond effects will be inherited. Total Stars of Creator-Destroyers members reach <color=#dbb536>4★</color> 4 1 4 20101 20102 2101 2101 1 1
|
||||
2103 Creator-Destroyer - Phase 3 210 Upon entering battle, launches a bomb attack every 5s:\nHas a <color=#dbb536>95%</color> chance to succeed, casting a <color=#dbb536>Gravity Bomb</color> and dealing <color=#dbb536>150,000</color> Dark DMG to a large area.\nHas a <color=#dbb536>5%</color> chance to achieve a great success, casting a <color=#dbb536>Tactical Strike</color> and dealing <color=#dbb536>500,000</color> Fire DMG to a large area.\nAll <color=#dbb536>Phase 2</color> Bond effects will be inherited. Total Stars of Creator-Destroyers members reach <color=#dbb536>6★</color> 6 1 5 20101 20102 20103 2101 2101 2101 1 1 1
|
||||
3011 Overclock - Phase 1 301 Signature's Extra DMG Bonus increases by <color=#dbb536>50%</color>. Total Stars of Overclock members reach <color=#dbb536>2★</color> 2 1 3 30011 3011 1
|
||||
3012 Overclock - Phase 2 301 After casting a Signature, the subsequent Signature cast within <color=#dbb536>5s</color> will have <color=#dbb536>50%</color> more Extra DMG Bonus, up to <color=#dbb536>200%</color>.\nAll <color=#dbb536>Phase 1</color> Bond effects will be inherited. Total Stars of Overclock members reach <color=#dbb536>3★</color> 3 1 4 30011 30012 3011 3011 1 1
|
||||
3013 Overclock - Phase 3 301 Upon casting a Signature, reduces the enemy's Extra DMG Reduction by <color=#dbb536>20%</color> on hit. Lasts forever. Stacks up to <color=#dbb536>120%</color>.\nAll <color=#dbb536>Phase 2</color> Bond effects will be inherited. Total Stars of Overclock members reach <color=#dbb536>4★</color> 4 1 5 30011 30012 30013 3011 3011 3011 1 1 1
|
||||
3021 Escalation - Phase 1 302 When deployed at the same time, activates the extra skill:\nUse special orb(s) to gain 10 Charge Points, up to 100. After 100 Charge Points, the skill can be activated. Once activated, the skill will consume 20 Charge Points every second.\nAfter the skill is activated, summons a random standby character to the battle. The support character will be invincible but temporarily unable to be switched to another character.\nWhen the support character is active, all allied characters on the battlefield have <color=#dbb536>100%</color> more Extra DMG. The support character will trigger Matrix upon leaving the battlefield. Total Stars of Escalation members reach <color=#dbb536>2★</color> 2 2 3 30021 3021 1
|
||||
3022 Escalation - Phase 2 302 For each <color=#dbb536>Blade Will Orb/Annihilation Orb</color> consumed, the subsequent special orb gains <color=#dbb536>20%</color> more Extra DMG Bonus for <color=#dbb536>10s</color>, up to <color=#dbb536>200%</color>.\nAll <color=#dbb536>Phase 1</color> Bond effects will be inherited. Total Stars of Escalation members reach <color=#dbb536>3★</color> 3 2 4 30021 30022 3021 3022 1 1
|
||||
3023 Escalation - Phase 3 302 Special orbs will provide <color=#dbb536>25</color> Charge Points instead. And each use of special orbs has a <color=#dbb536>80%</color> chance to grant a special orb.\nAll <color=#dbb536>Phase 2</color> Bond effects will be inherited. Total Stars of Escalation members reach <color=#dbb536>4★</color> 4 2 5 30021 30022 30023 3021 3022 3022 1 1 1
|
||||
3031 Oblivion - Phase 1 303 After <color=#dbb536>dodging continuously</color>, rearranges the Signal Orbs by color. Total Stars of Oblivion members reach <color=#dbb536>2★</color> 2 2 3 30031 3031 1
|
||||
3032 Oblivion - Phase 2 303 In the ongoing battle, each time a Signature is cast, the next Signature will increase Extra DMG Bonus by <color=#dbb536>50%</color>, up to <color=#dbb536>150%</color>.\nAll <color=#dbb536>Phase 1</color> Bond effects will be inherited. Total Stars of Oblivion members reach <color=#dbb536>3★</color> 3 2 4 30031 30032 3031 3031 1 1
|
||||
3033 Oblivion - Phase 3 303 When deployed at the same time, activates the extra skill:\nEvery <color=#dbb536>Signature cast</color> will <color=#dbb536>charge</color> the Special Skill button. Activating the button will <color=#dbb536>cast a Signature</color> again. (This time the Signature cast <color=#dbb536>will not</color> <color=#dbb536>charge</color> the special skill.)\nAll <color=#dbb536>Phase 2</color> Bond effects will be inherited. Total Stars of Oblivion members reach <color=#dbb536>4★</color> 4 2 5 30031 30032 30033 3031 3031 3032 1 1 1
|
||||
3041 Elimination - Phase 1 304 After <color=#dbb536>3</color> 3-Pings in total, triggers Matrix and rearranges the Signal Orbs by color. (Cooldown: <color=#dbb536>8s</color>) Total Stars of Elimination members reach <color=#dbb536>2★</color> 2 1 3 30041 3041 1
|
||||
3042 Elimination - Phase 2 304 For every <color=#dbb536>5</color> Signature Energy, Extra DMG Bonus of Orb skills increases by <color=#dbb536>10%</color>.\nAll <color=#dbb536>Phase 1</color> Bonds will be inherited. Total Stars of Elimination members reach <color=#dbb536>3★</color> 3 1 4 30041 30042 3041 3041 1 1
|
||||
3043 Elimination - Phase 3 304 Each ping grants random Signal Orb(s) of the same number of orb(s) pinged.\nAll <color=#dbb536>Phase 2</color> Bond effects will be inherited. Total Stars of Elimination members reach <color=#dbb536>4★</color> 4 1 5 30041 30042 30043 3041 3041 3041 1 1 1
|
||||
3051 Divine Judgment - Phase 1 305 Upon dealing CRIT DMG, deals <color=#dbb536>10%</color> more CRIT DMG for <color=#dbb536>5s</color>, up to <color=#dbb536>300%</color>. Total Stars of Divine Judgment members reach <color=#dbb536>2★</color> 2 1 3 30051 3051 1
|
||||
3052 Divine Judgment - Phase 2 305 Upon dealing CRIT DMG, deals additional DMG equal to <color=#dbb536>1%</color> of the enemy's current HP. Cooldown: <color=#dbb536>0.5s</color>\nAll <color=#dbb536>Phase 1</color> Bond effects will be inherited. Total Stars of Divine Judgment members reach <color=#dbb536>3★</color> 3 1 4 30051 30052 3051 3051 1 1
|
||||
3053 Divine Judgment - Phase 3 305 Upon dealing CRIT DMG, reduces the enemy's Physical Resistance by <color=#dbb536>80%</color> for <color=#dbb536>5s</color>. Triggering this effect again will renew its duration.\nAll <color=#dbb536>Phase 2</color> Bond effects will be inherited. Total Stars of Divine Judgment members reach <color=#dbb536>4★</color> 4 1 5 30051 30052 30053 3051 3051 3051 1 1 1
|
||||
3061 Fortress - Phase 1 306 Upon dealing Basic Attack DMG, gains Shield equal to <color=#dbb536>10%</color> max HP. Cooldown: <color=#dbb536>1s</color>. Max Shield equals to <color=#dbb536>100%</color> max HP. Total Stars of Fortress members reach <color=#dbb536>2★</color> 2 1 3 30061 3061 1
|
||||
3062 Fortress - Phase 2 306 Upon dealing Basic Attack, deals Extra DMG equal to <color=#dbb536>10×</color> current Shield. Cooldown: <color=#dbb536>1</color>s\nAll <color=#dbb536>Phase 1</color> Bond effects will be inherited. Total Stars of Fortress members reach <color=#dbb536>3★</color> 3 1 4 30061 30062 3061 3061 1 1
|
||||
3063 Fortress - Phase 3 306 Every upon taking DMG, becomes invincible for <color=#dbb536>2s</color>. Cooldown: <color=#dbb536>5s</color>\nAll <color=#dbb536>Phase 2</color> Bond effects will be inherited. Total Stars of Fortress members reach <color=#dbb536>4★</color> 4 1 5 30061 30062 30063 3061 3061 3061 1 1 1
|
||||
3071 Sudden Rain - Phase 1 307 Upon dealing Basic Attack DMG, gains 1 random Signal Orb. Cooldown: <color=#dbb536>1s</color>. Total Stars of Sudden Rain members reach <color=#dbb536>2★</color> 2 1 3 30071 3071 1
|
||||
3072 Sudden Rain - Phase 2 307 Upon dealing Basic Attack DMG, can consume Signature Energy to boost up Basic Attack Extra DMG Bonus for <color=#dbb536>5s</color>. A maximum of <color=#dbb536>40</color> Signature Energy can be consumed, which will increase Basic Attack Extra DMG Bonus by <color=#dbb536>200%</color>.\nAll <color=#dbb536>Phase 1</color> Bond effects will be inherited. Total Stars of Sudden Rain members reach <color=#dbb536>3★</color> 3 1 4 30071 30072 3071 3071 1 1
|
||||
3073 Sudden Rain - Phase 3 307 Upon dealing Basic Attack DMG, increases Basic Attack Extra DMG Bonus by <color=#dbb536>20%</color> for <color=#dbb536>10s</color>, up to <color=#dbb536>200%</color>. Cooldown: <color=#dbb536>1s</color>.\nAll <color=#dbb536>Phase 2</color> Bond effects will be inherited. Total Stars of Sudden Rain members reach <color=#dbb536>4★</color> 4 1 5 30071 30072 30073 3071 3071 3071 1 1 1
|
||||
3081 Cyclone - Phase 1 308 Upon casting a Signature Move, immediately gains <color=#dbb536>2</color> sets of same-colored Signal Orbs Total Stars of Cyclone members reach <color=#dbb536>2★</color> 2 1 3 30081 3081 1
|
||||
3082 Cyclone - Phase 2 308 Each 3-Ping increases Extra DMG Bonus by <color=#dbb536>30%</color> for <color=#dbb536>3s</color>, up to <color=#dbb536>150%</color>.\nAll <color=#dbb536>Phase 1</color> Bond effects. Total Stars of Cyclone members reach <color=#dbb536>3★</color> 3 1 4 30081 30082 3081 3081 1 1
|
||||
3083 Cyclone - Phase 3 308 1-Pings and 2-Pings will be regarded as 3-Pings.\nAll <color=#dbb536>Phase 2</color> Bond effects will be inherited. Total Stars of Cyclone members reach <color=#dbb536>4★</color> 4 1 5 30081 30082 30083 3081 3081 3081 1 1 1
|
||||
3091 Outlier - Phase 1 309 Upon casting a Signature Move, increases Extra DMG Bonus by <color=#dbb536>100%</color> for <color=#dbb536>10s</color>. Total Stars of Outlier members reach <color=#dbb536>2★</color> 2 1 3 30091 3091 1
|
||||
3092 Outlier - Phase 2 309 Character switch cooldown decreases by <color=#dbb536>50%</color>. Gains Shield equal to <color=#dbb536>30%</color> max HP upon character switch.\nAll <color=#dbb536>Phase 1</color> Bond effects will be inherited. Total Stars of Outlier members reach <color=#dbb536>4★</color> 4 1 4 30091 30092 3091 3091 1 1
|
||||
3093 Outlier - Phase 3 309 Each character switch permanently increases Extra DMG Bonus by <color=#dbb536>40%</color>, up to <color=#dbb536>200%</color>.\nAll <color=#dbb536>Phase 2</color> Bond effects will be inherited. Total Stars of Outlier members reach <color=#dbb536>6★</color> 6 1 5 30091 30092 30093 3091 3091 3091 1 1 1
|
||||
3094 Outlier - Phase 4 309 Upon character switch, <color=#dbb536>enters Matrix</color>, gaining <color=#dbb536>100</color> Signature Energy and 3 sets of same-colored Signal Orbs.\nAll <color=#dbb536>Lv.3</color> Bond effects will be inherited. Total Stars of Outlier members reach <color=#dbb536>8★</color> 8 1 6 30091 30092 30093 30094 3091 3091 3091 3091 1 1 1 1
|
||||
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|
||||
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|
||||
<EFBFBD><EFBFBD>#ZFD<46><44><EFBFBD>1<EFBFBD>*-<2D><><EFBFBD>+!Ƃ$<24><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>/<2F><12>C'<27>A<EFBFBD><41><EFBFBD><EFBFBD>\<5C>eS4<18>U<EFBFBD><08><>(<17>e"<1B><>\<1D><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>_o8<6F><38>v<EFBFBD><76>'r<>~<7E>Id TriggerType ComboType Params[1] Params[2] Params[3] Params[4]
|
||||
1 2 1
|
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1011 1 1
|
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1021 1 1
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1031 1 1
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1041 1 1
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1051 1 1
|
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2011 1 1
|
||||
2021 1 1
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2031 1 1
|
||||
2041 1 1
|
||||
2051 1 1
|
||||
2061 1 1
|
||||
2071 1 1
|
||||
2081 1 1
|
||||
2091 1 7 1
|
||||
2092 1 7 2
|
||||
2093 1 7 3
|
||||
2094 1 7 4
|
||||
2095 1 7 5
|
||||
2096 1 6 1
|
||||
2097 1 6 2
|
||||
2098 1 6 3
|
||||
2099 1 6 4
|
||||
2100 1 6 5
|
||||
2101 1 1
|
||||
3011 1 1
|
||||
3021 1 3 1021003 1171003
|
||||
3022 1 1
|
||||
3031 1 1
|
||||
3032 1 3 1031004 1531004
|
||||
3041 1 1
|
||||
3051 1 1
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||||
3061 1 1
|
||||
3071 1 1
|
||||
3081 1 1
|
||||
3091 1 1
|
||||
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|
||||
t<>]M2<><32><0B>sX<73>x<02><>)y<>(<28>Pa)<1F>]5<>O<EFBFBD>s@<40>W~<7E>Jh<4A><68><EFBFBD><EFBFBD><EFBFBD><EFBFBD>d<EFBFBD><64>d<EFBFBD>䕞<EFBFBD>DA;l<>Eۄ_<DB84>q<EFBFBD><01><>e<EFBFBD>3<EFBFBD><33><EFBFBD><EFBFBD><1A><>%<05>#ؔUիH<D5AB>_<EFBFBD><5F><EFBFBD>$G<>E<19>G~;<3B><><EFBFBD><EFBFBD>s&<26><><EFBFBD><EFBFBD>Key Comment Value
|
||||
StrongerConditionId Enhancement System Available Conditions 1006044
|
||||
MaxCharacterLevel Max Star 2
|
||||
FloorCharacterGroupId Character Draw Guaranteed Set ID 10000
|
||||
OpenCloseCheck Enable Force Exit Detection 1
|
||||
CloseCheckCount Fault-Tolerant Guaranteed Attempts 1
|
||||
CloseCheckCost Serum Deducted Upon Crashing 3
|
||||
@@ -0,0 +1,3 @@
|
||||
<EFBFBD>&<26>'Q<>P<EFBFBD><50><EFBFBD>5(t<>Qd<51><11><>#<23><>;<3B>y<EFBFBD>'Yu<>Q<EFBFBD>zN<7A><4E>r<>Z?:<3A>aٯ<61>eb-<03><>{@<40>
|
||||
!Ib
|
||||
<EFBFBD><EFBFBD><EFBFBD>kv<EFBFBD>Ϭ<EFBFBD><0B>t<EFBFBD>&<26><>aAJ<41><4A>Ǻ<EFBFBD>@J<>U<EFBFBD><55>H<><48><06>1<EFBFBD><31><1C>l";<3B>i%<25><>X<EFBFBD><58>^S<>Id NormalId[1] NormalId[2] NormalId[3] NormalId[4] NormalId[5] SpecialId[1] SpecialId[2] SpecialId[3] SpecialId[4] SpecialId[5]
|
||||
@@ -0,0 +1,4 @@
|
||||
<EFBFBD>e<EFBFBD>C<EFBFBD><EFBFBD>|/<2F>B*<2A><><04>_ʤ<5F><CAA4><EFBFBD>'~ <09>YK<59>Й_G<06>kaR<61><52>U<EFBFBD>m<>g<EFBFBD>J|<7C>xO'
|
||||
<EFBFBD>q<0C><1C><>U<><55>&<26>1<EFBFBD>ҟr<04>߰<EFBFBD>S"<22>%`<60><>{<7B><><EFBFBD><EFBFBD>>"n<><6E><EFBFBD><EFBFBD>><3E><><EFBFBD>gf<67>3<EFBFBD>-8<><38>X<04>c<EFBFBD>UjY<6A><59>P.{Id Name ConditionId ExpFactor OutItemFactor EffectGroupId Title Desc Icon ShowItemIds[1] ShowItemIds[2] ShowItemIds[3]
|
||||
1 Rising Tide 1 1 60001 Rising Tide - Normal All the obstacles might not be special after the sound of the tide fades away. In the stage, <color=#e1972f>Consciousness will stay stable for 300s</color>. (After 300s, <color=#e1972f>your enemy will be enhanced</color>.) Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconDifficulty01.png 96117
|
||||
2 Surging Waves 1004045 2 1 60002 Surging Waves - Hard The surging waves will eventually turn into your experience, and this is doomed to be a challenging journey. In the stage, <color=#e1972f>Consciousness will stay stable for 120s</color>. (After 120s, <color=#e1972f>your enemy will be enhanced</color>.) The enemy's <color=#e1972f>stats are slightly enhanced</color>. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconDifficulty02.png 96117
|
||||
Binary file not shown.
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BIN
Resources/table/share/biancatheatre/BiancaTheatreEvent.tab.bytes
Normal file
BIN
Resources/table/share/biancatheatre/BiancaTheatreEvent.tab.bytes
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Binary file not shown.
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||||
^e<>͵<EFBFBD><<><7F>
|
||||
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|
||||
1 1001 10011 5000 0 1
|
||||
2 1001 10012 5000 0 1
|
||||
3 1002 10021 3750 0 1
|
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4 1002 10022 3750 0 1
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5 1002 10023 2500 0 1
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6 1003 10031 4500 0 1
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7 1003 10032 4500 0 1
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12 2001 20011 5000 0 1
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14 2002 20021 3000 0 1
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15 2002 20022 3000 0 1
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25 2003 20038 200 0 1
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26 2004 20041 2700 0 1
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27 2004 20042 2700 0 1
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||||
28 2004 20043 2700 0 1
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||||
29 2004 20044 900 0 1
|
||||
30 2004 20045 250 0 1
|
||||
31 2004 20046 250 0 1
|
||||
32 2004 20047 300 0 1
|
||||
33 2004 20048 200 0 1
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||||
34 2005 20051 2700 0 1
|
||||
35 2005 20052 2700 0 1
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||||
36 2005 20053 2700 0 1
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||||
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|
||||
38 2005 20055 250 0 1
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||||
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|
||||
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||||
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|
||||
42 3001 30011 1800 0 1
|
||||
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|
||||
45 3001 30014 2700 0 1
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||||
47 3001 30016 500 0 1
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||||
48 3001 30017 300 0 1
|
||||
49 3001 30018 200 0 1
|
||||
50 3002 30021 1800 0 1
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||||
51 3002 30022 1800 0 1
|
||||
52 3002 30023 1800 0 1
|
||||
53 3002 30024 2700 0 1
|
||||
54 3002 30025 900 0 1
|
||||
55 3002 30026 500 0 1
|
||||
56 3002 30027 300 0 1
|
||||
57 3002 30028 200 0 1
|
||||
58 3003 30031 1800 0 1
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||||
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||||
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||||
61 3003 30034 2700 0 1
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||||
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||||
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||||
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||||
66 3004 30041 1800 0 1
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||||
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||||
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||||
69 3004 30044 2700 0 1
|
||||
70 3004 30045 900 0 1
|
||||
71 3004 30046 500 0 1
|
||||
72 3004 30047 300 0 1
|
||||
73 3004 30048 200 0 1
|
||||
74 3005 30051 2700 0 1
|
||||
75 3005 30052 2700 0 1
|
||||
76 3005 30053 2700 0 1
|
||||
77 3005 30054 900 0 1
|
||||
78 3005 30055 500 0 1
|
||||
79 3005 30056 300 0 1
|
||||
80 3005 30057 200 0 1
|
||||
81 3006 30061 2700 0 1
|
||||
82 3006 30062 2700 0 1
|
||||
83 3006 30063 2700 0 1
|
||||
84 3006 30064 900 0 1
|
||||
85 3006 30065 500 0 1
|
||||
86 3006 30066 300 0 1
|
||||
87 3006 30067 200 0 1
|
||||
88 3007 30071 2700 0 1
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||||
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||||
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|
||||
91 3007 30074 900 0 1
|
||||
92 3007 30075 500 0 1
|
||||
93 3007 30076 300 0 1
|
||||
94 3007 30077 200 0 1
|
||||
95 3008 30081 10000 0 1
|
||||
96 4001 40011 2700 0 1
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||||
97 4001 40012 2700 0 1
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98 4001 40013 2700 0 1
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100 4001 40015 500 0 1
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|
||||
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|
||||
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|
||||
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|
||||
106 4002 40024 900 0 1
|
||||
107 4002 40025 500 0 1
|
||||
108 4002 40026 300 0 1
|
||||
109 4002 40027 200 0 1
|
||||
110 4003 40031 2700 0 1
|
||||
111 4003 40032 2700 0 1
|
||||
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|
||||
113 4003 40034 900 0 1
|
||||
114 4003 40035 500 0 1
|
||||
115 4003 40036 300 0 1
|
||||
116 4003 40037 200 0 1
|
||||
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|
||||
118 4004 40042 2700 0 1
|
||||
119 4004 40043 2700 0 1
|
||||
120 4004 40044 900 0 1
|
||||
121 4004 40045 500 0 1
|
||||
122 4004 40046 300 0 1
|
||||
123 4004 40047 200 0 1
|
||||
124 4005 40051 5400 0 1
|
||||
125 4005 40052 2700 0 1
|
||||
126 4005 40053 900 0 1
|
||||
127 4005 40054 500 0 1
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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142 5001 50017 200 0 1
|
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|
||||
144 5002 50022 2700 0 1
|
||||
145 5002 50023 2700 0 1
|
||||
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|
||||
147 5002 50025 500 0 1
|
||||
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|
||||
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||||
150 5003 50031 2700 0 1
|
||||
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152 5003 50033 2700 0 1
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153 5003 50034 900 0 1
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||||
154 5003 50035 500 0 1
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||||
155 5003 50036 300 0 1
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156 5003 50037 200 0 1
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157 5004 50041 2700 0 1
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||||
160 5004 50044 900 0 1
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161 5004 50045 500 0 1
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162 5004 50046 300 0 1
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163 5004 50047 200 0 1
|
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164 5005 50051 2700 0 1
|
||||
165 5005 50052 2700 0 1
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166 5005 50053 2700 0 1
|
||||
167 5005 50054 900 0 1
|
||||
168 5005 50055 500 0 1
|
||||
169 5005 50056 300 0 1
|
||||
170 5005 50057 200 0 1
|
||||
171 5006 50061 2700 0 1
|
||||
172 5006 50062 2700 0 1
|
||||
173 5006 50063 2700 0 1
|
||||
174 5006 50064 900 0 1
|
||||
175 5006 50065 500 0 1
|
||||
176 5006 50066 300 0 1
|
||||
177 5006 50067 200 0 1
|
||||
178 5007 50071 10000 0 1
|
||||
179 6001 60011 5000 0 1
|
||||
180 6001 60012 5000 0 1
|
||||
181 6002 60021 5000 0 1
|
||||
182 6002 60022 5000 0 1
|
||||
183 6003 60031 10000 0 1
|
||||
184 1101 11011 5000 0 1
|
||||
185 1101 11012 5000 0 1
|
||||
186 1102 11021 3750 0 1
|
||||
187 1102 11022 3750 0 1
|
||||
188 1102 11023 2500 0 1
|
||||
189 1103 11031 10000 0 1
|
||||
190 1104 11041 10000 0 1
|
||||
191 2101 21011 5000 0 1
|
||||
192 2101 21012 5000 0 1
|
||||
193 2102 21021 5000 0 1
|
||||
194 2102 21022 5000 0 1
|
||||
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|
||||
196 2103 21032 5000 0 1
|
||||
197 2104 21041 3000 0 1
|
||||
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|
||||
199 2104 21043 3000 0 1
|
||||
200 2104 21044 500 0 1
|
||||
201 2104 21045 500 0 1
|
||||
202 2105 21051 3000 0 1
|
||||
203 2105 21052 3000 0 1
|
||||
204 2105 21053 3000 0 1
|
||||
205 2105 21054 500 0 1
|
||||
206 2105 21055 500 0 1
|
||||
Binary file not shown.
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@@ -0,0 +1,22 @@
|
||||
<1F><><EFBFBD><EFBFBD>O<EFBFBD>5
|
||||
נ??<0B><>?<3F><>}q<>fø<66>͖Jf
|
||||
<EFBFBD>0<EFBFBD>P<EFBFBD><EFBFBD>/Ujn<6A>p<EFBFBD>B<EFBFBD>#<23>^<17>p<EFBFBD><70> #<23><><EFBFBD>ۙ<EFBFBD><DB99><EFBFBD>%<25>Aْ=
|
||||
<EFBFBD><EFBFBD>=<3D><>
|
||||
R<EFBFBD><EFBFBD>/<2F>5<15>1<08><>C<><43>q<EFBFBD><71><!<21><><EFBFBD><06><17>k<>z?<3F>,P<>J<EFBFBD><4A>F<EFBFBD>3<EFBFBD>a!Id Count Name Desc Icon
|
||||
1 20 Mysterious Tinbread Cookie Bag Gives 14-20 Tinbread Cookies Assets/Product/Texture/Image/IconTools/IconRougeItem01.png
|
||||
2 19 Mysterious Tinbread Cookie Bag Gives 14-20 Tinbread Cookies Assets/Product/Texture/Image/IconTools/IconRougeItem01.png
|
||||
3 18 Mysterious Tinbread Cookie Bag Gives 14-20 Tinbread Cookies Assets/Product/Texture/Image/IconTools/IconRougeItem01.png
|
||||
4 17 Mysterious Tinbread Cookie Bag Gives 14-20 Tinbread Cookies Assets/Product/Texture/Image/IconTools/IconRougeItem01.png
|
||||
5 16 Mysterious Tinbread Cookie Bag Gives 14-20 Tinbread Cookies Assets/Product/Texture/Image/IconTools/IconRougeItem01.png
|
||||
6 15 Mysterious Tinbread Cookie Bag Gives 14-20 Tinbread Cookies Assets/Product/Texture/Image/IconTools/IconRougeItem01.png
|
||||
7 14 Mysterious Tinbread Cookie Bag Gives 14-20 Tinbread Cookies Assets/Product/Texture/Image/IconTools/IconRougeItem01.png
|
||||
8 30 Large Mysterious Tinbread Cookie Bag Gives 24-30 Tinbread Cookies Assets/Product/Texture/Image/IconTools/IconRougeItem01.png
|
||||
9 29 Large Mysterious Tinbread Cookie Bag Gives 24-30 Tinbread Cookies Assets/Product/Texture/Image/IconTools/IconRougeItem01.png
|
||||
10 28 Large Mysterious Tinbread Cookie Bag Gives 24-30 Tinbread Cookies Assets/Product/Texture/Image/IconTools/IconRougeItem01.png
|
||||
11 27 Large Mysterious Tinbread Cookie Bag Gives 24-30 Tinbread Cookies Assets/Product/Texture/Image/IconTools/IconRougeItem01.png
|
||||
12 26 Large Mysterious Tinbread Cookie Bag Gives 24-30 Tinbread Cookies Assets/Product/Texture/Image/IconTools/IconRougeItem01.png
|
||||
13 25 Large Mysterious Tinbread Cookie Bag Gives 24-30 Tinbread Cookies Assets/Product/Texture/Image/IconTools/IconRougeItem01.png
|
||||
14 24 Large Mysterious Tinbread Cookie Bag Gives 24-30 Tinbread Cookies Assets/Product/Texture/Image/IconTools/IconRougeItem01.png
|
||||
15 3 Small Tinbread Cookie Pile Gives 3-4 Tinbread Cookies Assets/Product/Texture/Image/IconTools/IconRougeItem01.png
|
||||
16 4 Small Tinbread Cookie Pile Gives 3-4 Tinbread Cookies Assets/Product/Texture/Image/IconTools/IconRougeItem01.png
|
||||
17 5 Medium Tinbread Cookie Pile Gives 5-6 Tinbread Cookies Assets/Product/Texture/Image/IconTools/IconRougeItem01.png
|
||||
Binary file not shown.
