code:
<?xml version="1.0" encoding="utf-8"?>
<data>
  <command skillDefName="SMITE" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は標的めがけ痛烈な一撃を見舞った！</contents>
  </command>
  <command skillDefName="SMITE" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="11" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "PSV_UNIQUE_LINA_SMITE")}">
    <contents>[$CC_ANAME]は ひょうてき めがけ つうれつな いちげきを みまった！</contents>
  </command>
  <command skillDefName="SMITE" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="11" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "K1_UNIQUE_SKILL_SMITE_TWICE")}">
    <contents>@C:{カラー_注意}@再発動：<%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%>@/C@ [$CC_ANAME]は優雅に武器を一振りすると、相手の脳天に第二撃を叩きつけた！</contents>
  </command>
  <command skillDefName="WPN_SMITE" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は標的めがけ痛烈な一撃を見舞った！</contents>
  </command>
  <command skillDefName="WPN_SMITE" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="11" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "PSV_UNIQUE_LINA_SMITE")}">
    <contents>[$CC_ANAME]は ひょうてき めがけ つうれつな いちげきを みまった！</contents>
  </command>
  <command skillDefName="WPN_SMITE" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="11" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "K1_UNIQUE_SKILL_SMITE_TWICE")}">
    <contents>@C:{カラー_注意}@再発動：<%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%>@/C@ [$CC_ANAME]は優雅に武器を一振りすると、相手の脳天に第二撃を叩きつけた！</contents>
  </command>
  <command skillDefName="CLEAVE_ATTACK" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は標的をなぎ払った！</contents>
  </command>
  <command skillDefName="ACT_CAST_SMITE" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>投射されたマナの一撃が標的を射抜く！</contents>
  </command>
  <command skillDefName="ACT_CAST_SMITE" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@再行動：[$CC_ANAME]は素早く術式を再構成し、追撃の構えを取った！@/C@</contents>
  </command>
  <command skillDefName="ACT_HOLY_SPHERE" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>複数の光の玉が敵に向かい、牽制する！</contents>
  </command>
  <command skillDefName="ACT_FATAL_ATTACK" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "FATAL_ATTACK")}">
    <contents>弱り鈍る標的を[$CC_ANAME]の一撃が痛打した！</contents>
  </command>
  <command skillDefName="ACT_FATAL_ATTACK" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" eval="{!CC_AFLAG(ACTION_DID, "FATAL_ATTACK")}">
    <contents>[$CC_ANAME]は弱った標的に狙いを定め、一撃を放った！</contents>
  </command>
  <command skillDefName="WPN_FATAL_ATTACK" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "FATAL_ATTACK")}">
    <contents>弱り鈍る標的を[$CC_ANAME]の一撃が痛打した！</contents>
  </command>
  <command skillDefName="WPN_FATAL_ATTACK" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="11" isExclusive="TRUE" eval="{!CC_AFLAG(ACTION_DID, "FATAL_ATTACK")}">
    <contents>[$CC_ANAME]は弱った標的に狙いを定め、一撃を放った！</contents>
  </command>
  <command skillDefName="ACT_FATAL_ATTACK,WPN_FATAL_ATTACK" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="11" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "FATAL_STING") && CC_AFLAG(ACTION_DID, "K17_UNIQUE_FATAL_STING")}">
    <contents>弱り鈍る標的を[$CC_ANAME]の一撃が洒然と打ち抜いた！</contents>
  </command>
  <command skillDefName="ACT_FATAL_ATTACK,WPN_FATAL_ATTACK" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="11" isExclusive="TRUE" eval="{!CC_AFLAG(ACTION_DID, "FATAL_ATTACK") && CC_AFLAG(ACTION_DID, "K17_UNIQUE_FATAL_STING")}">
    <contents>[$CC_ANAME]は弱った標的に狙いを定めると、音もなく背後に忍び寄る！</contents>
  </command>
  <command skillDefName="ACT_CAST_ATTACK_ALL" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>術式から展開した膨大な魔力の奔流が仇なす者全てに襲いかかる！</contents>
  </command>
  <command skillDefName="ACT_THUNDER_STORM" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>凄まじい電撃の奔流が対峙する者全てを薙ぎ払う！</contents>
  </command>
  <command skillDefName="ACT_FIRE_BREATH" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>放たれた猛炎が対峙する者を焼き払う！</contents>
  </command>
  <command skillDefName="ACT_CAST_FIRE_BALL" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>燃え盛る火球が[$CC_TNAME]%CC_AFLAG(ACTION_DID, "TARGET_HEADCOUNT") == 1 ? "" # "たち"%を呑みこむ！</contents>
  </command>
  <command skillDefName="ACT_CAST_STONE_RAIN" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>天から降る礫が容赦なく大地を打つ！</contents>
  </command>
  <command skillDefName="ENEMY_ACT_SAND_DIVE" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>大地に叩きつける一撃とともに[$CC_ANAME]は砂に潜行し、反撃を妨げる！</contents>
  </command>
  <command skillDefName="ENEMY_ACT_HOWITZER" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>発射された榴弾から飛び散った子弾が[$CC_TNAME]%CC_AFLAG(ACTION_DID, "TARGET_HEADCOUNT") == 1 ? "" # "たち"%に降り注ぐ！</contents>
  </command>
  <command skillDefName="ENEMY_ACT_ECTOPLASM" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>物質化した死霊の奔流が、魂を削り落とさんとあらゆる生者に殺到する！</contents>
  </command>
  <command skillDefName="ENEMY_ACT_SUMMON_SPARTOI" actionName="CC_ACTION_SUMMON_ACTOR" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@[$CC_ANAME]のばら撒いた竜の牙から、竜牙兵が出現した！@/C@</contents>
  </command>
  <command skillDefName="ACT_BREAK_GUARD" actionName="CC_ACTION_SUB_SP_TOKEN" name="実行" kojoPlace="RESULT" priority="10" isExclusive="TRUE">
    <contents>強く重たい一撃が[$CC_TNAME]の防御を弾いた！</contents>
  </command>
  <command skillDefName="ACT_DANCE_OF_ADDITIONAL_ATTACK" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@奏でられる軽快な演舞曲が[$CC_TNAME]の身体を軽くした！@/C@</contents>
  </command>
  <command skillDefName="ACT_CAST_ADD_DECOY" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@詠唱によって生み出された霧が[$CC_TNAME]の幻影を作り出した！@/C@</contents>
  </command>
  <command skillDefName="ACT_CAST_ADD_HIDE" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@詠唱により[$CC_TNAME]の姿が薄れていく！@/C@</contents>
  </command>
  <command skillDefName="WPN_ADD_FRAGILE" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@強烈な突きを受けた[$CC_TNAME]の防御が崩れた！@/C@</contents>
  </command>
  <command skillDefName="ACT_VOICE_OF_FRAGILE" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@大気を震わすような力強い言霊が[$CC_TNAME]の防御を打ち砕いた！@/C@</contents>
  </command>
  <command skillDefName="ACT_SONG_OF_ADD_BARRIER" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@苦痛を和らげるような優しい言霊が[$CC_TNAME]の身体を包みこんだ！@/C@</contents>
  </command>
  <command skillDefName="ACT_REACT_OTHER" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@[$CC_ANAME]は[$CC_TNAME]に行動を譲った！@/C@</contents>
  </command>
  <command skillDefName="ACT_SONG_OF_FRAGILE" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@力を奪う旋律が[$CC_TNAME]の防御力を弱体化させた！@/C@</contents>
  </command>
  <command skillDefName="ACT_HOLY_SEAL" actionName="CC_ACTION_SET_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_注意}@聖なる戒めの鎖が[$CC_TNAME]を弱体化させる！@/C@</contents>
  </command>
  <command skillDefName="ACT_ADD_VITAL_POINT" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>[$CC_ANAME]は[$CC_TNAME]の急所を突いた！</contents>
  </command>
  <command skillDefName="ACT_ADD_VITAL_POINT_AND_WEAKNESS" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は萎腕の秘孔を突いた！</contents>
  </command>
  <command skillDefName="ACT_DOUBLE_VITAL_POINT" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>[$CC_ANAME]は倍加の秘孔を突いた！</contents>
  </command>
  <command skillDefName="ACT_VITAL_POINT_CORPSE_EXPLOSION" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は散華の秘孔を突いた！
        @C:{カラー_赤}@[$CC_TNAME]は生ける爆弾と化した！@/C@</contents>
  </command>
  <command skillDefName="ACT_COUNTER_ATTACK" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>[$CC_ANAME]は攻撃に備えた！</contents>
  </command>
  <command skillDefName="ACT_ARROW_RAIN" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>[$CC_ANAME]は無数の矢を天に放った！</contents>
  </command>
  <command skillDefName="OPENING_ADD_CAST_TOKEN" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>[$CC_ANAME]は瞬時に術式を展開した！</contents>
  </command>
  <command skillDefName="OPENING_ADD_PRAYER_TOKEN" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>聖約により、[$CC_ANAME]は瞬時に祈りの光に包まれた！</contents>
  </command>
  <command skillDefName="OPENING_ADD_WARCRY" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は戦いの幕開けに名乗りの咆哮を上げた！</contents>
  </command>
  <command skillDefName="PSV_ENEMY_OPENING_ADD_BARRIER" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>[$CC_ANAME]は戦いに先立って防備を固めた！</contents>
  </command>
  <command skillDefName="STUN_ROAR" actionName="CC_ACTION_ADD_ABNORMALITY" name="スタン付与成功" kojoPlace="RESULT" priority="10" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "INFLICT_SUCCEEDED")}">
    <contents>@C:{カラー_注意}@耳をつんざくような激烈な咆哮に[$CC_TNAME]は思わずたじろいでしまった！@/C@</contents>
  </command>
  <command skillDefName="STUN_ROAR" actionName="CC_ACTION_ADD_ABNORMALITY" name="スタン付与失敗(抵抗)" kojoPlace="RESULT" priority="10" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "INFLICT_REGISTED")}">
    <contents>激烈な咆哮を前にしても[$CC_TNAME]は全く動じていない……！</contents>
  </command>
  <command skillDefName="ACT_SHOCK_BOLT" actionName="CC_ACTION_ADD_ABNORMALITY" name="スタン付与成功" kojoPlace="RESULT" priority="10" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "INFLICT_SUCCEEDED")}">
    <contents>電撃の直撃を受けた[$CC_TNAME]はよろめき、体勢を崩した！</contents>
  </command>
  <command skillDefName="ACT_SHOCK_BOLT" actionName="CC_ACTION_ADD_ABNORMALITY" name="スタン付与失敗(抵抗)" kojoPlace="RESULT" priority="10" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "INFLICT_REGISTED")}">
    <contents>[$CC_TNAME]は電撃の直撃によろめくも、体勢を立て直した……！</contents>
  </command>
  <command skillDefName="ACT_SHADOW_SEWING" actionName="CC_ACTION_ADD_ABNORMALITY" name="スタン付与成功" kojoPlace="RESULT" priority="10" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "INFLICT_SUCCEEDED")}">
    <contents>@C:{カラー_注意}@[$CC_ANAME]と重なるように斬りつけた分身が、[$CC_TNAME]の影を地面に縫い止めた！@/C@</contents>
  </command>
  <command skillDefName="ACT_SHADOW_SEWING" actionName="CC_ACTION_ADD_ABNORMALITY" name="スタン付与失敗(抵抗)" kojoPlace="RESULT" priority="10" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "INFLICT_REGISTED")}">
    <contents>[$CC_TNAME]は一瞬たじろぐも、束縛から脱した……！</contents>
  </command>
  <command skillDefName="ACT_HAMMER_FALL" actionName="CC_ACTION_ADD_ABNORMALITY" name="スタン付与成功" kojoPlace="RESULT" priority="10" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "INFLICT_SUCCEEDED")}">
    <contents>@C:{カラー_注意}@すさまじい衝撃が[$CC_TNAME]に襲いかかる！@/C@</contents>
  </command>
  <command skillDefName="ACT_HAMMER_FALL" actionName="CC_ACTION_ADD_ABNORMALITY" name="スタン付与失敗(抵抗)" kojoPlace="RESULT" priority="10" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "INFLICT_REGISTED")}">
    <contents>[$CC_TNAME]は一瞬たじろぐも、すぐにバランスを取り戻した……！</contents>
  </command>
  <command skillDefName="ACT_STUN_ENEMY" actionName="CC_ACTION_ADD_ABNORMALITY" name="スタン付与成功" kojoPlace="RESULT" priority="10" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "INFLICT_SUCCEEDED")}">
    <contents>不意の牽制を受けた[$CC_TNAME]はよろめき、体勢を崩した！</contents>
  </command>
  <command skillDefName="ACT_STUN_ENEMY" actionName="CC_ACTION_ADD_ABNORMALITY" name="スタン付与失敗(抵抗)" kojoPlace="RESULT" priority="10" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "INFLICT_REGISTED")}">
    <contents>しかし[$CC_TNAME]は牽制に動じていない……！</contents>
  </command>
  <command skillDefName="ENEMY_SKILL_DRAGON_ROAR" actionName="CC_ACTION_ADD_ABNORMALITY" name="スタン付与成功" kojoPlace="RESULT" priority="10" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "INFLICT_SUCCEEDED")}">
    <contents>@C:{カラー_注意}@耳をつんざくような激烈な咆哮に[$CC_TNAME]は思わずたじろいでしまった！@/C@</contents>
  </command>
  <command skillDefName="ENEMY_SKILL_DRAGON_ROAR" actionName="CC_ACTION_ADD_ABNORMALITY" name="スタン付与失敗(抵抗)" kojoPlace="RESULT" priority="10" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "INFLICT_REGISTED")}">
    <contents>激烈な咆哮を前にしても[$CC_TNAME]は全く動じていない……！</contents>
  </command>
  <command skillDefName="ENEMY_STUN_REBOUND" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>縛に苦しむ[$CC_ANAME]の怨嗟に応えるように、噴き出した地縛霊が対手を絡め取ろうと手を伸ばす！</contents>
  </command>
  <command skillDefName="ENEMY_STUN_REBOUND" actionName="CC_ACTION_ADD_ABNORMALITY" name="スタン付与成功" kojoPlace="RESULT" priority="10" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "INFLICT_SUCCEEDED")}">
    <contents>@C:{カラー_注意}@[$CC_TNAME]は地縛霊に足を取られてしまった！@/C@</contents>
  </command>
  <command skillDefName="ENEMY_STUN_REBOUND" actionName="CC_ACTION_ADD_ABNORMALITY" name="スタン付与失敗(抵抗)" kojoPlace="RESULT" priority="10" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "INFLICT_REGISTED")}">
    <contents>[$CC_TNAME]は地縛霊の束縛をかわした……！</contents>
  </command>
  <command skillDefName="WRAITHLORD_POISON" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>[$CC_ANAME]は黒衣の下からおぞましき短刀を取り出すと、呪詛を込めて[$CC_TNAME]を刺し貫いた！</contents>
  </command>
  <command skillDefName="ACT_ENEMY_WRAITHLORD_CRUSH" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>黒衣の冥将が振るうおぞましき鉄塊が立ちはだかるもの全てを破砕する――！</contents>
  </command>
  <command skillDefName="ENEMY_PARTHIAN_SHOT" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>[$CC_ANAME]は疾走する馬上で身体を捻って背面の[$CC_TNAME]に毒矢を放ち、大きく距離を離した！</contents>
  </command>
  <command skillDefName="ENEMY_SELF_IGNITON" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>[$CC_ANAME]は引火した火だるまの身体でのたうちながら、[$CC_TNAME]に飛びかかってきた！</contents>
  </command>
  <command skillDefName="ACT_SHINOBI_POISON" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]が吹き飛ばしたマナ触媒が毒の煙幕となって、[$CC_TNAME]たちを包み込む！</contents>
  </command>
  <command skillDefName="ACT_ENEMY_SHINOBI_POISON" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]が吹き飛ばしたマナ触媒が毒の煙幕となって、[$CC_TNAME]たちを包み込む！</contents>