120
Resources/table/share/biancatheatre/BiancaTheatreItem.tab.bytes
Normal file
120
Resources/table/share/biancatheatre/BiancaTheatreItem.tab.bytes
Normal file
@@ -0,0 +1,120 @@
|
||||
+@[<5B>gR<67><52>y@<40><><EFBFBD><EFBFBD>{<08>V<EFBFBD><56><EFBFBD>x<EFBFBD>E<EFBFBD><11><>X<EFBFBD><58><EFBFBD>5R<35>_<EFBFBD><5F>ڼUCC<13>t<EFBFBD><74>2Ƚ<32><C8BD>Tp)<29><><EFBFBD><EFBFBD>b<EFBFBD>bv
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>U-<2D>
|
||||
᷼9<EFBFBD>l<EFBFBD>9\%^<5E>{r<>Y<EFBFBD><59>A<EFBFBD>:<3A>"1<><31>:<3A>@R<>ok<6F><6B>pu<70><75>^uaId Name Repeatable Type Quality UnlockConditionId EffectGroupId Description WorldDesc Icon
|
||||
1 ATK Up Lv.1 0 1 3 40001 ATK +10%. A broken emblem made in ancient style. Can slightly increase ATK. Assets/Product/Texture/Image/UiInfestorExplore/Equip002.png
|
||||
2 ATK Up Lv.2 0 1 4 40002 ATK +20%. A small emblem made in ancient style. Can mildly increase ATK. Assets/Product/Texture/Image/UiInfestorExplore/Equip002.png
|
||||
3 ATK Up Lv.3 0 1 5 1006001 40003 ATK +50%. A big emblem made in ancient style. Can significantly increase ATK. Assets/Product/Texture/Image/UiInfestorExplore/Equip002.png
|
||||
4 HP Up Lv.1 0 1 3 40004 Max HP +10%. A broken emblem made in ancient style. Can slightly increase HP. Assets/Product/Texture/Image/UiInfestorExplore/Equip012.png
|
||||
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|
||||
6 HP Recovery Lv.1 0 1 3 40006 Recovers 1% of max HP per second. A broken emblem made in ancient style. Can slightly restore HP over time. Assets/Product/Texture/Image/UiInfestorExplore/Equip015.png
|
||||
7 HP Recovery Lv.2 0 1 4 40007 Recovers 2% of max HP per second. A small emblem made in ancient style. Can mildly restore HP over time. Assets/Product/Texture/Image/UiInfestorExplore/Equip015.png
|
||||
8 Dodge Recovery Lv.1 0 1 3 40008 Dodge Recovery Speed +20%. A broken emblem made in ancient style. Can slightly increase Dodge Recovery Speed. Assets/Product/Texture/Image/UiInfestorExplore/Equip019.png
|
||||
9 Dodge Recovery Lv.2 0 1 4 40009 Dodge Recovery Speed +40%. An emblem made in ancient style. Can mildly increase Dodge Recovery Speed. Assets/Product/Texture/Image/UiInfestorExplore/Equip019.png
|
||||
10 Energy Recovery Lv.1 0 1 3 40010 Restores 1 Signature Energy every second. A broken emblem made in ancient style. Can slightly restore Signature Energy over time. Assets/Product/Texture/Image/UiInfestorExplore/Equip003.png
|
||||
11 Energy Recovery Lv.2 0 1 4 40011 Restores 2 Signature Energy every second. A small emblem made in ancient style. Can mildly restore Signature Energy over time. Assets/Product/Texture/Image/UiInfestorExplore/Equip003.png
|
||||
12 Energy Recovery Lv.3 0 1 5 40012 Restores 3 Signature Energy every second. A big emblem made in ancient style. Can significantly restore Signature Energy over time. Assets/Product/Texture/Image/UiInfestorExplore/Equip003.png
|
||||
13 Capacity Expansion Lv.1 0 1 3 40013 Max Signature Energy +50. A broken emblem made in ancient style. Can slightly increase Max Signature Energy. Assets/Product/Texture/Image/UiInfestorExplore/Equip018.png
|
||||
14 Capacity Expansion Lv.2 0 1 4 40014 Max Signature Energy +100. A small emblem made in ancient style. Can mildly increase Max Signature Energy. Assets/Product/Texture/Image/UiInfestorExplore/Equip018.png
|
||||
15 Capacity Expansion Lv.3 0 1 5 40015 Max Signature Energy +200. A big emblem made in ancient style. Can significantly increase Max Signature Energy. Assets/Product/Texture/Image/UiInfestorExplore/Equip018.png
|
||||
16 Quick Charge Lv.1 0 1 3 40016 Obtains 1 set of 3-Ping Orbs every 20s. A broken emblem made in ancient style. Can slowly grant 3-Ping Signal Orbs over time. Assets/Product/Texture/Image/UiInfestorExplore/Equip025.png
|
||||
17 Quick Charge Lv.2 0 1 4 40017 Obtains 1 set of 3-Ping Orbs every 15s. A small emblem made in ancient style. Can grant 3-Ping Signal Orbs over time. Assets/Product/Texture/Image/UiInfestorExplore/Equip025.png
|
||||
18 Steel Fiber Lv.1 0 1 3 40018 Extra DMG Reduction +10%. A broken emblem made in ancient style. Can slightly increase DMG Reduction. Assets/Product/Texture/Image/UiInfestorExplore/Equip021.png
|
||||
19 Steel Fiber Lv.2 0 1 4 40019 Extra DMG Reduction +20%. A small emblem made in ancient style. Can mildly increase DMG Reduction. Assets/Product/Texture/Image/UiInfestorExplore/Equip021.png
|
||||
20 Fatigue Projection Lv.1 0 1 3 40020 Enemy's HP -10%. A broken emblem made in ancient style. Can slightly reduce the enemy's HP. Assets/Product/Texture/Image/UiInfestorExplore/Equip042.png
|
||||
21 Fatigue Projection Lv.2 0 1 4 1004002 40021 Enemy's HP -15%. A small emblem made in ancient style. Can mildly reduce the enemy's HP. Assets/Product/Texture/Image/UiInfestorExplore/Equip042.png
|
||||
22 Fatigue Projection Lv.3 0 1 5 1004003 40022 Enemy's HP -20%. A big emblem made in ancient style. Can significantly reduce the enemy's HP. Assets/Product/Texture/Image/UiInfestorExplore/Equip042.png
|
||||
23 Corruption Projection Lv.1 0 1 3 40023 Enemy's Extra DMG Reduction -10%. A broken emblem made in ancient style. Can slightly reduce the enemy's DMG Reduction. Assets/Product/Texture/Image/UiInfestorExplore/Equip034.png
|
||||
24 Corruption Projection Lv.2 0 1 4 1004004 40024 Enemy's Extra DMG Reduction -20%. A small emblem made in ancient style. Can mildly reduce the enemy's DMG Reduction. Assets/Product/Texture/Image/UiInfestorExplore/Equip034.png
|
||||
25 Corruption Projection Lv.3 0 1 5 1004005 40025 Enemy's Extra DMG Reduction -30%. A big emblem made in ancient style. Can significantly reduce the enemy's DMG Reduction. Assets/Product/Texture/Image/UiInfestorExplore/Equip034.png
|
||||
26 Loop Overload Lv.1 0 1 3 1006006 40026 Recovery speed of Signal Orbs by Basic Attack +25%. A broken emblem made in ancient style. Can slightly increase Signal Orb Production Efficiency. Assets/Product/Texture/Image/UiInfestorExplore/Equip045.png
|
||||
27 Loop Overload Lv.2 0 1 4 1006006 40027 Recovery speed of Signal Orbs by Basic Attack +50%. A small emblem made in ancient style. Can mildly increase Signal Orb Production Efficiency. Assets/Product/Texture/Image/UiInfestorExplore/Equip045.png
|
||||
28 Loop Overload Lv.3 0 1 5 1004024 40028 Recovery speed of Signal Orbs by Basic Attack +100%. A big emblem made in ancient style. Can significantly increase Signal Orb Production Efficiency. Assets/Product/Texture/Image/UiInfestorExplore/Equip045.png
|
||||
29 Kinetic Overload Lv.1 0 1 3 40029 Movement Speed +50%. A broken emblem made in ancient style. Can slightly increase Movement Speed. Assets/Product/Texture/Image/UiInfestorExplore/Equip053.png
|
||||
30 Kinetic Overload Lv.2 0 1 4 40030 Movement Speed +100%. A small emblem made in ancient style. Can mildly increase Movement Speed. Assets/Product/Texture/Image/UiInfestorExplore/Equip053.png
|
||||
31 Agility Modification Lv.2 0 1 4 1006007 40031 Switch Cooldown -15%. A small emblem made in ancient style. Can mildly reduce Character Switch Cooldown. Assets/Product/Texture/Image/UiInfestorExplore/Equip046.png
|
||||
32 Agility Modification Lv.3 0 1 5 40032 Switch Cooldown -25%. A big emblem made in ancient style. Can significantly reduce Character Switch Cooldown. Assets/Product/Texture/Image/UiInfestorExplore/Equip046.png
|
||||
33 Deeper Assistance Lv.2 0 1 4 1006007 40033 QTE Cooldown -15%. A small emblem made in ancient style. Can mildly reduce QTE Cooldown. Assets/Product/Texture/Image/UiInfestorExplore/Equip033.png
|
||||
34 Deeper Assistance Lv.3 0 1 5 40034 QTE Cooldown -25%. A big emblem made in ancient style. Can significantly reduce QTE Cooldown. Assets/Product/Texture/Image/UiInfestorExplore/Equip033.png
|
||||
35 Simplified Matrix Lv.2 0 1 4 1006007 40035 Matrix Cooldown -15%. A small emblem made in ancient style. Can mildly reduce Matrix Cooldown. Assets/Product/Texture/Image/UiInfestorExplore/Equip043.png
|
||||
36 Simplified Matrix Lv.3 0 1 5 40036 Matrix Cooldown -25%. A big emblem made in ancient style. Can significantly reduce Matrix Cooldown. Assets/Product/Texture/Image/UiInfestorExplore/Equip043.png
|
||||
37 Accelerated Start Lv.1 0 1 3 1004008 40037 Gains 1 additional set of 3-Ping Orbs at the beginning of the battle. A broken emblem made in ancient style. Can grant 1 set of 3-Ping Signal Orbs at the beginning of the battle. Assets/Product/Texture/Image/UiInfestorExplore/Equip025.png
|
||||
38 Accelerated Start Lv.2 0 1 4 1004008 40038 Gains 2 additional sets of 3-Ping Orbs at the beginning of the battle. A small emblem made in ancient style. Can grant 2 sets of 3-Ping Signal Orbs at the beginning of the battle. Assets/Product/Texture/Image/UiInfestorExplore/Equip025.png
|
||||
39 Accelerated Start Lv.3 0 1 5 1004026 40039 Gains 3 additional sets of 3-Ping Orbs at the beginning of the battle. A big emblem made in ancient style. Can grant 3 sets of 3-Ping Signal Orbs at the beginning of the battle. Assets/Product/Texture/Image/UiInfestorExplore/Equip025.png
|
||||
40 Overload Feedback Lv.2 0 1 4 1006006 40040 Obtains 2 sets of 3-Ping Orbs upon casting a Signature Move. A small emblem made in ancient style. Can grant 2 sets of 3-Ping Signal Orbs upon casting a Signature Move. Assets/Product/Texture/Image/UiInfestorExplore/Equip54.png
|
||||
41 Overload Feedback Lv.3 0 1 5 1004029 40041 Obtains three sets of 3-Ping Orbs upon casting a Signature Move. A big emblem made in ancient style. Can grant 3 sets of 3-Ping Signal Orbs upon casting a Signature Move. Assets/Product/Texture/Image/UiInfestorExplore/Equip54.png
|
||||
42 Flame Storm Lv.2 0 1 4 40042 Fire Extra DMG Bonus +30%. A small emblem made in ancient style. Can mildly increase Fire DMG. Assets/Product/Texture/Image/UiInfestorExplore/Equip005.png
|
||||
43 Flame Storm Lv.3 0 1 5 1004009 40043 Fire Extra DMG Bonus +50%. A big emblem made in ancient style. Can significantly increase Fire DMG. Assets/Product/Texture/Image/UiInfestorExplore/Equip005.png
|
||||
44 High-voltage Current Lv.2 0 1 4 40044 Lightning Extra DMG Bonus +30%. A small emblem made in ancient style. Can mildly increase Lightning DMG. Assets/Product/Texture/Image/UiInfestorExplore/Equip006.png
|
||||
45 High-voltage Current Lv.3 0 1 5 1004010 40045 Lightning Extra DMG Bonus +50%. A big emblem made in ancient style. Can significantly increase Lightning DMG. Assets/Product/Texture/Image/UiInfestorExplore/Equip006.png
|
||||
46 Freezing Ice Lv.2 0 1 4 40046 Ice Extra DMG Bonus +30%. A small emblem made in ancient style. Can mildly increase Ice DMG. Assets/Product/Texture/Image/UiInfestorExplore/Equip007.png
|
||||
47 Freezing Ice Lv.3 0 1 5 1004011 40047 Ice Extra DMG Bonus +50%. A big emblem made in ancient style. Can significantly increase Ice DMG. Assets/Product/Texture/Image/UiInfestorExplore/Equip007.png
|
||||
48 Lurking Darkness Lv.2 0 1 4 40048 Dark Extra DMG Bonus +30%. A small emblem made in ancient style. Can mildly increase Dark DMG. Assets/Product/Texture/Image/UiInfestorExplore/Equip008.png
|
||||
49 Lurking Darkness Lv.3 0 1 5 1004012 40049 Dark Extra DMG Bonus +50%. A big emblem made in ancient style. Can significantly increase Dark DMG. Assets/Product/Texture/Image/UiInfestorExplore/Equip008.png
|
||||
50 Concentration Lv.2 0 1 4 40050 Physical Extra DMG Bonus +30%. A small emblem made in ancient style. Can mildly increase Physical DMG. Assets/Product/Texture/Image/UiInfestorExplore/Equip009.png
|
||||
51 Concentration Lv.3 0 1 5 1004013 40051 Physical Extra DMG Bonus +50%. A big emblem made in ancient style. Can significantly increase Physical DMG. Assets/Product/Texture/Image/UiInfestorExplore/Equip009.png
|
||||
52 Vitality Recovery Lv.1 0 1 3 40052 Healing Received +50%. A broken emblem made in ancient style. Can slightly increase the healing effect. Assets/Product/Texture/Image/UiInfestorExplore/Equip048.png
|
||||
53 Vitality Recovery Lv.2 0 1 4 40053 Healing Received +100%. A small emblem made in ancient style. Can mildly increase the healing effect. Assets/Product/Texture/Image/UiInfestorExplore/Equip048.png
|
||||
54 Signal Overload Lv.1 0 1 3 40054 Skill Orb Extra DMG Bonus +15%. A broken emblem made in ancient style. Can slightly increase Skill Orb DMG. Assets/Product/Texture/Image/UiInfestorExplore/Equip027.png
|
||||
55 Signal Overload Lv.2 0 1 4 1006014 40055 Skill Orb Extra DMG Bonus +30%. A small emblem made in ancient style. Can mildly increase Skill Orb DMG. Assets/Product/Texture/Image/UiInfestorExplore/Equip027.png
|
||||
56 Signal Overload Lv.3 0 1 5 1004015 40056 Skill Orb Extra DMG Bonus +50%. A big emblem made in ancient style. Can significantly increase Skill Orb DMG. Assets/Product/Texture/Image/UiInfestorExplore/Equip027.png
|
||||
57 Burst Overload Lv.1 0 1 3 40057 Signature Move Extra DMG Bonus +15%. A broken emblem made in ancient style. Can slightly increase Signature DMG. Assets/Product/Texture/Image/UiInfestorExplore/Equip55.png
|
||||
58 Burst Overload Lv.2 0 1 4 1006014 40058 Signature Move Extra DMG Bonus +30%. A small emblem made in ancient style. Can mildly increase Signature DMG. Assets/Product/Texture/Image/UiInfestorExplore/Equip55.png
|
||||
59 Burst Overload Lv.3 0 1 5 1004016 40059 Signature Move Extra DMG Bonus +50%. A big emblem made in ancient style. Can significantly increase Signature DMG. Assets/Product/Texture/Image/UiInfestorExplore/Equip55.png
|
||||
60 Loose-Packed Tinbread Cookies 1 2 3 40060 Gives 10 Tinbread Cookies directly. A few Tinbread Cookies. Assets/Product/Texture/Image/UiInfestorExplore/Equip61.png
|
||||
61 Small Tinbread Cookie Bag 0 2 4 40061 Gives 20 Tinbread Cookies directly. A small bag of Tinbread Cookies. Assets/Product/Texture/Image/UiInfestorExplore/Equip61.png
|
||||
62 Large Tinbread Cookie Bag 0 2 5 40062 Gives 30 Tinbread Cookies directly. A large bag of Tinbread Cookies. Assets/Product/Texture/Image/UiInfestorExplore/Equip61.png
|
||||
63 Battle Recycle Lv.1 0 2 3 40063 Battle victory grants 2 extra Tinbread Cookies. A broken emblem made in ancient style. Can slightly increase the Tinbread Cookies obtained in battle. Assets/Product/Texture/Image/UiInfestorExplore/Equip62.png
|
||||
64 Battle Recycle Lv.2 0 2 4 1004017 40064 Battle victory grants 4 extra Tinbread Cookies. A small emblem made in ancient style. Can mildly increase the Tinbread Cookies obtained in battle. Assets/Product/Texture/Image/UiInfestorExplore/Equip62.png
|
||||
65 Battle Recycle Lv.3 0 2 5 1004017 40065 Battle victory grants 6 extra Tinbread Cookies. A big emblem made in ancient style. Can significantly increase the Tinbread Cookies obtained in battle. Assets/Product/Texture/Image/UiInfestorExplore/Equip62.png
|
||||
66 Desire of Wealth Lv.2 0 2 4 40066 Each node cleared grants 2 extra Tinbread Cookies. A small emblem made in ancient style. Can mildly increase the Tinbread Cookies obtained after clearing a node. Assets/Product/Texture/Image/UiInfestorExplore/Equip63.png
|
||||
67 Desire of Wealth Lv.3 0 2 5 1004017 40067 Each node cleared grants 3 extra Tinbread Cookies. A big emblem made in ancient style. Can significantly increase the Tinbread Cookies obtained after clearing a node. Assets/Product/Texture/Image/UiInfestorExplore/Equip63.png
|
||||
68 Small Biomimetic Blood 0 2 3 40068 Gives 3 bottles of Biomimetic Blood directly (For team resurrection/stage restart). A small bottle of Biomimetic Blood. Assets/Product/Texture/Image/UiInfestorExplore/Equip64.png
|
||||
69 Medium Biomimetic Blood 0 2 4 40069 Gives 6 bottles of Biomimetic Blood directly (For team resurrection/stage restart). A medium bottle of Biomimetic Blood. Assets/Product/Texture/Image/UiInfestorExplore/Equip64.png
|
||||
70 Large Biomimetic Blood 0 2 5 40070 Gives 9 bottles of Biomimetic Blood directly (For team resurrection/stage restart). A big bottle of Biomimetic Blood. Assets/Product/Texture/Image/UiInfestorExplore/Equip64.png
|
||||
71 Special Biomimetic Blood 0 2 5 1004018 40071 Gives 12 bottles of Biomimetic Blood directly (For team resurrection/stage restart). Biomimetic Blood made in a special method. Assets/Product/Texture/Image/UiInfestorExplore/Equip64.png
|
||||
72 Desire to Survive 0 2 5 1004018 40072 Each node cleared grants 1 extra bottle of Biomimetic Blood (For team resurrection/stage restart). A broken emblem made in ancient style. Can slightly increase the Biomimetic Blood obtained after clearing a node. Assets/Product/Texture/Image/UiInfestorExplore/Equip65.png
|
||||
73 Master Inviter 0 2 4 1004019 40073 Bonus Recruitment Voucher Refresh Attempts +1. A proof of friendship with the outlier. Use it to gain bonus Recruitment Voucher Refresh Attempts. Assets/Product/Texture/Image/UiInfestorExplore/Equip66.png
|
||||
74 Negotiation Skills 0 2 4 1004020 40074 Shop Discount Slots +2. A proof of friendship with merchants. Use it to gain more discount slots in the shop. Assets/Product/Texture/Image/UiInfestorExplore/Equip56.png
|
||||
75 Assistance Resonance 0 3 5 1004021 40075 Upon triggering a QTE, triggers the QTE of another character. Cooldown: 5s. A special ancient emblem that possesses some kind of special power. Assets/Product/Texture/Image/UiInfestorExplore/Equip032.png
|
||||
76 Polarized Strength 0 3 5 1004022 40076 Basic Attack Extra DMG Bonus +100%. A special ancient emblem that possesses some kind of special power. Assets/Product/Texture/Image/UiInfestorExplore/Equip020.png
|
||||
77 Diverted Strength 0 3 5 1004023 40077 Basic Attack Extra DMG Bonus decreases by 50%. Gains one Signal Orb every 2s. A special ancient emblem that possesses some kind of special power. Assets/Product/Texture/Image/UiInfestorExplore/Equip016.png
|
||||
78 Diverted Kinetic 0 3 5 1004023 40078 Dodges consume double the Dodge Gauge value. Gains one Signal Orb every 2s. A special ancient emblem that possesses some kind of special power. Assets/Product/Texture/Image/UiInfestorExplore/Equip57.png
|
||||
79 Be Decisive 0 3 5 1004024 40079 Extra DMG Bonus +80%. Each existing Signal Orb reduces the bonus effect by 5%. A special ancient emblem that possesses some kind of special power. Assets/Product/Texture/Image/UiInfestorExplore/Equip039.png
|
||||
80 Extra Help 0 3 5 1004025 40080 Each existing Signal Orb increases the Extra DMG Bonus by 5%. A special ancient emblem that possesses some kind of special power. Assets/Product/Texture/Image/UiInfestorExplore/Equip010.png
|
||||
81 Auto Power 0 3 5 1004026 40081 Restores Signature Energy equal to 1% of the Energy (which is not full). A special ancient emblem that possesses some kind of special power. Assets/Product/Texture/Image/UiInfestorExplore/Equip58.png
|
||||
82 Specialized Shield 0 3 5 1004027 40082 All Shield Acquired +100%. A special ancient emblem that possesses some kind of special power. Assets/Product/Texture/Image/UiInfestorExplore/Equip023.png
|
||||
83 Last Resort 0 3 5 1004028 40083 Every 5s, gains 5% Extra DMG Bonus and loses 5% Extra DMG Reduction, up to 100%. A special ancient emblem that possesses some kind of special power. Assets/Product/Texture/Image/UiInfestorExplore/Equip028.png
|
||||
84 Extra Signal 0 3 5 1004029 40084 Each 3-Ping grants 1 orb of the same color. A special ancient emblem that possesses some kind of special power. Assets/Product/Texture/Image/UiInfestorExplore/Equip026.png
|
||||
85 Computing Power Overflow 0 3 5 1004030 40085 Upon casting a Signature, triggers an extra Matrix. A special ancient emblem that possesses some kind of special power. Assets/Product/Texture/Image/UiInfestorExplore/Equip59.png
|
||||
86 Energy Cycle 0 3 5 1004031 40086 Upon casting a Signature, restores half of the Signature Energy consumed. A special ancient emblem that possesses some kind of special power. Assets/Product/Texture/Image/UiInfestorExplore/Equip60.png
|
||||
87 Superconductive Energy Lv.2 0 3 4 1004032 40087 3-Pings give 5 extra Energy. A special ancient emblem that possesses some kind of special power. Assets/Product/Texture/Image/UiInfestorExplore/Equip037.png
|
||||
88 Superconductive Energy Lv.3 0 3 5 1004032 40088 3-Pings give 10 extra Energy. A special ancient emblem that possesses some kind of special power. Assets/Product/Texture/Image/UiInfestorExplore/Equip037.png
|
||||
89 Deployment Blast 0 3 4 40089 Upon switching to a new character, deals DMG equal to 500% of the new character's ATK to all enemies within 6m. A special ancient emblem that possesses some kind of special power. Assets/Product/Texture/Image/UiInfestorExplore/Equip036.png
|
||||
90 Master Recruiter 0 3 5 1004033 40090 All Recruitment Vouchers' Bonus Recruitment Attempts +1. A special ancient emblem that possesses some kind of special power. Assets/Product/Texture/Image/UiInfestorExplore/Equip67.png
|
||||
91 Artifact Hunter 0 3 5 1004034 40091 All Item Boxes have a bigger chance to give a Rare/Legendary item. A special ancient emblem that possesses some kind of special power. Assets/Product/Texture/Image/UiInfestorExplore/Equip024.png
|
||||
92 Artifact Energy 0 3 5 1004035 40092 Each Artifact grants 10% Extra DMG Bonus. A special ancient emblem that possesses some kind of special power. Assets/Product/Texture/Image/UiInfestorExplore/Equip049.png
|
||||
93 The Returner's Blade 0 4 5 1004045 40093 It doesn't seem to have any special effects... A blade dropped after defeating the Ocean Guardian. It was crafted by artisans of ancient times and passed a long time. It's likely to be useful on some important occasion... Assets/Product/Texture/Image/IconTools/IconRougeItem014.png
|
||||
94 The Brand of Void 0 4 5 1004046 40094 Extra DMG Reduction -50%. A mark that does not belong to the world, carrying the will that seems to have come from another world. Assets/Product/Texture/Image/IconTools/IconRougeItem019.png
|
||||
95 The Brand of Infinity 0 4 5 1004046 40095 Dodge Recovery Speed increases by 80%. A mark that does not belong to the world, carrying the will that seems to have come from another world. Assets/Product/Texture/Image/IconTools/IconRougeItem020.png
|
||||
96 Merlin's Jewel 0 4 5 1004046 40096 Recovers 5% of max HP per second. A gem that gives off a dim blue light. Crafted with an ancient technique that was long lost, this gem named "Merlin" is a treasure that has been passed on through generations in a family. Assets/Product/Texture/Image/IconTools/IconRougeItem016.png
|
||||
97 Indigo Wave Amethyst 0 4 5 1004046 40097 CRIT Rate and CRIT DMG increase by 40% and 100% respectively. A gem that gives off a dim indigo light and was crafted with an ancient technique that was long lost. When you put it next to your ear, you could hear the faint sound of waves coming from the gem. Assets/Product/Texture/Image/IconTools/IconRougeItem018.png
|
||||
98 Broken Indigo Wave Amethyst 0 4 4 1004046 40098 CRIT Rate increases by 20%. A gem shard obtained by violently disassembling a mechanism. There is still some power left in it. Assets/Product/Texture/Image/IconTools/IconRougeItem017.png
|
||||
99 Clyphas Black Codex 0 4 5 1004045 40099 Restores 3 Energy every second. Takes DMG equal to 5% max HP every second. And gain a 30% Signature Extra DMG Bonus. A black codex with knowledge of ancient taboos. Although it might contain some wisdom, it's better to be buried in the distant past. Assets/Product/Texture/Image/IconTools/IconRougeItem010.png
|
||||
100 Saphorus White Codex 0 4 5 1004045 40100 Restores 3 Energy every second. Restores 2% max HP every second. And gain a 30% Signature Extra DMG Bonus. A white codex with ancient knowledge. The first disciples should have been the ones who were closest to the ancient wisdom, but unfortunately, even their knowledge was lost in the long process of history. Assets/Product/Texture/Image/IconTools/IconRougeItem09.png
|
||||
101 Red Teardrop Pendant 0 4 4 1004046 40101 Extra DMG Bonus +20%. A pendant with a red teardrop gem from a famous collector. Many are attracted by the various treasures lying deep under the sea and would even risk their lives to get them. Assets/Product/Texture/Image/IconTools/IconRougeItem011.png
|
||||
102 Blue Teardrop Pendant 0 4 4 1004046 40102 Dodge Recovery Speed increases by 50%. A pendant with a blue teardrop gem from a famous collector. Many are attracted by the various treasures lying deep under the sea and would even risk their lives to get them. Assets/Product/Texture/Image/IconTools/IconRougeItem012.png
|
||||
103 Yellow Teardrop Pendant 0 4 4 1004046 40103 Obtains 1 set of 3-Ping Orbs every 12s. A pendant with a yellow teardrop gem from a famous collector. Many are attracted by the various treasures lying deep under the sea and would even risk their lives to get them. Assets/Product/Texture/Image/IconTools/IconRougeItem013.png
|
||||
104 Unstudied Antique Book 0 4 4 1004045 40104 Gains 6 random Signal Orbs at the beginning of the battle. The antique book that has been passed on through generations in an ancient school, whose founder seems to be the heir of a mythological hero. The knowledge passed on through a single bloodline failed to bring happiness to the world and eventually met its end. Assets/Product/Texture/Image/IconTools/IconRougeItem015.png
|
||||
105 Scholar's Notes 0 4 4 1004045 40105 Gains 3 random Signal Orbs at the beginning of the battle. The notes left by a young scholar. It records what he saw and heard while traveling the world. Although he was not talented enough, he wished to make up for it by hard work. Assets/Product/Texture/Image/IconTools/IconRougeItem022.png
|
||||
106 Note of the Ludicrous 0 4 5 1004045 40106 Gains 3 random sets of 3-Ping Orbs at the beginning of the battle. A note left by a certain ludicrous man who was still writing before until the last minute of his life. Pursuing something out of reach will eventually lead to madness. Assets/Product/Texture/Image/IconTools/IconRougeItem021.png
|
||||
108 Sword of the Nameless 0 4 5 40108 Extra DMG Bonus +50%. Recovery speed of Signal Orbs by Basic Attack -50%. A sword left by someone unknown. Crafted with the lost forging technology, it is still as sharp as a new blade even after numerous battles. Assets/Product/Texture/Image/IconTools/E2SwordMd120111.png
|
||||
109 Black Nat 0 4 4 1004028 40109 Extra DMG Bonus +20%. A battle bot made by imitating the lost mechanical technology. It could play a important role on the battlefield. Assets/Product/Texture/Image/IconTools/IconSpecialTrainConsume01.png
|
||||
110 Auto Cannon Omega 0 4 4 1004028 40110 Obtains 1 set of 3-Ping Orbs every 9s. An auto cannon made with modern mechanical technology. It can offer fire support. Assets/Product/Texture/Image/IconTools/E2BallrobotMd010011.png
|
||||
111 Vista 0 4 4 40111 Characters' ATK increases by 7% ATK every 10s when they are on the field. Stacks up to 3 times. A well crafted scepter that seems to be a replica of the weapon wielded by a hero from the Mythical Age. Assets/Product/Texture/Image/IconTools/E3WandMd010011.png
|
||||
112 Sun Bird 0 4 4 40112 When switched in, characters' ATK increases by 7% for 10s. Stacks up to 3 times. A worn-out banner spear that seems to be a replica of the weapon wielded by a hero from the Mythical Age. Assets/Product/Texture/Image/IconTools/E3LanceMd010011.png
|
||||
113 The Defector's Family Crest 0 4 5 1004046 40113 ATK, Max HP, Critical, DEF +20%. A family crest owned by a defector who ran away at some point. The defector will eventually return to the sea and be buried deep under it. Assets/Product/Texture/Image/IconTools/IconActivityRPG02.png
|
||||
114 Heavy Blade of the Executioner 0 4 5 40114 ATK +30%. The heavy blade dropped after defeating the mechanoid left by an ancient civilization. It is not a weapon that anyone can wield. In the war of the Mythical Age, mechanoids were the main force on the battlefield. Assets/Product/Texture/Image/IconTools/E2ClaymoreMd060011.png
|
||||
115 Retail Biomimetic Blood (S) 1 5 3 40068 Gives 3 bottles of Biomimetic Blood directly (For team resurrection/stage restart). A small bottle of Biomimetic Blood. It's a Shark-speare Sale exclusive retail version and can be obtained repeatedly. Assets/Product/Texture/Image/UiInfestorExplore/Equip64.png
|
||||
116 Retail Biomimetic Blood (M) 1 5 4 40069 Gives 6 bottles of Biomimetic Blood directly (For team resurrection/stage restart). A medium bottle of Biomimetic Blood. It's a Shark-speare Sale exclusive retail version and can be obtained repeatedly. Assets/Product/Texture/Image/UiInfestorExplore/Equip64.png
|
||||
117 Retail Biomimetic Blood (L) 1 5 5 40070 Gives 9 bottles of Biomimetic Blood directly (For team resurrection/stage restart). A large bottle of Biomimetic Blood. It's a Shark-speare Sale exclusive retail version and can be obtained repeatedly. Assets/Product/Texture/Image/UiInfestorExplore/Equip64.png
|
||||
118 Star Core 0 4 5 40115 Gains 3 sets of 3-Ping Orbs at the beginning of the battle. The shard of a meteorite that fell from the fake night sky. During the Mythical Age, unsung heroes used to be drifting under the starry night, exploring the unknown possibilities in the lonely universe. Assets/Product/Texture/Image/IconTools/IconActivityConsume2017001.png
|
||||
Binary file not shown.
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@@ -0,0 +1,212 @@
|
||||
cG<EFBFBD><EFBFBD><EFBFBD><0B><><0F><><15>t<EFBFBD><74><EFBFBD>a<EFBFBD>j<EFBFBD>[W<19>S9b~Ȱ<>ҝJ<D29D>9=0<><30><12>X<EFBFBD><58>j<EFBFBD>ٲ<EFBFBD><D9B2><EFBFBD>,A<><41> <09>}<0C><>.X<>QP<51>A<EFBFBD><41>ۘ3A<33>P*6<>R<EFBFBD><52><EFBFBD><EFBFBD>۫<EFBFBD><DBAB><1B>n<EFBFBD><6E><13>{z<><7A><EFBFBD>UP<55>y<>\<5C>L<EFBFBD>?<3F>&6<><36>IÌ<49><C38C><EFBFBD><17>Id GroupId ItemId Weight
|
||||
1 1 1 600
|
||||
2 1 4 600
|
||||
3 1 6 600
|
||||
4 1 8 600
|
||||
5 1 10 600
|
||||
6 1 13 600
|
||||
7 1 16 600
|
||||
8 1 18 600
|
||||
9 1 20 600
|
||||
10 1 23 600
|
||||
11 1 26 600
|
||||
12 1 29 600
|
||||
13 1 37 600
|
||||
14 1 52 600
|
||||
15 1 54 600
|
||||
16 1 57 600
|
||||
17 1 60 200
|
||||
18 1 63 200
|
||||
19 1 68 600
|
||||
20 1 2 22
|
||||
21 1 5 22
|
||||
22 1 7 22
|
||||
23 1 9 22
|
||||
24 1 11 22
|
||||
25 1 14 22
|
||||
26 1 17 22
|
||||
27 1 19 22
|
||||
28 1 21 22
|
||||
29 1 24 22
|
||||
30 1 27 22
|
||||
31 1 30 22
|
||||
32 1 31 22
|
||||
33 1 33 22
|
||||
34 1 35 22
|
||||
35 1 38 22
|
||||
36 1 40 22
|
||||
37 1 42 22
|
||||
38 1 44 22
|
||||
39 1 46 22
|
||||
40 1 48 22
|
||||
41 1 50 22
|
||||
42 1 53 22
|
||||
43 1 55 22
|
||||
44 1 58 22
|
||||
45 1 61 7
|
||||
46 1 64 7
|
||||
47 1 66 7
|
||||
48 1 69 22
|
||||
49 1 73 22
|
||||
50 1 74 22
|
||||
51 1 87 22
|
||||
52 1 89 22
|
||||
53 1 3 6
|
||||
54 1 12 6
|
||||
55 1 15 6
|
||||
56 1 22 6
|
||||
57 1 25 6
|
||||
58 1 28 6
|
||||
59 1 32 6
|
||||
60 1 34 6
|
||||
61 1 36 6
|
||||
62 1 39 6
|
||||
63 1 41 6
|
||||
64 1 43 6
|
||||
65 1 45 6
|
||||
66 1 47 6
|
||||
67 1 49 6
|
||||
68 1 51 6
|
||||
69 1 56 6
|
||||
70 1 59 6
|
||||
71 1 62 2
|
||||
72 1 65 2
|
||||
73 1 67 2
|
||||
74 1 70 6
|
||||
75 1 71 6
|
||||
76 1 72 6
|
||||
77 1 75 6
|
||||
78 1 76 6
|
||||
79 1 77 6
|
||||
80 1 78 6
|
||||
81 1 79 6
|
||||
82 1 80 6
|
||||
83 1 81 6
|
||||
84 1 82 6
|
||||
85 1 83 6
|
||||
86 1 84 6
|
||||
87 1 85 6
|
||||
88 1 86 6
|
||||
89 1 88 6
|
||||
90 1 92 6
|
||||
93 2 2 300
|
||||
94 2 5 300
|
||||
95 2 7 300
|
||||
96 2 9 300
|
||||
97 2 11 300
|
||||
98 2 14 300
|
||||
99 2 17 300
|
||||
100 2 19 300
|
||||
101 2 21 300
|
||||
102 2 24 300
|
||||
103 2 27 300
|
||||
104 2 30 300
|
||||
105 2 31 300
|
||||
106 2 33 300
|
||||
107 2 35 300
|
||||
108 2 38 300
|
||||
109 2 40 300
|
||||
110 2 42 300
|
||||
111 2 44 300
|
||||
112 2 46 300
|
||||
113 2 48 300
|
||||
114 2 50 300
|
||||
115 2 53 300
|
||||
116 2 55 300
|
||||
117 2 58 300
|
||||
118 2 61 100
|
||||
119 2 64 100
|
||||
120 2 66 100
|
||||
121 2 69 300
|
||||
122 2 73 300
|
||||
123 2 74 300
|
||||
124 2 87 300
|
||||
125 2 89 300
|
||||
126 2 3 20
|
||||
127 2 12 20
|
||||
128 2 15 20
|
||||
129 2 22 20
|
||||
130 2 25 20
|
||||
131 2 28 20
|
||||
132 2 32 20
|
||||
133 2 34 20
|
||||
134 2 36 20
|
||||
135 2 39 20
|
||||
136 2 41 20
|
||||
137 2 43 20
|
||||
138 2 45 20
|
||||
139 2 47 20
|
||||
140 2 49 20
|
||||
141 2 51 20
|
||||
142 2 56 20
|
||||
143 2 59 20
|
||||
144 2 62 7
|
||||
145 2 65 7
|
||||
146 2 67 7
|
||||
147 2 70 20
|
||||
148 2 71 20
|
||||
149 2 72 20
|
||||
150 2 75 20
|
||||
151 2 76 20
|
||||
152 2 77 20
|
||||
153 2 78 20
|
||||
154 2 79 20
|
||||
155 2 80 20
|
||||
156 2 81 20
|
||||
157 2 82 20
|
||||
158 2 83 20
|
||||
159 2 84 20
|
||||
160 2 85 20
|
||||
161 2 86 20
|
||||
162 2 88 20
|
||||
163 2 92 20
|
||||
166 3 3 100
|
||||
167 3 12 100
|
||||
168 3 15 100
|
||||
169 3 22 100
|
||||
170 3 25 100
|
||||
171 3 28 100
|
||||
172 3 32 100
|
||||
173 3 34 100
|
||||
174 3 36 100
|
||||
175 3 39 100
|
||||
176 3 41 100
|
||||
177 3 43 100
|
||||
178 3 45 100
|
||||
179 3 47 100
|
||||
180 3 49 100
|
||||
181 3 51 100
|
||||
182 3 56 100
|
||||
183 3 59 100
|
||||
184 3 62 33
|
||||
185 3 65 33
|
||||
186 3 67 33
|
||||
187 3 70 100
|
||||
188 3 71 100
|
||||
189 3 72 100
|
||||
190 3 75 100
|
||||
191 3 76 100
|
||||
192 3 77 100
|
||||
193 3 78 100
|
||||
194 3 79 100
|
||||
195 3 80 100
|
||||
196 3 81 100
|
||||
197 3 82 100
|
||||
198 3 83 100
|
||||
199 3 84 100
|
||||
200 3 85 100
|
||||
201 3 86 100
|
||||
202 3 88 100
|
||||
203 3 92 100
|
||||
206 4 115 100
|
||||
207 4 116 100
|
||||
208 4 117 100
|
||||
209 201 113 100
|
||||
210 202 106 100
|
||||
211 203 114 100
|
||||
301 1 90 6
|
||||
302 1 91 6
|
||||
311 2 90 20
|
||||
312 2 91 20
|
||||
321 3 90 100
|
||||
322 3 91 100
|
||||
@@ -0,0 +1,62 @@
|
||||
u6<EFBFBD>z<06><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>cɳ<C9B3><1C><><EFBFBD><EFBFBD><EFBFBD>w<EFBFBD><77>q<EFBFBD><71>?<3F><1A><><EFBFBD>
|
||||
<EFBFBD><1E>%<25><><EFBFBD>#<23>b{k<><6B>mذ<6D><D8B0><EFBFBD>\<5C>iVv<56><76>N<EFBFBD><4E><EFBFBD><19><>uP<75><50>g<EFBFBD>#ڸ<><DAB8><02><>5OwO8\d<7F>)<29>z<EFBFBD><7A><EFBFBD>u<EFBFBD><0F>I"<22>><04><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><08><>R<EFBFBD><52><EFBFBD><EFBFBD>Id UnlockScore RewardId Desc DisplayType
|
||||
1 200 550101
|
||||
2 200 550102
|
||||
3 200 550103
|
||||
4 200 550104
|
||||
5 200 550105 1
|
||||
6 200 550106
|
||||
7 200 550107
|
||||
8 200 550108 1
|
||||
9 200 550109
|
||||
10 200 550110 1
|
||||
11 210 550111
|
||||
12 210 550112
|
||||
13 210 550113
|
||||
14 210 550114
|
||||
15 210 550115 1
|
||||
16 210 550116
|
||||
17 210 550117
|
||||
18 210 550118 1
|
||||
19 210 550119
|
||||
20 210 550120 1
|
||||
21 220 550121
|
||||
22 220 550122
|
||||
23 220 550123
|
||||
24 220 550124
|
||||
25 220 550125 1
|
||||
26 220 550126
|
||||
27 220 550127
|
||||
28 220 550128 1
|
||||
29 220 550129
|
||||
30 220 550130 1
|
||||
31 230 550131
|
||||
32 230 550132
|
||||
33 230 550133
|
||||
34 230 550134
|
||||
35 230 550135 1
|
||||
36 230 550136
|
||||
37 230 550137
|
||||
38 230 550138 1
|
||||
39 230 550139
|
||||
40 230 550140 1
|
||||
41 240 550141
|
||||
42 240 550142
|
||||
43 240 550143
|
||||
44 240 550144
|
||||
45 240 550145 1
|
||||
46 240 550146
|
||||
47 240 550147
|
||||
48 240 550148 1
|
||||
49 240 550149
|
||||
50 240 550150 1
|
||||
51 250 550151
|
||||
52 250 550152
|
||||
53 250 550153
|
||||
54 250 550154
|
||||
55 250 550155 1
|
||||
56 250 550156
|
||||
57 250 550157
|
||||
58 250 550158 1
|
||||
59 250 550159
|
||||
60 250 550160 1
|
||||
@@ -0,0 +1,285 @@
|
||||
_ϪZψ<EFBFBD><EFBFBD>ƛ<EFBFBD>Rc<EFBFBD>['8<6<> <>M<0C><>oҭٜ<D2AD>k<EFBFBD> <09><><19>}^<5E>w"<06><06><>=:u<>Լ<EFBFBD>RE<52><45><EFBFBD><07><>1<EFBFBD><1F>놀<EFBFBD><12> <09><>l6W<36><57><04><14><05><>*<2A>%1<>5P<35><50><13>q<EFBFBD><71><EFBFBD>:C<>؋|<7C>bh<> <09><><EFBFBD><EFBFBD><EFBFBD>Id NpcId Level BuffLevel[1] BuffLevel[2] BuffLevel[3] BuffLevel[4] BuffLevel[5] BuffIds[1] BuffIds[2] BuffIds[3] BuffIds[4] BuffIds[5] Note
|
||||
1101 90030 265 1 763621 Thousand Digit: Chapter ID
|
||||
1102 90090 365 1 763621 Hundreds Digit: Mode ID: 1=Enemy Grinding, 3=Enemy Elimination, 4=Piling DMG;
|
||||
1103 90100 310 1 763621 6=Hard Enemy Grinding, 7=Hard Survival, 9=Hard Piling DMG
|
||||
1104 90110 380 1 763621
|
||||
1105 90120 265 1 763621 The first 5 enemies: Repairer, Ground Monitor, Aerial Monitor, Pilgrim, and Protector (Extreme)
|
||||
1106 90130 225 1 763621 Tamer (Extreme)
|
||||
1107 90150 345 1 763621 Hydraulic (Extreme)
|
||||
1108 90160 310 1 763621 Sentry Gun (Extreme)
|
||||
1109 90180 285 1 763621 Executor (Extreme)
|
||||
1110 90190 370 1 763621 Shieldbearer (Extreme)
|
||||
1111 90210 250 1 763621 Gardener (Extreme)
|
||||
1112 90730 280 1 763621 Mr. White (Extreme)
|
||||
1113 93103 280 1 763621 Treant (Extreme)
|
||||
1114 93110 410 1 763621 Fairy (Extreme)
|
||||
1115 93160 540 1 763621 Gung-hoer (Extreme)
|
||||
1301 90030 265 1 763622 Repairer (Extreme)
|
||||
1302 90090 365 1 763622 Ground Monitor (Extreme)
|
||||
1303 90100 310 1 763622 Aerial Monitor (Extreme)
|
||||
1304 90150 345 1 763622 Hydraulic (Extreme)
|
||||
1305 90180 285 1 763622 Executor (Extreme)
|
||||
1306 90730 280 1 763622 Mr. White (Extreme)
|
||||
1307 93160 540 1 763622 Gung-hoer (Extreme)
|
||||
1401 90390 355 1 763623 Harvester
|
||||
1402 81100 220 1 763623 Assault Fort
|
||||
1601 90110 635 1 763624 Pilgrim (Extreme)
|
||||
1602 90120 445 1 763624 Protector (Extreme)
|
||||
1603 90130 375 1 763624 Tamer (Extreme)
|
||||
1604 90150 570 1 763624 Hydraulic (Extreme)
|
||||
1605 90160 515 1 763624 Sentry Gun (Extreme)
|
||||
1606 90210 415 1 763624 Gardener (Extreme)
|
||||
1607 93103 470 1 763624 Treant (Extreme)
|
||||
1608 93110 685 1 763624 Fairy (Extreme)
|
||||
1609 90390 410 1 763624 Harvester
|
||||
1701 93160 900 1 763625 Gung-hoer (Extreme)
|
||||
1702 90390 410 1 763652 Harvester
|
||||
1901 90210 500 1 763626 Gardener (Extreme)
|
||||
1902 81100 305 1 763626 Assault Fort
|
||||
2101 90170 255 1 763627 Missionary (Extreme)
|
||||
2102 90180 310 1 763627 Executor (Extreme)
|
||||
2103 90190 405 1 763627 Shieldbearer (Extreme)
|
||||
2104 90250 225 1 763627 Ronin IV (Extreme)
|
||||
2105 90260 375 1 763627 Bio-Salamander (Extreme)
|
||||
2106 90330 350 1 763627 Envoy (Extreme)
|
||||
2107 90360 345 1 763627 Deconstructor (Extreme)
|
||||
2108 90400 250 1 763627 Bio-Bull (Extreme)
|
||||
2109 90410 245 1 763627 Acid Ant (Extreme)
|
||||
2110 90600 865 1 763627 Hetero Deconstruct Unit (Extreme)
|
||||
2111 90610 380 1 763627 Hetero Repair Unit (Extreme)
|
||||
2112 90620 1135 1 763627 Hetero Fire Unit (Extreme)
|
||||
2113 90640 405 1 763627 Blubber VI (Extreme)
|
||||
2301 90180 310 1 763628 Executor (Extreme)
|
||||
2302 90190 405 1 763628 Shieldbearer (Extreme)
|
||||
2303 90250 225 1 763628 Ronin IV (Extreme)
|
||||
2304 90330 350 1 763628 Envoy (Extreme)
|
||||
2305 90360 345 1 763628 Deconstructor (Extreme)
|
||||
2306 90600 865 1 763628 Hetero Deconstruct Unit (Extreme)
|
||||
2307 90620 1135 1 763628 Hetero Fire Unit (Extreme)
|
||||
2308 90640 405 1 763628 Blubber VI (Extreme)
|
||||
2401 90220 290 1 763629 Excavator
|
||||
2402 81500 2025 1 763629 Nozzle
|
||||
2403 90400 360 1 763629 Bio-Bull (Extreme)
|
||||
2404 90410 345 1 763629 Acid Ant (Extreme)
|
||||
2601 90170 420 1 763630 Missionary (Extreme)
|
||||
2602 90220 335 1 763630 Excavator
|
||||
2603 90250 375 1 763630 Ronin IV (Extreme)
|
||||
2604 90260 630 1 763630 Bio-Salamander (Extreme)
|
||||
2605 90340 405 1 763630 Harvester
|
||||
2606 90350 1910 1 763630 Firefighter (Extreme)
|
||||
2607 90380 745 1 763630 Construct (Extreme)
|
||||
2608 90420 480 1 763630 Musashi VI (Extreme)
|
||||
2609 90600 1445 1 763630 Hetero Deconstruct Unit (Extreme)
|
||||
2610 90610 630 1 763630 Hetero Repair Unit (Extreme)
|
||||
2611 90620 1890 1 763630 Hetero Fire Unit (Extreme)
|
||||
2612 90630 710 1 763630 Hetero Explore Unit (Extreme)
|
||||
2613 81200 850 1 763653 Musashi IX
|
||||
2614 81500 2360 1 763653 Nozzle
|
||||
2615 81600 595 1 763653 Roland
|
||||
2701 90220 335 1 763631 Excavator
|
||||
2702 90370 755 1 763631 Explorer
|
||||
2703 90260 630 1 763631 Bio-Salamander (Extreme)
|
||||
2704 90340 405 1 763631 Harvester
|
||||
2705 90380 745 1 763631 Construct (Extreme)
|
||||
2706 81600 595 1 763654 Roland
|
||||
2901 90400 505 1 763632 Bio-Bull (Extreme)
|
||||
2902 90630 850 1 763632 Hetero Explore Unit (Extreme)
|
||||
2903 81200 1020 1 763632 Musashi IX
|
||||
2904 81500 2835 1 763632 Nozzle
|
||||
3101 90450 340 1 1 763633 780241 Polar Soldier
|
||||
3102 90460 370 1 1 763633 780241 Deep-sea Ambusher
|
||||
3103 90650 925 1 1 763633 780241 Ballwheel IV (Extreme)
|
||||
3104 90660 465 1 1 763633 780241 Hanged Man III (Extreme)
|
||||
3105 90670 740 1 1 763633 780241 Kemuri I (Extreme)
|
||||
3106 90680 530 1 1 763633 780241 Kowloong Crew - Yazi (Extreme)
|
||||
3107 90690 285 1 1 763633 780241 Phecda
|
||||
3108 90700 305 1 1 763633 780241 Prime
|
||||
3109 90710 335 1 1 763633 780241 Cathy (Extreme)
|
||||
3110 90720 260 1 1 763633 780241 Martini (Extreme)
|
||||
3111 90730 335 1 1 763633 780241 Mr. White (Extreme)
|
||||
3112 90810 325 1 1 763633 780241 Tai'E I (Extreme)
|
||||
3113 90860 650 1 1 763633 780241 Popper (Extreme)
|
||||
3114 90870 435 1 1 763633 780241 Jaspers (Extreme)
|
||||
3115 90990 370 1 1 763633 780241 Trailblazing Surfer (Extreme)
|
||||
3116 93010 1060 1 1 763633 780241 DB02-Sanitizer (Extreme)
|
||||
3117 93020 370 1 1 763633 780241 SSG-Meanderer (Extreme)
|
||||
3118 93050 395 1 1 763633 780241 Construct Soldier (Female) (Extreme)
|
||||
3119 93063 270 1 1 763633 780241 Construct Captain (Female) (Extreme)
|
||||
3301 90640 440 1 763634 Blubber VI (Extreme)
|
||||
3302 90710 335 1 763634 Cathy (Extreme)
|
||||
3303 90720 260 1 763634 Martini (Extreme)
|
||||
3304 90730 335 1 763634 Mr. White (Extreme)
|
||||
3305 90810 325 1 763634 Tai'E I (Extreme)
|
||||
3306 90860 650 1 763634 Popper (Extreme)
|
||||
3307 93010 1060 1 763634 DB02-Sanitizer (Extreme)
|
||||
3308 93050 395 1 763634 Construct Soldier (Female) (Extreme)
|
||||
3309 93063 270 1 763634 Construct Captain (Female) (Extreme)
|
||||
3401 90450 485 1 763635 Polar Soldier
|
||||
3402 90690 410 1 763635 Phecda
|
||||
3403 90700 440 1 763635 Prime
|
||||
3404 90870 625 1 763635 Jaspers (Extreme)
|
||||
3601 90440 825 1 1 763636 780243 Terrapod (Extreme)
|
||||
3602 90450 565 1 1 763636 780243 Polar Soldier
|
||||
3603 90460 620 1 1 763636 780243 Deep-sea Ambusher
|
||||
3604 90650 1545 1 1 763636 780243 Ballwheel IV (Extreme)
|
||||
3605 90660 775 1 1 763636 780243 Hanged Man III (Extreme)
|
||||
3606 90690 475 1 1 763636 780243 Phecda
|
||||
3607 90700 510 1 1 763636 780243 Prime
|
||||
3608 90710 560 1 1 763636 780243 Cathy (Extreme)
|
||||
3609 90740 620 1 1 763636 780243 A'Mao
|
||||
3610 90990 620 1 1 763636 780243 Trailblazing Surfer (Extreme)
|
||||
3611 93050 655 1 1 763636 780243 Construct Soldier (Female) (Extreme)
|
||||
3612 93063 455 1 1 763636 780243 Construct Captain (Female) (Extreme)
|
||||
3613 93070 775 1 1 763636 780243 Sanctuary Guard (Extreme)
|
||||
3614 81300 1845 1 1 763655 780243 Roseblade
|
||||
3615 81900 1810 1 1 763655 780243 Unknown Construct α
|
||||
3616 82150 565 1 1 763655 780243 Riot
|
||||
3617 82150 565 1 1 763655 780243 Riot
|
||||
3701 90440 825 1 763637 Terrapod (Extreme)
|
||||
3702 90450 565 1 763637 Polar Soldier
|
||||
3703 90660 775 1 763637 Hanged Man III (Extreme)
|
||||
3704 90690 475 1 763637 Phecda
|
||||
3705 90740 620 1 763637 A'Mao
|
||||
3706 93070 775 1 763637 Sanctuary Guard (Extreme)
|
||||
3707 81900 1810 1 763656 Unknown Construct α
|
||||
3708 82150 565 1 763656 Riot
|
||||
3901 90450 675 1 763638 Polar Soldier
|
||||
3902 90700 615 1 763638 Prime
|
||||
3903 90990 740 1 763638 Trailblazing Surfer (Extreme)
|
||||
3904 81300 2210 1 763638 Roseblade
|
||||
3905 90740 740 1 763638 A'Mao
|
||||
4101 90750 595 1 1 763639 780391 Aerial 7 - Snow Owl (Extreme)
|
||||
4102 90760 620 1 1 763639 780391 Ground 3 - Rabbit (Extreme)
|
||||
4103 90770 400 1 1 763639 780391 Naval 5 - Squid (Extreme)
|
||||
4104 90780 295 1 1 763639 780391 Ground 1 - Polar Bear (Extreme)
|
||||
4105 90970 375 1 1 763639 780391 M4-Medic Bot (Extreme)
|
||||
4106 93182 325 1 1 763639 780391 Nalasr-E (Extreme)
|
||||
4107 93192 480 1 1 763639 780391 Heal-Z (Extreme)
|
||||
4108 93223 385 1 1 763639 780391 Deporter-R (Extreme)
|
||||
4109 93232 435 1 1 763639 780391 Courier-M (Extreme)
|
||||
4301 90750 595 1 763640 Aerial 7 - Snow Owl (Extreme)
|
||||
4302 90760 620 1 763640 Ground 3 - Rabbit (Extreme)
|
||||
4303 90770 400 1 763640 Naval 5 - Squid (Extreme)
|
||||
4304 93182 325 1 763640 Nalasr-E (Extreme)
|
||||
4305 93223 385 1 763640 Deporter-R (Extreme)
|
||||
4306 93232 435 1 763640 Courier-M (Extreme)
|
||||
4401 90780 425 1 763641 Ground 1 - Polar Bear (Extreme)
|
||||
4402 90980 540 1 763641 PK43 Type "Sergeant" (Extreme)
|
||||
4403 83200 955 1 763641 Rosetta
|
||||
4404 90790 575 1 763641 Guardian I (Extreme)
|
||||
4601 90750 990 1 1 763642 780393 Aerial 7 - Snow Owl (Extreme)
|
||||
4602 90760 1030 1 1 763642 780393 Ground 3 - Rabbit (Extreme)
|
||||
4603 90790 670 1 1 763642 780393 Guardian I (Extreme)
|
||||
4604 90800 535 1 1 763642 780393 Moyuan (Extreme)
|
||||
4605 90970 625 1 1 763642 780393 M4-Medic Bot (Extreme)
|
||||
4606 90980 630 1 1 763642 780393 PK43 Type "Sergeant" (Extreme)
|
||||
4607 93182 540 1 1 763642 780393 Nalasr-E (Extreme)
|
||||
4608 83200 1115 1 1 763657 780393 Rosetta
|
||||
4609 83200 1115 1 1 763657 780393 Rosetta
|
||||
4610 83200 1115 1 1 763657 780393 Rosetta
|
||||
4701 90790 670 1 763643 Guardian I (Extreme)
|
||||
4702 90800 535 1 763643 Moyuan (Extreme)
|
||||
4703 83220 870 1 763658 Rosetta (Doll)
|
||||
4704 83500 1220 1 763658 Qu
|
||||
4705 83900 895 1 763658 Luna
|
||||
4901 90780 590 1 763644 Ground 1 - Polar Bear (Extreme)
|
||||
4902 83220 1045 1 763644 Rosetta (Doll)
|
||||
4903 83500 1465 1 763644 Qu
|
||||
5101 90340 310 1 1 763645 780251 Royal Guard (Extreme)
|
||||
5102 90830 485 1 1 763645 780251 Beetle (Extreme)
|
||||
5103 90850 455 1 1 763645 780251 Chomper (Extreme)
|
||||
5104 90890 1055 1 1 763645 780251 Corrupted Construct (Extreme)
|
||||
5105 90900 795 1 1 763645 780251 Sea Squirt (Extreme)
|
||||
5106 90930 1680 1 1 763645 780251 Monkfish (Extreme)
|
||||
5107 90940 395 1 1 763645 780251 Buthus (Extreme)
|
||||
5108 90960 400 1 1 763645 780251 Blair (Extreme)
|
||||
5109 93030 495 1 1 763645 780251 Hetero-Sapien (Extreme)
|
||||
5110 93120 720 1 1 763645 780251 Demon Bane (Extreme)
|
||||
5111 93130 500 1 1 763645 780251 God Slayer (Extreme)
|
||||
5112 93140 720 1 1 763645 780251 Heaven Breaker (Extreme)
|
||||
5113 93160 755 1 1 763645 780251 Gung-hoer (Extreme)
|
||||
5114 93170 610 1 1 763645 780251 Wheel of Fortune (Extreme)
|
||||
5115 81200 650 1 1 763661 780251 Musashi IX
|
||||
5116 81500 1805 1 1 763661 780251 Nozzle
|
||||
5117 81600 455 1 1 763661 780251 Roland
|
||||
5118 81300 1290 1 1 763661 780251 Roseblade
|
||||
5119 81800 1080 1 1 763661 780251 Vassago
|
||||
5120 81900 1265 1 1 763661 780251 Unknown Construct α
|
||||
5121 90390 345 1 1 763661 780251 Harvester
|
||||
5122 82150 395 1 1 763661 780251 Riot
|
||||
5123 83200 720 1 1 763661 780251 Rosetta
|
||||
5124 83200 720 1 1 763661 780251 Rosetta
|
||||
5125 83200 720 1 1 763661 780251 Rosetta
|
||||
5126 83800 1485 1 1 763661 780251 Amberia
|
||||
5127 82200 600 1 1 763661 780251 MC Solar
|
||||
5301 90830 485 1 763646 Beetle (Extreme)
|
||||
5302 90850 455 1 763646 Chomper (Extreme)
|
||||
5303 90890 1055 1 763646 Corrupted Construct (Extreme)
|
||||
5304 90900 795 1 763646 Sea Squirt (Extreme)
|
||||
5305 90930 1680 1 763646 Monkfish (Extreme)
|
||||
5306 90940 395 1 763646 Buthus (Extreme)
|
||||
5307 90960 400 1 763646 Blair (Extreme)
|
||||
5308 93160 755 1 763646 Gung-hoer (Extreme)
|
||||
5401 90340 445 1 763647 Royal Guard (Extreme)
|
||||
5402 90910 830 1 763647 Gear (Extreme)
|
||||
5403 90950 375 1 763647 Recycle Prisoner (Extreme)
|
||||
5404 93170 870 1 763647 Wheel of Fortune (Extreme)
|
||||
5601 90340 520 1 1 763648 780253 Royal Guard (Extreme)
|
||||
5602 90890 1760 1 1 763648 780253 Corrupted Construct (Extreme)
|
||||
5603 90900 1325 1 1 763648 780253 Sea Squirt (Extreme)
|
||||
5604 90910 970 1 1 763648 780253 Gear (Extreme)
|
||||
5605 90950 435 1 1 763648 780253 Recycle Prisoner (Extreme)
|
||||
5606 93030 825 1 1 763648 780253 Hetero-Sapien (Extreme)
|
||||
5607 93120 1200 1 1 763648 780253 Demon Bane (Extreme)
|
||||
5608 93130 835 1 1 763648 780253 God Slayer (Extreme)
|
||||
5609 93140 1200 1 1 763648 780253 Heaven Breaker (Extreme)
|
||||
5610 93170 1015 1 1 763648 780253 Wheel of Fortune (Extreme)
|
||||
5611 83600 450 1 1 763659 780253 Gabriel
|
||||
5612 83600 450 1 1 763659 780253 Gabriel
|
||||
5613 82200 1000 1 1 763659 780253 MC Solar
|
||||
5614 81200 1080 1 1 763659 780253 Musashi IX
|
||||
5615 81500 3005 1 1 763659 780253 Nozzle
|
||||
5616 81600 760 1 1 763659 780253 Roland
|
||||
5617 81300 2150 1 1 763659 780253 Roseblade
|
||||
5618 81800 1805 1 1 763659 780253 Vassago
|
||||
5619 81900 2110 1 1 763659 780253 Unknown Construct α
|
||||
5620 90390 575 1 1 763659 780253 Harvester
|
||||
5621 82150 660 1 1 763659 780253 Riot
|
||||
5622 83200 1200 1 1 763659 780253 Rosetta
|
||||
5623 83200 1200 1 1 763659 780253 Rosetta
|
||||
5624 83200 1200 1 1 763659 780253 Rosetta
|
||||
5625 83800 2480 1 1 763659 780253 Amberia
|
||||
5626 82200 1000 1 1 763659 780253 MC Solar
|
||||
5627 90930 2800 1 1 763659 780253 Monkfish (Extreme)
|
||||
5628 90940 655 1 1 763659 780253 Buthus (Extreme)
|
||||
5629 90960 665 1 1 763659 780253 Blair (Extreme)
|
||||
5630 93160 1255 1 1 763659 780253 Gung-hoer (Extreme)
|
||||
5701 90940 655 1 763649 Buthus (Extreme)
|
||||
5702 90950 435 1 763649 Recycle Prisoner (Extreme)
|
||||
5703 93030 825 1 763649 Hetero-Sapien (Extreme)
|
||||
5704 83600 450 1 763660 Gabriel
|
||||
5705 83800 2480 1 763660 Amberia
|
||||
5706 84100 1805 1 763660 Pterygota Queen (Punishing Hetero-Creature)
|
||||
5901 90950 520 1 763650 Recycle Prisoner (Extreme)
|
||||
5902 90340 620 1 763650 Royal Guard (Extreme)
|
||||
5903 83600 545 1 763650 Gabriel
|
||||
5904 83800 2975 1 763650 Amberia
|
||||
5905 84100 2165 1 763650 Pterygota Queen (Punishing Hetero-Creature)
|
||||
6601 90030 665 1 763662 Repairer (Extreme)
|
||||
6602 90890 1885 1 763662 Corrupted Construct (Extreme)
|
||||
6603 90750 1140 1 763662 Aerial 7 - Snow Owl (Extreme)
|
||||
6604 90930 3000 1 763662 Monkfish (Extreme)
|
||||
6605 90960 710 1 763662 Blair (Extreme)
|
||||
6606 93182 625 1 763662 Nalasr-E (Extreme)
|
||||
6607 90420 655 1 763662 Musashi VI (Extreme)
|
||||
6608 90380 1015 1 763662 Construct (Extreme)
|
||||
6609 90780 570 1 763662 Ground 1 - Polar Bear (Extreme)
|
||||
6610 93030 885 1 763662 Hetero-Sapien (Extreme)
|
||||
6611 90950 465 1 763662 Recycle Prisoner (Extreme)
|
||||
6612 93170 1090 1 763662 Wheel of Fortune (Extreme)
|
||||
6613 81200 1160 1 763663 Musashi IX
|
||||
6614 83100 965 1 763663 Camu
|
||||
6615 83800 2655 1 763663 Amberia
|
||||
6616 83600 485 1 763663 Gabriel
|
||||
6617 83600 485 1 763663 Gabriel
|
||||
6618 90910 1040 1 763663 Gear (Extreme)
|
||||
@@ -0,0 +1,324 @@
|
||||
<EFBFBD><EFBFBD><1B>OZP<5A>/<2F>wR<><52>z<EFBFBD>$<24>V:<3A>1<EFBFBD>ߎv<DF8E><76><EFBFBD><EFBFBD><EFBFBD>jh<6A><68>'ԙ<>v<EFBFBD><'<27>RMޝ)}<11>a<><61>n<EFBFBD>OK<4F>rR<72>8g<38>B<EFBFBD><42>ꋨ<EFBFBD><EA8BA8>+<2B>䷿c<>á<EFBFBD><02><><EFBFBD><EFBFBD><EFBFBD>k~P!{<11><><06>¡<EFBFBD>E<04><><EFBFBD><EFBFBD><EFBFBD>]<5D>K(<28>W<EFBFBD><57>Id MonsterIds[1] MonsterIds[2] MonsterIds[3] MonsterIds[4] MonsterIds[5] MonsterIds[6]
|
||||
111111 1101 1101 1101
|
||||
111121 1102 1102 1102
|
||||
111131 1101 1102 1101
|
||||
111211 1103 1103 1104
|
||||
111221 1104 1105 1105
|
||||
111231 1101 1101 1104
|
||||
112111 1106 1106
|
||||
112112 1108 1108
|
||||
112121 1110 1110
|
||||
112122 1107 1107 1107
|
||||
112131 1107 1107 1107
|
||||
112132 1111 1111
|
||||
112211 1112 1112
|
||||
112212 1115 1115
|
||||
112221 1113 1113
|
||||
112222 1114 1114 1114
|
||||
112231 1106 1107 1107
|
||||
112232 1104 1111 1111
|
||||
131111 1301 1301 1301 1302 1302 1302
|
||||
131121 1304 1304 1304 1303 1303 1303
|
||||
131131 1305 1305 1305 1306 1306 1306
|
||||
162111 1608 1607 1608
|
||||
162112 1601 1601 1603
|
||||
162121 1608 1608 1608
|
||||
162122 1607 1607
|
||||
162131 1604 1604
|
||||
162132 1605 1605 1605
|
||||
162211 1606 1602
|
||||
162212 1608 1607 1607
|
||||
162221 1601 1601 1606
|
||||
162222 1603 1603 1604
|
||||
162231 1604 1608 1609
|
||||
162232 1609
|
||||
212111 2102 2102 2103
|
||||
212112 2104 2104 2104
|
||||
212121 2106 2106 2105
|
||||
212122 2107 2107 2103 2103
|
||||
212131 2113 2113 2113 2113
|
||||
212132 2105 2105 2105
|
||||
212141 2104 2104 2107 2107
|
||||
212142 2112 2112 2113 2113
|
||||
212211 2108 2108 2108
|
||||
212212 2101 2104 2104
|
||||
212221 2113 2113 2104
|
||||
212222 2102 2102 2103 2103
|
||||
212231 2109 2109
|
||||
212232 2105 2105 2106
|
||||
212241 2110 2110 2110 2111
|
||||
212242 2112 2112 2112 2111
|
||||
212251 2107 2102 2107 2102 2107
|
||||
212252 2101 2101
|
||||
231111 2301 2301 2301 2302 2302 2302
|
||||
231121 2303 2303 2303 2304 2304 2304
|
||||
231131 2305 2305 2305 2308 2308 2308
|
||||
231141 2306 2306 2307 2307 2307 2306
|
||||
231151 2307 2303 2307 2301 2303 2301
|
||||
241111 2403
|
||||
241121 2404
|
||||
262111 2603 2611 2603
|
||||
262112 2613
|
||||
262121 2601 2607 2607
|
||||
262122 2608 2608 2611 2611
|
||||
262211 2612 2603 2612 2603
|
||||
262212 2614
|
||||
262221 2602 2602 2604 2604
|
||||
262222 2612 2612
|
||||
262231 2609 2609 2609 2610 2610
|
||||
262232 2606 2606 2603 2603
|
||||
271111 2701 2702
|
||||
291111 2904
|
||||
291121 2903
|
||||
312111 3101 3101 3102
|
||||
312112 3104 3103 3103
|
||||
312121 3108 3107 3107
|
||||
312122 3105 3105 3106 3106
|
||||
312131 3116 3116 3116
|
||||
312132 3111 3111 3111 3109 3109
|
||||
312211 3111 3111 3110 3110
|
||||
312212 3109 3109 3109
|
||||
312221 3116 3116 3117 3117
|
||||
312222 3114 3114 3114
|
||||
312231 3118 3118 3118 3118
|
||||
312232 3112 3112 3112 3112 3112
|
||||
312311 3113 3113 3113 3114 3114
|
||||
312312 3119 3118 3118
|
||||
312321 3104 3104 3104 3104 3104
|
||||
312322 3104 3104 3105 3105
|
||||
312331 3116 3116 3116 3117 3117
|
||||
312332 3111 3111 3111 3110 3110
|
||||
313111 3103 3103
|
||||
313112 3106 3106
|
||||
313113 3119 3118 3118
|
||||
313121 3107 3108
|
||||
313122 3114 3113 3113
|
||||
313123 3114 3114
|
||||
313131 3101 3101 3101
|
||||
313132 3102 3102
|
||||
313133 3112 3112
|
||||
313211 3105 3105 3105
|
||||
313212 3104 3104
|
||||
313213 3103 3103 3103
|
||||
313221 3108 3108
|
||||
313222 3107 3107 3107
|
||||
313223 3106 3106 3106
|
||||
313231 3109 3109 3109
|
||||
313232 3110 3110 3110
|
||||
313233 3117 3117
|
||||
313241 3116 3116 3116
|
||||
313242 3117 3117 3117
|
||||
313243 3115 3115 3115
|
||||
331111 3307 3307 3307 3307 3307 3307
|
||||
331121 3302 3302 3302 3302 3302 3302
|
||||
331131 3308 3308 3309 3308 3308 3309
|
||||
331141 3302 3303 3304 3302 3303 3304
|
||||
331211 3301 3305 3306 3301 3305 3306
|
||||
331221 3307 3307 3306 3307 3307 3306
|
||||
331231 3301 3302 3303 3301 3302 3303
|
||||
331241 3307 3308 3309 3307 3308 3309
|
||||
341111 3401
|
||||
341121 3403
|
||||
341131 3404
|
||||
363111 3612 3611 3611
|
||||
363112 3609 3609 3609
|
||||
363113 3602 3602 3602
|
||||
363121 3601 3601 3601
|
||||
363122 3604 3604 3604
|
||||
363123 3608 3608 3608
|
||||
363211 3611 3611 3611 3611
|
||||
363212 3603 3603 3603
|
||||
363213 3605 3605 3605
|
||||
363221 3606 3606 3606 3606
|
||||
363222 3607 3607 3607
|
||||
363223 3610 3610 3610
|
||||
363231 3611 3611 3611 3611
|
||||
363232 3612 3612 3612 3612
|
||||
363233 3613 3613
|
||||
371111 3703 3703 3704
|
||||
371121 3705 3705 3701
|
||||
391111 3903
|
||||
391121 3905
|
||||
412111 4102 4102 4103 4103
|
||||
412112 4101 4101 4101 4101 4101
|
||||
412121 4105 4105 4106 4106 4106
|
||||
412122 4107 4107 4107 4107
|
||||
412131 4108 4108 4108 4108 4108
|
||||
412132 4109 4109 4109 4109 4109
|
||||
412211 4104 4101 4101
|
||||
412212 4104 4104 4102 4102 4102
|
||||
412221 4104 4104 4103 4103 4103
|
||||
412222 4108 4109 4109
|
||||
412231 4108 4108 4107 4107
|
||||
412232 4108 4108 4105 4105
|
||||
412241 4104 4104 4104
|
||||
412242 4108 4108 4108
|
||||
413111 4105 4105 4105
|
||||
413112 4108 4108 4108 4108
|
||||
413113 4109 4109 4109 4109
|
||||
413121 4101 4101 4101 4101
|
||||
413122 4102 4102 4102
|
||||
413123 4103 4103 4103
|
||||
413131 4104 4104 4104
|
||||
413132 4107 4107 4107 4107
|
||||
413133 4106 4106 4106 4106 4106
|
||||
413141 4104 4102 4102 4102
|
||||
413142 4104 4103 4103 4103 4103
|
||||
413143 4104 4104 4104
|
||||
431111 4301 4302 4303 4301 4302 4303
|
||||
431121 4304 4305 4306 4304 4305 4306
|
||||
431131 4301 4301 4301 4301 4301 4301
|
||||
431141 4304 4304 4304 4304 4304 4304
|
||||
431151 4301 4301 4303 4303 4305 4305
|
||||
441111 4401
|
||||
441121 4402
|
||||
463111 4601 4601 4601 4601
|
||||
463112 4601 4601 4602 4602
|
||||
463113 4602 4602 4602
|
||||
463121 4603 4603 4603
|
||||
463122 4603 4604 4604
|
||||
463123 4604 4604 4604
|
||||
463131 4607 4607 4607 4607 4607
|
||||
463132 4606 4606 4605 4605
|
||||
463133 4606 4606 4606
|
||||
471111 4701 4701
|
||||
471121 4702 4702
|
||||
491111 4902
|
||||
513111 5102 5102 5102
|
||||
513112 5102 5103 5103
|
||||
513113 5103 5103 5103 5103 5103
|
||||
513121 5105 5105 5105 5105
|
||||
513122 5106 5106 5106 5106
|
||||
513123 5107 5107 5107 5107
|
||||
513131 5108 5108 5108
|
||||
513132 5109 5108 5108
|
||||
513133 5109 5109 5109
|
||||
513211 5110 5113 5113
|
||||
513212 5111 5113 5113
|
||||
513213 5112 5113 5113
|
||||
513221 5101 5101 5101
|
||||
513222 5101 5114 5114
|
||||
513223 5114 5114 5114
|
||||
513231 5105 5105 5105 5105 5105
|
||||
513232 5105 5105 5107 5107 5107
|
||||
513233 5107 5107 5107 5107 5107
|
||||
514111 5101 5102 5102
|
||||
514112 5101 5105 5105
|
||||
514113 5101 5104 5104
|
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|
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|
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|
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|
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|
||||
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|
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|
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|
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|
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
<EFBFBD>8<EFBFBD>G_x<5F><78>Ļ#<23><><EFBFBD><EFBFBD>Fj<46><6A><18><>ԀId DiscountNum DiscountRate GroupId[1] ConditionId[1] GroupId[2] ConditionId[2] GroupId[3] ConditionId[3] GroupId[4] ConditionId[4] GroupId[5] ConditionId[5] GroupId[6] ConditionId[6] Desc EndDesc EndComfirmText TitleContent RoleIcon RoleName RoleContent BgAsset
|
||||
11 1 75 4 0 4 0 4 0 4 0 4 0 4 1004036 Use Tinbread Cookiess to purchase items for adventure Having gotten your supplies, you say goodbye to Shark-speare and continue with your journey. Continue Joruney Shark-speare Sale Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare W-Welcome to Shark-speare Sale... Give me Tinbread Cookies... Cookies! Assets/Product/Texture/Image/BgStory/Bgstory388.png
|
||||
12 1 75 1 0 2 0 3 0 1 0 2 0 3 1004036 Use Tinbread Cookiess to purchase items for adventure Having gotten your supplies, you say goodbye to Shark-speare and continue with your journey. Continue Joruney Shark-speare Sale Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare W-Welcome to Shark-speare Sale... Give me Tinbread Cookies... Cookies! Assets/Product/Texture/Image/BgStory/Bgstory388.png
|
||||
13 1 75 3 0 1 0 4 0 4 0 3 0 4 1004036 Use Tinbread Cookiess to purchase items for adventure Having gotten your supplies, you say goodbye to Shark-speare and continue with your journey. Continue Joruney Shark-speare Sale Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare W-Welcome to Shark-speare Sale... Give me Tinbread Cookies... Cookies! Assets/Product/Texture/Image/BgStory/Bgstory388.png
|
||||
14 1 75 1 0 2 0 4 0 4 0 2 0 4 1004036 Use Tinbread Cookiess to purchase items for adventure Having gotten your supplies, you say goodbye to Shark-speare and continue with your journey. Continue Joruney Shark-speare Sale Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare W-Welcome to Shark-speare Sale... Give me Tinbread Cookies... Cookies! Assets/Product/Texture/Image/BgStory/Bgstory388.png
|
||||
21 1 75 4 0 4 0 4 0 4 0 4 0 4 1004036 Use Tinbread Cookiess to purchase items for adventure Having gotten your supplies, you say goodbye to Shark-speare and continue with your journey. Continue Joruney Shark-speare Sale Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare W-Welcome to Shark-speare Sale... Give me Tinbread Cookies... Cookies! Assets/Product/Texture/Image/BgStory/Bgstory361.png
|
||||
22 1 75 1 0 2 0 3 0 1 0 2 0 3 1004036 Use Tinbread Cookiess to purchase items for adventure Having gotten your supplies, you say goodbye to Shark-speare and continue with your journey. Continue Joruney Shark-speare Sale Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare W-Welcome to Shark-speare Sale... Give me Tinbread Cookies... Cookies! Assets/Product/Texture/Image/BgStory/Bgstory361.png
|
||||
23 1 75 3 0 1 0 4 0 4 0 3 0 4 1004036 Use Tinbread Cookiess to purchase items for adventure Having gotten your supplies, you say goodbye to Shark-speare and continue with your journey. Continue Joruney Shark-speare Sale Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare W-Welcome to Shark-speare Sale... Give me Tinbread Cookies... Cookies! Assets/Product/Texture/Image/BgStory/Bgstory361.png
|
||||
24 1 75 1 0 2 0 4 0 4 0 2 0 4 1004036 Use Tinbread Cookiess to purchase items for adventure Having gotten your supplies, you say goodbye to Shark-speare and continue with your journey. Continue Joruney Shark-speare Sale Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare W-Welcome to Shark-speare Sale... Give me Tinbread Cookies... Cookies! Assets/Product/Texture/Image/BgStory/Bgstory361.png
|
||||
31 1 75 4 0 4 0 4 0 4 0 4 0 4 1004036 Use Tinbread Cookiess to purchase items for adventure Having gotten your supplies, you say goodbye to Shark-speare and continue with your journey. Continue Joruney Shark-speare Sale Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare W-Welcome to Shark-speare Sale... Give me Tinbread Cookies... Cookies! Assets/Product/Texture/Image/BgStory/Bgstory411.jpg
|
||||
32 1 75 1 0 2 0 3 0 1 0 2 0 3 1004036 Use Tinbread Cookiess to purchase items for adventure Having gotten your supplies, you say goodbye to Shark-speare and continue with your journey. Continue Joruney Shark-speare Sale Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare W-Welcome to Shark-speare Sale... Give me Tinbread Cookies... Cookies! Assets/Product/Texture/Image/BgStory/Bgstory411.jpg
|
||||
33 1 75 3 0 1 0 4 0 4 0 3 0 4 1004036 Use Tinbread Cookiess to purchase items for adventure Having gotten your supplies, you say goodbye to Shark-speare and continue with your journey. Continue Joruney Shark-speare Sale Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare W-Welcome to Shark-speare Sale... Give me Tinbread Cookies... Cookies! Assets/Product/Texture/Image/BgStory/Bgstory411.jpg
|
||||
34 1 75 1 0 2 0 4 0 4 0 2 0 4 1004036 Use Tinbread Cookiess to purchase items for adventure Having gotten your supplies, you say goodbye to Shark-speare and continue with your journey. Continue Joruney Shark-speare Sale Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare W-Welcome to Shark-speare Sale... Give me Tinbread Cookies... Cookies! Assets/Product/Texture/Image/BgStory/Bgstory411.jpg
|
||||
41 1 75 4 0 4 0 4 0 4 0 4 0 4 1004036 Use Tinbread Cookiess to purchase items for adventure Having gotten your supplies, you say goodbye to Shark-speare and continue with your journey. Continue Joruney Shark-speare Sale Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare W-Welcome to Shark-speare Sale... Give me Tinbread Cookies... Cookies! Assets/Product/Texture/Image/BgStory/BgStory568.jpg
|
||||
42 1 75 1 0 2 0 3 0 1 0 2 0 3 1004036 Use Tinbread Cookiess to purchase items for adventure Having gotten your supplies, you say goodbye to Shark-speare and continue with your journey. Continue Joruney Shark-speare Sale Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare W-Welcome to Shark-speare Sale... Give me Tinbread Cookies... Cookies! Assets/Product/Texture/Image/BgStory/BgStory568.jpg
|
||||
43 1 75 3 0 1 0 4 0 4 0 3 0 4 1004036 Use Tinbread Cookiess to purchase items for adventure Having gotten your supplies, you say goodbye to Shark-speare and continue with your journey. Continue Joruney Shark-speare Sale Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare W-Welcome to Shark-speare Sale... Give me Tinbread Cookies... Cookies! Assets/Product/Texture/Image/BgStory/BgStory568.jpg
|
||||
44 1 75 1 0 2 0 4 0 4 0 2 0 4 1004036 Use Tinbread Cookiess to purchase items for adventure Having gotten your supplies, you say goodbye to Shark-speare and continue with your journey. Continue Joruney Shark-speare Sale Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare W-Welcome to Shark-speare Sale... Give me Tinbread Cookies... Cookies! Assets/Product/Texture/Image/BgStory/BgStory568.jpg
|
||||
51 1 75 4 0 4 0 4 0 4 0 4 0 4 1004036 Use Tinbread Cookiess to purchase items for adventure Having gotten your supplies, you say goodbye to Shark-speare and continue with your journey. Continue Joruney Shark-speare Sale Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare W-Welcome to Shark-speare Sale... Give me Tinbread Cookies... Cookies! Assets/Product/Texture/Image/BgStory/Bgstory623.jpg
|
||||
52 1 75 1 0 2 0 3 0 1 0 2 0 3 1004036 Use Tinbread Cookiess to purchase items for adventure Having gotten your supplies, you say goodbye to Shark-speare and continue with your journey. Continue Joruney Shark-speare Sale Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare W-Welcome to Shark-speare Sale... Give me Tinbread Cookies... Cookies! Assets/Product/Texture/Image/BgStory/Bgstory623.jpg
|
||||
53 1 75 3 0 1 0 4 0 4 0 3 0 4 1004036 Use Tinbread Cookiess to purchase items for adventure Having gotten your supplies, you say goodbye to Shark-speare and continue with your journey. Continue Joruney Shark-speare Sale Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare W-Welcome to Shark-speare Sale... Give me Tinbread Cookies... Cookies! Assets/Product/Texture/Image/BgStory/Bgstory623.jpg
|
||||
54 1 75 1 0 2 0 4 0 4 0 2 0 4 1004036 Use Tinbread Cookiess to purchase items for adventure Having gotten your supplies, you say goodbye to Shark-speare and continue with your journey. Continue Joruney Shark-speare Sale Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare W-Welcome to Shark-speare Sale... Give me Tinbread Cookies... Cookies! Assets/Product/Texture/Image/BgStory/Bgstory623.jpg
|
||||
61 1 75 4 0 4 0 4 0 4 0 4 0 4 1004036 Tinbread Cookies can also be used to purchase items? You say goodbye to Shark-speare. And the reality is right in front of you. Go! Continue Joruney Shark-speare... Sale? Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare Y-you didn't expect to see me here, did you...? Assets/Product/Texture/Image/BgStory/BgStory594.jpg
|
||||
62 1 75 1 0 2 0 3 0 1 0 2 0 3 1004036 Tinbread Cookies can also be used to purchase items? You say goodbye to Shark-speare. And the reality is right in front of you. Go! Continue Joruney Shark-speare... Sale? Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare Y-you didn't expect to see me here, did you...? Assets/Product/Texture/Image/BgStory/BgStory594.jpg
|
||||
63 1 75 3 0 1 0 4 0 4 0 3 0 4 1004036 Tinbread Cookies can also be used to purchase items? You say goodbye to Shark-speare. And the reality is right in front of you. Go! Continue Joruney Shark-speare... Sale? Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare Y-you didn't expect to see me here, did you...? Assets/Product/Texture/Image/BgStory/BgStory594.jpg
|
||||
64 1 75 1 0 2 0 4 0 4 0 2 0 4 1004036 Tinbread Cookies can also be used to purchase items? You say goodbye to Shark-speare. And the reality is right in front of you. Go! Continue Joruney Shark-speare... Sale? Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare Y-you didn't expect to see me here, did you...? Assets/Product/Texture/Image/BgStory/BgStory594.jpg
|
||||
15 1 75 4 0 5 0 4 0 4 0 4 0 4 1004036 Use Tinbread Cookiess to purchase items for adventure Having gotten your supplies, you say goodbye to Shark-speare and continue with your journey. Continue Joruney Shark-speare Sale Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare W-Welcome to Shark-speare Sale... Give me Tinbread Cookies... Cookies! Assets/Product/Texture/Image/BgStory/Bgstory388.png
|
||||
25 1 75 4 0 5 0 4 0 4 0 4 0 4 1004036 Use Tinbread Cookiess to purchase items for adventure Having gotten your supplies, you say goodbye to Shark-speare and continue with your journey. Continue Joruney Shark-speare Sale Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare W-Welcome to Shark-speare Sale... Give me Tinbread Cookies... Cookies! Assets/Product/Texture/Image/BgStory/Bgstory361.png
|
||||
35 1 75 4 0 5 0 4 0 4 0 4 0 4 1004036 Use Tinbread Cookiess to purchase items for adventure Having gotten your supplies, you say goodbye to Shark-speare and continue with your journey. Continue Joruney Shark-speare Sale Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare W-Welcome to Shark-speare Sale... Give me Tinbread Cookies... Cookies! Assets/Product/Texture/Image/BgStory/Bgstory411.jpg
|
||||
45 1 75 4 0 5 0 4 0 4 0 4 0 4 1004036 Use Tinbread Cookiess to purchase items for adventure Having gotten your supplies, you say goodbye to Shark-speare and continue with your journey. Continue Joruney Shark-speare Sale Assets/Product/Texture/Image/RoleStory/BiancaTheatreShashibierNormal02.png Shark-speare W-Welcome to Shark-speare Sale... Give me Tinbread Cookies... Cookies! Assets/Product/Texture/Image/BgStory/BgStory568.jpg
|
||||
@@ -0,0 +1,32 @@
|
||||
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|
||||
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|
||||
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<EFBFBD><EFBFBD>Z~<7E><><EFBFBD><EFBFBD>" <20><<3C>h<EFBFBD>bNe<>7<EFBFBD><37><EFBFBD><EFBFBD><EFBFBD>V<EFBFBD><56>Id GroupId ItemType ItemId TicketId Weight Price
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|
||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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||||
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|
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
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|
||||
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||||
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|
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|
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|
||||
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||||
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|
||||
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||||
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||||
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|
||||
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|
||||
Binary file not shown.