  </command>
  <command skillDefName="ENEMY_ACT_SAND_STORM" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>うねり渦巻く大旋風が、熱い砂塵を巻き上げながら[$CC_ANAME]に迫りくる……！</contents>
  </command>
  <command skillDefName="ENEMY_ACT_SAND_STORM" actionName="CC_ACTION_INFLICT_ABNORMALITY" name="盲目付与成功" kojoPlace="RESULT" priority="10" isExclusive="TRUE" token="BLIND" eval="{CC_AFLAG(ACTION_DID, "INFLICT_SUCCEEDED")}">
    <contents>[$CC_TNAME]は目に砂が入ってしまった！</contents>
  </command>
  <command skillDefName="ENEMY_ACT_SAND_STORM" actionName="CC_ACTION_INFLICT_ABNORMALITY" name="盲目付与失敗(抵抗)" kojoPlace="RESULT" priority="10" isExclusive="TRUE" token="BLIND" eval="{CC_AFLAG(ACTION_DID, "INFLICT_REGISTED")}">
    <contents>しかし[$CC_TNAME]は砂の猛威を免れた！</contents>
  </command>
  <command skillDefName="ACT_CAST_ADD_BLIND" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_TNAME]の眼前に飛来した光弾から、まばゆい閃光が弾ける！</contents>
  </command>
  <command skillDefName="ACT_CAST_ADD_BLIND" actionName="CC_ACTION_INFLICT_ABNORMALITY" name="盲目付与成功" kojoPlace="RESULT" priority="10" isExclusive="TRUE" token="BLIND" eval="{CC_AFLAG(ACTION_DID, "INFLICT_SUCCEEDED")}">
    <contents>[$CC_TNAME]は眩しさのあまり視界が利かなくなった！</contents>
  </command>
  <command skillDefName="ACT_CAST_ADD_BLIND" actionName="CC_ACTION_INFLICT_ABNORMALITY" name="盲目付与失敗(抵抗)" kojoPlace="RESULT" priority="10" isExclusive="TRUE" token="BLIND" eval="{CC_AFLAG(ACTION_DID, "INFLICT_REGISTED")}">
    <contents>しかし[$CC_TNAME]には通じていない！</contents>
  </command>
  <command skillDefName="ACT_FRONT_DEFENCE" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は堅牢な防陣を敷き、身を挺してパーティの盾となった！</contents>
  </command>
  <command skillDefName="ACT_FRONT_DEFENCE" actionName="ANY" name="実行" kojoPlace="EXEC" priority="11" isExclusive="TRUE" sequence="0" eval="{CC_AFLAG(ACTION_DID, "K13_UNIQUE_SKILL_REARGUARD")}">
    <contents>[$CC_ANAME]は守りを固めつつ、敵を挑発した！</contents>
  </command>
  <command skillDefName="WPN_FRONT_DEFENCE" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は堅牢な防陣を敷き、身を挺してパーティの盾となった！</contents>
  </command>
  <command skillDefName="WPN_FRONT_DEFENCE" actionName="ANY" name="実行" kojoPlace="EXEC" priority="11" isExclusive="TRUE" sequence="0" eval="{CC_AFLAG(ACTION_DID, "K13_UNIQUE_SKILL_REARGUARD")}">
    <contents>[$CC_ANAME]は守りを固めつつ、敵を挑発した！</contents>
  </command>
  <command skillDefName="ACT_DEPLOY_DECOY" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>[$CC_ANAME]は身代わりを作り出した！</contents>
  </command>
  <command skillDefName="ACT_SHIELD_BANGING" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE"  sequence="0">
    <contents>[$CC_ANAME]は盾を激しく打ち鳴らして敵を挑発した！</contents>
  </command>
  <command skillDefName="ACT_DEFENCE" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は守りを固め、@C:{カラー_緑}@{CC_GET_ACT_INFO(ACTION_DID, "VALUE")}@/C@点の[バリア]を得た！</contents>
  </command>
  <command skillDefName="ACT_REACT" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>[$CC_ANAME]は追撃の構えを取った！</contents>
  </command>
  <command skillDefName="ACT_HIDING" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>[$CC_ANAME]は身を隠した！</contents>
  </command>
  <command skillDefName="ACT_TRACKING" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は標的を見つけると追跡を開始した！</contents>
  </command>
  <command skillDefName="ACT_BINDINGTRAP" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>[$CC_ANAME]は[$CC_TNAME]の近くに罠を仕掛けた！</contents>
  </command>
  <command skillDefName="ACT_EAGLE_EYE" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>[$CC_ANAME]は敵の弱点を注意深く観察する！</contents>
  </command>
  <command skillDefName="EMEMY_WIND_DEFENCE" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]が荒々しい暴風をその身にまとう！</contents>
  </command>
  <command skillDefName="WPN_WIND_DEFENCE" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]が荒々しい暴風をその身にまとう！</contents>
  </command>
  <command skillDefName="ENEMY_SKILL_SCALE_EXPAND" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]の鱗が硬質化・拡張し、守りを固めつつ敵を挑発した！</contents>
  </command>
  <command skillDefName="ENEMY_DRAGON_ADIPOCERE" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]の身体から染み出した死蝋が四肢血肉を繋ぎ止め、怨嗟の力を満たしていく……！</contents>
  </command>
  <command skillDefName="WPN_RECOVER_STUN_ALL" actionName="CC_ACTION_SUB_SP_TOKEN" name="実行" kojoPlace="RESULT" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@――[$CC_TNAME]は鼓舞され立ち直った！@/C@</contents>
  </command>
  <command skillDefName="WPN_RECOVER_STUN_ALL" actionName="CC_ACTION_SUB_SP_TOKEN" name="実行" kojoPlace="RESULT" priority="11" isExclusive="TRUE" eval="{CC_SP_TOKEN_NUM(CC_GET_ACT_INFO(ACTION_DID, "TARGET_DID"), "STUN")}">
    <contents>@C:{カラー_注意}@――[$CC_TNAME]は鼓舞されたものの、完全には立ち直れていないようだ……！@/C@</contents>
  </command>
  <command skillDefName="WPN_RECOVER_STUN_ALL" actionName="CC_ACTION_MESSAGE" name="実行" kojoPlace="RESULT" priority="10" isExclusive="TRUE">
    <contents>[$CC_TNAME]は既に戦意旺盛だ！</contents>
  </command>
  <command skillDefName="ACT_SONG_OF_RECOVER_STUN_ALL" actionName="CC_ACTION_SUB_SP_TOKEN" name="実行" kojoPlace="RESULT" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@――[$CC_TNAME]は鼓舞され立ち直った！@/C@</contents>
  </command>
  <command skillDefName="ACT_SONG_OF_RECOVER_STUN_ALL" actionName="CC_ACTION_SUB_SP_TOKEN" name="実行" kojoPlace="RESULT" priority="11" isExclusive="TRUE" eval="{CC_SP_TOKEN_NUM(CC_GET_ACT_INFO(ACTION_DID, "TARGET_DID"), "STUN")}">
    <contents>@C:{カラー_注意}@――[$CC_TNAME]は鼓舞されたものの、完全には立ち直れていないようだ……！@/C@</contents>
  </command>
  <command skillDefName="ACT_SONG_OF_RECOVER_STUN_ALL" actionName="CC_ACTION_MESSAGE" name="実行" kojoPlace="RESULT" priority="10" isExclusive="TRUE">
    <contents>[$CC_TNAME]は既に戦意旺盛だ！</contents>
  </command>
  <command skillDefName="ACT_CURE_POISON" actionName="CC_ACTION_SUB_SP_TOKEN" name="実行" kojoPlace="RESULT" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@――[$CC_TNAME]の体から毒が消えた！@/C@</contents>
  </command>
  <command skillDefName="ACT_CURE_POISON" actionName="CC_ACTION_SUB_SP_TOKEN" name="実行" kojoPlace="RESULT" priority="11" isExclusive="TRUE" eval="{CC_SP_TOKEN_NUM(CC_GET_ACT_INFO(ACTION_DID, "TARGET_DID"), "POISON")}">
    <contents>@C:{カラー_注意}@――[$CC_TNAME]の体の毒はある程度和らいだものの、完全には消えていないようだ……！@/C@</contents>
  </command>
  <command skillDefName="ACT_CURE_POISON" actionName="CC_ACTION_MESSAGE" name="実行" kojoPlace="RESULT" priority="10" isExclusive="TRUE">
    <contents>[$CC_TNAME]は毒に冒されていない！</contents>
  </command>
  <command skillDefName="ACT_CURE_BLAZE" actionName="CC_ACTION_SUB_SP_TOKEN" name="実行" kojoPlace="RESULT" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@――[$CC_TNAME]の体の火傷は癒された！@/C@</contents>
  </command>
  <command skillDefName="ACT_CURE_BLAZE" actionName="CC_ACTION_SUB_SP_TOKEN" name="実行" kojoPlace="RESULT" priority="11" isExclusive="TRUE" eval="{CC_SP_TOKEN_NUM(CC_GET_ACT_INFO(ACTION_DID, "TARGET_DID"), "BLAZE")}">
    <contents>@C:{カラー_注意}@――[$CC_TNAME]の負った火傷はいくらか和らいだものの、完全には癒えていないようだ……！@/C@</contents>
  </command>
  <command skillDefName="ACT_CURE_BLAZE" actionName="CC_ACTION_MESSAGE" name="実行" kojoPlace="RESULT" priority="10" isExclusive="TRUE">
    <contents>[$CC_TNAME]は火傷を負っていない！</contents>
  </command>
  <command skillDefName="ACT_CURE_BLIND" actionName="CC_ACTION_SUB_SP_TOKEN" name="実行" kojoPlace="RESULT" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@――[$CC_TNAME]の目がはっきり見えるようになった！@/C@</contents>
  </command>
  <command skillDefName="ACT_CURE_BLIND" actionName="CC_ACTION_SUB_SP_TOKEN" name="実行" kojoPlace="RESULT" priority="11" isExclusive="TRUE" eval="{CC_SP_TOKEN_NUM(CC_GET_ACT_INFO(ACTION_DID, "TARGET_DID"), "BLIND")}">
    <contents>@C:{カラー_注意}@――[$CC_TNAME]の目はある程度癒されたものの、完全に見えるようになるにはまだ時間がかかるようだ……！@/C@</contents>
  </command>
  <command skillDefName="ACT_CURE_BLIND" actionName="CC_ACTION_MESSAGE" name="実行" kojoPlace="RESULT" priority="10" isExclusive="TRUE">
    <contents>[$CC_TNAME]の目は正常だ！</contents>
  </command>
  <command skillDefName="ACT_WALL_LIGHT" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_注意}@淡い光の壁が、[$CC_TNAME]達を優しく包み込む！@/C@</contents>
  </command>
  <command skillDefName="ACT_SHADOW_CLONING" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>粉のように舞ったマナ触媒の中、瞬きの間に[$CC_ANAME]が分身し、敵前に躍り出た！</contents>
  </command>
  <command skillDefName="ACT_SHADOW_CLONING_ALTER" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>雪のように舞い踊ったマナ触媒の中、瞬きの間に[$CC_ANAME]が分身し、敵前に躍り出た！</contents>
  </command>
  <command skillDefName="ENEMY_SKILL_THUNDER_CROW" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>巨大な竜腕が雷霆を伴って[$CC_TNAME]%CC_AFLAG(ACTION_DID, "TARGET_HEADCOUNT") == 1 ? "" # "たち"%に叩きつけられる！</contents>
  </command>
  <command skillDefName="TESTSKILL" actionName="CC_ACTION_SUMMON_ACTOR" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@[$CC_ANAME]は何処からともなく壊乱の狂鹿を呼び寄せた！@/C@</contents>
  </command>
  <command skillDefName="ACT_SUMMON_MERCENARY" actionName="CC_ACTION_SUMMON_ACTOR" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@[$CC_ANAME]は何処からともなく傭兵を呼び寄せた！@/C@</contents>
  </command>
  <command skillDefName="ACT_MARE_NOSTRUM" actionName="CC_ACTION_SUMMON_ACTOR" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@[$CC_ANAME]の呼集に応じ、海都リヴィエラの鋭兵が戦列に加わった！@/C@</contents>
  </command>
  <command skillDefName="ATK_ADD_CAST_TOKEN" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！[$CC_ANAME]は攻撃の最中に術式を展開した！</contents>
  </command>
  <command skillDefName="ATK_ADD_CAST_TOKEN_ALT" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！[$CC_ANAME]は攻撃の最中に術式を展開した！</contents>
  </command>
  <command skillDefName="ATK_ADD_SONG_TOKEN" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！[$CC_ANAME]は戦いの最中に旋律を奏でた！</contents>
  </command>
  <command skillDefName="ATK_ADD_CHARGE_TOKEN" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！[$CC_ANAME]は力を蓄えている！</contents>
  </command>
  <command skillDefName="ACT_ADD_PRAYER_TOKEN" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は聖句を唱え祈りを捧げた！　加護の光が[$CC_ANAME]を包み込む！</contents>
  </command>
  <command skillDefName="ENEMY_SKILL_DRAGON_RISING" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は竜気を放出し、天高く舞い上がった！</contents>
  </command>
  <command skillDefName="ENEMY_CHARGE_PREP" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は大きく距離を取り、突撃の助走に入った！</contents>
  </command>
  <command skillDefName="ATK_ADDITIONAL_ATTACK_WITH_DECOY" actionName="CC_ACTION_ADD_NORMAL_ATTACK_BASE_PARAM" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！[$CC_ANAME]は身代わりと連携して追撃の構えをとった！</contents>
  </command>
  <command skillDefName="CHASE_POISON" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！毒に蝕まれ隙を見せた[$CC_TNAME]に[$CC_ANAME]は痛打を見舞った！</contents>
  </command>
  <command skillDefName="CHASE_BURN" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID,"SKILL_NAME")%≫@/C@が発動！炎に巻かれ隙を見せた[$CC_TNAME]に[$CC_ANAME]は痛打を見舞った！</contents>
  </command>
  <command skillDefName="ATK_BOOST_CRT_BY_SONG" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！[$CC_ANAME]の攻撃はリズムに合わせて鋭敏になった！</contents>
  </command>
  <command skillDefName="ATK_BOOST_CRT_BY_HIDE" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！身を潜めていた[$CC_ANAME]は[$CC_TNAME]の意識外から急所を狙う！</contents>
  </command>
  <command skillDefName="ARMOR_DECAY" actionName="CC_ACTION_MODIFY_ABLITY" name="成功(侵徹)" kojoPlace="RESULT" priority="11" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "WPN_UPWARD_ARMOR_DECAY_RATE")}">
    <contents>@C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！[$CC_TNAME]のダメージ軽減値を@C:{カラー_オレンジ}@{CC_AFLAG(ACTION_DID, "EFFECT_RATE")}@/C@減少させた！@C:{カラー_黄緑}@≪%CC_AFLAGS(ACTION_DID, "WPN_UPWARD_ARMOR_DECAY")%≫ 補正:+{CC_AFLAG(ACTION_DID, "WPN_UPWARD_ARMOR_DECAY_RATE")}\%@/C@</contents>
  </command>
  <command skillDefName="ARMOR_DECAY" actionName="CC_ACTION_MODIFY_ABLITY" name="成功" kojoPlace="RESULT" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！[$CC_TNAME]のダメージ軽減値を@C:{カラー_オレンジ}@{CC_AFLAG(ACTION_DID, "EFFECT_RATE")}@/C@減少させた！</contents>
  </command>
  <command skillDefName="STUN_ENEMY" actionName="CC_ACTION_ADD_ABNORMALITY" name="スタン付与成功" kojoPlace="RESULT" priority="10" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "INFLICT_SUCCEEDED")}">
    <contents>@C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！強烈な一撃によって[$CC_TNAME]は体勢を崩した！</contents>
  </command>
  <command skillDefName="STUN_ENEMY" actionName="CC_ACTION_ADD_ABNORMALITY" name="スタン付与失敗(抵抗)非表示" kojoPlace="RESULT" priority="10" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "INFLICT_REGISTED")}">
  </command>
  <command skillDefName="PSV_SHADOW_SEWING" actionName="CC_ACTION_ADD_ABNORMALITY" name="スタン付与成功" kojoPlace="RESULT" priority="10" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "INFLICT_SUCCEEDED")}">
    <contents>@C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！[$CC_ANAME]と重なるように斬りつけた分身が、[$CC_TNAME]の影を地面に縫い止めた！</contents>
  </command>
  <command skillDefName="PSV_SHADOW_SEWING" actionName="CC_ACTION_ADD_ABNORMALITY" name="スタン付与失敗(抵抗)非表示" kojoPlace="RESULT" priority="10" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "INFLICT_REGISTED")}">
  </command>
  <command skillDefName="PSV_SURVIVOR" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！[$CC_ANAME]はかろうじて持ちこたえた！</contents>
  </command>
  <command skillDefName="ACT_LINA_ATTACK_ALL" actionName="CC_ACTION_SET_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@くるくるとまわる姿を見て[$CC_TNAME]は思わずよろめいた！@/C@</contents>
  </command>
</data>