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|
||||
<1D>*<12><><EFBFBD>5<EFBFBD><35><EFBFBD><EFBFBD>+gz<67>·<EFBFBD>'I<0F><EFBFBD><7F><< (<28>Ud<>1x<31><78>!Gx<47><zs<7A>H<EFBFBD><48>Vp<56><70>y<EFBFBD>UB<55>~+<>c ]&T<><54>.<2E>e<>L_<4C><5F>G߭L{<7B>U<55>Wh<05><><EFBFBD><EFBFBD><EFBFBD>DL<44>ђ<EFBFBD><D192><EFBFBD>-<2D>+<2B><>S)<01><>F<><1C>Id Quality RefreshCount RecruitCount LeastRecruitCount GroupId[1] GroupId[2] GroupId[3] Name Desc Icon IsSpecial
|
||||
1001 4 1 1 1 1001 1002 1003 Invitation of Fire Lv.1 Fire frame guaranteed in the first recruitment slot Assets/Product/Texture/Image/IconTools/IconRougeItem026.png
|
||||
2001 4 1 1 1 2001 2002 2003 Invitation of Ice Lv.1 Ice frame guaranteed in the first recruitment slot Assets/Product/Texture/Image/IconTools/IconRougeItem025.png
|
||||
3001 4 1 1 1 3001 3002 3003 Invitation of Dark Lv.1 Dark frame guaranteed in the first recruitment slot Assets/Product/Texture/Image/IconTools/IconRougeItem023.png
|
||||
4001 4 1 1 1 4001 4002 4003 Invitation of Lightning Lv.1 Lightning frame guaranteed in the first recruitment slot Assets/Product/Texture/Image/IconTools/IconRougeItem024.png
|
||||
5001 4 1 1 1 5001 5002 5003 Invitation of Blade Lv.1 Physical frame guaranteed in the first recruitment slot Assets/Product/Texture/Image/IconTools/IconRougeItem027.png
|
||||
1002 5 1 1 1 1004 1005 1006 Invitation of Fire Lv.2 S-Rank Fire Omniframe guaranteed in the first recruitment slot Assets/Product/Texture/Image/IconTools/IconRougeItem026.png 1
|
||||
2002 5 1 1 1 2004 2005 2006 Invitation of Ice Lv.2 S-Rank Ice Omniframe guaranteed in the first recruitment slot Assets/Product/Texture/Image/IconTools/IconRougeItem025.png 1
|
||||
3002 5 1 1 1 3004 3005 3006 Invitation of Dark Lv.2 S-Rank Dark Omniframe guaranteed in the first recruitment slot Assets/Product/Texture/Image/IconTools/IconRougeItem023.png 1
|
||||
4002 5 1 1 1 4004 4005 4006 Invitation of Lightning Lv.2 S-Rank Lightning Omniframe guaranteed in the first recruitment slot Assets/Product/Texture/Image/IconTools/IconRougeItem024.png 1
|
||||
5002 5 1 1 1 5004 5005 5006 Invitation of Blade Lv.2 S-Rank Physical Omniframe guaranteed in the first recruitment slot Assets/Product/Texture/Image/IconTools/IconRougeItem027.png 1
|
||||
1003 4 1 1 0 1001 1002 1003 Invitation of Fire Lv.1 Fire frame guaranteed in the first recruitment slot Assets/Product/Texture/Image/IconTools/IconRougeItem026.png
|
||||
2003 4 1 1 0 2001 2002 2003 Invitation of Ice Lv.1 Ice frame guaranteed in the first recruitment slot Assets/Product/Texture/Image/IconTools/IconRougeItem025.png
|
||||
3003 4 1 1 0 3001 3002 3003 Invitation of Dark Lv.1 Dark frame guaranteed in the first recruitment slot Assets/Product/Texture/Image/IconTools/IconRougeItem023.png
|
||||
4003 4 1 1 0 4001 4002 4003 Invitation of Lightning Lv.1 Lightning frame guaranteed in the first recruitment slot Assets/Product/Texture/Image/IconTools/IconRougeItem024.png
|
||||
5003 4 1 1 0 5001 5002 5003 Invitation of Blade Lv.1 Physical frame guaranteed in the first recruitment slot Assets/Product/Texture/Image/IconTools/IconRougeItem027.png
|
||||
9001 4 1 1 0 9001 9001 9001 Mysterious Invitation Lv.1 All types of frames will appear randomly in the recruitment slots Assets/Product/Texture/Image/IconTools/IconRougeItem028.png
|
||||
1004 5 1 1 0 1004 1005 1006 Invitation of Fire Lv.2 S-Rank Fire Omniframe guaranteed in the first recruitment slot Assets/Product/Texture/Image/IconTools/IconRougeItem026.png
|
||||
2004 5 1 1 0 2004 2005 2006 Invitation of Ice Lv.2 S-Rank Ice Omniframe guaranteed in the first recruitment slot Assets/Product/Texture/Image/IconTools/IconRougeItem025.png
|
||||
3004 5 1 1 0 3004 3005 3006 Invitation of Dark Lv.2 S-Rank Dark Omniframe guaranteed in the first recruitment slot Assets/Product/Texture/Image/IconTools/IconRougeItem023.png
|
||||
4004 5 1 1 0 4004 4005 4006 Invitation of Lightning Lv.2 S-Rank Lightning Omniframe guaranteed in the first recruitment slot Assets/Product/Texture/Image/IconTools/IconRougeItem024.png
|
||||
5004 5 1 1 0 5004 5005 5006 Invitation of Blade Lv.2 S-Rank Physical Omniframe guaranteed in the first recruitment slot Assets/Product/Texture/Image/IconTools/IconRougeItem027.png
|
||||
9002 5 1 1 0 9002 9003 9003 Mysterious Invitation Lv.2 All types of frames will appear randomly in the recruitment slots. But an S-Rank Omniframe is guaranteed in the first slot. Assets/Product/Texture/Image/IconTools/IconRougeItem028.png
|
||||
@@ -0,0 +1,25 @@
|
||||
$<24>RL<>RK<52><4B>YO<59>Ð<0C>gW<>N<><4E>k~I@O<><4F>_<16>]5<19><><EFBFBD><EFBFBD>SY<53><05>0<EFBFBD>~+1<><31><1D><0E>j<EFBFBD><6A><EFBFBD>`<60>$<06><><EFBFBD>{<1D><><EFBFBD><EFBFBD>)K<>*<1A>q<EFBFBD>uo"<22><>!<21>5RM<52>!<21>
|
||||
<EFBFBD><EFBFBD>)3Qǚ~2F<><46><EFBFBD>І<EFBFBD>C><3E>ZY<5A>0Id GroupId TicketId Weight NodeRepeatable GameRepeatable ConditionId
|
||||
1 1 1003 80 0 1
|
||||
2 1 2003 80 0 1
|
||||
3 1 3003 80 0 1
|
||||
4 1 4003 80 0 1
|
||||
5 1 5003 80 0 1
|
||||
6 1 9001 80 0 1
|
||||
7 1 1004 20 0 1
|
||||
8 1 2004 20 0 1
|
||||
9 1 3004 20 0 1
|
||||
10 1 4004 20 0 1
|
||||
11 1 5004 20 0 1
|
||||
12 1 9002 20 0 1
|
||||
13 2 1003 50 0 1
|
||||
14 2 2003 50 0 1
|
||||
15 2 3003 50 0 1
|
||||
16 2 4003 50 0 1
|
||||
17 2 5003 50 0 1
|
||||
18 2 9001 50 0 1
|
||||
19 2 1004 50 0 1
|
||||
20 2 2004 50 0 1
|
||||
21 2 3004 50 0 1
|
||||
22 2 4004 50 0 1
|
||||
23 2 5004 50 0 1
|
||||
@@ -0,0 +1,7 @@
|
||||
u<EFBFBD><EFBFBD>իMO
|
||||
<EFBFBD><EFBFBD>Ďg<EFBFBD><EFBFBD><EFBFBD><EFBFBD>;<3B>@<40>\<03>~L<><4C><EFBFBD>V;<3B>_Jw<4A>D<EFBFBD> <20><>(M<><4D>x<EFBFBD>1'<27>E<12><>z<EFBFBD>ב<EFBFBD>{(<1C>
|
||||
<09>n7<6E>,<2C>&<26><>|h֖<68><D696>B%<25><><EFBFBD><EFBFBD>n'Yf/<2F>J<EFBFBD><4A><EFBFBD>|3<><13>Q<EFBFBD>[<5B><>~rĎľS7<53><37><EFBFBD>`<60>ʏ<EFBFBD><16> Id Count Score
|
||||
1 1 30
|
||||
2 2 70
|
||||
3 3 120
|
||||
4 4 180
|
||||
Binary file not shown.
@@ -0,0 +1,25 @@
|
||||
<08>=<3D>8<EFBFBD><38>A<EFBFBD>e<EFBFBD><65><EFBFBD><EFBFBD>8<><38><EFBFBD>D6)?N;<3B>g@mz%܃A<DC83><41><EFBFBD><EFBFBD>79<><39><EFBFBD>b<EFBFBD><62>ugf<67><66><EFBFBD><EFBFBD>$1d<31><64><18>}<7D>˷<EFBFBD>a<EFBFBD><61><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>s<EFBFBD>`<60>;<3B>Ũ1<C5A8>\A<><41><EFBFBD><EFBFBD>43<34>5$תJ<D7AA>3<EFBFBD><33>b<EFBFBD>vT<76><54><EFBFBD>y.<2E>G<0B><>Z<EFBFBD><5A>Id UnlockPrice EffectGroupId PreStrengthenIds[1] PreStrengthenIds[2] PreStrengthenIds[3] Name Desc Icon GroupId ActiveLinesIndex[1] ActiveLinesIndex[2] ActiveLinesIndex[3]
|
||||
1 200 51001 ATK Boost ATK increases by 5% Assets/Product/Texture/Image/UiBabelTower/UiBabelTowerChallengeIcon21011.png 1 1
|
||||
2 200 51002 1 HP Up Max HP increases by 5% Assets/Product/Texture/Image/UiBabelTower/UiBabelTowerChallengeIcon21001.png 1 4 6
|
||||
3 200 51003 2 DMG Boost Extra DMG Bonus increases by 5% Assets/Product/Texture/Image/UiBabelTower/UiBabelTowerChallengeIcon21061.png 1
|
||||
4 250 51004 2 5 6 Shark-speare Sale Enhancement Sale Slots in Shark-speare Sale +1 Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreIconSkill05.png 1
|
||||
5 200 51005 Overall Enhancement All basic stats (ATK, HP, CRIT, DEF) increase by 2% Assets/Product/Texture/Image/UiBabelTower/UiBabelTowerChallengeIcon21121.png 1 2
|
||||
6 200 50006 7 Default Biomimetic Blood Boost Has 1 additional bottle of Biomimetic Blood at the beginning of the game Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreIconSkill06.png 1 7 5
|
||||
7 200 50007 Default Tinbread Cookie Boost Has 3 more Tinbread Cookies at the beginning of the game Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreIconSkill07.png 1 3
|
||||
8 200 50005 6 Shark-speare Sale Enhancement Item Discount Slots in Shark-speare Sale +1 Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreIconSkill05.png 1
|
||||
9 250 51011 4 ATK Boost ATK increases by 5% Assets/Product/Texture/Image/UiBabelTower/UiBabelTowerChallengeIcon21011.png 2 1
|
||||
10 250 51012 9 HP Up Max HP increases by 5% Assets/Product/Texture/Image/UiBabelTower/UiBabelTowerChallengeIcon21001.png 2 4 6
|
||||
11 250 51013 10 DMG Boost Extra DMG Bonus increases by 5% Assets/Product/Texture/Image/UiBabelTower/UiBabelTowerChallengeIcon21061.png 2
|
||||
12 300 50012 10 13 14 Completion Rewards Up Grants 10% more [Downfall Crystal] and [Curse-Dispelling Chapters] following the adventure result calculation Assets/Product/Texture/Image/UiBabelTower/UiBabelTowerChallengeIcon33111.png 2
|
||||
13 250 51014 4 Overall Enhancement All basic stats (ATK, HP, CRIT, DEF) increase by 2% Assets/Product/Texture/Image/UiBabelTower/UiBabelTowerChallengeIcon21121.png 2 2
|
||||
14 250 50014 15 Default Biomimetic Blood Boost Has 1 additional bottle of Biomimetic Blood at the beginning of the game Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreIconSkill06.png 2 7 5
|
||||
15 250 50015 4 Default Tinbread Cookie Boost Has 3 more Tinbread Cookies at the beginning of the game Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreIconSkill07.png 2 3
|
||||
16 250 50021 14 Shark-speare Sale Enhancement Increases the discount percentage in Shark-speare Sale. Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreIconSkill05.png 2
|
||||
17 300 51021 12 ATK Boost ATK increases by 5% Assets/Product/Texture/Image/UiBabelTower/UiBabelTowerChallengeIcon21011.png 3 1
|
||||
18 300 51022 17 HP Up Max HP increases by 5% Assets/Product/Texture/Image/UiBabelTower/UiBabelTowerChallengeIcon21001.png 3 4 6
|
||||
19 300 51023 18 DMG Boost Extra DMG Bonus increases by 5% Assets/Product/Texture/Image/UiBabelTower/UiBabelTowerChallengeIcon21061.png 3
|
||||
20 300 51024 18 21 22 Advanced DMG Boost Further increases Physical/Fire/Lightning/Ice DMG by 10% Assets/Product/Texture/Image/UiBabelTower/UiBabelTowerChallengeIcon1.png 3
|
||||
21 300 51025 12 Overall Enhancement All basic stats (ATK, HP, CRIT, DEF) increase by 2% Assets/Product/Texture/Image/UiBabelTower/UiBabelTowerChallengeIcon21121.png 3 2
|
||||
22 300 50022 23 Default Biomimetic Blood Boost Has 1 additional bottle of Biomimetic Blood at the beginning of the game Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreIconSkill06.png 3 7 5
|
||||
23 300 50023 12 Default Tinbread Cookie Boost Has 3 more Tinbread Cookies at the beginning of the game Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreIconSkill07.png 3 3
|
||||
24 300 50020 22 Recruitment Refresh Boost Character Recruitment Refresh Attempts +1 Assets/Product/Texture/Image/UiBiancaTheatre/BiancaTheatreIconSkill04.png 3
|
||||
@@ -0,0 +1,44 @@
|
||||
>xc<78>bt7<74><37><EFBFBD>ؗ[b<>I<EFBFBD><49><EFBFBD><EFBFBD>;<3B><>y<EFBFBD><79><EFBFBD>cPᶃl<1B>M<EFBFBD>C<EFBFBD><43><1E><>AXx<58>lJ<18>sH<73>؎ϊ<D88E><CF8A><EFBFBD><EFBFBD>.<2E><><EFBFBD>4l<34><6C>`N34<33>V<EFBFBD><56><EFBFBD>2<1C><>u<EFBFBD><75><EFBFBD><17><>2K<32>AH<41>5<EFBFBD><35><EFBFBD>C<EFBFBD>z<EFBFBD><7A><EFBFBD>c<15><><EFBFBD>~7s#<><D7AC><15>Id Desc ResetType Type Params[1] Params[2] Params[3] Params[4]
|
||||
101 Tinbread Cookies Obtained Directly +10 1 1 96119 10
|
||||
102 Tinbread Cookies Obtained Directly +20 1 1 96119 20
|
||||
103 Tinbread Cookies Obtained Directly +30 1 1 96119 30
|
||||
104 Guaranteed Tinbread Cookies Dropped in Battle +2 1 3 2
|
||||
105 Guaranteed Tinbread Cookies Dropped in Battle +4 1 3 4
|
||||
106 Guaranteed Tinbread Cookies Dropped in Battle +6 1 3 6
|
||||
107 Bonus Tinbread Cookies at Node +2 1 4 96119 2
|
||||
108 Bonus Tinbread Cookies at Node +3 1 4 96119 3
|
||||
109 Biomimetic Blood Obtained Directly +3 1 1 96120 3
|
||||
110 Biomimetic Blood Obtained Directly +6 1 1 96120 6
|
||||
111 Biomimetic Blood Obtained Directly +9 1 1 96120 9
|
||||
112 Biomimetic Blood Obtained Directly +12 1 1 96120 12
|
||||
113 Bonus Biomimetic Blood per Node +1 1 4 96120 1
|
||||
114 Bonus Recruitment Voucher Refresh Attempts +1. 1 5 1
|
||||
115 Shop Discount Slots +2. 1 7 2
|
||||
116 All Recruitment Vouchers' Bonus Recruitment Attempts +1. 1 6 1
|
||||
117 All Item Boxes have a 100% more chance to give a Rare item 1 8 4 2
|
||||
118 All Item Boxes have a 100% more chance to give a Legendary item 1 8 5 2
|
||||
119 Default Coins +3 permanently 2 10 96119 3
|
||||
120 Default Serum +1 permanently 2 10 96120 1
|
||||
121 Shop Discount Slots +1 permanently 2 7 1
|
||||
122 Recruitment Voucher Refresh Attempts +1 permanently 2 5 1
|
||||
123 Default Coins +3 permanently 2 10 96119 3
|
||||
124 Default Serum +1 permanently 2 1 96120 1
|
||||
125 Recruitment Voucher Refresh Attempts +1 permanently 2 5 1
|
||||
126 Points by Result Calculation +1 permanently 2 12 1.1
|
||||
127 Default Coins +3 permanently 2 10 96119 3
|
||||
128 Default Serum +1 permanently 2 10 96120 1
|
||||
129 Discount of Discount Shop Products +25% permanently 2 11 0.75
|
||||
130 Recruitment Voucher Refresh Attempts +1 permanently 2 5 1
|
||||
131 Bonus default Biomimetic Blood ×2 1 1 96120 2
|
||||
132 Has additional Tinbread Cookie ×8 at the beginning of the game 1 1 96119 8
|
||||
133 Recruitment Refresh Attempts +1 1 5 1
|
||||
134 Slightly increases the chance of recruiting S-Rank characters 1 13 1.5
|
||||
135 Immediately gives a random Artifact 1 14 101
|
||||
136 A bonus collectible in Chapter 3 of the first game 1 15 3 102
|
||||
137 A bonus collectible in Chapter 5 of the first game 1 15 5 103
|
||||
138 A bonus collectible in Chapter 3 of the second game 1 15 9 102
|
||||
139 A bonus collectible in Chapter 5 of the second game 1 15 11 103
|
||||
140 Drops one more random Artifact in the Hard battle 1 16
|
||||
141 Default Tinbread Cookie ×5 1 1 96119 5
|
||||
142 Default Biomimetic Blood ×3 1 1 96120 3
|
||||
143 Each Artifact grants 10% Extra DMG Bonus (Pass Value) 1 9
|
||||
BIN
Resources/table/share/biancatheatre/BiancaTheatreTeam.tab.bytes
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BIN
Resources/table/share/biancatheatre/BiancaTheatreTeam.tab.bytes
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Binary file not shown.
47
Resources/table/share/character/Character.tab.bytes
Normal file
47
Resources/table/share/character/Character.tab.bytes
Normal file
@@ -0,0 +1,47 @@
|
||||
A
|
||||
<EFBFBD>#\b"<22>%<25>O!e<>ֆ<EFBFBD>u<EFBFBD><75>L<EFBFBD>`<60>p<EFBFBD><70>'Hq<48><71>_i<5F><69><EFBFBD>s<><73><EFBFBD>h<EFBFBD><68><EFBFBD>'<27>8P<11><0F>_<EFBFBD>pXd<17><EFBFBD>2<EFBFBD>f<EFBFBD>9KX<4B><58><19><><EFBFBD>0<><1D>Ԟ?<3F><><EFBFBD>R$?i<>*PN<50><EFBFBD><D7B6>3<>f<EFBFBD><66><EFBFBD> W$7<><37><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ZlId Name TradeName LogName EnName Type Sex Intro StoryChapterId ItemId LevelUpTemplateId Priority EquipType EquipId EmotionIcon Foreshow DefaultNpcFashtionId CaptainSkillId MissionInfo NeedFirstShow Code Element ShowTimeId LinkageType
|
||||
1011002 Lee Palefire Lee: Palefire Lee 1 2 Member of Gray Raven. Somewhat aloof in manner. Good at computers and machines, he is responsible for Gray Raven's hardware and technical issues. 1 501 1 100 1 2013001 Assets/Product/Texture/Image/IconType/IconCharacter3.png 0 6110101 101222 I'm back. Here is the data you need. 0 BPN-06 2
|
||||
1021001 Lucia Lotus Lucia: Lotus Lucia 1 1 The leader of Gray Raven. Brave and selfless, she is ever at the frontline of the war against the Corrupted. 1 502 1 80 2 2022001 Assets/Product/Texture/Image/IconType/IconCharacter3.png 0 6210101 102122 Mission accomplished. 0 BPL-01 2
|
||||
1031001 Liv Eclipse Liv: Eclipse Liv 1 1 A member of Gray Raven. As one of the newest support Constructs, she's the anchor of the team. 1 503 1 90 3 2032001 Assets/Product/Texture/Image/IconType/IconCharacter2.png 0 6310101 103122 I'm back. Everything seems new and fresh... 0 BPN-08 1
|
||||
1041002 Bianca Zero Bianca: Zero Bianca 1 1 Leader of the Purifying Force, elegant yet cold, always performing her orders to perfection. 1 504 1 400 4 2043001 Assets/Product/Texture/Image/IconType/IconCharacter3.png 0 6410101 104222 Completed per your instructions. 0 BPO-87 1
|
||||
1051001 Nanami Storm Nanami: Storm Nanami 1 1 Fun-loving yet mysterious and elusive, her hobby is observing humans, with a practical joke or two mixed in. 1 505 1 300 5 2053001 Assets/Product/Texture/Image/IconType/IconCharacter1.png 0 6510101 105122 Nanami just made a huge discovery! 0 MPL-00 1
|
||||
1061002 Kamui Bastion Kamui: Bastion Kamui 1 2 Member of Strike Hawk, an outstanding solo operator. He is friendly and helpful, but his carelessness always gets him into trouble. 1 506 1 200 6 2063001 Assets/Product/Texture/Image/IconType/IconCharacter1.png 0 6610101 106222 Hey! Missed me? 0 BPE-72 1
|
||||
1071002 Karenina Blast Karenina: Blast Karenina 1 1 Trained at the Cosmos Technicians Union and a member of the Engineering Force, the fiery Karenina solves problems by blowing them up. The Purifying Force finds this useful. 1 507 1 500 7 2073001 Assets/Product/Texture/Image/IconType/IconCharacter3.png 0 6710101 107222 I did better than Lucia, and you know it. 0 BPD-72 2
|
||||
1081002 Watanabe Nightblade Watanabe: Nightblade Watanabe 1 2 Leader of the Forsaken, who chose to leave Babylonia to protect Oasis with his comrades who have been forgotten by the world. 1 508 1 600 8 2083001 Assets/Product/Texture/Image/IconType/IconCharacter3.png 0 6810101 108222 I hope you are satisfied with the results... 0 BPO-29 1
|
||||
1021002 Lucia Dawn Lucia: Dawn Lucia 1 1 Lucia's signature frame. As graceful as it is powerful, its mere appearance on the battlefield inspires its allies, earning it the "Dawn" sobriquet. 1 512 1 800 2 2023001 Assets/Product/Texture/Image/IconType/IconCharacter3.png 0 6210201 102222 Please check the mission report. 0 BPL-01 4
|
||||
1031002 Liv Lux Liv: Lux Liv 1 1 Liv has cut her hair as a statement of her strong will to return to the battlefield. 1 513 1 700 3 2033001 Assets/Product/Texture/Image/IconType/IconCharacter2.png 0 6310201 103222 I hope I did not let you down... 0 BPN-08 4
|
||||
1011003 Lee Entropy Lee: Entropy Lee 1 2 The limits have been broken. Past and present intertwine. Lee dominates the battlefield with superior computing power. 1 521 1 900 1 2013001 Assets/Product/Texture/Image/IconType/IconCharacter3.png 0 6110301 101322 Did you think I could fail? 0 BPN-06 1
|
||||
1031003 Liv Luminance Liv: Luminance Liv 1 1 Behind the strength of Liv's heart is a simple dream, and such purity is why this frame is so powerful. 1 523 1 1000 3 2033001 Assets/Product/Texture/Image/IconType/IconCharacter2.png 0 6310301 103322 For everyone's future. 0 BPN-08 1
|
||||
1061003 Kamui Tenebrion Kamui: Tenebrion Kamui 1 2 The result of Kamui's control over the Tenebrion that he was imbued with. This frame is able to switch freely between the two battle forms. 1 516 1 1100 6 2063001 Assets/Product/Texture/Image/IconType/IconCharacter1.png 0 6610301 106322 This was too easy, Commandant. 0 BPE-72 5
|
||||
1071003 Karenina Ember Karenina: Ember Karenina 1 1 Taking off her jacket and releasing the weapon restriction, Karenina is able to unleash the full force of her flaming wrath to burn away everything in her way. 1 517 1 1200 7 2073001 Assets/Product/Texture/Image/IconType/IconCharacter3.png 0 6710301 107322 I might not go the next time if I don't get praised... 0 BPD-72 2
|
||||
1051003 Nanami Pulse Nanami: Pulse Nanami 1 1 Nanami's enhanced model, equipped with IR-005 propulsion wheels, allowing her to speed across the battlefield at ease. "Hehe, you can only see Nanami's afterimages now." 1 515 1 1300 5 2053001 Assets/Product/Texture/Image/IconType/IconCharacter1.png 0 6510301 105322 Nanami's always the first one back! 0 MPL-00 2
|
||||
1021003 Lucia Crimson Abyss Lucia: Crimson Abyss Lucia 1 1 A mysterious enemy encountered by Gray Raven in City 015. Powerful yet mercurial. 1 522 1 1400 2 2023001 Assets/Product/Texture/Image/IconType/IconCharacter3.png 0 6210301 102322 Leave it to other Constructs next time. 0 α 1
|
||||
1081003 Watanabe Astral Watanabe: Astral Watanabe 1 2 A frame specially designed to control spacecraft. It was used by Watanabe when he served in the Task Force. 1 528 1 1500 8 2083001 Assets/Product/Texture/Image/IconType/IconCharacter3.png 0 6810301 108322 The battle result is good enough. 0 BPO-29 5
|
||||
1091002 Ayla Brilliance Ayla: Brilliance Ayla 1 1 An Archaeological Team member from the World Government Association of Art in Babylonia. The "new blood" of Babylonia. Loves art with a passion. 1 509 1 850 9 2093001 Assets/Product/Texture/Image/IconType/IconCharacter1.png 0 6910101 109222 It's given me a great inspiration! 0 BPF-22 1
|
||||
1041003 Bianca Veritas Bianca: Veritas Bianca 1 1 An illegally modified frame born during the time when the Construct tech was not mature. It can cause charge separation to produce lightning as a means of attack. Specializes in long-distance sniping. 1 514 1 1600 4 2043001 Assets/Product/Texture/Image/IconType/IconCharacter3.png 0 6410301 104322 Annihilating all enemies is my duty. 0 BPO-87 4
|
||||
1111002 Sophia Silverfang Sophia: Silverfang Sophia 1 1 External support for Gray Raven, Sophia also functions as an envoy for the Akdilek Commercial Alliance. Born an orphan on the Eternal Engine, now the sharpest blade of its leader Jamilah. 1 531 1 1700 1 2013001 Assets/Product/Texture/Image/IconType/IconCharacter2.png 0 6000101 111222 ...Roger. 0 ADL-22 2
|
||||
1121002 Chrome Arclight Chrome: Arclight Chrome 1 2 The leader of the Strike Hawk. Capable of relaying important intel through a secure and stable channel. He values the flawless completion of missions, and also the safety of all his teammates. 1 539 1 1800 9 2093001 Assets/Product/Texture/Image/IconType/IconCharacter1.png 0 6000201 112222 The one that advances wins! 0 BPE-07 4
|
||||
1021004 Lucia Plume Lucia: Plume Lucia 1 1 Babylonia developed this latest frame specifically for Lucia based on Gray Raven's experience and the data collected from Alpha. 1 532 1 1900 2 2023001 Assets/Product/Texture/Image/IconType/IconCharacter3.png 0 6210401 102422 Let's go. Victory will be ours. 0 BPL-01 3
|
||||
1131002 Vera Rozen Vera: Rozen Vera 1 1 Leader of Cerberus, and the backbone of Babylonia's long-range connection field test team. Vera's extreme methods and belligerent, elusive demeanor have put her at the center of many a controversy. 1 533 1 2000 2 2023001 Assets/Product/Texture/Image/IconType/IconCharacter2.png 0 6000301 113222 A M.I.N.D.-linking Commandant, huh... Try not to disappoint me. 0 BPN-13 5
|
||||
1511003 Camu Crocotta Camu: Crocotta Kamu 2 2 An Alternant that was once a repressed alter-ego in Kamui's M.I.N.D., Camu has been given his own unit by Babylonia, and now specializes in operations in and around heavily-Corrupted Dead Zones. 1 534 1 2010 10 2104001 Assets/Product/Texture/Image/IconType/IconCharacter4.png 0 6000401 115222 So that's how it is... What a disgusting world this is. 0 EXN-03 5
|
||||
1141003 Rosetta Rigor Rosetta: Rigor Rosetta 1 1 Leader of the original Forest Guard, Rosetta has been taken in by Babylonia, designated as a special unit, and redeployed onto the battlefield in a more humanoid form. 1 535 1 2020 11 2114001 Assets/Product/Texture/Image/IconType/IconCharacter4.png 0 6000501 114322 FALL! 0 IH-31C 1
|
||||
1521003 Qu Pavo Qu: Pavo Qu 2 1 A Transcendant and the last head of Kowloong. After the Battle of Kowloong, she has gone into hiding and continued with her ambition to achieve the Tabula Akasha. 1 536 1 2030 13 2134001 Assets/Product/Texture/Image/IconType/IconCharacter4.png 0 6000701 152322 You're here. 0 KCS-01 1
|
||||
1161002 Changyu Qilin Changyu: Qilin Changyu 1 2 Born in Kowloong and a former member of the theater. He has become a bodyguard on Asslam after many twists and turns. 1 537 1 2040 14 2144001 Assets/Product/Texture/Image/IconType/IconCharacter4.png 0 6000601 116222 Heyas, here to help. Don't worry about paying me, old man Hassen's got it all sorted. 0 ADL-17 3
|
||||
1171003 Luna Laurel Luna: Laurel Luna 1 1 As an agent of the Ascension-Network, this is her complete combat form, in which she can manipulate the Heteromer energy of the Punishing Virus and constructs to deliver attacks with a power that transcends all Ascendants. 1 538 1 2050 17 2174001 Assets/Product/Texture/Image/IconType/IconCharacter4.png 0 6000801 117322 Unnamed 0 CDR-02 5
|
||||
1181003 2B 2B 2B 2B 1 1 2B is an all-purpose battle android from the automated YoRHa infantry. She is equipped with a multitude of blades for close-quarters combat and can attack from range using the POD support system. 1 540 1 2060 12 2125001 Assets/Product/Texture/Image/IconType/IconCharacter3.png 0 6000901 118322 Unnamed 0 2B 1 1
|
||||
1191003 9S 9S 9S 9S 1 2 This unit's official title is Model S, Number 9. While this YoRHa member possesses offensive capabilities, he specializes in survey missions—and is particularly skilled at information gathering and hacking. 1 541 1 2070 16 2165001 Assets/Product/Texture/Image/IconType/IconCharacter2.png 0 6001001 119323 Unnamed 0 9S 1 1
|
||||
1201003 A2 A2 A2 A2 1 1 A YoRHa prototype that specializes in close-quarter combat. Though not presently in use, it was originally created to speed along the implementation of other official models such as 2B and 9S. 1 542 1 2080 15 2155001 Assets/Product/Texture/Image/IconType/IconCharacter1.png 0 6001101 120322 Unnamed 0 A2 1 1
|
||||
1211002 Wanshi Hypnos Wanshi: Hypnos Wanshi 1 2 As a Strike Hawk member, Wanshi always has a sleepy look. But once you get to know him better, you will realize he can be very trustworthy when things have gone bad. 1 543 1 2090 18 2184001 Assets/Product/Texture/Image/IconType/IconCharacter1.png 0 6001201 121222 Unnamed 0 BPE-47 3
|
||||
1531003 Selena Tempest Selena: Tempest Selena 2 1 Formerly a member of the Archaeological Team, Selena used to have a great singing voice. She was also known for her talent in art and her gentle yet resilient nature. After being rescued by an Ascendant following the space station and Red Tide incidents, she is now a Transcendant. 1 544 1 2100 19 2194001 Assets/Product/Texture/Image/IconType/IconCharacter4.png 0 6001301 153322 Unnamed 0 BPF-06 4
|
||||
1121003 Chrome Glory Chrome: Glory Chrome 1 2 The second specialized frame of Babylonia's mid-term military Construct development plan. It has been adjusted and optimized based on Chrome's request. 1 545 1 2110 20 2204001 Assets/Product/Texture/Image/IconType/IconCharacter1.png 0 6001401 112322 Unnamed 0 BPE-07 3
|
||||
1221002 No.21 XXI No.21·XXI No.21 1 1 Originally a Daedalus corporation experimental subject, and was recycled during a mission conducted by Kurono. Later, she was transferred to Babylonia's Task Force with Vera. She is gloomy and seemingly expressionless in appearance. However, she becomes exceptionally vicious and dangerous under extreme circumstances. 1 546 1 2120 21 2214001 Assets/Product/Texture/Image/IconType/IconCharacter1.png 0 6001501 122222 Unnamed 0 BPH-22 5
|
||||
1131003 Vera Garnet Vera: Garnet Vera 1 1 A frame Vera used in the past. Designed as an advanced, decisive countermeasure against hostile Constructs, it was finally introduced as an official unit not long ago. Its weapon is a specially forged banner spear. 1 547 1 2130 23 2234001 Assets/Product/Texture/Image/IconType/IconCharacter2.png 0 6001601 113322 Unnamed 0 BPN-13 4
|
||||
1541003 Roland Flambeau Roland: Flambeau Rolan 2 2 Originally an actor of the Golden Age, Roland often appears to be cheerful and unpredictable, but he has an earnest nature. 1 548 1 2140 22 2224001 Assets/Product/Texture/Image/IconType/IconCharacter4.png 0 6001701 154322 Unnamed 0 BPB-26 2
|
||||
1031004 Liv Empyrea Liv: Empyrea Liv 1 1 A member of the Gray Raven, who was originally a member of the Star of Life. Polite, kind, and considerate. Looks vulnerable but is able to handle extreme stress. 1 549 1 2150 24 2244001 Assets/Product/Texture/Image/IconType/IconCharacter4.png 0 6001801 103422 Unnamed 0 BPN-08 2
|
||||
1531004 Selena Capriccio Selena: Capriccio Selena 1 1 Selena's backup frame. Made with the support of an artist from WGAA, it is free-spirited and lively like its namesake, but the sentiments it embodies are earnest and solemn. 1 550 1 2160 25 2254001 Assets/Product/Texture/Image/IconType/IconCharacter4.png 0 6001901 153422 Unnamed 0 BPF-06 5
|
||||
1551003 Pulao Dragontoll Pulao: Dragontoll Pulao 2 1 The frame of Pulao, one of the Dragon Children, is not made from conventional components but has been carefully adapted to fit her M.I.N.D., allowing her to make the most of her unusually strong powers. 1 551 1 2170 26 2264001 Assets/Product/Texture/Image/IconType/IconCharacter4.png 0 6002001 155322 Unnamed 0 KCS-54 1
|
||||
1051004 Nanami Starfarer Nanami: Starfarer Nanami 1 1 A frame Nanami made for herself. It is extremely lightweight, but both the technology inside it and its strength have reached a level that is far beyond the level of the human technology nowadays. 1 552 1 2180 27 2274001 Assets/Product/Texture/Image/IconType/IconCharacter4.png 0 6002101 105422 Unnamed 0 MPL-00 2
|
||||
1561003 Haicma Starveil Haicma: Starveil Haicma 2 1 A mechanoid from the Church of Machina that roams Earth in search of the Sagemachina. Compared with other mechanoids, she seems to have other reasons for pursuing this "Sage". 1 553 1 2190 9 2094001 Assets/Product/Texture/Image/IconType/IconCharacter4.png 0 6002201 156322 Unnamed 0 MPA-01 3
|
||||
1071004 Karenina Scire Karenina: Scire Karenina 1 1 A frame Karenina developed for the low-gravity environment on the Moon. The core power system is equipped with a cutting-edge miniaturized gravitation device, allowing for short-term air mobility. 1 554 1 2200 28 2284001 Assets/Product/Texture/Image/IconType/IconCharacter3.png 0 6002301 107422 I won't go next time if you don't praise me. 0 BPD-72 5
|
||||
1571003 Noan Arca Noan: Arca Noan 2 2 The frame "he" created in order to save Noan. It weighed only 41.3 kg at first. A lot of deteriorated parts were used to restrict the movement of the user. Babylonia remodeled it to ensure everything could run smoothly. 1 555 1 2210 29 2294001 Assets/Product/Texture/Image/IconType/IconCharacter4.png 0 6002401 157322 Unnamed 0 BPZ-01 4
|
||||
1041004 Bianca Stigmata Bianca: Stigmata Bianca 1 1 A new specialized frame devised by Kurono based on thorough research into the tissue of the Hetero-Hive Mother. It is equipped with the Phantom Tracer, which can decipher certain information left by the Punishing Virus. 1 556 1 2220 30 2304001 Assets/Product/Texture/Image/IconType/IconCharacter3.png 0 6002501 104422 Unnamed 0 BPO-87 1
|
||||
BIN
Resources/table/share/character/CharacterCareer.tab.bytes
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BIN
Resources/table/share/character/CharacterCareer.tab.bytes
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46
Resources/table/share/character/CharacterShowScore.tab.bytes
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46
Resources/table/share/character/CharacterShowScore.tab.bytes