code:
<?xml version="1.0" encoding="utf-8"?>
<data>
  <command skillDefName="ANY" actionName="ANY" name="発動共通メッセージ" kojoPlace="TRIGGER" priority="1" isExclusive="TRUE">
    <contents>[$CC_ANAME]のスキル：@C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！</contents>
  </command>
  <command skillDefName="ANY" actionName="ANY" name="トークンスキル発動共通メッセージ" kojoPlace="TRIGGER" priority="2" isExclusive="TRUE" eval="{CC_GET_ACT_INFO(ACTION_DID, "IS_TOKEN_SKILL")}">
    <contents>@C:{カラー_注意}@≪%CC_GETS_SP_TOKEN_PARAMS(CC_GET_ACT_INFO(ACTION_DID, "TOKEN_DID"), "TOKEN_NAME")%≫@/C@トークンの効果発動！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_ATTACK" name="盲目によるミス" kojoPlace="RESULT" priority="1" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "AVOIDED_BY_BLIND")}">
    <contents>[$CC_ANAME]の攻撃は[$CC_TNAME]に命中しなかった…（@C:{カラー_オリーブ}@盲目状態によるミス！@/C@）</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_ATTACK" name="ジャンプによるミス" kojoPlace="RESULT" priority="1" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "AVOIDED_BY_DRAGON_JUMP")}">
    <contents>[$CC_ANAME]の攻撃は[$CC_TNAME]に届かなかった…（@C:{カラー_オリーブ}@ジャンプ状態によるミス！@/C@）</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_ATTACK" name="ジャンプによるミス" kojoPlace="RESULT" priority="1" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "AVOIDED_BY_DRAGON_RISING")}">
    <contents>[$CC_ANAME]の攻撃は[$CC_TNAME]に届かなかった…（@C:{カラー_オリーブ}@昇竜状態によるミス！@/C@）</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_ATTACK" name="突撃準備によるミス" kojoPlace="RESULT" priority="1" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "AVOIDED_BY_CHARGE_PREP")}">
    <contents>[$CC_ANAME]の攻撃は[$CC_TNAME]に届かなかった…（@C:{カラー_オリーブ}@突撃準備状態によるミス！@/C@）</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_ATTACK" name="デコイによる回避andデコイ維持" kojoPlace="RESULT" priority="2" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "AVOIDED_BY_DECOY") && CC_AFLAG(ACTION_DID, "DECOY_PRESERVED")}">
    <contents>[$CC_ANAME]の攻撃を[$CC_TNAME]のデコイが代わりに引き受けた！
        @C:{カラー_黄緑}@<%SKILL_GET_NAMEF(武器スキル_パッシブ, "WPN_DECOY_AMPLIFIER", 1)%> [$CC_TNAME]のデコイはなお形を保っている！@/C@</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_ATTACK" name="デコイによる回避" kojoPlace="RESULT" priority="1" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "AVOIDED_BY_DECOY")}">
    <contents>[$CC_ANAME]の攻撃を[$CC_TNAME]のデコイが代わりに引き受けた！
        デコイは霧散した……！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_ATTACK" name="分身による回避and分身維持" kojoPlace="RESULT" priority="2" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "AVOIDED_BY_DECOY_SHADOW") && CC_AFLAG(ACTION_DID, "DECOY_PRESERVED")}">
    <contents>[$CC_ANAME]の攻撃を[$CC_TNAME]の分身が代わりに引き受けた！
            @C:{カラー_黄緑}@<%SKILL_GET_NAMEF(武器スキル_パッシブ, "WPN_DECOY_AMPLIFIER", 1)%> [$CC_TNAME]の分身はなお形を保っている！@/C@</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_ATTACK" name="分身による回避" kojoPlace="RESULT" priority="1" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "AVOIDED_BY_DECOY_SHADOW")}">
    <contents>[$CC_ANAME]の攻撃を[$CC_TNAME]の分身が代わりに引き受けた！
            分身の一体が霧散した……！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_ATTACK" name="一撃離脱による回避" kojoPlace="RESULT" priority="1" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "AVOIDED_BY_HIT_AND_RUN")}">
    <contents>[$CC_ANAME]の攻撃は逃走する[$CC_TNAME]には届かない！
            しかし、僅かながら距離が詰まった……！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_ATTACK" name="突撃準備の低減" kojoPlace="RESULT" priority="1" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "LOST_CHARGE_PREP")}">
    <contents>[$CC_ANAME]の攻撃により、[$CC_TNAME]の突撃準備に遅滞が生じた！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_ATTACK" name="パリィによる回避" kojoPlace="RESULT" priority="1" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "AVOIDED_BY_PARRY")}">
    <contents>[$CC_ANAME]の攻撃を、[$CC_TNAME]は破魔の光を纏わせた武器で受け流した！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_ATTACK" name="バリアで防がれた" kojoPlace="RESULT" priority="2" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "DECREASED_BY_BARRIER")}">
    <contents>[$CC_ANAME]の攻撃は[$CC_TNAME]に@C:{カラー_オレンジ}@{[$DAMAGE]}@/C@ダメージを与えた(バリア:{CC_AFLAG(ACTION_DID, "BARRIER_BEFORE")}→@C:{カラー_オレンジ}@{CC_AFLAG(ACTION_DID, "BARRIER_AFTER")}@/C@)%[$CRITICAL] ? @"@C:{カラー_シアン}@ ≪!CRITICAL!≫@/C@" # ""%</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_ATTACK" name="バリアで完全に防がれた" kojoPlace="RESULT" priority="2" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "NULLIFIED_BY_BARRIER")}">
    <contents>[$CC_ANAME]の攻撃を[$CC_TNAME]は完全に防いだ！(バリア:{CC_AFLAG(ACTION_DID, "BARRIER_BEFORE")}→@C:{カラー_オレンジ}@{CC_AFLAG(ACTION_DID, "BARRIER_AFTER")}@/C@) %[$CRITICAL] ? @"@C:{カラー_シアン}@ ≪!CRITICAL!≫@/C@" # ""%</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_ATTACK" name="攻撃成功" kojoPlace="RESULT" priority="1" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "ATTACK_SUCCEEDED")}">
    <contents>[$CC_ANAME]は[$CC_TNAME]に@C:{カラー_オレンジ}@{[$DAMAGE]}@/C@のダメージを与えた！ %[$CRITICAL] ? @"@C:{カラー_シアン}@ ≪!CRITICAL!≫@/C@" # ""%</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_MULTIPLE_ATTACK" name="すべて回避された" kojoPlace="RESULT" priority="3" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "ALL_ATTACK_AVOIDED")}">
    <contents>[$CC_TNAME]はすべての攻撃を回避した！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_MULTIPLE_ATTACK" name="バリアで防がれた" kojoPlace="RESULT" priority="2" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "DECREASED_BY_BARRIER")}">
    <contents>[$CC_TNAME]に{CC_AFLAG(ACTION_DID, "ATTACK_SUCCEEDED")}回命中して合計@C:{カラー_オレンジ}@{[$DAMAGE]}@/C@のダメージを与えた！(平均@C:{カラー_オレンジ}@{CC_AFLAG(ACTION_DID, "AVERAGE_DAMAGE")}@/C@ダメージ)(バリア:{CC_AFLAG(ACTION_DID, "BARRIER_BEFORE")}→@C:{カラー_オレンジ}@{CC_AFLAG(ACTION_DID, "BARRIER_AFTER")}@/C@)</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_MULTIPLE_ATTACK" name="バリアで完全に防がれた" kojoPlace="RESULT" priority="2" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "NULLIFIED_BY_BARRIER")}">
    <contents>[$CC_TNAME]に{CC_AFLAG(ACTION_DID, "ATTACK_SUCCEEDED")}回命中したが完全に防がれた！(バリア:{CC_AFLAG(ACTION_DID, "BARRIER_BEFORE")}→@C:{カラー_オレンジ}@{CC_AFLAG(ACTION_DID, "BARRIER_AFTER")}@/C@)</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_MULTIPLE_ATTACK" name="攻撃成功" kojoPlace="RESULT" priority="1" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "ATTACK_SUCCEEDED")}">
    <contents>[$CC_TNAME]に{CC_AFLAG(ACTION_DID, "ATTACK_SUCCEEDED")}回命中して合計@C:{カラー_オレンジ}@{[$DAMAGE]}@/C@のダメージを与えた！(平均@C:{カラー_オレンジ}@{CC_AFLAG(ACTION_DID, "AVERAGE_DAMAGE")}@/C@ダメージ)</contents>
  </command>
  <command skillDefName="ANY" actionName="ANY" name="戦闘不能" kojoPlace="DEFEAT" priority="1" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@――[$CC_TNAME]は戦闘不能になった！@/C@</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_HEAL" name="成功" kojoPlace="RESULT" priority="1" isExclusive="TRUE">
    <contents>[$CC_ANAME]は[$CC_TNAME]の体力を@C:{カラー_緑}@{CC_AFLAG(ACTION_DID, "HEAL_VALUE")}回復した@/C@</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_ADD_ABNORMALITY" name="スタン付与成功" kojoPlace="RESULT" priority="1" isExclusive="TRUE" token="STUN" eval="{CC_AFLAG(ACTION_DID, "INFLICT_SUCCEEDED")}">
    <contents>[$CC_TNAME]は体制を崩した！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_ADD_ABNORMALITY" name="スタン付与失敗(抵抗)" kojoPlace="RESULT" priority="1" isExclusive="TRUE" token="STUN" eval="{CC_AFLAG(ACTION_DID, "INFLICT_REGISTED")}">
    <contents>しかし[$CC_TNAME]は動じていない！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_INFLICT_ABNORMALITY" name="毒付与成功" kojoPlace="RESULT" priority="1" isExclusive="TRUE" token="POISON" eval="{CC_AFLAG(ACTION_DID, "INFLICT_SUCCEEDED")}">
    <contents>[$CC_TNAME]の身体は毒に侵された！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_INFLICT_ABNORMALITY" name="毒付与失敗(効果量不足)" kojoPlace="RESULT" priority="1" isExclusive="TRUE" token="POISON" eval="{CC_AFLAG(ACTION_DID, "ALREADY_INFLICTED")}">
    <contents>[$CC_TNAME]の身体はすでに毒に侵されている！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_INFLICT_ABNORMALITY" name="毒付与失敗(抵抗)" kojoPlace="RESULT" priority="1" isExclusive="TRUE" token="POISON" eval="{CC_AFLAG(ACTION_DID, "INFLICT_REGISTED")}">
    <contents>しかし[$CC_TNAME]に毒は通じなかったようだ……！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_INFLICT_ABNORMALITY" name="燃焼付与成功" kojoPlace="RESULT" priority="1" isExclusive="TRUE" token="BURN" eval="{CC_AFLAG(ACTION_DID, "INFLICT_SUCCEEDED")}">
    <contents>[$CC_TNAME]の身体は火傷を受けた！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_INFLICT_ABNORMALITY" name="燃焼付与失敗(効果量不足)" kojoPlace="RESULT" priority="1" isExclusive="TRUE" token="BURN" eval="{CC_AFLAG(ACTION_DID, "ALREADY_INFLICTED")}">
    <contents>[$CC_TNAME]の身体はすでに火傷を負っている！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_INFLICT_ABNORMALITY" name="燃焼付与失敗(抵抗)" kojoPlace="RESULT" priority="1" isExclusive="TRUE" token="BURN" eval="{CC_AFLAG(ACTION_DID, "INFLICT_REGISTED")}">
    <contents>しかし[$CC_TNAME]は火の手を免れたようだ……！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_INFLICT_ABNORMALITY" name="盲目付与成功" kojoPlace="RESULT" priority="1" isExclusive="TRUE" token="BLIND" eval="{CC_AFLAG(ACTION_DID, "INFLICT_SUCCEEDED")}">
    <contents>[$CC_TNAME]は視界を奪われた！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_INFLICT_ABNORMALITY" name="盲目付与失敗(効果量不足)" kojoPlace="RESULT" priority="1" isExclusive="TRUE" token="BLIND" eval="{CC_AFLAG(ACTION_DID, "ALREADY_INFLICTED")}">
    <contents>[$CC_TNAME]はすでに盲目状態だ！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_INFLICT_ABNORMALITY" name="盲目付与失敗(抵抗)" kojoPlace="RESULT" priority="1" isExclusive="TRUE" token="BLIND" eval="{CC_AFLAG(ACTION_DID, "INFLICT_REGISTED")}">
    <contents>しかし[$CC_TNAME]は盲目にならなかった……！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_INFLICT_ESTRUS" name="発情付与成功" kojoPlace="RESULT" priority="1" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "INFLICT_SUCCEEDED")}">
    <contents>@C:{カラー_ピンク}@[$CC_TNAME]は発情してしまった！@/C@</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_INFLICT_ESTRUS" name="発情上限" kojoPlace="RESULT" priority="1" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "ALREADY_INFLICTED")}">
    <contents>@C:{カラー_ピンク}@[$CC_TNAME]は完全に発情しきっている……！@/C@</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_INFLICT_ESTRUS" name="発情付与失敗(抵抗)" kojoPlace="RESULT" priority="1" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "INFLICT_REGISTED")}">
    <contents>しかし[$CC_TNAME]は誘惑を振りほどいたようだ…！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_MESSAGE" name="アイテムが足りない" kojoPlace="RESULT" priority="1" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "LACK_ITEM")}">
    <contents>……しかし必要なアイテムが足りない！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_MESSAGE" name="召喚失敗" kojoPlace="RESULT" priority="1" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "NO_SUMMON_CAPACITY")}">
    <contents>……しかし指揮可能なメンバーの余剰がない！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_TEAR_CLOTH" name="すでに全裸" kojoPlace="RESULT" priority="2" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "ALREADY_NAKED")}">
    <contents>[$CC_TNAME]はすでに全裸だ！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_TEAR_CLOTH" name="脱衣失敗" kojoPlace="RESULT" priority="2" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "INFLICT_REGISTED")}">
    <contents>[$CC_TNAME]の服は敗れなかった！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_TEAR_CLOTH" name="脱衣" kojoPlace="RESULT" priority="1" isExclusive="TRUE">
    <contents>[$CC_TNAME]の@C:{カラー_ピンク}@%CC_AFLAGS(ACTION_DID, "DAMAGED_CLOTH")%@/C@は無惨に引き裂かれてしまった！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_BUST_INFLATION" name="膨乳" kojoPlace="RESULT" priority="2" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "NOT_CHANGED")}">
    <contents>……しかし、何も起こらなかった！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_BUST_INFLATION" name="膨乳" kojoPlace="RESULT" priority="1" isExclusive="TRUE">
    <contents>[$CC_TNAME]は@C:{カラー_ピンク}@%CC_AFLAGS(ACTION_DID, "BUST_RESULT")%@/C@になった！</contents>
  </command>
</data>

repo_name: napo/erafl

license: unknown


code:
<?xml version="1.0" encoding="utf-8"?>
<data>
  <command skillDefName="OPENING_SHADOW_CLONING" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は分身を伴って、前線に躍り出た！</contents>
  </command>
  <command skillDefName="OPENING_SHADOW_HIDDEN" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は隠形し、一切の気配を断った……</contents>
  </command>
  <command skillDefName="ACT_SHINOBI_FIRE" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]が放った薬液が火炎を巻き起こし、[$CC_TNAME]たちを包み込む！</contents>
  </command>
  <command skillDefName="ACT_SHINOBI_SMOKE" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]が放った薬液が弾けて煙柱を立ち上らせ、[$CC_TNAME]%CC_AFLAG(ACTION_DID, "TARGET_HEADCOUNT") == 1 ? "" # "たち"%を包み込む！</contents>
  </command>
</data>


code:
<?xml version="1.0" encoding="utf-8"?>
<data>
  <command skillDefName="K17_UNIQUE_FATAL_STING" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "FATAL_STING")}">
    <contents>弱り鈍る標的を[$CC_ANAME]の一撃が洒然と打ち抜いた！</contents>
  </command>
  <command skillDefName="K17_UNIQUE_FATAL_STING" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" eval="{!CC_AFLAG(ACTION_DID, "FATAL_STING")}">
    <contents>[$CC_ANAME]は弱った標的に狙いを定めると、音もなく背後に忍び寄る！</contents>
  </command>
</data>


code:
<?xml version="1.0" encoding="utf-8"?>
<data>
  <command skillDefName="K18_UNIQUE_MY_POISON" actionName="CC_ACTION_INFLICT_ABNORMALITY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]が撒き散らした腐肉が毒の触媒となって、[$CC_TNAME]たちを包み込む！</contents>
  </command>
  <command skillDefName="K18_UNIQUE_MY_POISON" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は短時間だけ、ダメージを受けづらくなった！</contents>
  </command>
  <command skillDefName="K18_UNIQUE_LANCE_DANCE" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_注意}@槍から放出された魔力の一閃が[$CC_TNAME]の防御を打ち砕く！@/C@</contents>
  </command>
  <command skillDefName="K18_UNIQUE_LANCE_DANCE" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="1">
    <contents>@C:{カラー_注意}@さらに[$CC_ANAME]は標的めがけ、鮮烈な連撃を見舞った！@/C@</contents>
  </command>
</data>


code:
<?xml version="1.0" encoding="utf-8"?>
<data>
  <command skillDefName="K21_UNIQUE_TWIN_DANCE" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="1">
    <contents>@C:{カラー_注意}@[$CC_ANAME]は自ら守りを捨て、敵中へと飛び込むと激しい連撃をくらわせた！@/C@</contents>
  </command>
  <command skillDefName="K21_UNIQUE_FOLLOW_ME" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="1">
    <contents>@C:{カラー_注意}@[$CC_ANAME]は味方を激しく鼓舞し、敵中へと切り込んでいった！@/C@</contents>
  </command>
</data>


code:
<?xml version="1.0" encoding="utf-8"?>
<data>
  <command skillDefName="ACT_SNIPING" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="1">
    <contents>@C:{カラー_注意}@[$CC_ANAME]は息を潜め、標的に向けて狙い澄ました一撃を放った！@/C@</contents>
  </command>
  <command skillDefName="OPENING_ADD_HIDE_TOKEN" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！
[$CC_ANAME]は身を潜め、攻撃の機会を窺う！</contents>
  </command>
</data>


code:
<?xml version="1.0" encoding="utf-8"?>
<data>
  <command skillDefName="K24_UNIQUE_SKILL_SPIRITOSO" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="1">
    <contents>@C:{カラー_注意}@流麗な歌声が、[$CC_TNAME]の詠唱を加速させる！@/C@</contents>
  </command>
  <command skillDefName="K24_UNIQUE_SKILL_GRAVE" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="1">
    <contents>@C:{カラー_注意}@厳かな歌声が、[$CC_TNAME]達を護るように包み込む！@/C@</contents>
  </command>
  <command skillDefName="K24_UNIQUE_SKILL_MORENDO" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@戦意を奪う歌声が、[$CC_TNAME]の攻撃力を弱体化させた！@/C@</contents>
  </command>
</data>


code:
<?xml version="1.0" encoding="utf-8"?>
<data>
  <command skillDefName="K26_UNIQUE_SKILL_STUN_ROAR" actionName="CC_ACTION_ADD_ABNORMALITY" name="スタン付与成功" kojoPlace="RESULT" priority="10" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "INFLICT_SUCCEEDED")}">
    <contents>@C:{カラー_注意}@耳をつんざくような激烈な咆哮に[$CC_TNAME]は思わずたじろいでしまった！@/C@</contents>
  </command>
  <command skillDefName="K26_UNIQUE_SKILL_STUN_ROAR" actionName="CC_ACTION_ADD_ABNORMALITY" name="スタン付与失敗(抵抗)" kojoPlace="RESULT" priority="10" isExclusive="TRUE" eval="{CC_AFLAG(ACTION_DID, "INFLICT_REGISTED")}">
    <contents>激烈な咆哮を前にしても[$CC_TNAME]は全く動じていない……！</contents>
  </command>
  <command skillDefName="OPENING_ADD_DRAGONIC_TOKEN" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は呼吸を整え、竜気を充填した！</contents>
  </command>
  <command skillDefName="K26_UNIQUE_SKILL_THUNDER_CROW" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>巨大な竜腕が雷霆を伴って[$CC_TNAME]%CC_AFLAG(ACTION_DID, "TARGET_HEADCOUNT") == 1 ? "" # "たち"%に叩きつけられる！</contents>
  </command>
  <command skillDefName="K26_UNIQUE_SKILL_PLASMA_BRESS" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]の前方に渦巻いた莫大なマナが、超高熱の熱線と化して敵を薙ぎ払う！</contents>
  </command>
  <command skillDefName="K26_UNIQUE_SKILL_DRAGONHEART" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！[$CC_ANAME]の心臓がマナを汲み上げる！</contents>
  </command>
  <command skillDefName="K26_UNIQUE_SKILL_DRAGONSPIRITED" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！[$CC_ANAME]に竜気が充溢し、竜スキルがリチャージされた！</contents>
  </command>
  <command skillDefName="K26_UNIQUE_SKILL_DRAGON_JUMP" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は竜気を放出し、天高く跳躍した！</contents>
  </command>
  <command skillDefName="K26_UNIQUE_SKILL_DRAGON_JUMP" actionName="ANY" name="実行" kojoPlace="EXEC" priority="11" isExclusive="TRUE" sequence="0" eval="{CC_AFLAG(ACTION_DID, "WPN_RISING_ASSIST_RATE")}">
    <contents>[$CC_ANAME]は竜気を放出し、天高く跳躍した！@C:{カラー_黄緑}@≪%CC_AFLAGS(ACTION_DID, "WPN_RISING_ASSIST")%≫@/C@が羽撃き、より天高くへその身を運ぶ！</contents>
  </command>
</data>


code:
<?xml version="1.0" encoding="utf-8"?>
<data>
  <command skillDefName="K28_UNIQUE_SKILL_TRACKING" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！
[$CC_ANAME]は標的を見定めると、追跡を開始した！</contents>
  </command>
  <command skillDefName="K28_UNIQUE_SKILL_FINAL_STUB" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！罠にかかった[$CC_TNAME]の急所に[$CC_ANAME]は狙いを定め、一撃を放った！</contents>
  </command>
  <command skillDefName="K28_UNIQUE_SKILL_SPOTTING" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" eval="{CC_GET_ACT_INFO(ACTION_DID, "ACTOR_DID") != CC_GET_ACT_INFO(ACTION_DID, "TARGET_DID")}">
    <contents>@C:{カラー_注意}@[$CC_ANAME]は標的を観測し、[$CC_TNAME]へ攻撃指示を行った！@/C@</contents>
  </command>
  <command skillDefName="K28_UNIQUE_SKILL_SPOTTING" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" eval="{CC_GET_ACT_INFO(ACTION_DID, "ACTOR_DID") == CC_GET_ACT_INFO(ACTION_DID, "TARGET_DID")}">
    <contents>@C:{カラー_注意}@[$CC_ANAME]は標的の観測を行った！@/C@</contents>
  </command>
</data>


code:
<?xml version="1.0" encoding="utf-8"?>
<data>
  <command skillDefName="K29_UNIQUE_BREAK_EDGE" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="1">
    <contents>@C:{カラー_注意}@[$CC_ANAME]は標的の得物を砕き、返す刃で急所を狙う！@/C@</contents>
  </command>
  <command skillDefName="K29_UNIQUE_EVIL_EYE_OP" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！
[$CC_ANAME]の瞳が深紅に染まる！</contents>
  </command>
  <command skillDefName="K29_UNIQUE_SKILL_BREAK_EDGE_CORE" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！[$CC_ANAME]は反撃を恐れず標的の急所を狙う！</contents>
  </command>
  <command skillDefName="K29_UNIQUE_SKILL_BREAK_ARMOR_CORE" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！[$CC_ANAME]は守りが薄くなった標的の急所を狙う！</contents>
  </command>
</data>


code:
<?xml version="1.0" encoding="utf-8"?>
<data>
  <command skillDefName="ACT_ELLE_UNIQUE_SKILL_1" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>術符から展開された膨大なマナの奔流が[$CC_ANAME]の魔術を大幅に増幅する！</contents>
  </command>
</data>


code:
<?xml version="1.0" encoding="utf-8"?>
<data>
  <command skillDefName="K9_UNIQUE_SKILL_MAGIC_BREAK_SWORD" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]の持つ武器が、魔法を断つ澄んだ青い光を纏う！</contents>
  </command>
  <command skillDefName="K9_UNIQUE_SKILL_BLUE_STAR" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0" eval="{!CC_AFLAG(ACTION_DID, "SUB_GUARD_BY_BLUE_STAR")}">
    <contents>[$CC_ANAME]の青く輝く魔力剣が敵を切り裂く！</contents>
  </command>
  <command skillDefName="K9_UNIQUE_SKILL_BLUE_STAR" actionName="ANY" name="ガード破壊" kojoPlace="EXEC" priority="11" isExclusive="TRUE" sequence="0" eval="{CC_AFLAG(ACTION_DID, "SUB_GUARD_BY_BLUE_STAR")}">
    <contents>[$CC_ANAME]の青く輝く魔力剣が敵を切り裂く！　青き光の一撃が[$CC_TNAME]の防御を崩した！</contents>
  </command>
  <command skillDefName="K9_UNIQUE_SKILL_LIGHT_PURFICATION" actionName="CC_ACTION_ADD_SP_TOKEN" name="実行" kojoPlace="RESULT" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]から放たれた聖なるマナの光が、仲間達の体の異常を取り除いてゆく！</contents>
  </command>
  <command skillDefName="K9_UNIQUE_SKILL_BLUE_SLASH" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]の持つ武器から放たれた、澄み渡る青き閃光が敵を呑み込む！</contents>
  </command>
  <command skillDefName="K9_UNIQUE_SKILL_MULTI" actionName="CC_ACTION_ADD_NORMAL_ATTACK_BASE_PARAM" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！[$CC_ANAME]は素早く追撃を放つ！</contents>
  </command>
  <command skillDefName="OPENIN_SHIELD_SWORD" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は詠唱しながら前線に走り、手に持つ武器に魔法を断つ澄んだ青い光を纏わせた！</contents>
  </command>
</data>


code:
<?xml version="1.0" encoding="utf-8"?>
<data>
  <command skillDefName="MARTIAL_ARTS_POKING" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は目を狙った！</contents>
  </command>
  <command skillDefName="MARTIAL_ARTS_STRENGTH_CHARGE" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]の全身に力がみなぎる！</contents>
  </command>
  <command skillDefName="MARTIAL_ARTS_MACHINGUN_PUNCH" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は続けざまに拳を叩きこんだ！</contents>
  </command>
  <command skillDefName="MARTIAL_ARTS_THUNDER_KICK" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>目視能わぬ神速の蹴りが[$CC_TNAME]の正中線を貫く！</contents>
  </command>
</data>


code:
<?xml version="1.0" encoding="utf-8"?>
<data>
  <command skillDefName="Q61_OPENING_MODE_SHIFT" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C{カラー_赤}@システム、戦闘モードに移行します@/C@</contents>
  </command>
  <command skillDefName="TOKEN_SKILL_Q61_MODE_SHIFT" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_赤}@システム、防御モードに移行します@/C@
    @C:{カラー_注意}@*行動キャンセル*@/C@</contents>
  </command>
  <command skillDefName="EMEMY_ACT_Q61_ATTACK_SHIFT" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C{カラー_注意}@システム、戦闘モードに移行します@/C@</contents>
  </command>
  <command skillDefName="Q61_GUARDIAN_REBOOT" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="1">
    <contents>

    ……？
    @C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！@C:{カラー_赤}@[$CC_ANAME]は活動を再開した！@/C@
    @C:{カラー_赤}@……任務ヲ……遂行……@/C@</contents>
  </command>
  <command skillDefName="TOKEN_SKILL_Q61_BURN_OUT_SELF_DAMAGE" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_赤}@[$CC_ANAME]に{[$DAMAGE]}の自壊ダメージ！@/C@</contents>
  </command>
  <command skillDefName="TOKEN_SKILL_Q61_BURN_OUT_REACT" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は≪再行動≫を得た！</contents>
  </command>
  <command skillDefName="EMEMY_ACT_Q61_POWER_UP" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]の攻撃力が{%CC_GET_ACT_INFO(ACTION_DID, "VALUE")%}ポイント増加した！</contents>
  </command>
  <command skillDefName="EMEMY_ACT_Q61_POWER_UP" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>[$CC_TNAME]に脆弱を付与！</contents>
  </command>
  <command skillDefName="EMEMY_ACT_Q61_SHARP_THORN" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は鋭利な棘に包まれた！</contents>
  </command>
  <command skillDefName="Q61_SLIME_PREPARE_SPLIT" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]の様子がおかしい……
    @C:{カラー_注意}@*行動キャンセル*@/C@</contents>
  </command>
  <command skillDefName="Q61_KING_SLIME_SPLIT" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は分裂した！</contents>
  </command>
  <command skillDefName="Q61_ACID_SLIME_SPLIT" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は分裂した！</contents>
  </command>
  <command skillDefName="Q61_PINK_SLIME_SPLIT" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は分裂した！</contents>
  </command>
  <command skillDefName="Q61_NEBURI_SLIME_SPLIT" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>[$CC_ANAME]は分裂した！</contents>
  </command>
  <command skillDefName="Q61_PINK_BODY" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_ピンク}@[$CC_ANAME]の体液を浴びた[$CC_TNAME]は発情した！@/C@</contents>
  </command>
  <command skillDefName="Q61_BUST_INFLATION" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_ピンク}@[$CC_ANAME]は[$CC_TNAME]の胸を執拗にこねくりまわした！@/C@</contents>
  </command>