Normal file
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<EFBFBD><EFBFBD><EFBFBD>;<3B><><EFBFBD><EFBFBD>u<EFBFBD>_sBPX<50><58><EFBFBD><EFBFBD>(&<26>ŚG<C59A><47><EFBFBD>v<EFBFBD>Y<EFBFBD><59><EFBFBD>~<7E>m<EFBFBD><6D>h<EFBFBD>2<EFBFBD>^O<>:<3A>5<1B><>E<EFBFBD><45><EFBFBD><EFBFBD><EFBFBD>^<01><>6<>M<EFBFBD>y9_<39><07>-ې<>)<29><>2CharacterId Quality[1] Quality[2] Quality[3] Quality[4] Quality[5] Quality[6]
|
||||
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|
||||
1021001 1130 1230 1330 1500 1730 1995
|
||||
1031001 1130 1230 1330 1500 1730 1995
|
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||||
1061002 0 1300 1400 1575 1820 2100
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1071002 0 1300 1400 1575 1820 2100
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1021002 0 1300 1400 1575 1820 2100
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1031002 0 1300 1400 1575 1820 2100
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1091002 0 1300 1400 1575 1820 2100
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1111002 0 1300 1400 1575 1820 2100
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1121002 0 1300 1400 1575 1820 2100
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||||
1131002 0 1300 1400 1575 1820 2100
|
||||
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|
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1531004 0 0 2000 2250 2600 3000
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1051004 0 0 2000 2250 2600 3000
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1071004 0 0 2000 2250 2600 3000
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1571003 0 0 2000 2250 2600 3000
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||||
<EFBFBD>R<1F>ב6<D791><EFBFBD>ǜ<EFBFBD><C79C><EFBFBD><EFBFBD>T<EFBFBD><<3C><><EFBFBD><EFBFBD><EFBFBD><07><>)<29>DԨ<44><D4A8><EFBFBD><EFBFBD><EFBFBD>IE<49>SNJ<4E><4A><13><>X8<58>=<3D><14><> U7<55><37> LQ<08><1D><>Te<><65>qI<71>7<EFBFBD>eCharacterId SkillGroupId[1] Pos[1] SkillGroupId[2] Pos[2] SkillGroupId[3] Pos[3] SkillGroupId[4] Pos[4] SkillGroupId[5] Pos[5] SkillGroupId[6] Pos[6] SkillGroupId[7] Pos[7] SkillGroupId[8] Pos[8] SkillGroupId[9] Pos[9] SkillGroupId[10] Pos[10] SkillGroupId[11] Pos[11] SkillGroupId[12] Pos[12] SkillGroupId[13] Pos[13] SkillGroupId[14] Pos[14] SkillGroupId[15] Pos[15] SkillGroupId[16] Pos[16]
|
||||
1011002 1012280 1 1012290 2 1012300 3
|
||||
1021001
|
||||
1031001
|
||||
1041002
|
||||
1051001
|
||||
1061002
|
||||
1071002
|
||||
1081002
|
||||
1021002 1022280 1 1022290 2 1022300 3
|
||||
1031002
|
||||
1011003
|
||||
1031003 1032280 1 1032290 2 1032300 3
|
||||
1061003
|
||||
1071003
|
||||
1051003
|
||||
1021003
|
||||
1081003 1083280 1 1083290 2 1083300 3
|
||||
1091002
|
||||
1041003
|
||||
1111002
|
||||
1121002
|
||||
1021004
|
||||
1131002
|
||||
1511003 1513280 1 1513290 2 1513300 3 1513320 4 1513310 5
|
||||
1141003 1143280 1 1143290 2 1143300 3
|
||||
1521003 1523280 1 1523290 2 1523300 3 1523320 4 1523310 5
|
||||
1161002
|
||||
1171003
|
||||
1181003
|
||||
1191003
|
||||
1201003
|
||||
1211002
|
||||
1531003
|
||||
1121003
|
||||
1221002
|
||||
1131003
|
||||
1541003 1543280 1 1543290 2 1543300 3 1543320 4 1543310 5
|
||||
1031004
|
||||
1531004
|
||||
1551003 1553280 1 1553290 2 1553300 3 1553320 4 1553310 5
|
||||
1051004
|
||||
1561003 1563280 1 1563290 2 1563300 3 1563320 4 1563310 5
|
||||
1071004
|
||||
1571003 1573280 1 1573290 2 1573300 3 1573320 4 1573310 5
|
||||
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|
||||
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|
||||
^<<3C><>2<EFBFBD><EFBFBD>&*$<0F><>Փ<EFBFBD><D593>[2%B <20>0<EFBFBD><30>e<EFBFBD>`<><7F>s
|
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|
||||
1012280 101228
|
||||
1012290 101229
|
||||
1012300 101230
|
||||
1022280 102228
|
||||
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|
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1032300 103230
|
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1083280 108328
|
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1083290 108329
|
||||
1083300 108330
|
||||
1143280 114328
|
||||
1143290 114329
|
||||
1143300 114330
|
||||
1513280 151328
|
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1513290 151329
|
||||
1513300 151330
|
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1513310 151331
|
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1513320 151332
|
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1553280 155328
|
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1553290 155329
|
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1553300 155330
|
||||
1553310 155331
|
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1553320 155332
|
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1543280 154328
|
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1543290 154329
|
||||
1543300 154330
|
||||
1543310 154331
|
||||
1543320 154332
|
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1563280 156328
|
||||
1563290 156329
|
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1563300 156330
|
||||
1563310 156331
|
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1563320 156332
|
||||
1573280 157328
|
||||
1573290 157329
|
||||
1573300 157330
|
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1573310 157331
|
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1573320 157332
|
||||
1523280 152328
|
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1523290 152329
|
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1523300 152330
|
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1523310 152331
|
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<1D><0C>J<EFBFBD>-<2D><><EFBFBD>:dl<64><0B><><17> )<29>m<EFBFBD><6D>TH<54>t`<14>qF<>n<EFBFBD><6E><EFBFBD>d<EFBFBD><64><EFBFBD>|<7C>'G8rRu<><75><08><><EFBFBD><EFBFBD>dUI<55><49><EFBFBD><EFBFBD><EFBFBD><EFBFBD>+<2B>JX<4A>;<0E>/
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||||
<EFBFBD>s<>2N<32>s=<3D>ey<>ɰV;7<19>.<2E><>Tɑ\ XA<58><07>FPl<50>@~ul<75>L<EFBFBD>Id SkillId Level BornMagic[1] BornMagic[2] BornMagic[3] BornMagic[4] SubSkillId[1] SubSkillId[2] SubSkillId[3] SubSkillId[4] SubSkillId[5] SubSkillId[6] SubSkillId[7] SubSkillId[8] SubSkillId[9] SubSkillId[10] SubSkillId[11] SubSkillId[12] SubSkillId[13] SubSkillId[14] SubMagicId[1] SubMagicId[2] SubMagicId[3] SubMagicId[4] SubMagicId[5] SubMagicId[6] SubMagicId[7] SubMagicId[8] SubMagicId[9] SubMagicId[10] SubMagicId[11] SubMagicId[12] SubMagicId[13] SubMagicId[14] Ability ResonanceAbility PlusAbility
|
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1 102228 1 109224 0 0 0
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124 102230 19 109230 109233 109217 0 0 0
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125 102230 20 109230 109233 109217 0 0 0
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126 102230 21 109230 109233 109217 0 0 0
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128 102230 23 109230 109233 109217 0 0 0
|
||||
129 102230 24 109230 109233 109217 0 0 0
|
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130 102230 25 109230 109233 109217 0 0 0
|
||||
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|
||||
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|
||||
138 102230 33 109230 109233 109217 0 0 0
|
||||
139 102230 34 109230 109233 109217 0 0 0
|
||||
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|
||||
141 155328 1 200845 130435 130436 138404 138413 0 0 0
|
||||
142 155328 2 200845 130435 130436 138404 138413 0 0 0
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907 114328 14 118518 118519 118501
|
||||
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|
||||
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|
||||
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|
||||
911 114328 18 118518 118519 118520 118501
|
||||
912 114328 19 118518 118519 118520 118501
|
||||
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|
||||
914 114328 21 118518 118519 118520 118501
|
||||
915 114328 22 118518 118519 118520 118501
|
||||
916 114328 23 118518 118519 118520 118501
|
||||
917 114328 24 118518 118519 118520 118501
|
||||
918 114328 25 118518 118519 118520 118501
|
||||
919 114328 26 118518 118519 118520 118501
|
||||
920 114328 27 118518 118519 118520 118501
|
||||
921 114328 28 118518 118519 118520 118501
|
||||
922 114328 29 118518 118519 118520 118501
|
||||
923 114328 30 118518 118519 118520 118501
|
||||
924 114328 31 118518 118519 118520 118501
|
||||
925 114328 32 118518 118519 118520 118501
|
||||
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|
||||
927 114328 34 118518 118519 118520 118501
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
945 114329 17 118521 118522 118506
|
||||
946 114329 18 118521 118522 118523 118506
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
951 114329 23 118521 118522 118523 118506
|
||||
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|
||||
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|
||||
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|
||||
955 114329 27 118521 118522 118523 118506
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
968 114330 5 118524 118511
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
988 114330 25 118524 118525 118526 118511
|
||||
989 114330 26 118524 118525 118526 118511
|
||||
990 114330 27 118524 118525 118526 118511
|
||||
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|
||||
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|
||||
993 114330 30 118524 118525 118526 118511
|
||||
994 114330 31 118524 118525 118526 118511
|
||||
995 114330 32 118524 118525 118526 118511
|
||||
996 114330 33 118524 118525 118526 118511
|
||||
997 114330 34 118524 118525 118526 118511
|
||||
@@ -0,0 +1,12 @@
|
||||
<03>r<><1E><>*<2A><><EFBFBD>L<><03><1B><1B>O<1E>w.J<><4A>{3<><33>*ŧfc<><63>υ<EFBFBD>\*<2A>i<EFBFBD>ك[<5B>4E|<7C>yzΉJ<CE89><4A>ŕ<EFBFBD><C595><01><>G>`<60>i<EFBFBD>jV<6A>t<EFBFBD><EFBFBD>7L<>b~<7E><><EFBFBD>4<EFBFBD><34><07><><EFBFBD>-,<2C><><EFBFBD><EFBFBD>g4d<34><64><EFBFBD><EFBFBD><1A>Q<EFBFBD>(<28>fCharacterId MainSkillIcon[1] MainSkillIcon[2] MainSkillIcon[3] MainSkillIcon[4] MainSkillIcon[5] MainSkillName[1] MainSkillName[2] MainSkillName[3] MainSkillName[4] MainSkillName[5] MainSkillType[1] MainSkillType[2] MainSkillType[3] MainSkillType[4] MainSkillType[5]
|
||||
1011002 Enhances the effects of [Palefire - Infernal Shot & Magnetic Shot] Enhances the effects of [Palefire - Controlling Bullet] Enhances the effects of [Signature - 360° Shooting]
|
||||
1021002 Enhances the effects of [Lotus - Flurry] Enhances the effects of [Lotus - Lightning Dance] Signature - Lotus Blade status grants Extra DMG Bonus and Signature Energy Restoration.
|
||||
1031003 Enhances the effects of [Luminance - Heroic Dance] Enhances the effects of [Luminance - Goddess Connection System] Enhances the effects of [Signature - Arcadia Gate]
|
||||
1081003 Enhances the effect of [Astral - Meteor Strike] Enhances the effect of [Astral - Cosmic Wave] Enhances the effect of [Signature - Supernova Burst]
|
||||
1141003 Enhances the effects of [Rigor - Common Mechanic] Enhances the effects of [Rigor - Core] Enhances the effects of [Rigor - Signature]
|
||||
1511003
|
||||
1551003
|
||||
1541003
|
||||
1561003
|
||||
1571003
|
||||
1521003
|
||||
Binary file not shown.
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||||
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|
||||
@@ -0,0 +1,551 @@
|
||||
<1B> ؈<><D888><EFBFBD><14>U9<55>=<3D><>}Da<>cL<14><><EFBFBD><EFBFBD><EFBFBD>8Fu%<25>6<EFBFBD><36><EFBFBD><EFBFBD><EFBFBD><EFBFBD><7F><EFBFBD>?v<15>۩<EFBFBD>s<><73><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>t<EFBFBD><74><EFBFBD>ɉ<EFBFBD><C989><EFBFBD><EFBFBD><EFBFBD>;<3B>l<EFBFBD>m 1<><31>HE<48>Q<><51><EFBFBD>;qY<>6<EFBFBD><05><>A<13>X<EFBFBD>V-<>ͻZ
|
||||
|:@<40><>Id SkillId Level ConditionId[1] ConditionId[2] ConditionId[3] CostItem[1] CostItemCount[1] CostItem[2] CostItemCount[2] CostItem[3] CostItemCount[3] CostItem[4] CostItemCount[4]
|
||||
1 102228 0 7200 1 200000 32002 15 32001 45 12 10
|
||||
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|
||||
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|
||||
4 102228 3 7200 1 75000 32001 5 12 2
|
||||
5 102228 4 7200 1 75000 32001 5 12 2
|
||||
6 102228 5 7200 1 75000 32001 5 12 2
|
||||
7 102228 6 7200 1 75000 32001 5 12 2
|
||||
8 102228 7 7200 1 75000 32001 5 12 2
|
||||
9 102228 8 7200 1 200000 32002 15 32001 45 12 10
|
||||
10 102228 9 7200 1 75000 32001 5 12 2
|
||||
11 102228 10 7200 1 75000 32001 5 12 2
|
||||
12 102228 11 7200 1 75000 32001 5 12 2
|
||||
13 102228 12 7200 1 75000 32001 5 12 2
|
||||
14 102228 13 7200 1 75000 32001 5 12 2
|
||||
15 102228 14 7200 1 75000 32001 5 12 2
|
||||
16 102228 15 7200 1 75000 32001 5 12 2
|
||||
17 102228 16 7200 1 75000 32001 5 12 2
|
||||
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|
||||
19 102228 18
|
||||
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|
||||
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|
||||
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|
||||
23 102229 3 7200 1 75000 32001 5 12 2
|
||||
24 102229 4 7200 1 75000 32001 5 12 2
|
||||
25 102229 5 7200 1 75000 32001 5 12 2
|
||||
26 102229 6 7200 1 75000 32001 5 12 2
|
||||
27 102229 7 7200 1 75000 32001 5 12 2
|
||||
28 102229 8 7200 1 200000 32002 15 32001 45 12 10
|
||||
29 102229 9 7200 1 75000 32001 5 12 2
|
||||
30 102229 10 7200 1 75000 32001 5 12 2
|
||||
31 102229 11 7200 1 75000 32001 5 12 2
|
||||
32 102229 12 7200 1 75000 32001 5 12 2
|
||||
33 102229 13 7200 1 75000 32001 5 12 2
|
||||
34 102229 14 7200 1 75000 32001 5 12 2
|
||||
35 102229 15 7200 1 75000 32001 5 12 2
|
||||
36 102229 16 7200 1 75000 32001 5 12 2
|
||||
37 102229 17 7200 1 200000 32002 15 32001 45 12 10
|
||||
38 102229 18
|
||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
48 102230 9 7200 1 75000 32001 5 12 2
|
||||
49 102230 10 7200 1 75000 32001 5 12 2
|
||||
50 102230 11 7200 1 75000 32001 5 12 2
|
||||
51 102230 12 7200 1 75000 32001 5 12 2
|
||||
52 102230 13 7200 1 75000 32001 5 12 2
|
||||
53 102230 14 7200 1 75000 32001 5 12 2
|
||||
54 102230 15 7200 1 75000 32001 5 12 2
|
||||
55 102230 16 7200 1 75000 32001 5 12 2
|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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|
||||
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|
||||
76 155328 18
|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
94 155329 17 7201 1 60000 33001 10 12 5
|
||||
95 155329 18
|
||||
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|
||||
97 155330 1
|
||||
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|
||||
99 155331 1
|
||||
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|
||||
101 155332 1
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
120 154328 18
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
133 154329 12 7201 1 60000 33001 10 12 5
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
139 154329 18
|
||||
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|
||||
141 154330 1
|
||||
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|
||||
143 154331 1
|
||||
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|
||||
145 154332 1
|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
164 156328 18
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
206 101228 16 7306 1 75000 32001 5 12 2
|
||||
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|
||||
208 101228 18
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
225 101229 16 7306 1 75000 32001 5 12 2
|
||||
226 101229 17 7306 1 200000 32003 15 32001 45 12 10
|
||||
227 101229 18
|
||||
228 101230 0 7306 1 200000 32003 15 32001 45 12 10
|
||||
229 101230 1 7306 1 75000 32001 5 12 2
|
||||
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|
||||
231 101230 3 7306 1 75000 32001 5 12 2
|
||||
232 101230 4 7306 1 75000 32001 5 12 2
|
||||
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|
||||
234 101230 6 7306 1 75000 32001 5 12 2
|
||||
235 101230 7 7306 1 75000 32001 5 12 2
|
||||
236 101230 8 7306 1 200000 32003 15 32001 45 12 10
|
||||
237 101230 9 7306 1 75000 32001 5 12 2
|
||||
238 101230 10 7306 1 75000 32001 5 12 2
|
||||
239 101230 11 7306 1 75000 32001 5 12 2
|
||||
240 101230 12 7306 1 75000 32001 5 12 2
|
||||
241 101230 13 7306 1 75000 32001 5 12 2
|
||||
242 101230 14 7306 1 75000 32001 5 12 2
|
||||
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|
||||
244 101230 16 7306 1 75000 32001 5 12 2
|
||||
245 101230 17 7306 1 200000 32003 15 32001 45 12 10
|
||||
246 101230 18
|
||||
247 151328 0 7201 1 250000 33005 30 33001 40 12 10
|
||||
248 151328 1 7201 1 60000 33001 10 12 5
|
||||
249 151328 2 7201 1 60000 33001 10 12 5
|
||||
250 151328 3 7201 1 60000 33001 10 12 5
|
||||
251 151328 4 7201 1 60000 33001 10 12 5
|
||||
252 151328 5 7201 1 60000 33001 10 12 5
|
||||
253 151328 6 7201 1 60000 33001 10 12 5
|
||||
254 151328 7 7201 1 60000 33001 10 12 5
|
||||
255 151328 8 7201 1 60000 33001 10 12 5
|
||||
256 151328 9 7201 1 60000 33001 10 12 5
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
263 151328 16 7201 1 60000 33001 10 12 5
|
||||
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|
||||
265 151328 18
|
||||
266 151329 0 7201 1 250000 33005 30 33001 40 12 10
|
||||
267 151329 1 7201 1 60000 33001 10 12 5
|
||||
268 151329 2 7201 1 60000 33001 10 12 5
|
||||
269 151329 3 7201 1 60000 33001 10 12 5
|
||||
270 151329 4 7201 1 60000 33001 10 12 5
|
||||
271 151329 5 7201 1 60000 33001 10 12 5
|
||||
272 151329 6 7201 1 60000 33001 10 12 5
|
||||
273 151329 7 7201 1 60000 33001 10 12 5
|
||||
274 151329 8 7201 1 60000 33001 10 12 5
|
||||
275 151329 9 7201 1 60000 33001 10 12 5
|
||||
276 151329 10 7201 1 60000 33001 10 12 5
|
||||
277 151329 11 7201 1 60000 33001 10 12 5
|
||||
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|
||||
279 151329 13 7201 1 60000 33001 10 12 5
|
||||
280 151329 14 7201 1 60000 33001 10 12 5
|
||||
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|
||||
282 151329 16 7201 1 60000 33001 10 12 5
|
||||
283 151329 17 7201 1 60000 33001 10 12 5
|
||||
284 151329 18
|
||||
285 151330 0 7217 1 400000 33005 25 33001 75 12 30
|
||||
286 151330 1
|
||||
287 151331 0 7219 1 400000 33005 25 33001 75 12 30
|
||||
288 151331 1
|
||||
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|
||||
290 151332 1
|
||||
291 103228 0 7313 1 200000 32004 15 32001 45 12 10
|
||||
292 103228 1 7313 1 75000 32001 5 12 2
|
||||
293 103228 2 7313 1 75000 32001 5 12 2
|
||||
294 103228 3 7313 1 75000 32001 5 12 2
|
||||
295 103228 4 7313 1 75000 32001 5 12 2
|
||||
296 103228 5 7313 1 75000 32001 5 12 2
|
||||
297 103228 6 7313 1 75000 32001 5 12 2
|
||||
298 103228 7 7313 1 75000 32001 5 12 2
|
||||
299 103228 8 7313 1 200000 32004 15 32001 45 12 10
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
304 103228 13 7313 1 75000 32001 5 12 2
|
||||
305 103228 14 7313 1 75000 32001 5 12 2
|
||||
306 103228 15 7313 1 75000 32001 5 12 2
|
||||
307 103228 16 7313 1 75000 32001 5 12 2
|
||||
308 103228 17 7313 1 200000 32004 15 32001 45 12 10
|
||||
309 103228 18
|
||||
310 103229 0 7313 1 200000 32004 15 32001 45 12 10
|
||||
311 103229 1 7313 1 75000 32001 5 12 2
|
||||
312 103229 2 7313 1 75000 32001 5 12 2
|
||||
313 103229 3 7313 1 75000 32001 5 12 2
|
||||
314 103229 4 7313 1 75000 32001 5 12 2
|
||||
315 103229 5 7313 1 75000 32001 5 12 2
|
||||
316 103229 6 7313 1 75000 32001 5 12 2
|
||||
317 103229 7 7313 1 75000 32001 5 12 2
|
||||
318 103229 8 7313 1 200000 32004 15 32001 45 12 10
|
||||
319 103229 9 7313 1 75000 32001 5 12 2
|
||||
320 103229 10 7313 1 75000 32001 5 12 2
|
||||
321 103229 11 7313 1 75000 32001 5 12 2
|
||||
322 103229 12 7313 1 75000 32001 5 12 2
|
||||
323 103229 13 7313 1 75000 32001 5 12 2
|
||||
324 103229 14 7313 1 75000 32001 5 12 2
|
||||
325 103229 15 7313 1 75000 32001 5 12 2
|
||||
326 103229 16 7313 1 75000 32001 5 12 2
|
||||
327 103229 17 7313 1 200000 32004 15 32001 45 12 10
|
||||
328 103229 18
|
||||
329 103230 0 7313 1 200000 32004 15 32001 45 12 10
|
||||
330 103230 1 7313 1 75000 32001 5 12 2
|
||||
331 103230 2 7313 1 75000 32001 5 12 2
|
||||
332 103230 3 7313 1 75000 32001 5 12 2
|
||||
333 103230 4 7313 1 75000 32001 5 12 2
|
||||
334 103230 5 7313 1 75000 32001 5 12 2
|
||||
335 103230 6 7313 1 75000 32001 5 12 2
|
||||
336 103230 7 7313 1 75000 32001 5 12 2
|
||||
337 103230 8 7313 1 200000 32004 15 32001 45 12 10
|
||||
338 103230 9 7313 1 75000 32001 5 12 2
|
||||
339 103230 10 7313 1 75000 32001 5 12 2
|
||||
340 103230 11 7313 1 75000 32001 5 12 2
|
||||
341 103230 12 7313 1 75000 32001 5 12 2
|
||||
342 103230 13 7313 1 75000 32001 5 12 2
|
||||
343 103230 14 7313 1 75000 32001 5 12 2
|
||||
344 103230 15 7313 1 75000 32001 5 12 2
|
||||
345 103230 16 7313 1 75000 32001 5 12 2
|
||||
346 103230 17 7313 1 200000 32004 15 32001 45 12 10
|
||||
347 103230 18
|
||||
348 157328 0 7201 1 250000 33006 30 33001 40 12 10
|
||||
349 157328 1 7201 1 60000 33001 10 12 5
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
366 157328 18
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
372 157329 5 7201 1 60000 33001 10 12 5
|
||||
373 157329 6 7201 1 60000 33001 10 12 5
|
||||
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|
||||
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|
||||
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|
||||
377 157329 10 7201 1 60000 33001 10 12 5
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
383 157329 16 7201 1 60000 33001 10 12 5
|
||||
384 157329 17 7201 1 60000 33001 10 12 5
|
||||
385 157329 18
|
||||
386 157330 0 7222 1 400000 33006 25 33001 75 12 30
|
||||
387 157330 1
|
||||
388 157331 0 7224 1 400000 33006 25 33001 75 12 30
|
||||
389 157331 1
|
||||
390 157332 0 7226 1 400000 33006 25 33001 75 12 30
|
||||
391 157332 1
|
||||
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|
||||
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|
||||
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|
||||
395 152328 3 7201 1 60000 33001 10 12 5
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
408 152328 16 7201 1 60000 33001 10 12 5
|
||||
409 152328 17 7201 1 60000 33001 10 12 5
|
||||
410 152328 18
|
||||
411 152329 0 7201 1 250000 33007 30 33001 40 12 10
|
||||
412 152329 1 7201 1 60000 33001 10 12 5
|
||||
413 152329 2 7201 1 60000 33001 10 12 5
|
||||
414 152329 3 7201 1 60000 33001 10 12 5
|
||||
415 152329 4 7201 1 60000 33001 10 12 5
|
||||
416 152329 5 7201 1 60000 33001 10 12 5
|
||||
417 152329 6 7201 1 60000 33001 10 12 5
|
||||
418 152329 7 7201 1 60000 33001 10 12 5
|
||||
419 152329 8 7201 1 60000 33001 10 12 5
|
||||
420 152329 9 7201 1 60000 33001 10 12 5
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
428 152329 17 7201 1 60000 33001 10 12 5
|
||||
429 152329 18
|
||||
430 152330 0 7227 1 400000 33007 25 33001 75 12 30
|
||||
431 152330 1
|
||||
432 152331 0 7229 1 400000 33007 25 33001 75 12 30
|
||||
433 152331 1
|
||||
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|
||||
435 152332 1
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
440 108328 4 7314 1 75000 32001 5 12 2
|
||||
441 108328 5 7314 1 75000 32001 5 12 2
|
||||
442 108328 6 7314 1 75000 32001 5 12 2
|
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443 108328 7 7314 1 75000 32001 5 12 2
|
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444 108328 8 7314 1 200000 32005 15 32001 45 12 10
|
||||
445 108328 9 7314 1 75000 32001 5 12 2
|
||||
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|
||||
447 108328 11 7314 1 75000 32001 5 12 2
|
||||
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|
||||
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|
||||
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|
||||
451 108328 15 7314 1 75000 32001 5 12 2
|
||||
452 108328 16 7314 1 75000 32001 5 12 2
|
||||
453 108328 17 7314 1 200000 32005 15 32001 45 12 10
|
||||
454 108328 18
|
||||
455 108329 0 7314 1 200000 32005 15 32001 45 12 10
|
||||
456 108329 1 7314 1 75000 32001 5 12 2
|
||||
457 108329 2 7314 1 75000 32001 5 12 2
|
||||
458 108329 3 7314 1 75000 32001 5 12 2
|
||||
459 108329 4 7314 1 75000 32001 5 12 2
|
||||
460 108329 5 7314 1 75000 32001 5 12 2
|
||||
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|
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|
||||
463 108329 8 7314 1 200000 32005 15 32001 45 12 10
|
||||
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|
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465 108329 10 7314 1 75000 32001 5 12 2
|
||||
466 108329 11 7314 1 75000 32001 5 12 2
|
||||
467 108329 12 7314 1 75000 32001 5 12 2
|
||||
468 108329 13 7314 1 75000 32001 5 12 2
|
||||
469 108329 14 7314 1 75000 32001 5 12 2
|
||||
470 108329 15 7314 1 75000 32001 5 12 2
|
||||
471 108329 16 7314 1 75000 32001 5 12 2
|
||||
472 108329 17 7314 1 200000 32005 15 32001 45 12 10
|
||||
473 108329 18
|
||||
474 108330 0 7314 1 200000 32005 15 32001 45 12 10
|
||||
475 108330 1 7314 1 75000 32001 5 12 2
|
||||
476 108330 2 7314 1 75000 32001 5 12 2
|
||||
477 108330 3 7314 1 75000 32001 5 12 2
|
||||
478 108330 4 7314 1 75000 32001 5 12 2
|
||||
479 108330 5 7314 1 75000 32001 5 12 2
|
||||
480 108330 6 7314 1 75000 32001 5 12 2
|
||||
481 108330 7 7314 1 75000 32001 5 12 2
|
||||
482 108330 8 7314 1 200000 32005 15 32001 45 12 10
|
||||
483 108330 9 7314 1 75000 32001 5 12 2
|
||||
484 108330 10 7314 1 75000 32001 5 12 2
|
||||
485 108330 11 7314 1 75000 32001 5 12 2
|
||||
486 108330 12 7314 1 75000 32001 5 12 2
|
||||
487 108330 13 7314 1 75000 32001 5 12 2
|
||||
488 108330 14 7314 1 75000 32001 5 12 2
|
||||
489 108330 15 7314 1 75000 32001 5 12 2
|
||||
490 108330 16 7314 1 75000 32001 5 12 2
|
||||
491 108330 17 7314 1 200000 32005 15 32001 45 12 10
|
||||
492 108330 18
|
||||
493 114328 0 7321 1 200000 32006 15 32001 45 12 10
|
||||
494 114328 1 7321 1 75000 32001 5 12 2
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||||
496 114328 3 7321 1 75000 32001 5 12 2
|
||||
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|
||||
498 114328 5 7321 1 75000 32001 5 12 2
|
||||
499 114328 6 7321 1 75000 32001 5 12 2
|
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500 114328 7 7321 1 75000 32001 5 12 2
|
||||
501 114328 8 7321 1 200000 32006 15 32001 45 12 10
|
||||
502 114328 9 7321 1 75000 32001 5 12 2
|
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503 114328 10 7321 1 75000 32001 5 12 2
|
||||
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|
||||
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|
||||
506 114328 13 7321 1 75000 32001 5 12 2
|
||||
507 114328 14 7321 1 75000 32001 5 12 2
|
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508 114328 15 7321 1 75000 32001 5 12 2
|
||||
509 114328 16 7321 1 75000 32001 5 12 2
|
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510 114328 17 7321 1 200000 32006 15 32001 45 12 10
|
||||
511 114328 18
|
||||
512 114329 0 7321 1 200000 32006 15 32001 45 12 10
|
||||
513 114329 1 7321 1 75000 32001 5 12 2
|
||||
514 114329 2 7321 1 75000 32001 5 12 2
|
||||
515 114329 3 7321 1 75000 32001 5 12 2
|
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516 114329 4 7321 1 75000 32001 5 12 2
|
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517 114329 5 7321 1 75000 32001 5 12 2
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518 114329 6 7321 1 75000 32001 5 12 2
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519 114329 7 7321 1 75000 32001 5 12 2
|
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520 114329 8 7321 1 200000 32006 15 32001 45 12 10
|
||||
521 114329 9 7321 1 75000 32001 5 12 2
|
||||
522 114329 10 7321 1 75000 32001 5 12 2
|
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523 114329 11 7321 1 75000 32001 5 12 2
|
||||
524 114329 12 7321 1 75000 32001 5 12 2
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525 114329 13 7321 1 75000 32001 5 12 2
|
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526 114329 14 7321 1 75000 32001 5 12 2
|
||||
527 114329 15 7321 1 75000 32001 5 12 2
|
||||
528 114329 16 7321 1 75000 32001 5 12 2
|
||||
529 114329 17 7321 1 200000 32006 15 32001 45 12 10
|
||||
530 114329 18
|
||||
531 114330 0 7321 1 200000 32006 15 32001 45 12 10
|
||||
532 114330 1 7321 1 75000 32001 5 12 2
|
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533 114330 2 7321 1 75000 32001 5 12 2
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534 114330 3 7321 1 75000 32001 5 12 2
|
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535 114330 4 7321 1 75000 32001 5 12 2
|
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536 114330 5 7321 1 75000 32001 5 12 2
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537 114330 6 7321 1 75000 32001 5 12 2
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538 114330 7 7321 1 75000 32001 5 12 2
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539 114330 8 7321 1 200000 32006 15 32001 45 12 10
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540 114330 9 7321 1 75000 32001 5 12 2
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541 114330 10 7321 1 75000 32001 5 12 2
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542 114330 11 7321 1 75000 32001 5 12 2
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543 114330 12 7321 1 75000 32001 5 12 2
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544 114330 13 7321 1 75000 32001 5 12 2
|
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545 114330 14 7321 1 75000 32001 5 12 2
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546 114330 15 7321 1 75000 32001 5 12 2
|
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547 114330 16 7321 1 75000 32001 5 12 2
|
||||
548 114330 17 7321 1 200000 32006 15 32001 45 12 10
|
||||
549 114330 18
|
||||
@@ -0,0 +1,47 @@
|
||||
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|
||||
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|
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|
||||
1011002 1012010 1 1012060 1 1012110 1 1012160 1 1012210 2 1012170 2 1012180 2 1012220 3 1012230 3 1012240 4 1012250 4 1012260 4 1012270 3
|
||||
1021001 1021010 1 1021060 1 1021110 1 1021160 1 1021210 2 1021170 2 1021180 2 1021220 3 1021230 3 1021240 4 1021250 4 1021260 4 1021270 3
|
||||
1031001 1031010 1 1031060 1 1031110 1 1031160 1 1031210 2 1031170 2 1031180 2 1031220 3 1031230 3 1031240 4 1031250 4 1031260 4 1031270 3
|
||||
1041002 1042010 1 1042060 1 1042110 1 1042160 1 1042210 2 1042170 2 1042180 2 1042220 3 1042230 3 1042240 4 1042250 4 1042260 4 1042270 3
|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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1011002 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1021001 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1031001 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1041002 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1051001 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1061002 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1071002 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1081002 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1021002 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1031002 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1061003 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1031003 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1011003 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1071003 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1051003 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1021003 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1081003 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1091002 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1111002 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1041003 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1121002 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1021004 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1131002 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1511003 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1141003 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1521003 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1161002 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1171003 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1181003 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1191003 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1201003 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1211002 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1531003 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1121003 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Main Passive
|
||||
1221002 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1131003 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1541003 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1031004 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1531004 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Passive
|
||||
1551003 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1051004 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1561003 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
1071004 Assets/Product/Texture/Image/IconSkill/hongse.png Assets/Product/Texture/Image/IconSkill/huangse.png Assets/Product/Texture/Image/IconSkill/lanse.png Assets/Product/Texture/Image/IconSkill/jichu.png Assets/Product/Texture/Image/IconSkill/beidong.png Red Orb Yellow Orb Blue Orb Active Skill Passive Skill DMG DMG DMG Signature Move Passive
|
||||
@@ -0,0 +1,591 @@
|
||||
_&<26>Bln<6C>`Ũ<><C5A8>i#<23>k3ɹ<33><C9B9>=<3D>[<1D>>?<3F><><EFBFBD>ֳ2<1E>,<2C>'_5<5F><35><05><>Q<EFBFBD>/.T<><54><EFBFBD><EFBFBD>k<><6B><EFBFBD><EFBFBD>#<23><><EFBFBD><EFBFBD>Y8<15>N'$<24><>c<EFBFBD>R<>l<EFBFBD>'ϛ<><CF9B>}Ť<>
|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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104422 8
|
||||
104423 9
|
||||
104427 10
|
||||
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|
||||
104425 12
|
||||
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|
||||
<EFBFBD>!Zt<5A><0C><><EFBFBD><EFBFBD>s<EFBFBD>.<2E><07>4<EFBFBD>q#<23><><EFBFBD><EFBFBD>*x`5<>"^;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>քt,<2C><>ߏU<DF8F>3mef<65><66><EFBFBD><EFBFBD><EFBFBD>D@hRY<><59>3.d+{<7B>Q<><51><EFBFBD>Gx|<04>`<60><><EFBFBD><12><><EFBFBD><11><><EFBFBD><EFBFBD>biK<69><4B>?<3F>x<EFBFBD><78>[<5B><><EFBFBD><EFBFBD><EFBFBD>w<77>L3$ <20>Id CharacterType[1] CharacterType[2] CharacterType[3] CharacterType[4] CharacterType[5] SkillType[1] SkillType[2] SkillType[3]
|
||||
1 1 2 3 4 5 1
|
||||
2 1 2 3 4 5 6
|
||||
3 1 2 3 4 5 4
|
||||
4 1 2 3 4 5 9
|
||||
5 1 2 3 4 5 3
|
||||
6 1 2 3 4 5 5
|
||||
7 1 2 3 4 5 2
|
||||
8 1 2 3 4 5 7
|
||||
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Resources/table/share/chat/Emoji.tab.bytes
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Resources/table/share/chat/Emoji.tab.bytes
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|
||||
Je<EFBFBD>eK%T3<54><33><EFBFBD>Yخ}n<><6E>,BuѨy%<25>w<0C>蔆]-<2D><>6<EFBFBD>D<EFBFBD><44>\[<5B>±j<C2B1>j1<6A><31>j<05><><EFBFBD><EFBFBD>5!<21>-<2D><><EFBFBD><18><><1B>d<EFBFBD>D<EFBFBD><44><1C>;<3B><>1<EFBFBD><31><EFBFBD><EFBFBD>&H@R<><08><0E>?<3F>
|
||||
<oN<6F><4E>v<EFBFBD>N<EFBFBD>4<><34><0F>f<EFBFBD><1E>WF<57>Id Order Name BigIcon Path Description WorldDesc IsFree ConvertItemId ConvertItemCount TimeLimitType ExpireTimeStr Duration PackageId
|
||||
11000001 1 Stamp 1 Assets/Product/Texture/Image/IconExpression/IconExpressA1.png Assets/Product/Texture/Image/IconExpression/IconExpressA1.png Chat Stamp One of the default stamps 1 1 10000 1
|
||||
11000002 2 Stamp 2 Assets/Product/Texture/Image/IconExpression/IconExpressA2.png Assets/Product/Texture/Image/IconExpression/IconExpressA2.png Chat Stamp One of the default stamps 1 1 10000 1
|
||||
11000003 3 Stamp 3 Assets/Product/Texture/Image/IconExpression/IconExpressA3.png Assets/Product/Texture/Image/IconExpression/IconExpressA3.png Chat Stamp One of the default stamps 1 1 10000 1
|
||||
11000004 4 Stamp 4 Assets/Product/Texture/Image/IconExpression/IconExpressA4.png Assets/Product/Texture/Image/IconExpression/IconExpressA4.png Chat Stamp One of the default stamps 1 1 10000 1
|
||||
11000005 5 Stamp 5 Assets/Product/Texture/Image/IconExpression/IconExpressA5.png Assets/Product/Texture/Image/IconExpression/IconExpressA5.png Chat Stamp One of the default stamps 1 1 10000 1
|
||||
11000006 6 Stamp 6 Assets/Product/Texture/Image/IconExpression/IconExpressA6.png Assets/Product/Texture/Image/IconExpression/IconExpressA6.png Chat Stamp One of the default stamps 1 1 10000 1
|
||||
11000007 7 Stamp - My Song Assets/Product/Texture/Image/IconExpression/IconExpressA7.png Assets/Product/Texture/Image/IconExpression/IconExpressA7.png Chat Stamp Please, hear my song — Bianca: Veritas 1 10000 1
|
||||
11000008 8 Stamp - Dinner's Ready Assets/Product/Texture/Image/IconExpression/IconExpressA8.png Assets/Product/Texture/Image/IconExpression/IconExpressA8.png Chat Stamp Dinner's ready, guys — Chrome: Arclight 1 10000 1
|
||||
11000009 9 Stamp - Good Shot Assets/Product/Texture/Image/IconExpression/IconExpressA9.png Assets/Product/Texture/Image/IconExpression/IconExpressA9.png Chat Stamp No one can escape my shots. —Lee: Palefire 1 10000 1
|
||||
11000010 10 Stamp - Hmph Assets/Product/Texture/Image/IconExpression/IconExpressA10.png Assets/Product/Texture/Image/IconExpression/IconExpressA10.png Chat Stamp Hmph—Lee: Palefire 1 10000 1
|
||||
11000011 11 Stamp - Novice Assets/Product/Texture/Image/IconExpression/IconExpressA11.png Assets/Product/Texture/Image/IconExpression/IconExpressA11.png Chat Stamp Awarded to the top 30%-95% in Simulated Siege 1 10000 2 604800
|
||||
11000012 12 Stamp - Veteran Assets/Product/Texture/Image/IconExpression/IconExpressA12.png Assets/Product/Texture/Image/IconExpression/IconExpressA12.png Chat Stamp Awarded to the top 10%-30% in Simulated Siege 1 10000 2 604800
|
||||
11000013 13 Stamp - Expert Assets/Product/Texture/Image/IconExpression/IconExpressA13.png Assets/Product/Texture/Image/IconExpression/IconExpressA13.png Chat Stamp Awarded to the top 5%-10% in Simulated Siege 1 10000 2 604800
|
||||
11000014 14 Stamp - Ace Assets/Product/Texture/Image/IconExpression/IconExpressA14.png Assets/Product/Texture/Image/IconExpression/IconExpressA14.png Chat Stamp Awarded to the top 1%-5% in Simulated Siege 1 10000 2 604800
|
||||
11000015 15 Stamp - Ultimate Assets/Product/Texture/Image/IconExpression/IconExpressA15.png Assets/Product/Texture/Image/IconExpression/IconExpressA15.png Chat Stamp Awarded to the top 1% in Simulated Siege 1 10000 2 604800
|
||||
11000016 16 Stamp - Love Love Assets/Product/Texture/Image/IconExpression/IconExpressA16.png Assets/Product/Texture/Image/IconExpression/IconExpressA16.png Chat Stamp Love Love — Lucia: Plume 1 10000 1
|
||||
11000017 17 Stamp - You have many Cogs Assets/Product/Texture/Image/IconExpression/IconExpressA17.png Assets/Product/Texture/Image/IconExpression/IconExpressA17.png Chat Stamp You have many Cogs — Kamui 1 10000 1
|
||||
11000018 18 Stamp - Phew Assets/Product/Texture/Image/IconExpression/IconExpressA18.png Assets/Product/Texture/Image/IconExpression/IconExpressA18.png Chat Stamp Phew! — Nanami: Pulse 1 10000 1
|
||||
11000019 19 Stamp - Happy Year of Rabbit Assets/Product/Texture/Image/IconExpression/IconExpressA19.png Assets/Product/Texture/Image/IconExpression/IconExpressA19.png Spring Festival - Claim to use this stamp for 7 days Happy Year of Rabbit - Karenina 1 10000 2 604800
|
||||
11000020 20 Stamp - Wishes come true Assets/Product/Texture/Image/IconExpression/IconExpressA20.png Assets/Product/Texture/Image/IconExpression/IconExpressA20.png Spring Festival - Claim to use this stamp for 7 days Wishes come true - Pulao 1 10000 2 604800
|
||||
11000021 21 Stamp - Great wealth Assets/Product/Texture/Image/IconExpression/IconExpressA21.png Assets/Product/Texture/Image/IconExpression/IconExpressA21.png Spring Festival - Claim to use this stamp for 7 days Great wealth - Changyu 1 10000 2 604800
|
||||
11000022 22 Stamp - Firecrackers Assets/Product/Texture/Image/IconExpression/IconExpressA22.png Assets/Product/Texture/Image/IconExpression/IconExpressA22.png Spring Festival - Claim to use this stamp for 7 days Firecrackers - Chrome 1 10000 2 604800
|
||||
11000023 23 Stamp - Great Luck Assets/Product/Texture/Image/IconExpression/IconExpressA23.png Assets/Product/Texture/Image/IconExpression/IconExpressA23.png Spring Festival - Claim to use this stamp for 7 days Great luck - Kamui 1 10000 2 604800
|
||||
11000024 24 Stamp - Sleepy Assets/Product/Texture/Image/IconExpression/IconExpressA24.png Assets/Product/Texture/Image/IconExpression/IconExpressA24.png Chat Stamp — Available from Restrain Simulation Sleepy — Wanshi 1 10000 1
|
||||
11000025 25 Emoji - Voting Time! Assets/Product/Texture/Image/IconExpression/IconExpressA25.png Assets/Product/Texture/Image/IconExpression/IconExpressA25.png Chatting Emoji—Obtain by participating in "Eden Festival Support" Event Voting Time—Celica 1 10000 1 1000
|
||||
11000026 26 Stamp - Hug Assets/Product/Texture/Image/IconExpression/IconExpressA26.png Assets/Product/Texture/Image/IconExpression/IconExpressA26.png Chat Stamp — Obtained by participating in the "Spectroscopic Binary Star" event Hug ?— Liv 1 10000 1 1000
|
||||
11000027 27 Stamp - Choo Assets/Product/Texture/Image/IconExpression/IconExpressA27.png Assets/Product/Texture/Image/IconExpression/IconExpressA27.png Chat Stamp — Obtained by participating in the "Ultimate Brawl" event Choo ?— Liv 1 10000 1 1000
|
||||
11000028 28 Achievement Stamp - Palefire Assets/Product/Texture/Image/IconExpression/IconExpressA28.png Assets/Product/Texture/Image/IconExpression/IconExpressA28.png Evolve Achievement Stamp - Palefire to SSS Achievement - Palefire 1 10000 1 1001
|
||||
11000029 29 Achievement Stamp - Lotus Assets/Product/Texture/Image/IconExpression/IconExpressA29.png Assets/Product/Texture/Image/IconExpression/IconExpressA29.png Evolve Achievement Stamp - Lotus to SSS Achievement - Lotus 1 10000 1 1001
|
||||
11000030 30 Achievement Stamp - Eclipse Assets/Product/Texture/Image/IconExpression/IconExpressA30.png Assets/Product/Texture/Image/IconExpression/IconExpressA30.png Evolve Achievement Stamp - Eclipse to SSS Achievement - Eclipse 1 10000 1 1001
|
||||
11000031 31 Achievement Stamp - Zero Assets/Product/Texture/Image/IconExpression/IconExpressA31.png Assets/Product/Texture/Image/IconExpression/IconExpressA31.png Evolve Achievement Stamp - Zero to SSS Achievement - Zero 1 10000 1 1001
|
||||
11000032 32 Achievement Stamp - Storm Assets/Product/Texture/Image/IconExpression/IconExpressA32.png Assets/Product/Texture/Image/IconExpression/IconExpressA32.png Evolve Achievement Stamp - Storm to SSS Achievement - Storm 1 10000 1 1001
|
||||
11000033 33 Achievement Stamp - Bastion Assets/Product/Texture/Image/IconExpression/IconExpressA33.png Assets/Product/Texture/Image/IconExpression/IconExpressA33.png Evolve Achievement Stamp - Bastion to SSS Achievement - Bastion 1 10000 1 1001
|
||||
11000034 34 Achievement Stamp - Blast Assets/Product/Texture/Image/IconExpression/IconExpressA34.png Assets/Product/Texture/Image/IconExpression/IconExpressA34.png Evolve Achievement Stamp - Blast to SSS Achievement - Blast 1 10000 1 1001
|
||||
11000035 35 Achievement Stamp - Nightblade Assets/Product/Texture/Image/IconExpression/IconExpressA35.png Assets/Product/Texture/Image/IconExpression/IconExpressA35.png Evolve Achievement Stamp - Nightblade to SSS Achievement - Nightblade 1 10000 1 1001
|
||||
11000036 36 Achievement Stamp - Dawn Assets/Product/Texture/Image/IconExpression/IconExpressA36.png Assets/Product/Texture/Image/IconExpression/IconExpressA36.png Evolve Achievement Stamp - Dawn to SSS Achievement - Dawn 1 10000 1 1001
|
||||
11000037 37 Achievement Stamp - Lux Assets/Product/Texture/Image/IconExpression/IconExpressA37.png Assets/Product/Texture/Image/IconExpression/IconExpressA37.png Evolve Achievement Stamp - Lux to SSS Achievement - Lux 1 10000 1 1001
|
||||
11000038 38 Achievement Stamp - Luminance Assets/Product/Texture/Image/IconExpression/IconExpressA38.png Assets/Product/Texture/Image/IconExpression/IconExpressA38.png Evolve Achievement Stamp - Luminance to SSS Achievement - Luminance 1 10000 1 1001
|
||||
11000039 39 Achievement Stamp - Tenebrion Assets/Product/Texture/Image/IconExpression/IconExpressA39.png Assets/Product/Texture/Image/IconExpression/IconExpressA39.png Evolve Achievement Stamp - Tenebrion to SSS Achievement - Tenebrion 1 10000 1 1001
|
||||
11000040 40 Achievement Stamp - Entropy Assets/Product/Texture/Image/IconExpression/IconExpressA40.png Assets/Product/Texture/Image/IconExpression/IconExpressA40.png Evolve Achievement Stamp - Entropy to SSS Achievement - Entropy 1 10000 1 1001
|
||||
11000041 41 Achievement Stamp - Ember Assets/Product/Texture/Image/IconExpression/IconExpressA41.png Assets/Product/Texture/Image/IconExpression/IconExpressA41.png Evolve Achievement Stamp - Ember to SSS Achievement - Ember 1 10000 1 1001
|
||||
11000042 42 Achievement Stamp - Pulse Assets/Product/Texture/Image/IconExpression/IconExpressA42.png Assets/Product/Texture/Image/IconExpression/IconExpressA42.png Evolve Achievement Stamp - Pulse to SSS Achievement - Pulse 1 10000 1 1001
|
||||
11000043 43 Achievement Stamp - Crimson Abyss Assets/Product/Texture/Image/IconExpression/IconExpressA43.png Assets/Product/Texture/Image/IconExpression/IconExpressA43.png Evolve Achievement Stamp - Crimson Abyss to SSS Achievement - Crimson Abyss 1 10000 1 1001
|
||||
11000044 44 Achievement Stamp - Astral Assets/Product/Texture/Image/IconExpression/IconExpressA44.png Assets/Product/Texture/Image/IconExpression/IconExpressA44.png Evolve Achievement Stamp - Astral to SSS Achievement - Astral 1 10000 1 1001
|
||||
11000045 45 Achievement Stamp - Brilliance Assets/Product/Texture/Image/IconExpression/IconExpressA45.png Assets/Product/Texture/Image/IconExpression/IconExpressA45.png Evolve Achievement Stamp - Brilliance to SSS Achievement - Brilliance 1 10000 1 1001
|
||||
11000046 46 Achievement Stamp - Veritas Assets/Product/Texture/Image/IconExpression/IconExpressA46.png Assets/Product/Texture/Image/IconExpression/IconExpressA46.png Evolve Achievement Stamp - Veritas to SSS Achievement - Veritas 1 10000 1 1001
|
||||
11000047 47 Achievement Stamp - Silverfang Assets/Product/Texture/Image/IconExpression/IconExpressA47.png Assets/Product/Texture/Image/IconExpression/IconExpressA47.png Evolve Achievement Stamp - Silverfang to SSS Achievement - Silverfang 1 10000 1 1001
|
||||
11000048 48 Achievement Stamp - Arclight Assets/Product/Texture/Image/IconExpression/IconExpressA48.png Assets/Product/Texture/Image/IconExpression/IconExpressA48.png Evolve Achievement Stamp - Arclight to SSS Achievement - Arclight 1 10000 1 1001
|
||||
11000049 49 Achievement Stamp - Plume Assets/Product/Texture/Image/IconExpression/IconExpressA49.png Assets/Product/Texture/Image/IconExpression/IconExpressA49.png Evolve Achievement Stamp - Plume to SSS Achievement - Plume 1 10000 1 1001
|
||||
11000050 50 Achievement Stamp - Rozen Assets/Product/Texture/Image/IconExpression/IconExpressA50.png Assets/Product/Texture/Image/IconExpression/IconExpressA50.png Evolve Achievement Stamp - Rozen to SSS Achievement - Rozen 1 10000 1 1001
|
||||
11000051 51 Achievement Stamp - Crocotta Assets/Product/Texture/Image/IconExpression/IconExpressA51.png Assets/Product/Texture/Image/IconExpression/IconExpressA51.png Evolve Achievement Stamp - Crocotta to SSS Achievement - Crocotta 1 10000 1 1001
|
||||
11000052 52 Achievement Stamp - Rigor Assets/Product/Texture/Image/IconExpression/IconExpressA52.png Assets/Product/Texture/Image/IconExpression/IconExpressA52.png Evolve Achievement Stamp - Rigor to SSS Achievement - Rigor 1 10000 1 1001
|
||||
11000053 53 Achievement Stamp - Pavo Assets/Product/Texture/Image/IconExpression/IconExpressA53.png Assets/Product/Texture/Image/IconExpression/IconExpressA53.png Evolve Achievement Stamp - Pavo to SSS Achievement - Pavo 1 10000 1 1001
|
||||
11000054 54 Achievement Stamp - Qilin Assets/Product/Texture/Image/IconExpression/IconExpressA54.png Assets/Product/Texture/Image/IconExpression/IconExpressA54.png Evolve Achievement Stamp - Qilin to SSS Achievement - Qilin 1 10000 1 1001
|
||||
11000055 55 Achievement Stamp - Laurel Assets/Product/Texture/Image/IconExpression/IconExpressA55.png Assets/Product/Texture/Image/IconExpression/IconExpressA55.png Evolve Achievement Stamp - Laurel to SSS Achievement - Laurel 1 10000 1 1001
|
||||
11000056 56 Achievement Stamp - Hypnos Assets/Product/Texture/Image/IconExpression/IconExpressA56.png Assets/Product/Texture/Image/IconExpression/IconExpressA56.png Evolve Achievement Stamp - Hypnos to SSS Achievement - Hypnos 1 10000 1 1001
|
||||
11000057 57 Achievement Stamp - Tempest Assets/Product/Texture/Image/IconExpression/IconExpressA57.png Assets/Product/Texture/Image/IconExpression/IconExpressA57.png Evolve Achievement Stamp - Tempest to SSS Achievement - Tempest 1 10000 1 1001
|
||||
11000058 58 Achievement Stamp - Glory Assets/Product/Texture/Image/IconExpression/IconExpressA58.png Assets/Product/Texture/Image/IconExpression/IconExpressA58.png Evolve Achievement Stamp - Glory to SSS Achievement - Glory 1 10000 1 1001
|
||||
11000059 59 Achievement Stamp - XXI Assets/Product/Texture/Image/IconExpression/IconExpressA59.png Assets/Product/Texture/Image/IconExpression/IconExpressA59.png Evolve Achievement Stamp - XXI to SSS Achievement - XXI 1 10000 1 1001
|
||||
11000060 60 Achievement Stamp - Garnet Assets/Product/Texture/Image/IconExpression/IconExpressA60.png Assets/Product/Texture/Image/IconExpression/IconExpressA60.png Evolve Achievement Stamp - Garnet to SSS Achievement - Garnet 1 10000 1 1001
|
||||
11000061 61 Achievement Stamp - Flambeau Assets/Product/Texture/Image/IconExpression/IconExpressA61.png Assets/Product/Texture/Image/IconExpression/IconExpressA61.png Evolve Achievement Stamp - Flambeau to SSS Achievement - Flambeau 1 10000 1 1001
|
||||
11000062 62 Achievement Stamp - Empyrea Assets/Product/Texture/Image/IconExpression/IconExpressA62.png Assets/Product/Texture/Image/IconExpression/IconExpressA62.png Evolve Achievement Stamp - Empyrea to SSS Achievement - Empyrea 1 10000 1 1001
|
||||
11000063 63 Achievement Stamp - Capriccio Assets/Product/Texture/Image/IconExpression/IconExpressA63.png Assets/Product/Texture/Image/IconExpression/IconExpressA63.png Evolve Achievement Stamp - Capriccio to SSS Achievement - Capriccio 1 10000 1 1001
|
||||
11000064 64 Achievement Stamp - Yuan Ye Assets/Product/Texture/Image/IconExpression/IconExpressA64.png Assets/Product/Texture/Image/IconExpression/IconExpressA64.png Evolve Achievement Stamp - Yuan Ye to SSS Achievement - Yuan Ye 1 10000 1 1001
|
||||
11000065 65 Achievement Stamp - Noctua Assets/Product/Texture/Image/IconExpression/IconExpressA65.png Assets/Product/Texture/Image/IconExpression/IconExpressA65.png Evolve Achievement Stamp - Noctua to SSS Achievement - Noctua 1 10000 1 1001
|
||||
11000066 66 Achievement Stamp - Toniris Assets/Product/Texture/Image/IconExpression/IconExpressA66.png Assets/Product/Texture/Image/IconExpression/IconExpressA66.png Evolve Achievement Stamp - Toniris to SSS Achievement - Toniris 1 10000 1 1001
|
||||
11000067 67 Achievement Stamp - Frost Oath Assets/Product/Texture/Image/IconExpression/IconExpressA67.png Assets/Product/Texture/Image/IconExpression/IconExpressA67.png Evolve Achievement Stamp - Frost Oath to SSS Achievement - Frost Oath 1 10000 1 1001
|
||||
11000068 68 Achievement Stamp - Seeshell Assets/Product/Texture/Image/IconExpression/IconExpressA68.png Assets/Product/Texture/Image/IconExpression/IconExpressA68.png Evolve Achievement Stamp - Seeshell to SSS Achievement - Seeshell 1 10000 1 1001
|
||||
11000069 69 Achievement Stamp - Nitor Assets/Product/Texture/Image/IconExpression/IconExpressA69.png Assets/Product/Texture/Image/IconExpression/IconExpressA69.png Evolve Achievement Stamp - Nitor to SSS Achievement - Nitor 1 10000 1 1001
|
||||
11000070 70 Achievement Stamp - Lingya Assets/Product/Texture/Image/IconExpression/IconExpressA70.png Assets/Product/Texture/Image/IconExpression/IconExpressA70.png Evolve Achievement Stamp - Lingya to SSS Achievement - Lingya 1 10000 1 1001
|
||||
11000071 71 Achievement Stamp - Boreas Assets/Product/Texture/Image/IconExpression/IconExpressA71.png Assets/Product/Texture/Image/IconExpression/IconExpressA71.png Evolve Achievement Stamp - Boreas to SSS Achievement - Boreas 1 10000 1 1001
|
||||
11000072 72 Achievement Stamp - Dragontoll Assets/Product/Texture/Image/IconExpression/IconExpressA72.png Assets/Product/Texture/Image/IconExpression/IconExpressA72.png Evolve Achievement Stamp - Dragontoll to SSS Achievement - Dragontoll 1 10000 1 1001
|
||||
11000073 73 Achievement Stamp - Thorny Assets/Product/Texture/Image/IconExpression/IconExpressA73.png Assets/Product/Texture/Image/IconExpression/IconExpressA73.png Evolve Achievement Stamp -Thorny to SSS Achievement - Thorny 1 10000 1 1001
|
||||
11000074 74 Achievement Stamp - Starfarer Assets/Product/Texture/Image/IconExpression/IconExpressA79.png Assets/Product/Texture/Image/IconExpression/IconExpressA79.png Evolve Achievement Stamp - Starfarer to SSS Achievement - Starfarer 1 10000 1 1001
|
||||
11000075 75 Achievement Stamp - Jet Jaeger Assets/Product/Texture/Image/IconExpression/IconExpressA80.png Assets/Product/Texture/Image/IconExpression/IconExpressA80.png Evolve Achievement Stamp - Jet Jaeger to SSS Achievement - Jet Jaeger 1 10000 1 1001
|
||||
11000076 76 Stamp - Blessings to You Assets/Product/Texture/Image/IconExpression/IconExpressA81.png Assets/Product/Texture/Image/IconExpression/IconExpressA81.png Obtained from 2022 Spring Festival Event - Spring Blossom Blessings to You - Nanami 1 10000 1
|
||||
11000077 77 Stamp - You've Got a Boost Assets/Product/Texture/Image/IconExpression/IconExpressA83.png Assets/Product/Texture/Image/IconExpression/IconExpressA83.png Obtained from the event - Cat Grab You've Got a Boost - Bianca 1 10000 1
|
||||
11000078 78 Stamp - Vigorous as Tiger Assets/Product/Texture/Image/IconExpression/IconExpressA82.png Assets/Product/Texture/Image/IconExpression/IconExpressA82.png Obtained from the event - Cat Grab Vigorous as Tiger - Kamui 1 10000 1
|
||||
11000079 79 Stamp - Time for Dessert Assets/Product/Texture/Image/IconExpression/IconExpressA77.png Assets/Product/Texture/Image/IconExpression/IconExpressA77.png Obtained from 2022 Lantern Festival Event - Handmade Blessings Time for Dessert - Watanabe 1 10000 1
|
||||
11000080 80 Stamp - Wealth Wealth Whale Assets/Product/Texture/Image/IconExpression/IconExpressA78.png Assets/Product/Texture/Image/IconExpression/IconExpressA78.png Obtained from the event - Fortune's Favor Wealth Wealth Whale - Pulao 1 10000 1
|
||||
11000081 81 Stamp - I'm the Best Assets/Product/Texture/Image/IconExpression/IconExpressA74.png Assets/Product/Texture/Image/IconExpression/IconExpressA74.png Obtained by clearing the Flat difficulty of the Guild Expedition I'm the Best - Nanami 1 10000 1
|
||||
11000082 82 Stamp - Easy-Peasy Assets/Product/Texture/Image/IconExpression/IconExpressA75.png Assets/Product/Texture/Image/IconExpression/IconExpressA75.png Obtained by clearing the Dangerous difficulty of the Guild Expedition Easy-Peasy - Nanami 1 10000 1
|
||||
11000083 83 Stamp - Is That All? Assets/Product/Texture/Image/IconExpression/IconExpressA76.png Assets/Product/Texture/Image/IconExpression/IconExpressA76.png Obtained by clearing the Rugged difficulty of the Guild Expedition Is That All? - Nanami 1 10000 1
|
||||
11000084 84 Stamp - Smile Assets/Product/Texture/Image/IconExpression/IconExpressA84.png Assets/Product/Texture/Image/IconExpression/IconExpressA84.png Awarded to participants of Spectroscopic Binary Star Smile - Haicma 1 10000 1
|
||||
11000085 85 Achievement Stamp - Starveil Assets/Product/Texture/Image/IconExpression/IconExpressA85.png Assets/Product/Texture/Image/IconExpression/IconExpressA85.png Evolve Achievement Stamp - Starveil to SSS Achievement - Starveil 1 10000 1 1001
|
||||
11000086 86 Achievement Stamp - Scire Assets/Product/Texture/Image/IconExpression/IconExpressA89.png Assets/Product/Texture/Image/IconExpression/IconExpressA89.png Evolve Achievement Stamp - Scire to SSS Achievement - Scire 1 10000 1 1001
|
||||
11000087 87 Achievement Stamp - Moonhopper Assets/Product/Texture/Image/IconExpression/IconExpressA90.png Assets/Product/Texture/Image/IconExpression/IconExpressA90.png Evolve Achievement Stamp - Moonhopper to SSS Achievement - Moonhopper 1 10000 1 1001
|
||||
11000088 88 Stamp - Labor Day Logs Assets/Product/Texture/Image/IconExpression/IconExpressA91.png Assets/Product/Texture/Image/IconExpression/IconExpressA91.png Obtain from 2022 Labor Day Event - Labor Logs Labor Logs - Celica 1 10000 1
|
||||
11000089 89 Stamp - Hmph Assets/Product/Texture/Image/IconExpression/IconExpressA86.png Assets/Product/Texture/Image/IconExpression/IconExpressA86.png Chat Stamp — Awarded to participants of the event "Ultimate Brawl: Core Reignition" Scire - Hmph 1 10000 1 1000
|
||||
11000090 90 Stamp - Ahhh Assets/Product/Texture/Image/IconExpression/IconExpressA87.png Assets/Product/Texture/Image/IconExpression/IconExpressA87.png Chat Stamp — Awarded to participants of the event "Ultimate Brawl: Core Reignition" Ahhh - Scire 1 10000 1 1000
|
||||
11000091 91 Stamp - Wait! Assets/Product/Texture/Image/IconExpression/IconExpressA88.png Assets/Product/Texture/Image/IconExpression/IconExpressA88.png Chat Stamp — Awarded to participants of the event "Ultimate Brawl: Core Reignition" Wait! - Scire 1 10000 1 1000
|
||||
11000092 92 Stamp - Bunny Dance Assets/Product/Texture/Image/IconExpression/IconExpressA93.png Assets/Product/Texture/Image/IconExpression/IconExpressA93.png Obtained from Fireflies Reunited Sign-in Bunny Dance - Pulao 1 10000 1
|
||||
11000093 93 Stamp - Thinking Assets/Product/Texture/Image/IconExpression/IconExpressA92.png Assets/Product/Texture/Image/IconExpression/IconExpressA92.png Evolve Achievement Stamp - Arca to SSS Thinking — Arca 1 10000 1 1001
|
||||
11000094 94 Stamp - Drinking Tea Assets/Product/Texture/Image/IconExpression/IconExpressA94.png Assets/Product/Texture/Image/IconExpression/IconExpressA94.png Chat Stamp — Obtained by participating in the "Inner World" event Drinking Tea — Arca 1 10000 1 1000
|
||||
11000095 95 Stamp - Babylonia Champion Assets/Product/Texture/Image/IconExpression/IconExpressA95.png Assets/Product/Texture/Image/IconExpression/IconExpressA95.png Obtained by completing the Beginner Guide Mission Babylonia Champion - Celica 1 10000 1
|
||||
11000096 96 Stamp - Hidden Path Ahead Assets/Product/Texture/Image/IconExpression/IconExpressA98.png Assets/Product/Texture/Image/IconExpression/IconExpressA98.png Obtained by clearing the Flat difficulty of the Guild Expedition II Hidden Path Ahead - Stigmata 1 10000 1
|
||||
11000097 97 Stamp - Important Item Ahead Assets/Product/Texture/Image/IconExpression/IconExpressA97.png Assets/Product/Texture/Image/IconExpression/IconExpressA97.png Obtained by clearing the Dangerous difficulty of the Guild Expedition II Important Item Ahead - Stigmata 1 10000 1
|
||||
11000098 98 Stamp - Gesture Required Ahead Assets/Product/Texture/Image/IconExpression/IconExpressA96.png Assets/Product/Texture/Image/IconExpression/IconExpressA96.png Obtained by clearing the Rugged difficulty of the Guild Expedition II Gesture Required Ahead - Stigmata 1 10000 1
|
||||
11000099 99 Stamp - Lap Pillow Assets/Product/Texture/Image/IconExpression/IconExpressA99.png Assets/Product/Texture/Image/IconExpression/IconExpressA99.png Evolve Achievement Stamp - Stigmata to SSS Lap Pillow - Stigmata 1 10000 1 1001
|
||||
11000100 100 Achievement Stamp - Shimmer Assets/Product/Texture/Image/IconExpression/IconExpressA100.png Assets/Product/Texture/Image/IconExpression/IconExpressA100.png Evolve Achievement Stamp - Shimmer to SSS Achievement - Shimmer 1 10000 1 1001
|
||||
5
Resources/table/share/chat/EmojiPack.tab.bytes
Normal file
5
Resources/table/share/chat/EmojiPack.tab.bytes
Normal file
@@ -0,0 +1,5 @@
|
||||
S2݃V-<2D><>PJ<50><4A>P<EFBFBD>P"<22>hT<68>J<EFBFBD><4A>ҕ<EFBFBD><D295>n<EFBFBD><6E>R<EFBFBD>(<28>D<EFBFBD><44>Faz<61>SG6{I@<40><><EFBFBD>5<EFBFBD><35>V<EFBFBD>T<EFBFBD><54>3<EFBFBD>RQ&<26><>+<2B><><EFBFBD>;/`<60>\HG<16>
|
||||
<EFBFBD>\mm<6D><6D>:<3A>OV<4F><56>:<3A><>q<EFBFBD>c<EFBFBD>ljlz%_S<5F>ډ<EFBFBD><DA89><EFBFBD><EFBFBD>ɽ<EFBFBD><><7F><EFBFBD>7<EFBFBD><37><EFBFBD>*EId Order Name Description Icon Note
|
||||
0 0 Default Stamp Default Description Assets/Product/Texture/Image/IconExpression/IconExpressCollection.png A stamp that uses hearts but does not have a PackageId. Id is fixed to 0. Order is fixed to start at 0.
|
||||
1000 1 Event Stamp Can be obtained by participating in limited-time or festival events Assets/Product/Texture/Image/IconExpression/IconExpressA26.png Adopted the Empyrea Portrait, limited-time event stamp library
|
||||
1001 2 Achievement Stamp Evolve the character to SSS to obtain the special stamp. Assets/Product/Texture/Image/IconExpression/IconExpressA28.png Palefire Portrait, achievement stamp category
|
||||
BIN
Resources/table/share/condition/Condition.tab.bytes
Normal file
BIN
Resources/table/share/condition/Condition.tab.bytes
Normal file
Binary file not shown.