  <command skillDefName="ENEMY_OPENING_ADD_MAGIC_REGIST" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_注意}@[$CC_ANAME]は魔術に耐性がある！@/C@</contents>
  </command>
</data>


code:
<?xml version="1.0" encoding="utf-8"?>
<data>
  <command skillDefName="TOKEN_SKILL_POISON" actionName="ANY" name="ダメージ発生" kojoPlace="RESULT" priority="10" isExclusive="TRUE">
    <contents>毒に蝕まれている[$CC_ANAME]は@C:{カラー_パ紫}@{CC_AFLAG(ACTION_DID, "HP_LOST")}@/C@のHPを失った……！</contents>
  </command>
  <command skillDefName="TOKEN_SKILL_POISON" actionName="ANY" name="戦闘不能" kojoPlace="DEFEAT" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@――[$CC_ANAME]は力尽き倒れた！@/C@</contents>
  </command>
  <command skillDefName="TOKEN_SKILL_BURN" actionName="ANY" name="ダメージ発生" kojoPlace="RESULT" priority="10" isExclusive="TRUE">
    <contents>火傷を負った[$CC_ANAME]は@C:{カラー_パ赤}@{CC_AFLAG(ACTION_DID, "HP_LOST")}@/C@のHPを失った……！</contents>
  </command>
  <command skillDefName="TOKEN_SKILL_BURN" actionName="ANY" name="戦闘不能" kojoPlace="DEFEAT" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@――[$CC_ANAME]は力尽き倒れた！@/C@</contents>
  </command>
  <command skillDefName="TOKEN_SKILL_STUN" actionName="ANY" name="行動不能" kojoPlace="RESULT" priority="10" isExclusive="TRUE">
    <contents>[$CC_ANAME]は体勢を崩しており攻撃できない！</contents>
  </command>
  <command skillDefName="TOKEN_SKILL_ORGASM" actionName="ANY" name="行動不能" kojoPlace="RESULT" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_ピンク}@[$CC_ANAME]は激しい絶頂の快楽に苛まれており攻撃できない！@/C@</contents>
  </command>
  <command skillDefName="TOKEN_SKILL_ESTRUS" actionName="ANY" name="行動不能" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_ピンク}@[$CC_ANAME]は発情しきっており理性を失っている！@/C@</contents>
  </command>
  <command skillDefName="TOKEN_SKILL_SLEEP" actionName="ANY" name="行動不能" kojoPlace="RESULT" priority="10" isExclusive="TRUE" eval="{CC_SP_TOKEN_NUM(ACTOR_DID, "SLEEP") != 0}">
    <contents>[$CC_ANAME]は眠っている！</contents>
  </command>
  <command skillDefName="TOKEN_SKILL_SLEEP" actionName="ANY" name="行動不能" kojoPlace="RESULT" priority="10" isExclusive="TRUE" eval="{CC_SP_TOKEN_NUM(ACTOR_DID, "SLEEP") == 0}">
    <contents>[$CC_ANAME]は目を覚ました！</contents>
  </command>
  <command skillDefName="TOKEN_SKILL_BINDINGTRAP" actionName="ANY" name="行動不能" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>足元に仕掛けられたくくり罠が発動！</contents>
  </command>
  <command skillDefName="TOKEN_SKILL_BINDINGTRAP" actionName="ANY" name="行動不能" kojoPlace="RESULT" priority="10" isExclusive="TRUE" sequence="1" eval="{CC_AFLAG(ACTION_DID, "INFLICT_REGISTED")}">
    <contents>しかし[$CC_ANAME]は、罠にかかりつつも即座に体勢を立て直した！</contents>
  </command>
  <command skillDefName="TOKEN_SKILL_BEARTRAP" actionName="ANY" name="行動不能" kojoPlace="RESULT" priority="10" isExclusive="TRUE" sequence="0">
    <contents>足元に仕掛けられたベアトラップが発動！[$CC_ANAME]は@C:{カラー_オレンジ}@{CC_AFLAG(ACTION_DID, "HP_LOST")}@/C@のダメージを受けた……！</contents>
  </command>
  <command skillDefName="TOKEN_SKILL_BEARTRAP" actionName="ANY" name="行動不能" kojoPlace="RESULT" priority="10" isExclusive="TRUE" sequence="2" eval="{CC_AFLAG(ACTION_DID, "INFLICT_REGISTED")}">
    <contents>しかし[$CC_ANAME]は、罠にかかりつつも即座に体勢を立て直した！</contents>
  </command>
  <command skillDefName="TOKEN_SKILL_SLEEP_ATTACKED" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@[$CC_ANAME]は目を覚ました！@/C@</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_VITAL_POINT" name="ダメージ発生" kojoPlace="RESULT" priority="10" isExclusive="TRUE" eval="{[$DAMAGE] != 0}">
    <contents>[$CC_TNAME]の全身から血が噴き出る！@C:{カラー_オレンジ}@{[$DAMAGE]}@/C@のHPを失った！</contents>
  </command>
  <command skillDefName="ANY" actionName="CC_ACTION_VITAL_POINT" name="ダメージなし" kojoPlace="RESULT" priority="10" isExclusive="TRUE" eval="{[$DAMAGE] == 0}">
    <contents>しかし、何も起こらなかった！</contents>
  </command>
  <command skillDefName="THORN" actionName="CC_ACTION_LOSS_HP" name="ダメージ発生" kojoPlace="RESULT" priority="10" isExclusive="TRUE">
    <contents>[$CC_ANAME]の鋭い棘により、[$CC_TNAME]は@C:{カラー_オレンジ}@{[$DAMAGE]}@/C@のHPを失った！</contents>
  </command>
  <command skillDefName="COUNTER_ATTACK" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>[$CC_ANAME]は反撃した！！</contents>
  </command>
  <command skillDefName="ARROW_RAIN" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>矢の雨が敵陣を襲う！</contents>
  </command>
  <command skillDefName="VITAL_POINT_CORPSE_EXPLOSION" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_赤}@眩い光とともに[$CC_ANAME]は爆散した！@/C@</contents>
  </command>
  <command skillDefName="DRAGON_KICK" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_黄緑}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！急降下してくる[$CC_ANAME]の蹴撃が、[$CC_TNAME]めがけて突き刺さる！</contents>
  </command>
  <command skillDefName="DRAGON_DIVE" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_黄緑}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！急降下してくる[$CC_ANAME]が、[$CC_TNAME]に襲い掛かる！</contents>
  </command>
  <command skillDefName="LANCE_CHARGE" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_黄緑}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！[$CC_ANAME]が疾駆する馬上で槍を構え、[$CC_TNAME]に突撃する！</contents>
  </command>
  <command skillDefName="LANCE_CHARGE" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="11" isExclusive="TRUE" sequence="0" eval="{CC_AFLAG(ACTION_DID, "LOST_PROVOKE_BY_CHARGE")}">
    <contents>@C:{カラー_黄緑}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！[$CC_ANAME]が疾駆する馬上で槍を構え、[$CC_TNAME]に突撃する！
        @C:{カラー_オレンジ}@[$CC_TNAME]は[挑発]を失った！@/C@</contents>
  </command>
  <command skillDefName="CURSE_HEMOPTYSIS" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_黄緑}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！項垂れた[$CC_ANAME]が吐き出す、呪詛を孕んだ血煙流が地を薙ぎ払う！</contents>
  </command>
</data>


code:
<?xml version="1.0" encoding="utf-8"?>
<data>
  <command skillDefName="WPN_HARDSHOT" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>[$CC_ANAME]は暴発寸前まで火薬を込めて敵を狙い撃った！</contents>
  </command>
  <command skillDefName="WPN_FROST_SMITE" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>凍てつく刃の一閃が仇なす者を引き裂く！</contents>
  </command>
  <command skillDefName="WPN_ELECTRIC_ARROW" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>稲妻を帯びた矢が標的を貫く！</contents>
  </command>
  <command skillDefName="WPN_MANA_SMITE" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>黄金の刀身から放たれた魔力の一閃が仇なす全てを斬り裂く！</contents>
  </command>
  <command skillDefName="WPN_ACT_HIDING" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>[$CC_ANAME]の存在感が薄れていく！</contents>
  </command>
  <command skillDefName="WPN_ADD_CAST_SELF" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>[$CC_ANAME]は詠唱陣を展開した！</contents>
  </command>
  <command skillDefName="WPN_ADD_MAG_GUARD" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>[$CC_ANAME]の身体を理力の盾が覆った！</contents>
  </command>
  <command skillDefName="WPN_FLAME_THROW" actionName="CC_ACTION_ATTACK" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>火焔の噴流が[$CC_TNAME]を襲う！</contents>
  </command>
  <command skillDefName="WPN_TRAMPLE" actionName="ANY" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE" sequence="0">
    <contents>@C:{カラー_黄緑}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫ @/C@%CC_AFLAGS(ACTION_DID, "DEF_CHARA_NAME")%を打ち倒した[$CC_ANAME]は身を翻し、さらなる攻撃の態勢に移った！</contents>
  </command>
  <command skillDefName="WPN_ADD_POISON" actionName="CC_ACTION_INFLICT_ABNORMALITY" name="毒付与成功" kojoPlace="RESULT" priority="10" isExclusive="TRUE" token="POISON" eval="{CC_AFLAG(ACTION_DID, "INFLICT_SUCCEEDED")}">
    <contents>@C:{カラー_注意}@≪%CC_GETS_ACT_INFO(ACTION_DID, "SKILL_NAME")%≫@/C@が発動！[$CC_TNAME]の身体は毒に侵された！</contents>
  </command>
  <command skillDefName="WPN_ADD_POISON" actionName="CC_ACTION_INFLICT_ABNORMALITY" name="毒付与失敗(効果量不足)非表示" kojoPlace="RESULT" priority="10" isExclusive="TRUE" token="POISON" eval="{CC_AFLAG(ACTION_DID, "ALREADY_INFLICTED")}">
  </command>
  <command skillDefName="WPN_ADD_POISON" actionName="CC_ACTION_INFLICT_ABNORMALITY" name="毒付与失敗(抵抗)非表示" kojoPlace="RESULT" priority="10" isExclusive="TRUE" token="POISON" eval="{CC_AFLAG(ACTION_DID, "INFLICT_REGISTED")}">
  </command>
  <command skillDefName="WPN_BEARTRAP" actionName="ANY" name="実行" kojoPlace="RESULT" priority="10" isExclusive="TRUE">
    <contents>[$CC_ANAME]は[$CC_TNAME]の近くに罠を仕掛けた！</contents>
  </command>
  <command skillDefName="WPN_BREAK_CAST" actionName="CC_ACTION_SUB_SP_TOKEN" name="実行" kojoPlace="RESULT" priority="10" isExclusive="TRUE">
    <contents>マナを帯びた一撃が[$CC_TNAME]の詠唱陣を破壊した！</contents>
  </command>
  <command skillDefName="WPN_SUMMON_SPARTOI" actionName="CC_ACTION_SUMMON_ACTOR" name="実行" kojoPlace="EXEC" priority="10" isExclusive="TRUE">
    <contents>@C:{カラー_注意}@[$CC_ANAME]のばら撒いた竜の牙から、竜牙兵が出現した！@/C@</contents>
  </command>
</data>


code:
;-------------------------------------------------
;;; 単体攻撃処理を実施
;;; #### 入力パラメータ
;;; - CC_ACTIONテーブル
;;;   - **<必須>** ACTOR_DID: 攻撃するアクターのID
;;;   - **<必須>** TARGET_DID: 攻撃を受けるアクターのID
;;;   - **<任意>** DAMAGE_MODIFIER: ダメージ補正値(%)。CC_CALC_DAMAGE後に乗算。非指定 or 0の場合は100%
;;;   - **<任意>** OPTION: CC_CALC_DAMAGEの引数 DIC_OPTION
;;;   - **<任意>** DAMAGE_FORMULA: @CC_CALC_DAMAGEの代わりに使用する専用ダメージ計算式の関数名。
;;;     - `TRYCCALLFORM %DAMAGE_FORMULA%(ACTOR_DID, TARGET_DID, ACTION_DID)`形式で呼び出し
;;;   - **<通常攻撃のみ>** CRITICAL_RATE: クリティカル率(%)
;;;   - **<通常攻撃のみ>** CRITICAL_DAMAGE_RATE: クリティカルダメージ補正率(%)
;;; - CC_AFLAG / 連想配列 CC_ACT_FLAG_{ACTION_DID}
;;;   - **<任意>** IS_NORMAL_ATTACK: 1 = 通常攻撃扱いでクリティカル判定や関連パッシブ呼び出しを実施
;;;   - **<任意>** CONTINUE_ATTACK_EVENIF_ATTACKER_DIED: 1 = 攻撃アクターが戦闘不能でも攻撃処理を実施
;;;   - **<任意>** COUNTER_PROHIBITED: 1 = 攻撃後にTARGETの`EXEC_AT = "COUNTER"`のパッシブスキルを誘発しない
;;; #### 結果
;;; - CC_AFLAG
;;;   - ATTACK_AVOIDED: 1 = 攻撃を回避された
;;;   - ATTACK_SUCCEEDED: 1 = 攻撃が命中した(備考: バリアによる軽減/ダメージ0も命中扱い)
;;;   - CRITICAL_HIT: 1 = クリティカルヒットした(通常攻撃のみ)
;;;   - DAMAGE: 最終ダメージを代入
;;;   - TARGET_DEFEATED: 1 = 今回の攻撃でTARGETが戦闘不能になった
;;;   - DECREASED_BY_BARRIER: 1 = バリアで軽減された
;;;   - NULLIFIED_BY_BARRIER: 1 = バリアで無効化(ダメージ0)された
;;;   - BARRIER_BEFORE/BARRIER_AFTER: ダメージ処理前後のバリア値
;;; ***
;;; #### パッシブスキルトリガーポイント
;;; - **<ACTOR主体、通常攻撃のみ>** NORMAL_ATTACK_HIT: EXEC口上の呼び出し後、ダメージ計算前に実施
;;; - **<ACTOR主体、通常攻撃のみ>** AFTER_NORMAL_ATTACK: ダメージ処理後かつRESULT口上呼び出し後に実施
;;; - **<ACTOR主体>** DEFEAT_ENEMY: 今回の攻撃でTARGETを戦闘不能にした場合に実施
;;; - **<TARGET主体>** DEFEATED: 今回の攻撃でTARGETが戦闘不能になった場合に実施
;;; - **<TARGET主体>** AFTER_EACH_ATTACKED: 戦闘不能判定後、TARGETが生存している場合に実施
;;; - **<TARGET主体>** COUNTER: 戦闘不能判定後、COUNTER_PROHIBITEDフラグが0かつTARGETが生存している場合に実施
;-------------------------------------------------
@CC_ACTION_ATTACK(ACTION_DID)
#DIM  ACTION_DID
#DIM  ACTOR_DID
#DIM  TARGET_DID
#DIM  IS_NORMAL_ATTACK
#DIM  DAMAGE_MODIFIER
#DIM  CRITICAL_MODIFIER
;DEBUGPRINTFORML CC_ACTION_ATTACK: %CC_GETS_ACT_INFO(ACTION_DID, "SKILL_DEF_NAME")%
ACTOR_DID = DT_CELL_GET("CC_ACTION", ACTION_DID, "ACTOR_DID", 1)
TARGET_DID = DT_CELL_GET("CC_ACTION", ACTION_DID, "TARGET_DID", 1)
IS_NORMAL_ATTACK = CC_AFLAG(ACTION_DID, "IS_NORMAL_ATTACK")

IF DT_CELL_GETS("CC_ACTOR", ACTOR_DID, "STATE", 1) == "戦闘不能" && !CC_AFLAG(ACTION_DID, "CONTINUE_ATTACK_EVENIF_ATTACKER_DIED")
	DEBUGPRINTFORML CONTINUE_ATTACK_EVENIF_ATTACKER_DIED = {CC_AFLAG(ACTION_DID, "CONTINUE_ATTACK_EVENIF_ATTACKER_DIED")}
	RETURN 1
ENDIF
;SIF DT_CELL_GETS("CC_ACTOR", TARGET_DID, "STATE", 1) == "戦闘不能"
;	RETURN 1

CALL KOJO_XML_COMBAT(ACTION_DID, "EXEC")

;回避判定
CALL CC_AVOID_CHECK(ACTOR_DID, TARGET_DID, ACTION_DID)
IF RESULT
	CALL CC_SET_ACT_FLAG_BY_ID(ACTION_DID, "ATTACK_AVOIDED", "1")
	GOTO ACTION_RESULT
ENDIF