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,434 @@
|
||||
]<5D>@\<1B>7`ͤ<>l<EFBFBD>4<>K<EFBFBD><4B><EFBFBD><EFBFBD>
|
||||
<EFBFBD><EFBFBD><EFBFBD>ll<EFBFBD>e|E<>[<5B>QN<51><4E><EFBFBD><13><><EFBFBD>i<08><>R=4#<23><><EFBFBD>w|i[i<>i<08>z,~<7E>L!<01><12><><EFBFBD>/Bќ<42><13><>ݎ<><DD8E>><3E><><<3C>G
|
||||
<EFBFBD>؊S<EFBFBD><EFBFBD><EFBFBD>0{.&<01>qD<71><1A>eiu6ZEventId CharacterId Type Weight BehaviorId FinishReward HappenReward ConditionList[1] ConditionList[2] ConditionList[3] CompletedType[0] CompletedType[1] CompletedType[2]
|
||||
1 1021001 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
2 1021001 2 10 TIRED 201 202 101002 102002 2
|
||||
3 1021001 3 50 REWAWRD 301 302 101003 102003 6
|
||||
4 1021001 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
5 1021001 2 10 ANNOY 501 502 101005 102005 1
|
||||
6 1021001 2 10 BORING 601 602 101006 102006 5
|
||||
7 1021001 2 10 LAZY 701 702 101007 102007 3
|
||||
8 1021001 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
101 1031001 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
102 1031001 2 10 TIRED 201 202 101002 102002 2
|
||||
103 1031001 3 50 REWAWRD 301 302 101003 102003 6
|
||||
104 1031001 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
105 1031001 2 10 ANNOY 501 502 101005 102005 1
|
||||
106 1031001 2 10 BORING 601 602 101006 102006 5
|
||||
107 1031001 2 10 LAZY 701 702 101007 102007 3
|
||||
108 1031001 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
201 1011002 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
202 1011002 2 10 TIRED 201 202 101002 102002 2
|
||||
203 1011002 3 50 REWAWRD 301 302 101003 102003 6
|
||||
204 1011002 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
205 1011002 2 10 ANNOY 501 502 101005 102005 1
|
||||
206 1011002 2 10 BORING 601 602 101006 102006 5
|
||||
207 1011002 2 10 LAZY 701 702 101007 102007 3
|
||||
208 1011002 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
301 1041002 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
302 1041002 2 10 TIRED 201 202 101002 102002 2
|
||||
303 1041002 3 50 REWAWRD 301 302 101003 102003 6
|
||||
304 1041002 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
305 1041002 2 10 ANNOY 501 502 101005 102005 1
|
||||
306 1041002 2 10 BORING 601 602 101006 102006 5
|
||||
307 1041002 2 10 LAZY 701 702 101007 102007 3
|
||||
308 1041002 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
401 1051001 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
402 1051001 2 10 TIRED 201 202 101002 102002 2
|
||||
403 1051001 3 50 REWAWRD 301 302 101003 102003 6
|
||||
404 1051001 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
405 1051001 2 10 ANNOY 501 502 101005 102005 1
|
||||
406 1051001 2 10 BORING 601 602 101006 102006 5
|
||||
407 1051001 2 10 LAZY 701 702 101007 102007 3
|
||||
408 1051001 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
501 1061002 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
502 1061002 2 10 TIRED 201 202 101002 102002 2
|
||||
503 1061002 3 50 REWAWRD 301 302 101003 102003 6
|
||||
504 1061002 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
505 1061002 2 10 ANNOY 501 502 101005 102005 1
|
||||
506 1061002 2 10 BORING 601 602 101006 102006 5
|
||||
507 1061002 2 10 LAZY 701 702 101007 102007 3
|
||||
508 1061002 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
601 1071002 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
602 1071002 2 10 TIRED 201 202 101002 102002 2
|
||||
603 1071002 3 50 REWAWRD 301 302 101003 102003 6
|
||||
604 1071002 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
605 1071002 2 10 ANNOY 501 502 101005 102005 1
|
||||
606 1071002 2 10 BORING 601 602 101006 102006 5
|
||||
607 1071002 2 10 LAZY 701 702 101007 102007 3
|
||||
608 1071002 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
701 1081002 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
702 1081002 2 10 TIRED 201 202 101002 102002 2
|
||||
703 1081002 3 50 REWAWRD 301 302 101003 102003 6
|
||||
704 1081002 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
705 1081002 2 10 ANNOY 501 502 101005 102005 1
|
||||
706 1081002 2 10 BORING 601 602 101006 102006 5
|
||||
707 1081002 2 10 LAZY 701 702 101007 102007 3
|
||||
708 1081002 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
801 1021002 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
802 1021002 2 10 TIRED 201 202 101002 102002 2
|
||||
803 1021002 3 50 REWAWRD 301 302 101003 102003 6
|
||||
804 1021002 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
805 1021002 2 10 ANNOY 501 502 101005 102005 1
|
||||
806 1021002 2 10 BORING 601 602 101006 102006 5
|
||||
807 1021002 2 10 LAZY 701 702 101007 102007 3
|
||||
808 1021002 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
901 1031002 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
902 1031002 2 10 TIRED 201 202 101002 102002 2
|
||||
903 1031002 3 50 REWAWRD 301 302 101003 102003 6
|
||||
904 1031002 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
905 1031002 2 10 ANNOY 501 502 101005 102005 1
|
||||
906 1031002 2 10 BORING 601 602 101006 102006 5
|
||||
907 1031002 2 10 LAZY 701 702 101007 102007 3
|
||||
908 1031002 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
1001 1061003 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
1002 1061003 2 10 TIRED 201 202 101002 102002 2
|
||||
1003 1061003 3 50 REWAWRD 301 302 101003 102003 6
|
||||
1004 1061003 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
1005 1061003 2 10 ANNOY 501 502 101005 102005 1
|
||||
1006 1061003 2 10 BORING 601 602 101006 102006 5
|
||||
1007 1061003 2 10 LAZY 701 702 101007 102007 3
|
||||
1008 1061003 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
1101 1031003 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
1102 1031003 2 10 TIRED 201 202 101002 102002 2
|
||||
1103 1031003 3 50 REWAWRD 301 302 101003 102003 6
|
||||
1104 1031003 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
1105 1031003 2 10 ANNOY 501 502 101005 102005 1
|
||||
1106 1031003 2 10 BORING 601 602 101006 102006 5
|
||||
1107 1031003 2 10 LAZY 701 702 101007 102007 3
|
||||
1108 1031003 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
1201 1011003 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
1202 1011003 2 10 TIRED 201 202 101002 102002 2
|
||||
1203 1011003 3 50 REWAWRD 301 302 101003 102003 6
|
||||
1204 1011003 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
1205 1011003 2 10 ANNOY 501 502 101005 102005 1
|
||||
1206 1011003 2 10 BORING 601 602 101006 102006 5
|
||||
1207 1011003 2 10 LAZY 701 702 101007 102007 3
|
||||
1208 1011003 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
1301 1071003 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
1302 1071003 2 10 TIRED 201 202 101002 102002 2
|
||||
1303 1071003 3 50 REWAWRD 301 302 101003 102003 6
|
||||
1304 1071003 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
1305 1071003 2 10 ANNOY 501 502 101005 102005 1
|
||||
1306 1071003 2 10 BORING 601 602 101006 102006 5
|
||||
1307 1071003 2 10 LAZY 701 702 101007 102007 3
|
||||
1308 1071003 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
1401 1051003 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
1402 1051003 2 10 TIRED 201 202 101002 102002 2
|
||||
1403 1051003 3 50 REWAWRD 301 302 101003 102003 6
|
||||
1404 1051003 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
1405 1051003 2 10 ANNOY 501 502 101005 102005 1
|
||||
1406 1051003 2 10 BORING 601 602 101006 102006 5
|
||||
1407 1051003 2 10 LAZY 701 702 101007 102007 3
|
||||
1408 1051003 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
1501 1021003 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
1502 1021003 2 10 TIRED 201 202 101002 102002 2
|
||||
1503 1021003 3 50 REWAWRD 301 302 101003 102003 6
|
||||
1504 1021003 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
1505 1021003 2 10 ANNOY 501 502 101005 102005 1
|
||||
1506 1021003 2 10 BORING 601 602 101006 102006 5
|
||||
1507 1021003 2 10 LAZY 701 702 101007 102007 3
|
||||
1508 1021003 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
1601 1081003 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
1602 1081003 2 10 TIRED 201 202 101002 102002 2
|
||||
1603 1081003 3 50 REWAWRD 301 302 101003 102003 6
|
||||
1604 1081003 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
1605 1081003 2 10 ANNOY 501 502 101005 102005 1
|
||||
1606 1081003 2 10 BORING 601 602 101006 102006 5
|
||||
1607 1081003 2 10 LAZY 701 702 101007 102007 3
|
||||
1608 1081003 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
1701 1091002 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
1702 1091002 2 10 TIRED 201 202 101002 102002 2
|
||||
1703 1091002 3 50 REWAWRD 301 302 101003 102003 6
|
||||
1704 1091002 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
1705 1091002 2 10 ANNOY 501 502 101005 102005 1
|
||||
1706 1091002 2 10 BORING 601 602 101006 102006 5
|
||||
1707 1091002 2 10 LAZY 701 702 101007 102007 3
|
||||
1708 1091002 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
1801 90370 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
1802 90370 2 10 TIRED 201 202 101002 102002 2
|
||||
1803 90370 3 50 REWAWRD 301 302 101003 102003 6
|
||||
1804 90370 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
1805 90370 2 10 ANNOY 501 502 101005 102005 1
|
||||
1806 90370 2 10 BORING 601 602 101006 102006 5
|
||||
1807 90370 2 10 LAZY 701 702 101007 102007 3
|
||||
1808 90370 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
1901 90220 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
1902 90220 2 10 TIRED 201 202 101002 102002 2
|
||||
1903 90220 3 50 REWAWRD 301 302 101003 102003 6
|
||||
1904 90220 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
1905 90220 2 10 ANNOY 501 502 101005 102005 1
|
||||
1906 90220 2 10 BORING 601 602 101006 102006 5
|
||||
1907 90220 2 10 LAZY 701 702 101007 102007 3
|
||||
1908 90220 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
2001 1111002 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
2002 1111002 2 10 TIRED 201 202 101002 102002 2
|
||||
2003 1111002 3 50 REWAWRD 301 302 101003 102003 6
|
||||
2004 1111002 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
2005 1111002 2 10 ANNOY 501 502 101005 102005 1
|
||||
2006 1111002 2 10 BORING 601 602 101006 102006 5
|
||||
2007 1111002 2 10 LAZY 701 702 101007 102007 3
|
||||
2008 1111002 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
2101 81600 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
2102 81600 2 10 TIRED 201 202 101002 102002 2
|
||||
2103 81600 3 50 REWAWRD 301 302 101003 102003 6
|
||||
2104 81600 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
2105 81600 2 10 ANNOY 501 502 101005 102005 1
|
||||
2106 81600 2 10 BORING 601 602 101006 102006 5
|
||||
2107 81600 2 10 LAZY 701 702 101007 102007 3
|
||||
2108 81600 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
2201 81500 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
2202 81500 2 10 TIRED 201 202 101002 102002 2
|
||||
2203 81500 3 50 REWAWRD 301 302 101003 102003 6
|
||||
2204 81500 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
2205 81500 2 10 ANNOY 501 502 101005 102005 1
|
||||
2206 81500 2 10 BORING 601 602 101006 102006 5
|
||||
2207 81500 2 10 LAZY 701 702 101007 102007 3
|
||||
2208 81500 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
2301 92030 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
2302 92030 2 10 TIRED 201 202 101002 102002 2
|
||||
2303 92030 3 50 REWAWRD 301 302 101003 102003 6
|
||||
2304 92030 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
2305 92030 2 10 ANNOY 501 502 101005 102005 1
|
||||
2306 92030 2 10 BORING 601 602 101006 102006 5
|
||||
2307 92030 2 10 LAZY 701 702 101007 102007 3
|
||||
2308 92030 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
2401 1041003 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
2402 1041003 2 10 TIRED 201 202 101002 102002 2
|
||||
2403 1041003 3 50 REWAWRD 301 302 101003 102003 6
|
||||
2404 1041003 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
2405 1041003 2 10 ANNOY 501 502 101005 102005 1
|
||||
2406 1041003 2 10 BORING 601 602 101006 102006 5
|
||||
2407 1041003 2 10 LAZY 701 702 101007 102007 3
|
||||
2408 1041003 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
2501 1121002 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
2502 1121002 2 10 TIRED 201 202 101002 102002 2
|
||||
2503 1121002 3 50 REWAWRD 301 302 101003 102003 6
|
||||
2504 1121002 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
2505 1121002 2 10 ANNOY 501 502 101005 102005 1
|
||||
2506 1121002 2 10 BORING 601 602 101006 102006 5
|
||||
2507 1121002 2 10 LAZY 701 702 101007 102007 3
|
||||
2508 1121002 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
2601 92670 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
2602 92670 2 10 TIRED 201 202 101002 102002 2
|
||||
2603 92670 3 50 REWAWRD 301 302 101003 102003 6
|
||||
2604 92670 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
2605 92670 2 10 ANNOY 501 502 101005 102005 1
|
||||
2606 92670 2 10 BORING 601 602 101006 102006 5
|
||||
2607 92670 2 10 LAZY 701 702 101007 102007 3
|
||||
2608 92670 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
2701 813000 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
2702 813000 2 10 TIRED 201 202 101002 102002 2
|
||||
2703 813000 3 50 REWAWRD 301 302 101003 102003 6
|
||||
2704 813000 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
2705 813000 2 10 ANNOY 501 502 101005 102005 1
|
||||
2706 813000 2 10 BORING 601 602 101006 102006 5
|
||||
2707 813000 2 10 LAZY 701 702 101007 102007 3
|
||||
2708 813000 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
2801 1000000 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
2802 1000000 2 10 TIRED 201 202 101002 102002 2
|
||||
2803 1000000 3 50 REWAWRD 301 302 101003 102003 6
|
||||
2804 1000000 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
2805 1000000 2 10 ANNOY 501 502 101005 102005 1
|
||||
2806 1000000 2 10 BORING 601 602 101006 102006 5
|
||||
2807 1000000 2 10 LAZY 701 702 101007 102007 3
|
||||
2808 1000000 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
2901 1021004 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
2902 1021004 2 10 TIRED 201 202 101002 102002 2
|
||||
2903 1021004 3 50 REWAWRD 301 302 101003 102003 6
|
||||
2904 1021004 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
2905 1021004 2 10 ANNOY 501 502 101005 102005 1
|
||||
2906 1021004 2 10 BORING 601 602 101006 102006 5
|
||||
2907 1021004 2 10 LAZY 701 702 101007 102007 3
|
||||
2908 1021004 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
3001 1131002 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
3002 1131002 2 10 TIRED 201 202 101002 102002 2
|
||||
3003 1131002 3 50 REWAWRD 301 302 101003 102003 6
|
||||
3004 1131002 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
3005 1131002 2 10 ANNOY 501 502 101005 102005 1
|
||||
3006 1131002 2 10 BORING 601 602 101006 102006 5
|
||||
3007 1131002 2 10 LAZY 701 702 101007 102007 3
|
||||
3008 1131002 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
3101 1511003 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
3102 1511003 2 10 TIRED 201 202 101002 102002 2
|
||||
3103 1511003 3 50 REWAWRD 301 302 101003 102003 6
|
||||
3104 1511003 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
3105 1511003 2 10 ANNOY 501 502 101005 102005 1
|
||||
3106 1511003 2 10 BORING 601 602 101006 102006 5
|
||||
3107 1511003 2 10 LAZY 701 702 101007 102007 3
|
||||
3108 1511003 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
3201 1141003 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
3202 1141003 2 10 TIRED 201 202 101002 102002 2
|
||||
3203 1141003 3 50 REWAWRD 301 302 101003 102003 6
|
||||
3204 1141003 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
3205 1141003 2 10 ANNOY 501 502 101005 102005 1
|
||||
3206 1141003 2 10 BORING 601 602 101006 102006 5
|
||||
3207 1141003 2 10 LAZY 701 702 101007 102007 3
|
||||
3208 1141003 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
3301 1521003 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
3302 1521003 2 10 TIRED 201 202 101002 102002 2
|
||||
3303 1521003 3 50 REWAWRD 301 302 101003 102003 6
|
||||
3304 1521003 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
3305 1521003 2 10 ANNOY 501 502 101005 102005 1
|
||||
3306 1521003 2 10 BORING 601 602 101006 102006 5
|
||||
3307 1521003 2 10 LAZY 701 702 101007 102007 3
|
||||
3308 1521003 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
3401 1161002 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
3402 1161002 2 10 TIRED 201 202 101002 102002 2
|
||||
3403 1161002 3 50 REWAWRD 301 302 101003 102003 6
|
||||
3404 1161002 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
3405 1161002 2 10 ANNOY 501 502 101005 102005 1
|
||||
3406 1161002 2 10 BORING 601 602 101006 102006 5
|
||||
3407 1161002 2 10 LAZY 701 702 101007 102007 3
|
||||
3408 1161002 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
3501 837000 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
3502 837000 2 10 TIRED 201 202 101002 102002 2
|
||||
3503 837000 3 50 REWAWRD 301 302 101003 102003 6
|
||||
3504 837000 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
3505 837000 2 10 ANNOY 501 502 101005 102005 1
|
||||
3506 837000 2 10 BORING 601 602 101006 102006 5
|
||||
3507 837000 2 10 LAZY 701 702 101007 102007 3
|
||||
3508 837000 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
3601 1171003 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
3602 1171003 2 10 TIRED 201 202 101002 102002 2
|
||||
3603 1171003 3 50 REWAWRD 301 302 101003 102003 6
|
||||
3604 1171003 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
3605 1171003 2 10 ANNOY 501 502 101005 102005 1
|
||||
3606 1171003 2 10 BORING 601 602 101006 102006 5
|
||||
3607 1171003 2 10 LAZY 701 702 101007 102007 3
|
||||
3608 1171003 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
3701 1181003 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
3702 1181003 2 10 TIRED 201 202 101002 102002 2
|
||||
3703 1181003 3 50 REWAWRD 301 302 101003 102003 6
|
||||
3704 1181003 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
3705 1181003 2 10 ANNOY 501 502 101005 102005 1
|
||||
3706 1181003 2 10 BORING 601 602 101006 102006 5
|
||||
3707 1181003 2 10 LAZY 701 702 101007 102007 3
|
||||
3708 1181003 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
3801 1191003 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
3802 1191003 2 10 TIRED 201 202 101002 102002 2
|
||||
3803 1191003 3 50 REWAWRD 301 302 101003 102003 6
|
||||
3804 1191003 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
3805 1191003 2 10 ANNOY 501 502 101005 102005 1
|
||||
3806 1191003 2 10 BORING 601 602 101006 102006 5
|
||||
3807 1191003 2 10 LAZY 701 702 101007 102007 3
|
||||
3808 1191003 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
3901 1201003 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
3902 1201003 2 10 TIRED 201 202 101002 102002 2
|
||||
3903 1201003 3 50 REWAWRD 301 302 101003 102003 6
|
||||
3904 1201003 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
3905 1201003 2 10 ANNOY 501 502 101005 102005 1
|
||||
3906 1201003 2 10 BORING 601 602 101006 102006 5
|
||||
3907 1201003 2 10 LAZY 701 702 101007 102007 3
|
||||
3908 1201003 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
4001 1211002 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
4002 1211002 2 10 TIRED 201 202 101002 102002 2
|
||||
4003 1211002 3 50 REWAWRD 301 302 101003 102003 6
|
||||
4004 1211002 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
4005 1211002 2 10 ANNOY 501 502 101005 102005 1
|
||||
4006 1211002 2 10 BORING 601 602 101006 102006 5
|
||||
4007 1211002 2 10 LAZY 701 702 101007 102007 3
|
||||
4008 1211002 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
4101 1531003 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
4102 1531003 2 10 TIRED 201 202 101002 102002 2
|
||||
4103 1531003 3 50 REWAWRD 301 302 101003 102003 6
|
||||
4104 1531003 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
4105 1531003 2 10 ANNOY 501 502 101005 102005 1
|
||||
4106 1531003 2 10 BORING 601 602 101006 102006 5
|
||||
4107 1531003 2 10 LAZY 701 702 101007 102007 3
|
||||
4108 1531003 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
4201 1121003 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
4202 1121003 2 10 TIRED 201 202 101002 102002 2
|
||||
4203 1121003 3 50 REWAWRD 301 302 101003 102003 6
|
||||
4204 1121003 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
4205 1121003 2 10 ANNOY 501 502 101005 102005 1
|
||||
4206 1121003 2 10 BORING 601 602 101006 102006 5
|
||||
4207 1121003 2 10 LAZY 701 702 101007 102007 3
|
||||
4208 1121003 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
4301 1221002 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
4302 1221002 2 10 TIRED 201 202 101002 102002 2
|
||||
4303 1221002 3 50 REWAWRD 301 302 101003 102003 6
|
||||
4304 1221002 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
4305 1221002 2 10 ANNOY 501 502 101005 102005 1
|
||||
4306 1221002 2 10 BORING 601 602 101006 102006 5
|
||||
4307 1221002 2 10 LAZY 701 702 101007 102007 3
|
||||
4308 1221002 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
4401 1131003 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
4402 1131003 2 10 TIRED 201 202 101002 102002 2
|
||||
4403 1131003 3 50 REWAWRD 301 302 101003 102003 6
|
||||
4404 1131003 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
4405 1131003 2 10 ANNOY 501 502 101005 102005 1
|
||||
4406 1131003 2 10 BORING 601 602 101006 102006 5
|
||||
4407 1131003 2 10 LAZY 701 702 101007 102007 3
|
||||
4408 1131003 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
4501 1541003 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
4502 1541003 2 10 TIRED 201 202 101002 102002 2
|
||||
4503 1541003 3 50 REWAWRD 301 302 101003 102003 6
|
||||
4504 1541003 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
4505 1541003 2 10 ANNOY 501 502 101005 102005 1
|
||||
4506 1541003 2 10 BORING 601 602 101006 102006 5
|
||||
4507 1541003 2 10 LAZY 701 702 101007 102007 3
|
||||
4508 1541003 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
4601 1031004 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
4602 1031004 2 10 TIRED 201 202 101002 102002 2
|
||||
4603 1031004 3 50 REWAWRD 301 302 101003 102003 6
|
||||
4604 1031004 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
4605 1031004 2 10 ANNOY 501 502 101005 102005 1
|
||||
4606 1031004 2 10 BORING 601 602 101006 102006 5
|
||||
4607 1031004 2 10 LAZY 701 702 101007 102007 3
|
||||
4608 1031004 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
4701 1531004 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
4702 1531004 2 10 TIRED 201 202 101002 102002 2
|
||||
4703 1531004 3 50 REWAWRD 301 302 101003 102003 6
|
||||
4704 1531004 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
4705 1531004 2 10 ANNOY 501 502 101005 102005 1
|
||||
4706 1531004 2 10 BORING 601 602 101006 102006 5
|
||||
4707 1531004 2 10 LAZY 701 702 101007 102007 3
|
||||
4708 1531004 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
4801 1551003 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
4802 1551003 2 10 TIRED 201 202 101002 102002 2
|
||||
4803 1551003 3 50 REWAWRD 301 302 101003 102003 6
|
||||
4804 1551003 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
4805 1551003 2 10 ANNOY 501 502 101005 102005 1
|
||||
4806 1551003 2 10 BORING 601 602 101006 102006 5
|
||||
4807 1551003 2 10 LAZY 701 702 101007 102007 3
|
||||
4808 1551003 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
4901 1051004 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
4902 1051004 2 10 TIRED 201 202 101002 102002 2
|
||||
4903 1051004 3 50 REWAWRD 301 302 101003 102003 6
|
||||
4904 1051004 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
4905 1051004 2 10 ANNOY 501 502 101005 102005 1
|
||||
4906 1051004 2 10 BORING 601 602 101006 102006 5
|
||||
4907 1051004 2 10 LAZY 701 702 101007 102007 3
|
||||
4908 1051004 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
5001 1561003 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
5002 1561003 2 10 TIRED 201 202 101002 102002 2
|
||||
5003 1561003 3 50 REWAWRD 301 302 101003 102003 6
|
||||
5004 1561003 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
5005 1561003 2 10 ANNOY 501 502 101005 102005 1
|
||||
5006 1561003 2 10 BORING 601 602 101006 102006 5
|
||||
5007 1561003 2 10 LAZY 701 702 101007 102007 3
|
||||
5008 1561003 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
5101 1071004 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
5102 1071004 2 10 TIRED 201 202 101002 102002 2
|
||||
5103 1071004 3 50 REWAWRD 301 302 101003 102003 6
|
||||
5104 1071004 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
5105 1071004 2 10 ANNOY 501 502 101005 102005 1
|
||||
5106 1071004 2 10 BORING 601 602 101006 102006 5
|
||||
5107 1071004 2 10 LAZY 701 702 101007 102007 3
|
||||
5108 1071004 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
5201 1571003 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
5202 1571003 2 10 TIRED 201 202 101002 102002 2
|
||||
5203 1571003 3 50 REWAWRD 301 302 101003 102003 6
|
||||
5204 1571003 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
5205 1571003 2 10 ANNOY 501 502 101005 102005 1
|
||||
5206 1571003 2 10 BORING 601 602 101006 102006 5
|
||||
5207 1571003 2 10 LAZY 701 702 101007 102007 3
|
||||
5208 1571003 2 10 WANTTOUCH 801 802 101008 102008 8
|
||||
5301 1041004 1 350 REWAWRD 101 102 101001 102001 107001 4
|
||||
5302 1041004 2 10 TIRED 201 202 101002 102002 2
|
||||
5303 1041004 3 50 REWAWRD 301 302 101003 102003 6
|
||||
5304 1041004 4 50 REWAWRD 401 402 101004 102004 107004 7
|
||||
5305 1041004 2 10 ANNOY 501 502 101005 102005 1
|
||||
5306 1041004 2 10 BORING 601 602 101006 102006 5
|
||||
5307 1041004 2 10 LAZY 701 702 101007 102007 3
|
||||
@@ -0,0 +1,32 @@
|
||||
&<26>q?<3F>4<EFBFBD><34>
|
||||
#<23><>X<EFBFBD><58>!|%<25><><EFBFBD>4]y<>[<03>%C/W
|
||||
o<EFBFBD><EFBFBD>.<1B>$<24><>)|N<>j眶ѯS<1E>\<5C>1Q<31>8l<38>6<>Uwkl<6B>8<EFBFBD><38><EFBFBD><EFBFBD>(㩀<02>̞\<5C><>*r<>|<7C>]8<>Y<EFBFBD><59><EFBFBD>5$<24>,[<5B><><EFBFBD>v<EFBFBD>( _<><5F>$&[ 6<>3Id Type Param[0]
|
||||
101001 101 3600
|
||||
101002 101 1800
|
||||
101003 101 1800
|
||||
101004 101 1800
|
||||
101005 101 1800
|
||||
101006 101 1800
|
||||
101007 101 1800
|
||||
101008 101 1800
|
||||
101009 101 1800
|
||||
102001 102 2
|
||||
102002 102 999
|
||||
102003 102 999
|
||||
102004 102 4
|
||||
102005 102 999
|
||||
102006 102 999
|
||||
102007 102 999
|
||||
102008 102 999
|
||||
102009 102 999
|
||||
107001 107 7500
|
||||
107002 107 6000
|
||||
107003 107 6000
|
||||
107004 107 7500
|
||||
107005 107 6000
|
||||
107006 107 6000
|
||||
107007 107 6000
|
||||
107008 107 6000
|
||||
107009 107 6000
|
||||
202001 201 3
|
||||
202002 201 4
|
||||
@@ -0,0 +1,21 @@
|
||||
@|q̼<>
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD>c<EFBFBD><EFBFBD> a`<60>n}<7D>H><3E>O<EFBFBD><4F><EFBFBD>z<EFBFBD><7A>?<3F><>"<22><>
|
||||
H5><3E><1A>ә<><D399>k<EFBFBD><6B><EFBFBD><EFBFBD>-<2D><>c<EFBFBD><63><EFBFBD><EFBFBD>5nL<>b'<16>Z<>O7<4F>y<0B>L(<28><>|<7C>X.<2E>:<3A><><EFBFBD>n<EFBFBD><6E>K<EFBFBD><4B>%zY,Q˕k<CB95><6B>k<EFBFBD>]<5D>'"<22>Id BuffId RewardId
|
||||
101 101 8001
|
||||
201 102
|
||||
301 103
|
||||
401 104 8002
|
||||
501 105
|
||||
601 106
|
||||
701 107
|
||||
801 108
|
||||
901 109
|
||||
102 201
|
||||
202 202
|
||||
302 203
|
||||
402 204
|
||||
502 205
|
||||
602 206
|
||||
702 207
|
||||
802 208
|
||||
902 209
|
||||
@@ -0,0 +1,7 @@
|
||||
~<0E><>+M9.<2E>Z<EFBFBD>9<EFBFBD><39><EFBFBD>\<5C><14><>#WGa4s/{<7B>r<EFBFBD>4<EFBFBD><34><EFBFBD>%<25>~<<3C>l=*<2A><>kͣ8<CDA3><38>}<7D>[M<>/<2F>ȊkF<6B><46>x)<29><><EFBFBD><14>Ú<EFBFBD>;<3B><><EFBFBD>A| $<16><>zW<7A>am<1C>AH䒠%
|
||||
a:<3A><><EFBFBD>Y<EFBFBD>~<7E>D<EFBFBD><44><EFBFBD><EFBFBD>M<EFBFBD>Id CompareOrder EventType Condition[0] Condition[1] Condition[2] Condition[3] CharacterNum CharacterCondition[0] EventNum
|
||||
1001 1 1 202001 3 107002 3
|
||||
1002 2 1 202002 7 107002 5
|
||||
1003 3 1 202003 11 107002 6
|
||||
2001 1 2 2
|
||||
3001 1 3 2
|
||||
Binary file not shown.
@@ -0,0 +1,55 @@
|
||||
<EFBFBD>S<EFBFBD><EFBFBD>u<EFBFBD><EFBFBD>AZ<EFBFBD>c!<0B><19>,<2C><>=Y3<59>O<>ɼ˂<C9BC>W<EFBFBD>7]<1F>V<EFBFBD>,<03><><EFBFBD><EFBFBD>jߔ<6A>)<29><>2;<3B><>.<2E><><EFBFBD><EFBFBD><EFBFBD><7F><EFBFBD><EFBFBD><EFBFBD>'<27>0K<30>G<>H}<7D><>H<EFBFBD><48>aE<61>E<EFBFBD>%<25><><1D>,aw<61><77>Ф=-[<11><>"/ɗ<><1A><>CharacterId MaxCount RecoveryTime Lower[1] Upper[1] Lower[2] Upper[2] Lower[3] Upper[3]
|
||||
1011002 3 14400 600 1000 600 1000 600 1000
|
||||
1021001 3 14400 600 1000 600 1000 600 1000
|
||||
1031001 3 14400 600 1000 600 1000 600 1000
|
||||
1041002 3 14400 600 1000 600 1000 600 1000
|
||||
1051001 3 14400 600 1000 600 1000 600 1000
|
||||
1061002 3 14400 600 1000 600 1000 600 1000
|
||||
1071002 3 14400 600 1000 600 1000 600 1000
|
||||
1081002 3 14400 600 1000 600 1000 600 1000
|
||||
1021002 3 14400 600 1000 600 1000 600 1000
|
||||
1031002 3 14400 600 1000 600 1000 600 1000
|
||||
1061003 3 14400 600 1000 600 1000 600 1000
|
||||
1031003 3 14400 600 1000 600 1000 600 1000
|
||||
1011003 3 14400 600 1000 600 1000 600 1000
|
||||
1071003 3 14400 600 1000 600 1000 600 1000
|
||||
1051003 3 14400 600 1000 600 1000 600 1000
|
||||
1021003 3 14400 600 1000 600 1000 600 1000
|
||||
1081003 3 14400 600 1000 600 1000 600 1000
|
||||
1091002 3 14400 600 1000 600 1000 600 1000
|
||||
90370 3 14400 600 1000 600 1000 600 1000
|
||||
90220 3 14400 600 1000 600 1000 600 1000
|
||||
1041003 3 14400 600 1000 600 1000 600 1000
|
||||
1111002 3 14400 600 1000 600 1000 600 1000
|
||||
81600 3 14400 600 1000 600 1000 600 1000
|
||||
81500 3 14400 600 1000 600 1000 600 1000
|
||||
92030 3 14400 600 1000 600 1000 600 1000
|
||||
1121002 3 14400 600 1000 600 1000 600 1000
|
||||
92670 3 14400 600 1000 600 1000 600 1000
|
||||
813000 3 14400 600 1000 600 1000 600 1000
|
||||
1000000 3 14400 600 1000 600 1000 600 1000
|
||||
1021004 3 14400 600 1000 600 1000 600 1000
|
||||
1131002 3 14400 600 1000 600 1000 600 1000
|
||||
1511003 3 14400 600 1000 600 1000 600 1000
|
||||
1141003 3 14400 600 1000 600 1000 600 1000
|
||||
1521003 3 14400 600 1000 600 1000 600 1000
|
||||
1161002 3 14400 600 1000 600 1000 600 1000
|
||||
837000 3 14400 600 1000 600 1000 600 1000
|
||||
1171003 3 14400 600 1000 600 1000 600 1000
|
||||
1181003 3 14400 600 1000 600 1000 600 1000
|
||||
1191003 3 14400 600 1000 600 1000 600 1000
|
||||
1201003 3 14400 600 1000 600 1000 600 1000
|
||||
1211002 3 14400 600 1000 600 1000 600 1000
|
||||
1531003 3 14400 600 1000 600 1000 600 1000
|
||||
1221002 3 14400 600 1000 600 1000 600 1000
|
||||
1121003 3 14400 600 1000 600 1000 600 1000
|
||||
1131003 3 14400 600 1000 600 1000 600 1000
|
||||
1541003 3 14400 600 1000 600 1000 600 1000
|
||||
1031004 3 14400 600 1000 600 1000 600 1000
|
||||
1531004 3 14400 600 1000 600 1000 600 1000
|
||||
1551003 3 14400 600 1000 600 1000 600 1000
|
||||
1051004 3 14400 600 1000 600 1000 600 1000
|
||||
1561003 3 14400 600 1000 600 1000 600 1000
|
||||
1071004 3 14400 600 1000 600 1000 600 1000
|
||||
1571003 3 14400 600 1000 600 1000 600 1000
|
||||
1041004 3 14400 600 1000 600 1000 600 1000
|
||||
@@ -0,0 +1,19 @@
|
||||
Wfj<66>Xd<58><64>Θ<EFBFBD>g<EFBFBD>K<EFBFBD>Q<EFBFBD><51>!V<>>Y<0B><>ZWK<57><4B>Q<><51><1F><><EFBFBD><EFBFBD>ޮ<EFBFBD><DEAE>%<25><>@<40>!<21>,><3E><><1E><><EFBFBD>o<EFBFBD>XT6<><36>A<EFBFBD>j<EFBFBD><6A><EFBFBD><02><>N<EFBFBD><16>^(<28>d<EFBFBD>w#<23><><1C>Bt<42><1C>N<EFBFBD><12><><EFBFBD><EFBFBD>C<EFBFBD><43>q<EFBFBD><71><EFBFBD>6q<>KF%<25><>0Id Type Interval MaxCount Speed
|
||||
101 1 1 1 1000
|
||||
102 1 1 1 600
|
||||
103 1 1 1 600
|
||||
104 1 1 1 600
|
||||
105 1 1 1 600
|
||||
106 1 1 1 600
|
||||
107 1 1 1 600
|
||||
108 1 1 1 600
|
||||
109 1 1 1 600
|
||||
201 2 300 8 300
|
||||
202 2 300 8 300
|
||||
203 2 300 8 300
|
||||
204 2 300 8 300
|
||||
205 2 300 8 300
|
||||
206 2 300 8 300
|
||||
207 2 300 8 300
|
||||
208 2 300 8 300
|
||||
209 2 300 8 300
|
||||
@@ -0,0 +1,271 @@
|
||||
P<EFBFBD>.<2E><><EFBFBD>I<EFBFBD>>{,<2C><>M
|
||||
^<5E>Q<10><>{,<2C><><EFBFBD>ͰK<CDB0>Ff<46><66>#<23>B<0C><><EFBFBD>\<5C><><EFBFBD><EFBFBD>"f]М<>l<EFBFBD><6C><EFBFBD>`<60><>,xD<><44><03><>h<EFBFBD>`<60><0F>ܡm<DCA1><6D>EL<45>Ө<EFBFBD><D3A8>8K<38><4B><EFBFBD><EFBFBD><EFBFBD><13> 6k<36><02>%c[<18>ok<6F><6B><EFBFBD><EFBFBD>.:<3A>8<EFBFBD>P<EFBFBD>EOZ<4F><5A>Id CharacterId VitalityRecoveryType VitalityRecovery MoodRecoveryType MoodRecovery Pre CompareType AttrTotal AttrCondition[0] AttrCondition[1] AttrCondition[2] Description
|
||||
1 1011002 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
2 1011002 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
3 1011002 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
4 1011002 0 500 0 200 4 1 5500 0 3500 2000 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
5 1011002 0 600 0 500 5 1 10000 0 6500 3500 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
6 1021001 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
7 1021001 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
8 1021001 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
9 1021001 0 500 0 200 4 1 5500 0 3500 2000 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
10 1021001 0 600 0 500 5 1 10000 0 6500 3500 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
11 1031001 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
12 1031001 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
13 1031001 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
14 1031001 0 500 0 200 4 1 5500 3500 2000 0 When the Beauty and Comfort of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
15 1031001 0 600 0 500 5 1 10000 6500 3500 0 When the Beauty and Comfort of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
16 1041002 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
17 1041002 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
18 1041002 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
19 1041002 0 500 0 200 4 1 5500 0 2000 3500 When the Utility and Comfort of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
20 1041002 0 600 0 500 5 1 10000 0 3500 6500 When the Utility and Comfort of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
21 1051001 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
22 1051001 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
23 1051001 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
24 1051001 0 500 0 200 4 1 5500 2000 3500 0 When the Comfort and Beauty of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
25 1051001 0 600 0 500 5 1 10000 3500 6500 0 When the Comfort and Beauty of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
26 1061002 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
27 1061002 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
28 1061002 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
29 1061002 0 500 0 200 4 1 5500 3500 2000 0 When the Beauty and Comfort of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
30 1061002 0 600 0 500 5 1 10000 6500 3500 0 When the Beauty and Comfort of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
31 1071002 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
32 1071002 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
33 1071002 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
34 1071002 0 500 0 200 4 1 5500 0 3500 2000 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
35 1071002 0 600 0 500 5 1 10000 0 6500 3500 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
36 1081002 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
37 1081002 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
38 1081002 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
39 1081002 0 500 0 200 4 1 5500 0 2000 3500 When the Utility and Comfort of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
40 1081002 0 600 0 500 5 1 10000 0 3500 6500 When the Utility and Comfort of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
41 1021002 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
42 1021002 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
43 1021002 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
44 1021002 0 500 0 200 4 1 5500 3500 0 2000 When the Beauty and Utility of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
45 1021002 0 600 0 500 5 1 10000 6500 0 3500 When the Beauty and Utility of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
46 1031002 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
47 1031002 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
48 1031002 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
49 1031002 0 500 0 200 4 1 5500 0 2000 3500 When the Utility and Comfort of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
50 1031002 0 600 0 500 5 1 10000 0 3500 6500 When the Utility and Comfort of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
51 1011003 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
52 1011003 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
53 1011003 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
54 1011003 0 500 0 200 4 1 5500 2000 0 3500 When the Utility and Beauty of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
55 1011003 0 600 0 500 5 1 10000 3500 0 6500 When the Utility and Beauty of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
56 1031003 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
57 1031003 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
58 1031003 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
59 1031003 0 500 0 200 4 1 5500 2000 0 3500 When the Utility and Beauty of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
60 1031003 0 600 0 500 5 1 10000 3500 0 6500 When the Utility and Beauty of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
61 1061003 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
62 1061003 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
63 1061003 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
64 1061003 0 500 0 200 4 1 5500 0 3500 2000 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
65 1061003 0 600 0 500 5 1 10000 0 6500 3500 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
66 1071003 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
67 1071003 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
68 1071003 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
69 1071003 0 500 0 200 4 1 5500 0 3500 2000 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
70 1071003 0 600 0 500 5 1 10000 0 6500 3500 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
71 1051003 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
72 1051003 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
73 1051003 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
74 1051003 0 500 0 200 4 1 5500 2000 3500 0 When the Comfort and Beauty of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
75 1051003 0 600 0 500 5 1 10000 3500 6500 0 When the Comfort and Beauty of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
76 1021003 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
77 1021003 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
78 1021003 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
79 1021003 0 500 0 200 4 1 5500 0 3500 2000 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
80 1021003 0 600 0 500 5 1 10000 0 6500 3500 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
81 1081003 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
82 1081003 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
83 1081003 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
84 1081003 0 500 0 200 4 1 5500 0 2000 3500 When the Utility and Comfort of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
85 1081003 0 600 0 500 5 1 10000 0 3500 6500 When the Utility and Comfort of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
86 1091002 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
87 1091002 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
88 1091002 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
89 1091002 0 500 0 200 4 1 5500 2000 3500 0 When the Comfort and Beauty of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
90 1091002 0 600 0 500 5 1 10000 3500 6500 0 When the Comfort and Beauty of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
91 90370 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
92 90370 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
93 90370 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
94 90370 0 500 0 200 4 1 5500 0 3500 2000 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
95 90370 0 600 0 500 5 1 10000 0 6500 3500 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
96 90220 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
97 90220 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
98 90220 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
99 90220 0 500 0 200 4 1 5500 0 3500 2000 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
100 90220 0 600 0 500 5 1 10000 0 6500 3500 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
101 1041003 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
102 1041003 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
103 1041003 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
104 1041003 0 500 0 200 4 1 5500 0 3500 2000 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
105 1041003 0 600 0 500 5 1 10000 0 6500 3500 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
106 1111002 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
107 1111002 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
108 1111002 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
109 1111002 0 500 0 200 4 1 5500 0 2000 3500 When the Utility and Comfort of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
110 1111002 0 600 0 500 5 1 10000 0 3500 6500 When the Utility and Comfort of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
111 81600 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
112 81600 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
113 81600 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
114 81600 0 500 0 200 4 1 5500 3500 2000 0 When the Beauty and Comfort of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
115 81600 0 600 0 500 5 1 10000 6500 3500 0 When the Beauty and Comfort of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
116 81500 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
117 81500 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
118 81500 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
119 81500 0 500 0 200 4 1 5500 3500 0 2000 When the Beauty and Utility of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
120 81500 0 600 0 500 5 1 10000 6500 0 3500 When the Beauty and Utility of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
121 92030 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
122 92030 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
123 92030 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
124 92030 0 500 0 200 4 1 5500 2000 0 3500 When the Utility and Beauty of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
125 92030 0 600 0 500 5 1 10000 3500 0 6500 When the Utility and Beauty of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
126 1121002 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
127 1121002 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
128 1121002 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
129 1121002 0 500 0 200 4 1 5500 0 2000 3500 When the Utility and Comfort of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
130 1121002 0 600 0 500 5 1 10000 0 3500 6500 When the Utility and Comfort of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
131 92670 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
132 92670 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
133 92670 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
134 92670 0 500 0 200 4 1 5500 3500 2000 0 When the Beauty and Comfort of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
135 92670 0 600 0 500 5 1 10000 6500 3500 0 When the Beauty and Comfort of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
136 813000 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
137 813000 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
138 813000 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
139 813000 0 500 0 200 4 1 5500 2000 3500 0 When the Comfort and Beauty of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
140 813000 0 600 0 500 5 1 10000 3500 6500 0 When the Comfort and Beauty of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
141 1000000 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
142 1000000 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
143 1000000 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
144 1000000 0 500 0 200 4 1 5500 3500 2000 0 When the Beauty and Comfort of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
145 1000000 0 600 0 500 5 1 10000 6500 3500 0 When the Beauty and Comfort of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
146 1021004 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
147 1021004 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
148 1021004 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
149 1021004 0 500 0 200 4 1 5500 0 2000 3500 When the Utility and Comfort of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
150 1021004 0 600 0 500 5 1 10000 0 3500 6500 When the Utility and Comfort of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
151 1131002 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
152 1131002 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
153 1131002 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
154 1131002 0 500 0 200 4 1 5500 3500 2000 0 When the Beauty and Comfort of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
155 1131002 0 600 0 500 5 1 10000 6500 3500 0 When the Beauty and Comfort of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
156 1511003 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
157 1511003 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
158 1511003 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
159 1511003 0 500 0 200 4 1 5500 0 2000 3500 When the Utility and Comfort of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
160 1511003 0 600 0 500 5 1 10000 0 3500 6500 When the Utility and Comfort of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
161 1141003 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
162 1141003 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
163 1141003 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
164 1141003 0 500 0 200 4 1 5500 0 3500 2000 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
165 1141003 0 600 0 500 5 1 10000 0 6500 3500 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
166 1521003 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
167 1521003 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
168 1521003 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
169 1521003 0 500 0 200 4 1 5500 2000 0 3500 When the Utility and Beauty of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
170 1521003 0 600 0 500 5 1 10000 3500 0 6500 When the Utility and Beauty of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
171 1161002 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
172 1161002 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
173 1161002 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
174 1161002 0 500 0 200 4 1 5500 0 3500 2000 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
175 1161002 0 600 0 500 5 1 10000 0 6500 3500 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
176 837000 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
177 837000 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
178 837000 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
179 837000 0 500 0 200 4 1 5500 3500 2000 0 When the Beauty and Comfort of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
180 837000 0 600 0 500 5 1 10000 6500 3500 0 When the Beauty and Comfort of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
181 1171003 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color>points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color>point per hour.