SIF IS_NORMAL_ATTACK
	CALL CC_EXEC_PASSIVE_SKILL("NORMAL_ATTACK_HIT", ACTOR_DID, TARGET_DID)

DAMAGE_MODIFIER = CC_GET_ACT_INFO(ACTION_DID, "DAMAGE_MODIFIER") == 0 ? 100 # CC_GET_ACT_INFO(ACTION_DID, "DAMAGE_MODIFIER")

IF DT_CELL_GETS("CC_ACTION", ACTION_DID, "DAMAGE_FORMULA", 1) == ""
	CALL CC_CALC_DAMAGE(ACTOR_DID, TARGET_DID, CC_GETS_ACT_INFO(ACTION_DID, "OPTION"))
	CC_DAMAGE = FTIMES(CC_DAMAGE, DAMAGE_MODIFIER)
ELSE
	;専用のダメージ計算式が指定されている場合
	TRYCCALLFORM %DT_CELL_GETS("CC_ACTION", ACTION_DID, "DAMAGE_FORMULA", 1)%(ACTOR_DID, TARGET_DID, ACTION_DID)
	CATCH
		DEBUGPRINTFORML ダメージ計算式<%DT_CELL_GETS("CC_ACTION", ACTION_DID, "DAMAGE_FORMULA", 1)%>が呼ばれましたが、対応する関数が見つかりませんでした
	ENDCATCH
ENDIF

IF IS_NORMAL_ATTACK
	IF RAND:100 < CC_GET_ACT_INFO(ACTION_DID, "CRITICAL_RATE") + CC_MODIFIER_MAP_GET("CRITICAL_RATE_ADD")
		CC_DAMAGE = FTIMES(CC_DAMAGE, CC_GET_ACT_INFO(ACTION_DID, "CRITICAL_DAMAGE_RATE") + CC_MODIFIER_MAP_GET("CRITICAL_DAMAGE_MULTI"))
		CALL CC_SET_ACT_FLAG_BY_ID(ACTION_DID, "CRITICAL_HIT", "1")
	ENDIF
	;効果音セット
	IF CC_SE == ""
		IF CC_AFLAG(ACTION_DID, "CRITICAL_HIT")
			CC_SE '= @"%S_R("Critical_0")%.mp3"
		ELSE
			CC_SE '= @"%S_R("Slash_0/Slash_1/Slash_2/Slash_3")%.mp3"
		ENDIF
	ENDIF
ENDIF

CALL CC_TAKE_DAMAGE_NEW(ACTOR_DID, TARGET_DID, ACTION_DID)
CALL CC_SET_ACT_FLAG_BY_ID(ACTION_DID, "ATTACK_SUCCEEDED", "1")

$ ACTION_RESULT
DT_CELL_SET "CC_ACTOR", TARGET_DID, "EFFECT", "被ダメージ", 1
CALL KOJO_XML_COMBAT(ACTION_DID, "RESULT")

IF IS_NORMAL_ATTACK
	CALL CC_EXEC_PASSIVE_SKILL("AFTER_NORMAL_ATTACK", ACTOR_DID, TARGET_DID)
	CALL CC_EXEC_WPN_PASSIVE_SKILL("AFTER_NORMAL_ATTACK", ACTOR_DID, TARGET_DID)
ENDIF

CALL CC_CHECK_KNOCKED_OUT_NEW(ACTION_DID)
SIF RESULT
	RETURN

CALL CC_TRIGGER_SP_TOKEN_PASSIVE_SKILL("AFTER_EACH_ATTACKED", TARGET_DID, ACTOR_DID, ACTION_DID)
CALL CC_EXEC_PASSIVE_SKILL("AFTER_EACH_ATTACKED", TARGET_DID, ACTOR_DID)
IF !CC_AFLAG(ACTION_DID, "COUNTER_PROHIBITED")
	CALL CC_EXEC_PASSIVE_SKILL("COUNTER", TARGET_DID, ACTOR_DID)
	CALL CC_TRIGGER_SP_TOKEN_PASSIVE_SKILL("COUNTER", TARGET_DID, ACTOR_DID, ACTION_DID)
ENDIF

;-------------------------------------------------
;;; 多段攻撃処理。
;;; 複数回攻撃をワンアクションで簡便に処理する。
;;; 内部ではデコイ判定やバリアを一発毎に判定しているが、意図からして細かな記録/メッセージ表示は割愛。
;;; フレーバー上はターゲットからの介入の余地がない瞬間的な連続攻撃を想定しているため、カウンターは一発のみ誘発する。
;-------------------------------------------------
;;; #### 入力パラメータ
;;; - CC_ACTIONテーブル
;;;   - **<必須>** ACTOR_DID: 攻撃するアクターのID
;;;   - **<必須>** TARGET_DID: 攻撃を受けるアクターのID
;;;   - **<必須>** NUMBER_OF_ATTACKS: 攻撃回数
;;;   - **<任意>** DAMAGE_MODIFIER: ダメージ補正値(%)。CC_CALC_DAMAGE後に乗算。非指定 or 0の場合は100%
;;;   - **<任意>** OPTION: CC_CALC_DAMAGEの引数 DIC_OPTION
;;;   - **<任意>** DAMAGE_FORMULA: @CC_CALC_DAMAGEの代わりに使用する専用ダメージ計算式の関数名。
;;;     - `TRYCCALLFORM %DAMAGE_FORMULA%(ACTOR_DID, TARGET_DID, ACTION_DID)`形式で呼び出し
;;; - CC_AFLAG / 連想配列 CC_ACT_FLAG_{ACTION_DID}
;;;   - **<任意>** CONTINUE_ATTACK_EVENIF_ATTACKER_DIED: 1 = 攻撃アクターが戦闘不能でも攻撃処理を実施
;;;   - **<任意>** COUNTER_PROHIBITED: 1 = 攻撃後にTARGETの`EXEC_AT = "COUNTER"`のパッシブスキルを誘発しない
;;; #### 結果
;;; - CC_AFLAG
;;;   - NUMBER_OF_ATTACKS: 攻撃回数
;;;   - ATTACK_AVOIDED: 攻撃を回避された回数
;;;   - ATTACK_SUCCEEDED: 攻撃が命中した回数(備考: バリアによる軽減/ダメージ0も命中扱い)
;;;   - DAMAGE: 合計ダメージ
;;;   - AVERAGE_DAMAGE: 平均ダメージ
;;;   - ALL_ATTACK_AVOIDED: 1 = すべての攻撃を回避された
;;;   - TARGET_DEFEATED: 1 = 今回の攻撃でTARGETが戦闘不能になった
;;; ***
;;; #### パッシブスキルトリガーポイント
;;; - **<ACTOR主体>** DEFEAT_ENEMY: 今回の攻撃でTARGETを戦闘不能にした場合に実施
;;; - **<TARGET主体>** DEFEATED: 今回の攻撃でTARGETが戦闘不能になった場合に実施
;;; - **<TARGET主体>** AFTER_EACH_ATTACKED: 戦闘不能判定後、TARGETが生存している場合に実施
;;; - **<TARGET主体>** COUNTER: 戦闘不能判定後、COUNTER_PROHIBITEDフラグが0かつTARGETが生存している場合に実施
;-------------------------------------------------
@CC_ACTION_MULTIPLE_ATTACK(ACTION_DID)
#DIM  ACTION_DID
#DIM  ACTOR_DID
#DIM  TARGET_DID
#DIM  NUMBER_OF_ATTACKS
#DIM  DAMAGE_MODIFIER

#DIM DYNAMIC ATTACK_AVOIDED
#DIM DYNAMIC ATTACK_SUCCEEDED
#DIM DYNAMIC TOTAL_DAMAGE

ACTOR_DID = DT_CELL_GET("CC_ACTION", ACTION_DID, "ACTOR_DID", 1)
TARGET_DID = DT_CELL_GET("CC_ACTION", ACTION_DID, "TARGET_DID", 1)
NUMBER_OF_ATTACKS = DT_CELL_GET("CC_ACTION", ACTION_DID, "NUMBER_OF_ATTACKS", 1)
DAMAGE_MODIFIER = CC_GET_ACT_INFO(ACTION_DID, "DAMAGE_MODIFIER") == 0 ? 100 # CC_GET_ACT_INFO(ACTION_DID, "DAMAGE_MODIFIER")

SIF DT_CELL_GETS("CC_ACTOR", ACTOR_DID, "STATE", 1) == "戦闘不能" && !CC_AFLAG(ACTION_DID, "CONTINUE_ATTACK_EVENIF_ATTACKER_DIED")
	RETURN 1
SIF DT_CELL_GETS("CC_ACTOR", TARGET_DID, "STATE", 1) == "戦闘不能"
	RETURN 1

CALL KOJO_XML_COMBAT(ACTION_DID, "EXEC")

FOR LOCAL, 0, NUMBER_OF_ATTACKS
	IF DT_CELL_GETS("CC_ACTION", ACTION_DID, "DAMAGE_FORMULA", 1) == ""
		CALL CC_CALC_DAMAGE(ACTOR_DID, TARGET_DID, CC_GETS_ACT_INFO(ACTION_DID, "OPTION"))
		CC_DAMAGE = FTIMES(CC_DAMAGE, DAMAGE_MODIFIER)
	ELSE
		;専用のダメージ計算式が指定されている場合
		TRYCCALLFORM %DT_CELL_GETS("CC_ACTION", ACTION_DID, "DAMAGE_FORMULA", 1)%(ACTOR_DID, TARGET_DID, ACTION_DID)
		CATCH
			DEBUGPRINTFORML ダメージ計算式<%DT_CELL_GETS("CC_ACTION", ACTION_DID, "DAMAGE_FORMULA", 1)%>が呼ばれましたが、対応する関数が見つかりませんでした
		ENDCATCH
	ENDIF

	CALL CC_AVOID_CHECK(ACTOR_DID, TARGET_DID, ACTION_DID)
	IF RESULT
		ATTACK_AVOIDED ++
	ELSE
		ATTACK_SUCCEEDED ++
		TOTAL_DAMAGE += CC_DAMAGE
	ENDIF
NEXT
IF ATTACK_SUCCEEDED > 0
	CALL CC_SET_ACT_FLAG_BY_ID(ACTION_DID, "NUMBER_OF_ATTACKS", TOSTR(NUMBER_OF_ATTACKS))
	CALL CC_SET_ACT_FLAG_BY_ID(ACTION_DID, "ATTACK_AVOIDED", TOSTR(ATTACK_AVOIDED))
	CALL CC_SET_ACT_FLAG_BY_ID(ACTION_DID, "ATTACK_SUCCEEDED", TOSTR(ATTACK_SUCCEEDED))
	CALL CC_SET_ACT_FLAG_BY_ID(ACTION_DID, "AVERAGE_DAMAGE", TOSTR(TOTAL_DAMAGE / ATTACK_SUCCEEDED))
ELSE
	CALL CC_SET_ACT_FLAG_BY_ID(ACTION_DID, "NUMBER_OF_ATTACKS", TOSTR(NUMBER_OF_ATTACKS))
	CALL CC_SET_ACT_FLAG_BY_ID(ACTION_DID, "ALL_ATTACK_AVOIDED", "1")
ENDIF
CC_DAMAGE = TOTAL_DAMAGE
CALL CC_TAKE_DAMAGE_NEW(ACTOR_DID, TARGET_DID, ACTION_DID)

DT_CELL_SET "CC_ACTOR", TARGET_DID, "EFFECT", "被ダメージ", 1

CALL KOJO_XML_COMBAT(ACTION_DID, "RESULT")

CALL CC_CHECK_KNOCKED_OUT_NEW(ACTION_DID)
SIF RESULT
	RETURN

CALL CC_TRIGGER_SP_TOKEN_PASSIVE_SKILL("AFTER_EACH_ATTACKED", TARGET_DID, ACTOR_DID, ACTION_DID)
CALL CC_EXEC_PASSIVE_SKILL("AFTER_EACH_ATTACKED", TARGET_DID, ACTOR_DID)
IF !CC_AFLAG(ACTION_DID, "COUNTER_PROHIBITED")
	CALL CC_EXEC_PASSIVE_SKILL("COUNTER", TARGET_DID, ACTOR_DID)
	CALL CC_TRIGGER_SP_TOKEN_PASSIVE_SKILL("COUNTER", TARGET_DID, ACTOR_DID, ACTION_DID)
ENDIF

;-------------------------------------------------
;;;<追撃>系スキル用の、通常攻撃ダメージ基礎補正値を低い値で更新する処理。
;-------------------------------------------------
;;; #### 入力パラメータ
;;; - CC_ACTIONテーブル
;;;   - **<必須>** ACTOR_DID: 動作主アクターのID (口上呼び出し用)
;;;   - **<必須>** VALUE: 通常攻撃のダメージ補正値(%)。現在値より低い場合はこの値で更新
;-------------------------------------------------
@CC_ACTION_UPDATE_NORMAL_ATTACK_BASE_DAMAGE(ACTION_DID)
#DIM ACTION_DID

CALL KOJO_XML_COMBAT(ACTION_DID, "EXEC")

SIF CC_GET_ACT_INFO(ACTION_DID, "VALUE") < CC_NORMAL_ATTACK_BASE_DAMAGE_RATE
	CC_NORMAL_ATTACK_BASE_DAMAGE_RATE = MAX(CC_GET_ACT_INFO(ACTION_DID, "VALUE"), 0)
;-------------------------------------------------
;;;<追撃>系スキル用の、通常攻撃の基礎パラメータを加減算する処理。
;-------------------------------------------------
;;; #### 入力パラメータ
;;; - CC_ACTIONテーブル
;;;   - **<必須>** ACTOR_DID: 動作主アクターのID (口上呼び出し用)
;;;   - **<任意>** NUMBER_OF_ATTACKS: 加算/減算する攻撃回数。
;;;   - **<任意>** DAMAGE_MODIFIER: 加算/減算するダメージ補正値(%)。
;;;   - **<任意>** CRITICAL_RATE: 加算/減算するクリティカル率(%)。
;;;   - **<任意>** CRITICAL_DAMAGE_RATE: 加算/減算するクリティカルダメージ補正値(%)。
;-------------------------------------------------
@CC_ACTION_ADD_NORMAL_ATTACK_BASE_PARAM(ACTION_DID)
#DIM ACTION_DID

CALL KOJO_XML_COMBAT(ACTION_DID, "EXEC")

CC_NUMBER_OF_NORMAL_ATTACKS = MAX(CC_NUMBER_OF_NORMAL_ATTACKS + CC_GET_ACT_INFO(ACTION_DID, "NUMBER_OF_ATTACKS"), 1)
CC_NORMAL_ATTACK_BASE_DAMAGE_RATE = MAX(CC_NORMAL_ATTACK_BASE_DAMAGE_RATE + CC_GET_ACT_INFO(ACTION_DID, "DAMAGE_MODIFIER"), 1)
CC_NORMAL_ATTACK_BASE_CRITICAL_RATE = MAX(CC_NORMAL_ATTACK_BASE_CRITICAL_RATE + CC_GET_ACT_INFO(ACTION_DID, "CRITICAL_RATE"), 0)
CC_NORMAL_ATTACK_BASE_CRITICAL_DAMAGE_RATE = MAX(CC_NORMAL_ATTACK_BASE_CRITICAL_DAMAGE_RATE + CC_GET_ACT_INFO(ACTION_DID, "CRITICAL_DAMAGE_RATE"), 0)

;-------------------------------------------------
;;;通常攻撃補正値変更
;;;チェイス系で基礎補正 + 個々の敵の補正として使う予定だったが、デバフを攻撃命中後に統一したので現状未使用
;;;@CC_ATKSKILL_CHASE_ATTACKを参照のこと
;-------------------------------------------------
;;; #### 入力パラメータ
;;; - CC_ACTIONテーブル
;;;   - **<必須>** ACTOR_DID: 動作主アクターのID (口上呼び出し用)
;;;   - **<任意>** DAMAGE_MODIFIER: 加算/減算するダメージ補正値(%)。
;;;   - **<任意>** CRITICAL_RATE: 加算/減算するクリティカル率(%)。
;;;   - **<任意>** CRITICAL_DAMAGE_RATE: 加算/減算するクリティカルダメージ補正値(%)。
@CC_ACTION_ADD_NORMAL_ATTACK_PARAM(ACTION_DID)
#DIM ACTION_DID

CALL KOJO_XML_COMBAT(ACTION_DID, "EXEC")

CC_NORMAL_ATTACK_DAMAGE_MODIFIER = MAX(CC_NORMAL_ATTACK_DAMAGE_MODIFIER + CC_GET_ACT_INFO(ACTION_DID, "DAMAGE_MODIFIER"), 1)
CC_NORMAL_ATTACK_CRITICAL_RATE_MODIFIER = MAX(CC_NORMAL_ATTACK_CRITICAL_RATE_MODIFIER + CC_GET_ACT_INFO(ACTION_DID, "CRITICAL_RATE"), 0)
CC_NORMAL_ATTACK_CRITICAL_DAMAGE_MODIFIER = MAX(CC_NORMAL_ATTACK_CRITICAL_DAMAGE_MODIFIER + CC_GET_ACT_INFO(ACTION_DID, "CRITICAL_DAMAGE_RATE"), 0)

;-------------------------------------------------
;;;通常攻撃全体攻撃化
;;;`CC_FLAG_NORMAL_ATTACK_ALL = 1`とするだけの処理
;-------------------------------------------------
;;; #### 入力パラメータ
;;; - CC_ACTIONテーブル
;;;   - **<必須>** ACTOR_DID: 動作主アクターのID (口上呼び出し用)
;-------------------------------------------------
@CC_ACTION_SET_NORMAL_ATTACK_ALL(ACTION_DID)
#DIM ACTION_DID

CALL KOJO_XML_COMBAT(ACTION_DID, "EXEC")

CC_FLAG_NORMAL_ATTACK_ALL = 1

;-------------------------------------------------
;;;関連サブルーチン
;-------------------------------------------------
;-------------------------------------------------
;;;回避判定。
;;;回避成功 = RETURN 1
;-------------------------------------------------
@CC_AVOID_CHECK(ACTOR_DID, TARGET_DID, ACTION_DID)
#DIM ACTOR_DID
#DIM TARGET_DID
#DIM ACTION_DID
#DIM SKILL_LV
#DIM EFFECT_RATE
#DIM CONST BLIND_MISS_RATE = 50

;盲目
IF CC_SP_TOKEN_NUM(ACTOR_DID, "BLIND") && RAND:100 < BLIND_MISS_RATE
	CALL CC_SET_ACT_FLAG_BY_ID(ACTION_DID, "AVOIDED_BY_BLIND", "1")
	RETURN 1
ENDIF

;分身
IF CC_SP_TOKEN_NUM(TARGET_DID, "DECOY_SHADOW")
	CALL CC_SET_ACT_FLAG_BY_ID(ACTION_DID, "AVOIDED_BY_DECOY_SHADOW", "1")

	IF CC_CHECK_DECOY_AMPLIFIER(TARGET_DID)
		CALL CC_SET_ACT_FLAG_BY_ID(ACTION_DID, "DECOY_PRESERVED", "1")
	ELSE
		CALL CC_SUB_SP_TOKEN(TARGET_DID, "DECOY_SHADOW", 1)
	ENDIF
	RETURN 1
ENDIF
;デコイ
IF CC_SP_TOKEN_NUM(TARGET_DID, "DECOY")
	CALL CC_SET_ACT_FLAG_BY_ID(ACTION_DID, "AVOIDED_BY_DECOY", "1")

	IF CC_CHECK_DECOY_AMPLIFIER(TARGET_DID)
		CALL CC_SET_ACT_FLAG_BY_ID(ACTION_DID, "DECOY_PRESERVED", "1")
	ELSE
		CALL CC_SET_SP_TOKEN(TARGET_DID, "DECOY", 0)
	ENDIF
	RETURN 1
ENDIF
;一撃離脱
IF CC_SP_TOKEN_NUM(TARGET_DID, "HIT_AND_RUN")
	CALL CC_SET_ACT_FLAG_BY_ID(ACTION_DID, "AVOIDED_BY_HIT_AND_RUN", "1")
	CALL CC_SUB_SP_TOKEN(TARGET_DID, "HIT_AND_RUN", 1)
	RETURN 1
ENDIF

;ドラゴンジャンプ、昇竜
IF CC_SP_TOKEN_NUM(TARGET_DID, "DRAGON_JUMP")
	CALL CC_SET_ACT_FLAG_BY_ID(ACTION_DID, "AVOIDED_BY_DRAGON_JUMP", "1")
	RETURN 1
ENDIF
IF CC_SP_TOKEN_NUM(TARGET_DID, "DRAGON_RISING")
	CALL CC_SET_ACT_FLAG_BY_ID(ACTION_DID, "AVOIDED_BY_DRAGON_RISING", "1")
	RETURN 1
ENDIF
;IF CC_SP_TOKEN_NUM(TARGET_DID, "CHARGE_PREP")
;	CALL CC_SET_ACT_FLAG_BY_ID(ACTION_DID, "AVOIDED_BY_CHARGE_PREP", "1")
;	RETURN 1
;ENDIF

;パリィ
IF CC_SP_TOKEN_NUM(TARGET_DID, "MAG_BREAK")
	SKILL_LV = HAS_SKILL(DT_CELL_GET("CC_ACTOR", TARGET_DID, "CHARA_ID", 1), "K9_UNIQUE_SKILL_PARRY", スキル_大分類_冒険)

	IF SKILL_LV > 0
		CALL SKILL_GET_EFFECT_RATE(スキル_ジャンル_戦闘, "K9_UNIQUE_SKILL_PARRY", SKILL_LV)
		EFFECT_RATE = RESULT
		IF RAND:100 < EFFECT_RATE
			CALL CC_SET_ACT_FLAG_BY_ID(ACTION_DID, "AVOIDED_BY_PARRY", "1")
			RETURN 1
		ENDIF
	ENDIF
ELSE
	RETURN 0
ENDIF

;-------------------------------------------------
;;;幻影投影判定。成功(トークン減らない) = RETURN 1
;-------------------------------------------------
@CC_CHECK_DECOY_AMPLIFIER(TARGET_DID)
#FUNCTION
#DIM TARGET_DID
#DIM DYNAMIC SKILL_LV

SKILL_LV = HAS_SKILL(DT_CELL_GET("CC_ACTOR", TARGET_DID, "CHARA_ID", 1), "WPN_DECOY_AMPLIFIER", スキル_大分類_武器)

IF SKILL_LV > 0 &&	RAND:100 < WPN_SKILL_GET_EFFECT_RATEF("WPN_DECOY_AMPLIFIER", SKILL_LV, 1)
	RETURNF 1
ELSE
	RETURNF 0
ENDIF

;-------------------------------------------------
;;; 最終ダメージ処理
;-------------------------------------------------
@CC_TAKE_DAMAGE_NEW(ACTOR_DID, TARGET_DID, ACTION_DID)
#DIM  ACTOR_DID
#DIM  TARGET_DID
#DIM  ACTION_DID

;;バリアによる減衰
;-------------------------------------------------
VARI BARRIER_BEFORE
VARI BARRIER_AFTER
BARRIER_BEFORE = CC_SP_TOKEN_NUM(TARGET_DID, "BARRIER")
IF BARRIER_BEFORE > 0 && CC_DAMAGE > 0
	BARRIER_AFTER = MAX(0, BARRIER_BEFORE - CC_DAMAGE)
	CALL CC_SET_SP_TOKEN(TARGET_DID, "BARRIER", BARRIER_AFTER)
	CC_DAMAGE = MAX(0, CC_DAMAGE - BARRIER_BEFORE)
	IF CC_DAMAGE == 0
		CALL CC_SET_ACT_FLAG_BY_ID(ACTION_DID, "NULLIFIED_BY_BARRIER", "1")
	ELSE
		CALL CC_SET_ACT_FLAG_BY_ID(ACTION_DID, "DECREASED_BY_BARRIER", "1")
	ENDIF
	CALL CC_SET_ACT_FLAG_BY_ID(ACTION_DID, "BARRIER_BEFORE", TOSTR(BARRIER_BEFORE))
	CALL CC_SET_ACT_FLAG_BY_ID(ACTION_DID, "BARRIER_AFTER", TOSTR(BARRIER_AFTER))
ENDIF

;;バリア以外に被ダメージ時に増減するトークンの処理
;(マイナスダメージ値:回復は未考慮)
;-------------------------------------------------
SIF CC_DAMAGE != 0
	CALL CC_DAMAGE_CULC_TOKEN(ACTOR_DID, TARGET_DID, ACTION_DID, CC_DAMAGE)

;;ダメージ反映
;-------------------------------------------------
VARI HP
VARI MAX_HP
HP = DT_CELL_GET("CC_ACTOR", TARGET_DID, "HP", 1)
MAX_HP = DT_CELL_GET("CC_ACTOR", TARGET_DID, "MAX_HP", 1)

HP = LIMIT(HP - CC_DAMAGE, 0, MAX_HP)
DT_CELL_SET "CC_ACTOR", TARGET_DID, "HP", HP, 1

CALL CC_SET_ACT_FLAG_BY_ID(ACTION_DID, "DAMAGE", TOSTR(CC_DAMAGE))

RETURN 1

;-------------------------------------------------
;;;被ダメージによって増減するその他のトークンの処理
;-------------------------------------------------
@CC_DAMAGE_CULC_TOKEN(ACTOR_DID, TARGET_DID, ACTION_DID, DAMAGE)
#DIM ACTOR_DID
#DIM TARGET_DID
#DIM ACTION_DID
#DIM DAMAGE
#DIM TOKEN_COUNT

;<突撃準備>はダメージ毎に50％の確率で－１、最小値１
IF CC_SP_TOKEN_NUM(TARGET_DID, "CHARGE_PREP") >= 2 && RAND:100 > 50
	CALL CC_SUB_SP_TOKEN(TARGET_DID, "CHARGE_PREP", 1)
	CALL CC_SET_ACT_FLAG_BY_ID(ACTION_DID, "LOST_CHARGE_PREP", "1")
ENDIF


code:
;-------------------------------------------------
;;; スタックした関数を先頭から実行。
;; _LIST_ACTION: アクション情報の連想配列リスト。0番目の要素が上でスタックする。一括追加したアクションには同じブロックIDが付与される。
;; ブロックIDが同じアクションは途中で割り込まれない一連のアクションとして実行される。
;-------------------------------------------------
@CC_ACTION_MANAGER_(METHOD)
#DIMS METHOD

#DIM  SERIAL_BLOCK_ID
#DIM  TOP
#DIM  ALREADY_RESOLVING
#DIM  BLOCK_STACK, CC_MAX_ACTION
#DIM  CURRENT_BLOCK
#DIM  SKILL_SEQUENCE
#DIM  SEQUENCE
#DIM  TRIGGER_ID
#DIM  ACTION_DID
#DIMS ABORT_CONDITION
#DIMS BLOCK_ABORT_CONDITION

SELECTCASE METHOD
	CASE "INIT"
		TOP = -1
		ALREADY_RESOLVING = 0
		SERIAL_BLOCK_ID = 0
		VARSET BLOCK_STACK, -1
		CALL CC_ACTION_MANAGER_CREATE_ACTION_TABLE
		CALLF CC_TRIGGER_TABLE_("INIT")
	CASE "ADD_NEW_BLOCK_TO_TOP"
		SERIAL_BLOCK_ID ++
		TOP ++
		BLOCK_STACK:TOP = SERIAL_BLOCK_ID
		RESULT:1 = 0
		RETURN SERIAL_BLOCK_ID
	CASE "ADD_NEW_BLOCK_TO_BOTTOM"
		SERIAL_BLOCK_ID ++
		TOP ++
		ARRAYSHIFT BLOCK_STACK, 1, SERIAL_BLOCK_ID
		RESULT:1 = 0
		RETURN SERIAL_BLOCK_ID
	CASE "ADD_TO_CURRENT_BLOCK"
		;DEBUGPRINTFORML ADD_TO_CURRENT_BLOCK {DT_SELECT("CC_TRIGGERED_SKILL", @"BLOCK = {CURRENT_BLOCK}", "SKILL_SEQUENCE DESC")}
		DT_SELECT "CC_TRIGGERED_SKILL", @"BLOCK = {CURRENT_BLOCK}", "SKILL_SEQUENCE DESC"

		RESULT:1 = DT_CELL_GET("CC_TRIGGERED_SKILL", RESULT:1, "SKILL_SEQUENCE", 1) + 1
		RETURN CURRENT_BLOCK
	CASE "INSTANT"
		;BLOCK_STACKに登録せずその場で処理するスキル用
		RESULT:1 = 0
		RETURN -1

	CASE "GET_CURRENT_BLOCK"
		IF ALREADY_RESOLVING
			RETURN CURRENT_BLOCK
		ELSE
			RETURN -1
		ENDIF
	CASE "GET_CURRENT_TRIGGER_ID"
		IF ALREADY_RESOLVING
			RETURN TRIGGER_ID
		ELSE
			RETURN -1
		ENDIF
	CASE "GET_CURRENT_ACTION_DID"
		IF ALREADY_RESOLVING
			RETURN ACTION_DID
		ELSE
			RETURN -1
		ENDIF
	CASE "RESOLVE"
		SIF ALREADY_RESOLVING == 1
			RETURN 0
		ALREADY_RESOLVING = 1
		;ブロック
		WHILE 1
			;CALL DEBUG_OUTPUT_TABLE("CC_ACTION")
			SIF TOP == -1
				BREAK
			CURRENT_BLOCK = BLOCK_STACK:TOP
			BLOCK_STACK:TOP = -1
			TOP --

			SIF DT_SELECT("CC_TRIGGERED_SKILL", @"BLOCK = {CURRENT_BLOCK}") == 0
				CONTINUE

			SKILL_SEQUENCE = 0
			;スキル
			WHILE 1
				SIF DT_SELECT("CC_TRIGGERED_SKILL", @"BLOCK = {CURRENT_BLOCK} AND SKILL_SEQUENCE = {SKILL_SEQUENCE}",, TRIGGER_ID) == 0
					BREAK

				SEQUENCE = 0
				;アクション
				WHILE 1
					SIF DT_SELECT("CC_ACTION", @"TRIGGER_ID = {TRIGGER_ID} AND SEQUENCE = {SEQUENCE}",, ACTION_DID) == 0
						BREAK
					ABORT_CONDITION = %DT_CELL_GETS("CC_ACTION", ACTION_DID, "ABORT_CONDITION", 1)%
					IF ABORT_CONDITION != "" && TOINT(STRFORM(ABORT_CONDITION))
						;DEBUGPRINTFORML ABORT: BLOCK{CURRENT_BLOCK}_{SEQUENCE}: %DT_CELL_GETS("CC_ACTION", ACTION_DID, "FUNCTION_NAME", 1)%
						SEQUENCE ++
						CONTINUE
					ENDIF

					DEBUGPRINTFORML EXEC: %CC_GETS_ACT_INFO(ACTION_DID, "SKILL_DEF_NAME")%: BLOCK {CURRENT_BLOCK}_{SKILL_SEQUENCE}_{SEQUENCE}: %DT_CELL_GETS("CC_ACTION", ACTION_DID, "FUNCTION_NAME", 1)%
					TRYCCALLFORM %DT_CELL_GETS("CC_ACTION", ACTION_DID, "FUNCTION_NAME", 1)%(ACTION_DID)
						SIF RESULT == -1
							BREAK
					CATCH
						DEBUGPRINTFORML スキル<%CC_GETS_ACT_INFO(ACTION_DID, "FUNCTION_NAME")%>が呼ばれましたが、対応するスキル処理関数が見つかりませんでした
					ENDCATCH
					;DEBUGPRINTFORML CC_ACT_FLAG_{CURRENT_BLOCK}_{SKILL_SEQUENCE}_{SEQUENCE}: %MAP_GETKEYS(@"CC_ACT_FLAG_{ACTION_DID}")%