|
||||
182 1171003 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
183 1171003 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
184 1171003 0 500 0 200 4 1 5500 0 3500 2000 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
185 1171003 0 600 0 500 5 1 10000 0 6500 3500 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
186 1181003 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color>points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color>point per hour.
|
||||
187 1181003 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
188 1181003 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
189 1181003 0 500 0 200 4 1 5500 0 2000 3500 When the Utility and Comfort of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
190 1181003 0 600 0 500 5 1 10000 0 3500 6500 When the Utility and Comfort of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
191 1191003 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color>points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color>point per hour.
|
||||
192 1191003 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
193 1191003 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
194 1191003 0 500 0 200 4 1 5500 0 3500 2000 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
195 1191003 0 600 0 500 5 1 10000 0 6500 3500 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
196 1201003 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color>points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color>point per hour.
|
||||
197 1201003 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
198 1201003 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
199 1201003 0 500 0 200 4 1 5500 2000 0 3500 When the Utility and Beauty of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
200 1201003 0 600 0 500 5 1 10000 3500 0 6500 When the Utility and Beauty of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
201 1211002 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
202 1211002 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
203 1211002 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
204 1211002 0 500 0 200 4 1 5500 0 3500 2000 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
205 1211002 0 600 0 500 5 1 10000 0 6500 3500 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
206 1531003 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
207 1531003 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
208 1531003 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
209 1531003 0 500 0 200 4 1 5500 3500 2000 0 When the Beauty and Comfort of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
210 1531003 0 600 0 500 5 1 10000 6500 3500 0 When the Beauty and Comfort of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
211 1121003 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
212 1121003 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
213 1121003 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
214 1121003 0 500 0 200 4 1 5500 0 2000 3500 When the Utility and Comfort of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
215 1121003 0 600 0 500 5 1 10000 0 3500 6500 When the Utility and Comfort of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
216 1221002 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
217 1221002 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
218 1221002 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
219 1221002 0 500 0 200 4 1 5500 2000 0 3500 When the Utility and Beauty of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
220 1221002 0 600 0 500 5 1 10000 3500 0 6500 When the Utility and Beauty of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
221 1131003 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
222 1131003 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
223 1131003 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
224 1131003 0 500 0 200 4 1 5500 3500 2000 0 When the Beauty and Comfort of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
225 1131003 0 600 0 500 5 1 10000 6500 3500 0 When the Beauty and Comfort of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
226 1541003 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
227 1541003 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
228 1541003 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
229 1541003 0 500 0 200 4 1 5500 3500 0 2000 When the Beauty and Utility of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
230 1541003 0 600 0 500 5 1 10000 6500 0 3500 When the Beauty and Utility of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
231 1031004 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
232 1031004 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
233 1031004 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
234 1031004 0 500 0 200 4 1 5500 0 3500 2000 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
235 1031004 0 600 0 500 5 1 10000 0 6500 3500 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
236 1531004 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
237 1531004 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
238 1531004 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
239 1531004 0 500 0 200 4 1 5500 3500 2000 0 When the Beauty and Comfort of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
240 1531004 0 600 0 500 5 1 10000 6500 3500 0 When the Beauty and Comfort of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
241 1551003 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
242 1551003 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
243 1551003 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
244 1551003 0 500 0 200 4 1 5500 0 3500 2000 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
245 1551003 0 600 0 500 5 1 10000 0 6500 3500 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
246 1051004 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1,200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
247 1051004 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1,200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
248 1051004 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3,500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
249 1051004 0 500 0 200 4 1 5500 2000 3500 0 When the Comfort and Beauty of the current Dormitory reach <color=#FF4E4EFF>3,500</color> points and <color=#FF4E4EFF>2,000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
250 1051004 0 600 0 500 5 1 10000 3500 6500 0 When the Comfort and Beauty of the current Dormitory reach <color=#FF4E4EFF>6,500</color> points and <color=#FF4E4EFF>3,500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
251 1561003 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1,200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
252 1561003 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1,200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
253 1561003 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3,500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
254 1561003 0 500 0 200 4 1 5500 2000 0 3500 When the Utility and Beauty of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
255 1561003 0 600 0 500 5 1 10000 3500 0 6500 When the Utility and Beauty of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
256 1071004 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1,200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour.
|
||||
257 1071004 0 300 0 50 2 1 1200 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour.
|
||||
258 1071004 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3,500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
259 1071004 0 500 0 200 4 1 5500 3500 0 2000 When the Beauty and Utility of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
260 1071004 0 600 0 500 5 1 10000 6500 0 3500 When the Beauty and Utility of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour.
|
||||
261 1571003 1 100 1 100 1 1 0 0 0 0 "When the total value of the current Dormitory is under <color=#FF4E4EFF>1200</color> points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color> point per hour."
|
||||
262 1571003 0 300 0 50 2 1 1200 0 0 0 "When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour."
|
||||
263 1571003 0 400 0 100 3 1 3500 0 0 0 "When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour."
|
||||
264 1571003 0 500 0 200 4 1 5500 0 2000 3500 "When the Utility and Comfort of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour."
|
||||
265 1571003 0 600 0 500 5 1 10000 0 3500 6500 "When the Utility and Comfort of the current Dormitory reach <color=#FF4E4EFF>6500</color> points and <color=#FF4E4EFF>3500</color> points respectively, Constructs will restore <color=#28CFFFFF>6</color> Stamina and <color=#28CFFFFF>5</color> Mood per hour."
|
||||
266 1041004 1 100 1 100 1 1 0 0 0 0 When the total value of the current Dormitory is under <color=#FF4E4EFF>1,200</color>points, both Constructs' Stamina and Mood will decrease by <color=#28CFFFFF>1</color>point per hour.
|
||||
267 1041004 0 300 0 50 2 1 1200 0 0 0 "When the total value of the current Dormitory reaches <color=#FF4E4EFF>1200</color> points, Constructs will restore <color=#28CFFFFF>3</color> Stamina and <color=#28CFFFFF>0.5</color> Mood per hour."
|
||||
268 1041004 0 400 0 100 3 1 3500 0 0 0 When the total value of the current Dormitory reaches <color=#FF4E4EFF>3500</color> points, Constructs will restore <color=#28CFFFFF>4</color> Stamina and <color=#28CFFFFF>1</color> Mood per hour.
|
||||
269 1041004 0 500 0 200 4 1 5500 0 3500 2000 When the Comfort and Utility of the current Dormitory reach <color=#FF4E4EFF>3500</color> points and <color=#FF4E4EFF>2000</color> points respectively, Constructs will restore <color=#28CFFFFF>5</color> Stamina and <color=#28CFFFFF>2</color> Mood per hour.
|
||||
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|
||||
1011002 1 Assets/Product/Role/Room/Prefab/QR2LiangMd010011.prefab Lee: Palefire Lee Palefire Assets/Product/Texture/Image/Role/RoleHeadLi3Q.png Assets/Product/Texture/Image/Role/RoleHeadLiQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 2 3 1021001 1031001 1061002
|
||||
1021001 2 Assets/Product/Role/Room/Prefab/QR1LuxiyaMd010011.prefab Lucia: Lotus Lucia Lotus Assets/Product/Texture/Image/Role/RoleHeadluxiya3Q.png Assets/Product/Texture/Image/Role/RoleHeadluxiyaQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 2 3 1031001 1011003 1061003 1071002
|
||||
1031001 2 Assets/Product/Role/Room/Prefab/QR1LifuMd010011.prefab Liv: Eclipse Liv Eclipse Assets/Product/Texture/Image/Role/RoleHeadLifu3Q.png Assets/Product/Texture/Image/Role/RoleHeadLifuQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 1 2 1011002 1021001 1081002
|
||||
1041002 2 Assets/Product/Role/Room/Prefab/QR2BiankaMd010011.prefab Bianca: Zero Bianca Zero Assets/Product/Texture/Image/Role/RoleHeadAolisuo3Q.png Assets/Product/Texture/Image/Role/RoleHeadAolisuoQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 3 2 1021001 1031002
|
||||
1051001 2 Assets/Product/Role/Room/Prefab/QR2YongyechaoMd010011.prefab Nanami: Storm Nanami Storm Assets/Product/Texture/Image/Role/RoleHeadYongyechao3Q.png Assets/Product/Texture/Image/Role/RoleHeadYongyechaoQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 2 1 1021001 1031001 1041002 1081002
|
||||
1061002 1 Assets/Product/Role/Room/Prefab/QR2ShenweiMd010011.prefab Kamui: Bastion Kamui Bastion Assets/Product/Texture/Image/Role/RoleHeadShenwei3Q.png Assets/Product/Texture/Image/Role/RoleHeadShenweiQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 1 2 1031001 1021001 1081002
|
||||
1071002 2 Assets/Product/Role/Room/Prefab/QR2KalieninaMd010011.prefab Karenina: Blast Karenina Blast Assets/Product/Texture/Image/Role/RoleHeadKalie3Q.png Assets/Product/Texture/Image/Role/RoleHeadKalieQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 2 3 1071003 1041002 1081002
|
||||
1081002 1 Assets/Product/Role/Room/Prefab/QR2DubianMd010011.prefab Watanabe: Nightblade Watanabe Nightblade Assets/Product/Texture/Image/Role/RoleHeadDubian3Q.png Assets/Product/Texture/Image/Role/RoleHeadDubianQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 3 2 1061002 1031001 1011003
|
||||
1021002 2 Assets/Product/Role/Room/Prefab/QR2LuxiyaMd010011.prefab Lucia: Dawn Lucia Dawn Assets/Product/Texture/Image/Role/RoleHeadluxiya3SQ.png Assets/Product/Texture/Image/Role/RoleHeadluxiyaSQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 1 3 1031002 1011003 1061003
|
||||
1031002 2 Assets/Product/Role/Room/Prefab/QR2LifuMd010011.prefab Liv: Lux Liv Lux Assets/Product/Texture/Image/Role/RoleHeadLifu3SQ.png Assets/Product/Texture/Image/Role/RoleHeadLifuSQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 3 2 1021002 1061002
|
||||
1061003 1 Assets/Product/Role/Room/Prefab/QR3ShenweiMd010011.prefab Kamui: Tenebrion Kamui Tenebrion Assets/Product/Texture/Image/Role/RoleHeadShenwei3SSQ.png Assets/Product/Texture/Image/Role/RoleHeadShenweiSSQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 2 3 1031002 1021001 1011003 1011002
|
||||
1031003 2 Assets/Product/Role/Room/Prefab/QR3LifuMd010011.prefab Liv: Luminance Liv Luminance Assets/Product/Texture/Image/Role/RoleHeadLifu3SSQ.png Assets/Product/Texture/Image/Role/RoleHeadLifuSSQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 3 1 1021002 1011003
|
||||
1011003 1 Assets/Product/Role/Room/Prefab/QR3LiangMd010011.prefab Lee: Entropy Lee Entropy Assets/Product/Texture/Image/Role/RoleHeadLi3SSQ.png Assets/Product/Texture/Image/Role/RoleHeadLiSSQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 3 1 1021002 1031001 1061003
|
||||
1071003 2 Assets/Product/Role/Room/Prefab/QR3KalieninaMd010011.prefab Karenina: Ember Karenina Ember Assets/Product/Texture/Image/Role/RoleHeadKalie3SSQ.png Assets/Product/Texture/Image/Role/RoleHeadKalieSSQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 2 3 1031003 1041002
|
||||
1051003 2 Assets/Product/Role/Room/Prefab/QR3YongyechaoMd010011.prefab Nanami: Pulse Nanami Pulse Assets/Product/Texture/Image/Role/RoleHeadYongyechao3SSQ.png Assets/Product/Texture/Image/Role/RoleHeadYongyechaoSSQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 2 1 1031003 1041002
|
||||
1021003 2 Assets/Product/Role/Room/Prefab/QR3LuxiyaMd010011.prefab Lucia: Crimson Abyss Lucia Crimson Abyss Assets/Product/Texture/Image/Role/RoleHeadluxiya3SSQ.png Assets/Product/Texture/Image/Role/RoleHeadluxiyaSSQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 2 3 1021001 1021002
|
||||
1081003 1 Assets/Product/Role/Room/Prefab/QR3DubianMd010011.prefab Watanabe: Astral Watanabe Astral Assets/Product/Texture/Image/Role/RoleHeadDubian3SSQ.png Assets/Product/Texture/Image/Role/RoleHeadDubianSSQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 3 2 1041002
|
||||
1091002 2 Assets/Product/Role/Room/Prefab/QR2AilaMd010011.prefab Ayla: Brilliance Ayla Brilliance Assets/Product/Texture/Image/Role/RoleHeadAila3Q.png Assets/Product/Texture/Image/Role/RoleHeadAilaQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 2 1 1011002 1021001 1031001
|
||||
90370 3 Assets/Product/Role/Room/Prefab/QR1GongjianMd010011.prefab B5 Pointy Pointy B5 Assets/Product/Texture/Image/Role/RoleChangmao3Q.png Assets/Product/Texture/Image/Role/RoleChangmaoQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 2 3 90220
|
||||
90220 3 Assets/Product/Role/Room/Prefab/QR1ChangmaoMd010011.prefab B5 Pokey Pokey B5 Assets/Product/Texture/Image/Role/RoleChangQiang3Q.png Assets/Product/Texture/Image/Role/RoleChangQiangQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 2 3 90370
|
||||
1041003 2 Assets/Product/Role/Room/Prefab/QR3BiankaMd010011.prefab Bianca: Veritas Bianca Veritas Assets/Product/Texture/Image/Role/RoleHeadBianka3SSQ.png Assets/Product/Texture/Image/Role/RoleHeadBiankaSSQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 2 3 1071002 1071003 1081003 1081002
|
||||
1111002 2 Assets/Product/Role/Room/Prefab/QR2SufeiyaMd010011.prefab Sophia: Silverfang Sophia Silverfang Assets/Product/Texture/Image/Role/RoleHeadSufeiya3Q.png Assets/Product/Texture/Image/Role/RoleHeadSufeiyaQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 3 2 1011002 1031001
|
||||
81600 3 Assets/Product/Role/Room/Prefab/QR1LuolanMd010011.prefab Roland Roland Assets/Product/Texture/Image/Role/RoleHeadLuolan3Q.png Assets/Product/Texture/Image/Role/RoleHeadLuolanQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 1 2 1021003 1061002
|
||||
81500 3 Assets/Product/Role/Room/Prefab/QR1PentujixieMd010011.prefab Nozzle Nozzle Assets/Product/Texture/Image/Role/RoleHeadGuer3Q.png Assets/Product/Texture/Image/Role/RoleHeadGuerQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 1 3 1091002 1011002
|
||||
92030 3 Assets/Product/Role/Room/Prefab/QR1XiulijigongMd010011.prefab Repairer Repairer Assets/Product/Texture/Image/Role/RoleHeadBanshou3Q.png Assets/Product/Texture/Image/Role/RoleHeadBanshouQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 3 1 1111002
|
||||
1121002 1 Assets/Product/Role/Room/Prefab/QR2KuluomuMd010011.prefab Chrome: Arclight Chrome Arclight Assets/Product/Texture/Image/Role/RoleHeadKulomu3Q.png Assets/Product/Texture/Image/Role/RoleHeadKulomuQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 3 2 1061003 1061002
|
||||
92670 3 Assets/Product/Role/Room/Prefab/QR1HuanMd010011.prefab Kemuri Kemuri Assets/Product/Texture/Image/Role/RoleHeadHuan3Q.png Assets/Product/Texture/Image/Role/RoleHeadHuanQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 1 2 1091002 1041003 1041002
|
||||
813000 3 Assets/Product/Role/Room/Prefab/QR1GuanjiaMd010011.prefab Roseblade Roseblade Assets/Product/Texture/Image/Role/RoleHeadGuanjia3Q.png Assets/Product/Texture/Image/Role/RoleHeadGuanjiaQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 2 1 1021001 1031001 1011002
|
||||
1000000 5 Assets/Product/Role/Room/Prefab/QR1SailikaMd010011.prefab Celica Celica Assets/Product/Texture/Image/Role/RoleHeadSailika3Q.png Assets/Product/Texture/Image/Role/RoleHeadSailikaQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 1 2 1041002 1011002 1051003 1071002
|
||||
1021004 2 Assets/Product/Role/Room/Prefab/QR4LuxiyaMd010011.prefab Lucia: Plume Lucia Plume Assets/Product/Texture/Image/Role/RoleHeadR4Luxiya3Q.png Assets/Product/Texture/Image/Role/RoleHeadR4LuxiyaQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 3 2 1031001 1011003
|
||||
1131002 2 Assets/Product/Role/Room/Prefab/QR2WeilaMd010011.prefab Vera: Rozen Vera Rozen Assets/Product/Texture/Image/Role/RoleHeadWeila3Q.png Assets/Product/Texture/Image/Role/RoleHeadWeilaQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 1 2 81600
|
||||
1511003 6 Assets/Product/Role/Room/Prefab/QR2KamuMd010011.prefab Camu: Crocotta Camu Crocotta Assets/Product/Texture/Image/Role/RoleHeadKamu3Q.png Assets/Product/Texture/Image/Role/RoleHeadKamuQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 3 2 1061002 1061003 81600
|
||||
1141003 2 Assets/Product/Role/Room/Prefab/QR3LuosaitaMd010011.prefab Rosetta: Rigor Rosetta Rigor Assets/Product/Texture/Image/Role/RoleHeadLuosaita3Q.png Assets/Product/Texture/Image/Role/RoleHeadLuosaitaQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 2 3 1021004 1011003 1031001 1021003
|
||||
1521003 7 Assets/Product/Role/Room/Prefab/QR2QuMd010011.prefab Qu: Pavo Qu Pavo Assets/Product/Texture/Image/Role/RoleHeadQu3Q.png Assets/Product/Texture/Image/Role/RoleHeadQuQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 3 1 1021004 1021003
|
||||
1161002 1 Assets/Product/Role/Room/Prefab/QR1ChangyuMd010011.prefab Changyu: Qilin Changyu Qilin Assets/Product/Texture/Image/Role/RoleHeadChangYu3Q.png Assets/Product/Texture/Image/Role/RoleHeadChangYuQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 2 3 1031002 1111002
|
||||
837000 3 Assets/Product/Role/Room/Prefab/QR1AolajiangMd010011.prefab Shark-speare Shark-speare Assets/Product/Texture/Image/Role/RoleHeadShashibier3Q.png Assets/Product/Texture/Image/Role/RoleHeadShashibierQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 1 2 1091002
|
||||
1171003 2 Assets/Product/Role/Room/Prefab/QR3LunaMd010011.prefab Luna: Laurel Luna Laurel Assets/Product/Texture/Image/Role/RoleHeadLuna3Q.png Assets/Product/Texture/Image/Role/RoleHeadLunaQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 2 3 1021001 1021003
|
||||
1181003 8 Assets/Product/Role/Room/Prefab/QR3TwobMd010011.prefab 2B 2B Assets/Product/Texture/Image/Role/RoleHead2B3Q.png Assets/Product/Texture/Image/Role/RoleHead2BQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 3 2 1191003
|
||||
1191003 8 Assets/Product/Role/Room/Prefab/QR3NinesMd010011.prefab 9S 9S Assets/Product/Texture/Image/Role/RoleHead9S3Q.png Assets/Product/Texture/Image/Role/RoleHead9SQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 2 3 1181003 1201003
|
||||
1201003 8 Assets/Product/Role/Room/Prefab/QR3AtwoMd010011.prefab A2 A2 Assets/Product/Texture/Image/Role/RoleHeadA23Q.png Assets/Product/Texture/Image/Role/RoleHeadA2Q.png 0.85 0.7 1.2 1.4 0.51 1 0.6 3 1 1191003
|
||||
1211002 1 Assets/Product/Role/Room/Prefab/QR2WanshiMd010011.prefab Wanshi: Hypnos Wanshi Hypnos Assets/Product/Texture/Image/Role/RoleHeadWanShi3Q.png Assets/Product/Texture/Image/Role/RoleHeadWanShiQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 2 3 1061002 1061003 1121002 1511003 81600
|
||||
1531003 7 Assets/Product/Role/Room/Prefab/QR3SailinnaMd010011.prefab Selena: Tempest Selena Tempest Assets/Product/Texture/Image/Role/RoleHeadSaiLinNa3Q.png Assets/Product/Texture/Image/Role/RoleHeadSaiLinNaQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 1 2 1091002 81600
|
||||
1121003 1 Assets/Product/Role/Room/Prefab/QR3KuluomuMd010011.prefab Chrome: Glory Chrome Glory Assets/Product/Texture/Image/Role/RoleHeadR3Kuluomu3Q.png Assets/Product/Texture/Image/Role/RoleHeadR3KuluomuQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 3 2 1061003 1061002 1211002
|
||||
1221002 2 Assets/Product/Role/Room/Prefab/QR2TwentyoneMd010011.prefab No. 21: XXI No. 21 XXI Assets/Product/Texture/Image/Role/RoleHead21Hao3Q.png Assets/Product/Texture/Image/Role/RoleHead21HaoQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 3 1 1131002
|
||||
1131003 2 Assets/Product/Role/Room/Prefab/QR3WeilaMd010011.prefab Vera: Garnet Vera Garnet Assets/Product/Texture/Image/Role/RoleHeadR3Weila3Q.png Assets/Product/Texture/Image/Role/RoleHeadR3WeilaQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 1 2 1221002 81600
|
||||
1541003 6 Assets/Product/Role/Room/Prefab/QR2LuolanMd010011.prefab Roland: Flambeau Roland Flambeau Assets/Product/Texture/Image/Role/RoleHeadR2Luolan3Q.png Assets/Product/Texture/Image/Role/RoleHeadR2LuolanQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 1 3 1171003 1021003
|
||||
1031004 2 Assets/Product/Role/Room/Prefab/QR4LifuMd010011.prefab Liv: Empyrea Liv Empyrea Assets/Product/Texture/Image/Role/RoleHeadR4Lifu3Q.png Assets/Product/Texture/Image/Role/RoleHeadR4LifuQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 2 3 1021004 1011003
|
||||
1531004 2 Assets/Product/Role/Room/Prefab/QR4SailinnaMd010011.prefab Selena: Capriccio Selena Capriccio Assets/Product/Texture/Image/Role/RoleHeadR3Sailinna3Q.png Assets/Product/Texture/Image/Role/RoleHeadR3SailinnaQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 1 2 1091002 1531003
|
||||
1551003 7 Assets/Product/Role/Room/Prefab/QR2PulaoMd010011.prefab Pulao: Dragontoll Pulao Dragontoll Assets/Product/Texture/Image/Role/RoleHeadPulao3Qnew.png Assets/Product/Texture/Image/Role/RoleHeadPulaoQnew.png 0.85 0.7 1.2 1.4 0.51 1 0.6 2 3 1161002 1111002
|
||||
1051004 2 Assets/Product/Role/Room/Prefab/QR4YongyechaoMd010011.prefab Nanami: Starfarer Nanami Starfarer Assets/Product/Texture/Image/Role/RoleHeadR5Yongyechao3Q.png Assets/Product/Texture/Image/Role/RoleHeadR5YongyechaoQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 2 1 1021004 1031004 1041003
|
||||
1561003 7 Assets/Product/Role/Room/Prefab/QR2HakamaMd010011.prefab Haicma: Starveil Haicma Starveil Assets/Product/Texture/Image/Role/RoleHeadHakama3Qnew.png Assets/Product/Texture/Image/Role/RoleHeadHakamaQnew.png 0.85 0.7 1.2 1.4 0.51 1 0.6 3 1 1051004 1051003 1051001
|
||||
1071004 2 Assets/Product/Role/Room/Prefab/QR4KalieninaMd010011.prefab Karenina: Scire Karenina Scire Assets/Product/Texture/Image/Role/RoleHeadR4Kalienina3Q.png Assets/Product/Texture/Image/Role/RoleHeadR4KalieninaQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 1 3 1041002 837000
|
||||
1571003 6 Assets/Product/Role/Room/Prefab/QR2NuoanMd010011.prefab Noan: Arca Noan Arca Assets/Product/Texture/Image/Role/RoleHeadNuoan3Qnew.png Assets/Product/Texture/Image/Role/RoleHeadNuoanQnew.png 0.85 0.7 1.2 1.4 0.51 1 0.6 3 2 1081002 1161002
|
||||
1041004 2 Assets/Product/Role/Room/Prefab/QR4BiankaMd010011.prefab Bianca: Stigmata Bianca Stigmata Assets/Product/Texture/Image/Role/RoleHeadR4Bianka3Q.png Assets/Product/Texture/Image/Role/RoleHeadR4BiankaQ.png 0.85 0.7 1.2 1.4 0.51 1 0.6 2 3 1071004 1071003 1071002 1081003 1081002
|
||||
@@ -0,0 +1,19 @@
|
||||
<09><><EFBFBD><EFBFBD>5<EFBFBD>>\<12>bvF<76>Դ<EFBFBD><D4B4><EFBFBD><EFBFBD><EFBFBD>j<EFBFBD>b傲<62>ͬVO$<24><>u<EFBFBD><75><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>j0ό<30><CF8C><EFBFBD>ouM:!<21><>x<EFBFBD><78><EFBFBD><EFBFBD>U<EFBFBD>5<EFBFBD><35>[<5B><19>l`)g<>a\5sg<73><67><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>X<EFBFBD><03><><EFBFBD>\z!<21><05><>"<22>ji<6A><69>m<6D><7F><EFBFBD>?<3F>DormitoryNum ItemId Vitality Time Seat Mood ExtraReward
|
||||
1 31 400 90 2 6000 806
|
||||
2 31 400 90 3 6000 806
|
||||
3 31 400 90 4 6000 806
|
||||
4 31 400 90 5 6000 806
|
||||
5 31 400 90 6 6000 806
|
||||
6 31 400 90 8 6000 806
|
||||
7 31 400 90 8 6000 806
|
||||
8 31 400 90 8 6000 806
|
||||
9 31 400 90 8 6000 806
|
||||
10 31 400 90 8 6000 806
|
||||
11 31 400 90 8 6000 806
|
||||
12 31 400 90 8 6000 806
|
||||
13 31 400 90 8 6000 806
|
||||
14 31 400 90 8 6000 806
|
||||
15 31 400 90 8 6000 806
|
||||
16 31 400 90 8 6000 806
|
||||
17 31 400 90 8 6000 806
|
||||
18 31 400 90 8 6000 806
|
||||
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|
||||
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|
||||
<EFBFBD><EFBFBD><EFBFBD>XLЗ@06<30><03>,<2C>W<EFBFBD>'<27>C<EFBFBD><43>ր,<2C><><EFBFBD><EFBFBD>:x<><08>UE<55><45>I<EFBFBD><49>Vu'(BB<><42>L<EFBFBD>T<EFBFBD><1C>V<05>y|<><7F><EFBFBD><EFBFBD><EFBFBD><1F><>Id type add[1] add[2] add[3] add[4] add[5]
|
||||
10001 1 25005
|
||||
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||||
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|
||||
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|
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|
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|
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Resources/table/share/dormitory/furniture/Furniture.tab.bytes
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BIN
Resources/table/share/dormitory/furniture/Furniture.tab.bytes
Normal file
Binary file not shown.
Binary file not shown.
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|
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|
||||
<EFBFBD>;e<><65><11>m<EFBFBD>XP<58><01><>d<EFBFBD><64><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>W<EFBFBD><57><EFBFBD><EFBFBD>#o<>B<EFBFBD><42><EFBFBD>I<EFBFBD>ip<69><70>$<24><><EFBFBD><EFBFBD>f=<3D><>r<EFBFBD> <20>><3E> <20>!<1B>q<EFBFBD><71>w<EFBFBD><77>N<EFBFBD><11>,4q<34>]<5D><>C<EFBFBD><43><EFBFBD>X<EFBFBD>C|<7C><><EFBFBD>J=Id Value
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|
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
668 668
|
||||
669 669
|
||||
670 670
|
||||
671 671
|
||||
672 672
|
||||
673 673
|
||||
674 674
|
||||
675 675
|
||||
676 676
|
||||
677 677
|
||||
678 678
|
||||
679 679
|
||||
680 680
|
||||
681 681
|
||||
682 682
|
||||
683 683
|
||||
684 684
|
||||
685 685
|
||||
686 686
|
||||
687 687
|
||||
688 688
|
||||
689 689
|
||||
690 690
|
||||
691 691
|
||||
692 692
|
||||
693 693
|
||||
694 694
|
||||
695 695
|
||||
696 696
|
||||
697 697
|
||||
698 698
|
||||
699 699
|
||||
700 700
|
||||
701 701
|
||||
702 702
|
||||
703 703
|
||||
704 704
|
||||
705 705
|
||||
706 706
|
||||
707 707
|
||||
708 708
|
||||
709 709
|
||||
710 710
|
||||
711 711
|
||||
712 712
|
||||
713 713
|
||||
714 714
|
||||
715 715
|
||||
716 716
|
||||
717 717
|
||||
718 718
|
||||
719 719
|
||||
720 720
|
||||
721 721
|
||||
722 722
|
||||
723 723
|
||||
724 724
|
||||
725 725
|
||||
726 726
|
||||
727 727
|
||||
728 728
|
||||
729 729
|
||||
730 730
|
||||
731 731
|
||||
732 732
|
||||
733 733
|
||||
734 734
|
||||
735 735
|
||||
736 736
|
||||
737 737
|
||||
738 738
|
||||
739 739
|
||||
740 740
|
||||
741 741
|
||||
742 742
|
||||
743 743
|
||||
744 744
|
||||
745 745
|
||||
746 746
|
||||
747 747
|
||||
748 748
|
||||
749 749
|
||||
750 750
|
||||
751 751
|
||||
752 752
|
||||
753 753
|
||||
754 754
|
||||
755 755
|
||||
756 756
|
||||
757 757
|
||||
758 758
|
||||
759 759
|
||||
760 760
|
||||
761 761
|
||||
762 762
|
||||
763 763
|
||||
764 764
|
||||
765 765
|
||||
766 766
|
||||
767 767
|
||||
768 768
|
||||
769 769
|
||||
770 770
|
||||
771 771
|
||||
772 772
|
||||
773 773
|
||||
774 774
|
||||
775 775
|
||||
776 776
|
||||
777 777
|
||||
778 778
|
||||
779 779
|
||||
780 780
|
||||
781 781
|
||||
782 782
|
||||
783 783
|
||||
784 784
|
||||
785 785
|
||||
786 786
|
||||
787 787
|
||||
788 788
|
||||
789 789
|
||||
790 790
|
||||
791 791
|
||||
792 792
|
||||
793 793
|
||||
794 794
|
||||
795 795
|
||||
796 796
|
||||
797 797
|
||||
798 798
|
||||
799 799
|
||||
800 800
|
||||
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Reference in New Issue
Block a user