					SEQUENCE ++
				WEND
				SKILL_SEQUENCE ++
			WEND
			;CALL DEBUG_OUTPUT_TABLE("CC_ACTION")
		WEND
		;DEBUGPRINTFORML END_RESOLVE
		ALREADY_RESOLVING = 0
	CASEELSE
		DEBUGPRINTFORML 未定義のメソッド<%METHOD%>が呼ばれました
ENDSELECT

@CC_ACTION_MANAGER_CREATE_ACTION_TABLE
#DIMS CONST DB_NAME = "CC_ACTION"

IF DT_EXIST(DB_NAME)
	DT_CLEAR DB_NAME
	RETURN
ENDIF

DT_CREATE DB_NAME
DT_COLUMN_ADD DB_NAME, "TRIGGER_ID", "int64"
DT_COLUMN_ADD DB_NAME, "SEQUENCE", "int16"
DT_COLUMN_ADD DB_NAME, "FUNCTION_NAME", "string"
DT_COLUMN_ADD DB_NAME, "ACTOR_DID", "int64"
DT_COLUMN_ADD DB_NAME, "TARGET_DID", "int64"

DT_COLUMN_ADD DB_NAME, "ABORT_CONDITION", "string"

DT_COLUMN_ADD DB_NAME, "DAMAGE_MODIFIER", "int16"
DT_COLUMN_ADD DB_NAME, "CRITICAL_RATE", "int16"
DT_COLUMN_ADD DB_NAME, "CRITICAL_DAMAGE_RATE", "int16"
DT_COLUMN_ADD DB_NAME, "DAMAGE_FORMULA", "string"
DT_COLUMN_ADD DB_NAME, "OPTION", "string"
DT_COLUMN_ADD DB_NAME, "NUMBER_OF_ATTACKS", "int16"

DT_COLUMN_ADD DB_NAME, "TOKEN_NAME", "string"
DT_COLUMN_ADD DB_NAME, "VALUE", "int32"
DT_COLUMN_ADD DB_NAME, "EFFECT_RATE", "int32"
DT_COLUMN_ADD DB_NAME, "SUCCESS_RATE", "int8"
DT_COLUMN_ADD DB_NAME, "ENHANCE_REGIST_AFTER_INFLICT", "int8"

DT_COLUMN_ADD DB_NAME, "ABLITY_NAME", "string"

DT_COLUMN_ADD DB_NAME, "SIDE", "int8"
DT_COLUMN_ADD DB_NAME, "DEF_NAME", "string"
DT_COLUMN_ADD DB_NAME, "DISP_NAME", "string"

@CC_GET_ACT_INFO(ACTION_DID, COLUMN)
#FUNCTION
#DIM  ACTION_DID
#DIMS COLUMN

IF DT_COLUMN_EXIST("CC_TRIGGERED_SKILL", COLUMN)
	RETURNF DT_CELL_GET("CC_TRIGGERED_SKILL", DT_CELL_GET("CC_ACTION", ACTION_DID, "TRIGGER_ID", 1), COLUMN, 1)
ELSE
	RETURNF DT_CELL_GET("CC_ACTION", ACTION_DID, COLUMN, 1)
ENDIF

@CC_GETS_ACT_INFO(ACTION_DID, COLUMN)
#FUNCTIONS
#DIM  ACTION_DID
#DIMS COLUMN

IF DT_COLUMN_EXIST("CC_TRIGGERED_SKILL", COLUMN)
	RETURNF DT_CELL_GETS("CC_TRIGGERED_SKILL", DT_CELL_GET("CC_ACTION", ACTION_DID, "TRIGGER_ID", 1), COLUMN, 1)
ELSE
	RETURNF DT_CELL_GETS("CC_ACTION", ACTION_DID, COLUMN, 1)
ENDIF

@CC_EDIT_ADD_ACT_INFO(ACTION_DID, COLUMN, VALUE)
#DIM  ACTION_DID
#DIMS COLUMN
#DIM  VALUE
DT_CELL_SET "CC_ACTION", ACTION_DID, COLUMN, CC_GET_ACT_INFO(ACTION_DID, COLUMN) + VALUE, 1

;-------------------------------------------------
; アクション結果を保存する連想配列
;-------------------------------------------------
;-------------------------------------------------
; アクションIDから記録
;-------------------------------------------------
@CC_SET_ACT_FLAG_BY_ID(ACTION_DID, KEY, VALUE)
#DIM ACTION_DID
#DIMS KEY
#DIMS VALUE
#DIM BLOCK
#DIM SEQUENCE

IF !MAP_EXIST(@"CC_ACT_FLAG_{ACTION_DID}")
	MAP_CREATE @"CC_ACT_FLAG_{ACTION_DID}"
ENDIF

MAP_SET @"CC_ACT_FLAG_{ACTION_DID}", KEY, VALUE

;-------------------------------------------------
; アクションIDから取得
;-------------------------------------------------
@CC_GETS_ACT_FLAG_BY_ID(ACTION_DID, KEY)
#FUNCTIONS
#DIM  ACTION_DID
#DIMS KEY

RETURNF MAP_GET(@"CC_ACT_FLAG_{ACTION_DID}", KEY)

;-------------------------------------------------
; トリガーIDとシーケンス番号から取得
;-------------------------------------------------
@CC_GETS_ACT_FLAG(TRIGGER_ID, SEQUENCE, KEY)
#FUNCTIONS
#DIM TRIGGER_ID
#DIM SEQUENCE
#DIMS KEY
#DIM ACTION_DID

SIF DT_SELECT("CC_ACTION", @"TRIGGER_ID = {TRIGGER_ID} AND SEQUENCE = {SEQUENCE}",, ACTION_DID) == 0
	RETURNF "-1"

RETURNF CC_GETS_ACT_FLAG_BY_ID(ACTION_DID, KEY)

;-------------------------------------------------
; 整数値に変換してから取得
;-------------------------------------------------
@CC_GET_ACT_FLAG_BY_ID(ACTION_DID, KEY)
#FUNCTION
#DIM  ACTION_DID
#DIMS KEY

RETURNF TOINT(CC_GETS_ACT_FLAG_BY_ID(ACTION_DID, KEY))

@CC_GET_ACT_FLAG(TRIGGER_ID, SEQUENCE, KEY)
#FUNCTION
#DIM TRIGGER_ID
#DIM SEQUENCE
#DIMS KEY

RETURNF TOINT(CC_GETS_ACT_FLAG(TRIGGER_ID, SEQUENCE, KEY))

;-------------------------------------------------
; 短縮版
;-------------------------------------------------
@CC_AFLAG(ACTION_DID, KEY)
#FUNCTION
#DIM  ACTION_DID
#DIMS KEY

RETURNF CC_GET_ACT_FLAG_BY_ID(ACTION_DID, KEY)

@CC_AFLAGS(ACTION_DID, KEY)
#FUNCTIONS
#DIM  ACTION_DID
#DIMS KEY

RETURNF CC_GETS_ACT_FLAG_BY_ID(ACTION_DID, KEY)

;-------------------------------------------------
; 連想配列の削除
;-------------------------------------------------
@CC_RELEASE_ACT_FLAG(ACTION_DID)
#DIM  ACTION_DID

MAP_RELEASE @"CC_ACT_FLAG_{ACTION_DID}"

@CC_RELEASE_ALL_ACT_FLAG
#DIM NUM
#DIM ACTION_DID
#DIM BLOCK
VARI I
NUM = DT_ROW_LENGTH("CC_ACTION")
FOR I, 0, NUM
	ACTION_DID = DT_CELL_GET("CC_ACTION", I, "ID")
	CALL CC_RELEASE_ACT_FLAG(ACTION_DID)
NEXT
;-------------------------------------------------
; スキル誘発ID
;-------------------------------------------------
@CC_TRIGGER_TABLE_(METHOD)
#FUNCTION
#DIMS METHOD
#DIMS CONST DB_NAME = "CC_TRIGGERED_SKILL"

SELECTCASE METHOD
	CASE "INIT"
		IF DT_EXIST(DB_NAME)
			DT_CLEAR DB_NAME
			RETURNF 1
		ENDIF
		DT_CREATE DB_NAME
		DT_COLUMN_ADD DB_NAME, "BLOCK", "int16"
		DT_COLUMN_ADD DB_NAME, "SKILL_SEQUENCE", "int16"
		DT_COLUMN_ADD DB_NAME, "SKILL_DEF_NAME", "string"
		DT_COLUMN_ADD DB_NAME, "SKILL_NAME", "string"
		DT_COLUMN_ADD DB_NAME, "SKILL_LV", "int8"
		DT_COLUMN_ADD DB_NAME, "SKILL_DID", "int64"
		DT_COLUMN_ADD DB_NAME, "TOKEN_DID", "int64"
		DT_COLUMN_ADD DB_NAME, "IS_TOKEN_SKILL", "int8"
	CASEELSE
		THROW 未定義のメソッド<%METHOD%>が呼ばれました
ENDSELECT

@CC_GET_TRIGGER_INFO(TRIGGER_ID, COLUMN)
#FUNCTION
#DIM  TRIGGER_ID
#DIMS COLUMN

RETURNF DT_CELL_GET("CC_TRIGGERED_SKILL", TRIGGER_ID, COLUMN, 1)

@CC_GETS_TRIGGER_INFO(TRIGGER_ID, COLUMN)
#FUNCTIONS
#DIM  TRIGGER_ID
#DIMS COLUMN

RETURNF DT_CELL_GETS("CC_TRIGGERED_SKILL", TRIGGER_ID, COLUMN, 1)

;-------------------------------------------------
; トリガーしたスキルの結果を保存する連想配列
;-------------------------------------------------
;-------------------------------------------------
; トリガーIDから記録
;-------------------------------------------------
@CC_SET_TRIGGERED_SKILL_FLAG(TRIGGER_ID, KEY, VALUE)
#DIM TRIGGER_ID
#DIMS KEY
#DIMS VALUE
#DIM BLOCK
#DIM SEQUENCE

IF !MAP_EXIST(@"CC_TRIGGER_FLAG_{TRIGGER_ID}")
	MAP_CREATE @"CC_TRIGGER_FLAG_{TRIGGER_ID}"
ENDIF

MAP_SET @"CC_TRIGGER_FLAG_{TRIGGER_ID}", KEY, VALUE
;-------------------------------------------------
; アクションIDから記録
;-------------------------------------------------
@CC_SET_TRIGGERED_SKILL_FLAG_BY_ACTION_ID(ACTION_ID, KEY, VALUE)
#DIM ACTION_ID
#DIMS KEY
#DIMS VALUE
#DIM BLOCK
#DIM SEQUENCE

CALL CC_SET_TRIGGERED_SKILL_FLAG(CC_GET_ACT_INFO(ACTION_ID, "TRIGGER_ID"), KEY, VALUE)

;-------------------------------------------------
; トリガーIDから取得
;-------------------------------------------------
@CC_GETS_TRIGGERED_SKILL_FLAG(TRIGGER_ID, KEY)
#FUNCTIONS
#DIM TRIGGER_ID
#DIMS KEY

RETURNF MAP_GET(@"CC_TRIGGER_FLAG_{TRIGGER_ID}", KEY)

@CC_GET_TRIGGERED_SKILL_FLAG(TRIGGER_ID, KEY)
#FUNCTION
#DIM TRIGGER_ID
#DIMS KEY

RETURNF TOINT(CC_GETS_TRIGGERED_SKILL_FLAG(TRIGGER_ID, KEY))

;-------------------------------------------------
; 削除
;-------------------------------------------------
@CC_RELEASE_TRIGGERED_SKILL_FLAG(TRIGGER_ID)
#DIM  TRIGGER_ID

MAP_RELEASE @"CC_TRIGGER_FLAG_{TRIGGER_ID}"

@CC_RELEASE_ALL_TRIGGERED_SKILL_FLAG
#DIM NUM
#DIM TRIGGER_ID
#DIM BLOCK
VARI I
NUM = DT_ROW_LENGTH("CC_TRIGGERED_SKILL")
FOR I, 0, NUM
	TRIGGER_ID = DT_CELL_GET("CC_TRIGGERED_SKILL", I, "ID")
	CALL CC_RELEASE_TRIGGERED_SKILL_FLAG(TRIGGER_ID)
NEXT

;-------------------------------------------------
; スキル発動時共通初期化処理
; RESULT = TRIGGER_ID
;-------------------------------------------------
@CC_SKILL_TRIGGER_INIT(ACTOR_DID, TARGET_DID, XML_SKILL, BLOCK_REGISTRAION, EQUIP_DID = 0)
#DIM  ACTOR_DID
#DIM  TARGET_DID
#DIMS XML_SKILL
#DIMS BLOCK_REGISTRAION
#DIM EQUIP_DID
#DIM  BLOCK
#DIM  SKILL_SEQUENCE

CALL CCS_INIT_PARAM()
CALL CCS_SET_PARAM(ACTOR_DID, TARGET_DID, XML_SKILL, EQUIP_DID)

CALL CC_ACTION_MANAGER_(BLOCK_REGISTRAION)
BLOCK = RESULT
SKILL_SEQUENCE = RESULT:1
{
	DT_ROW_ADD "CC_TRIGGERED_SKILL"
		,"BLOCK", BLOCK
		,"SKILL_SEQUENCE", SKILL_SEQUENCE
		,"SKILL_DEF_NAME", CCS_SKILL_DEF_NAME
		,"SKILL_NAME", CCS_SKILL_NAME
		,"SKILL_LV", CCS_SKILL_LV
}
DEBUGPRINTFORML %BLOCK_REGISTRAION%: %CCS_SKILL_DEF_NAME% BLOCK = {BLOCK} SKILL_SEQUENCE = {SKILL_SEQUENCE}
RETURN RESULT

;-------------------------------------------------
; トークンスキル発動時共通初期化処理
; RESULT = TRIGGER_ID
;-------------------------------------------------
@CC_TOKEN_SKILL_TRIGGER_INIT(ACTOR_DID, TARGET_DID, SKILL_DID, BLOCK_REGISTRAION)
#DIM  ACTOR_DID
#DIM  TARGET_DID
#DIM SKILL_DID
#DIMS BLOCK_REGISTRAION

#DIM  BLOCK
#DIM  SKILL_SEQUENCE
#DIM TRIGGER_ID

CALL CCS_INIT_PARAM()
CALL CC_ACTION_MANAGER_(BLOCK_REGISTRAION)
BLOCK = RESULT
SKILL_SEQUENCE = RESULT:1
{
	DT_ROW_ADD "CC_TRIGGERED_SKILL"
		,"BLOCK", BLOCK
		,"SKILL_SEQUENCE", SKILL_SEQUENCE
		,"SKILL_DEF_NAME", DT_CELL_GETS("SP_TOKEN_SKILL_PARAMS", SKILL_DID, "SKILL_DEF_NAME", 1)
		,"SKILL_NAME", DT_CELL_GETS("SP_TOKEN_SKILL_PARAMS", SKILL_DID, "SKILL_NAME", 1)
		,"SKILL_DID", SKILL_DID
		,"TOKEN_DID", DT_CELL_GET("SP_TOKEN_SKILL_PARAMS", SKILL_DID, "PARENT_TOKEN_ID", 1)
		,"IS_TOKEN_SKILL", 1
}
TRIGGER_ID = RESULT

RETURN TRIGGER_ID

;-------------------------------------------------
;;; アクションとトリガーの解放処理
;;; CC_FLOW = ATTACKの終了時に呼び出される
;-------------------------------------------------
@CLOSE_COMBAT_RELEASE_ACTION
DT_CLEAR "CC_ACTION"
DT_CLEAR "CC_TRIGGERED_SKILL"