simplify utbs daze ability code.
uses te new feature: abilities used like specials. 09_Blood_is_Thicker_Than_Water, the quenoth elf are in civil war, and unit dazed can be in last scenarios, for avoid have heavy savegame files, i prefer what [object] duration limited to scenario and no forever.
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@ -242,162 +242,6 @@ Marksman attacks are only affected if the chance to hit is greater than 60%."
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#enddef
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#define WEAPON_SPECIAL_DAZE_EVENTS
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[event]
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id=weapon_special_daze_event_1
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name=unit placed
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first_time_only=no
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[filter]
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[not]
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[has_attack]
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special_id=enemy_dazed
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[/has_attack]
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[/not]
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[/filter]
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[object]
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silent=yes
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[filter]
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x,y=$x1,$y1
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[/filter]
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[effect]
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apply_to=attack
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[not]
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special_id=magical
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[/not]
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[not]
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special_id=marksman
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[/not]
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[not]
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special_id=enemy_dazed
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[/not]
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[set_specials]
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mode=append
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[chance_to_hit]
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id=enemy_dazed
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name=""
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description=""
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add=10
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[filter_opponent]
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[filter_wml]
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[status]
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dazed=yes
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[/status]
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[/filter_wml]
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[/filter_opponent]
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[/chance_to_hit]
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[/set_specials]
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[/effect]
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[effect]
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apply_to=attack
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special_id=marksman
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[and]
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special_type=poison
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[/and]
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[not]
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special_id=enemy_dazed
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[/not]
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# Note: instead of simply appending, we have to use replace and
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# put marksman last because the +10% from daze must be applied
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# first; the other way around, the base value would already be
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# potentially modified by marksman
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[set_specials]
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mode=replace
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[chance_to_hit]
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id=enemy_dazed
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name=""
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description=""
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add=10
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active_on=offense
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[filter_base_value]
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greater_than_equal_to=60
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[/filter_base_value]
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[filter_opponent]
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[filter_wml]
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[status]
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dazed=yes
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[/status]
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[/filter_wml]
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[/filter_opponent]
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[/chance_to_hit]
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{WEAPON_SPECIAL_MARKSMAN}
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{WEAPON_SPECIAL_POISON}
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[chance_to_hit]
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id=enemy_dazed_marksman_defense
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name=""
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description=""
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add=10
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active_on=defense
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[filter_opponent]
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[filter_wml]
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[status]
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dazed=yes
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[/status]
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[/filter_wml]
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[/filter_opponent]
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[/chance_to_hit]
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[/set_specials]
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[/effect]
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[effect]
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apply_to=attack
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special_id=marksman
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[not]
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special_type=poison
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[/not]
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[not]
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special_id=enemy_dazed
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[/not]
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# Note: instead of simply appending, we have to use replace and
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# put marksman last because the +10% from daze must be applied
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# first; the other way around, the base value would already be
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# potentially modified by marksman
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[set_specials]
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mode=replace
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[chance_to_hit]
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id=enemy_dazed
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name=""
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description=""
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add=10
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active_on=offense
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[filter_base_value]
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greater_than_equal_to=60
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[/filter_base_value]
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[filter_opponent]
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[filter_wml]
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[status]
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dazed=yes
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[/status]
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[/filter_wml]
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[/filter_opponent]
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[/chance_to_hit]
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{WEAPON_SPECIAL_MARKSMAN}
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[chance_to_hit]
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id=enemy_dazed_marksman_defense
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name=""
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description=""
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add=10
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active_on=defense
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[filter_opponent]
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[filter_wml]
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[status]
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dazed=yes
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[/status]
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[/filter_wml]
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[/filter_opponent]
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[/chance_to_hit]
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[/set_specials]
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[/effect]
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[/object]
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[/event]
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[event]
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id=weapon_special_daze_event_2
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name=attacker hits
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@ -429,135 +273,105 @@ Marksman attacks are only affected if the chance to hit is greater than 60%."
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[object]
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silent=yes
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duration=scenario
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[filter]
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x,y=$x2,$y2
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[not]
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ability=self_dazed
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[/not]
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[/filter]
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[effect]
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apply_to=attack
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[not]
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special_id=magical
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[/not]
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[not]
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special_id=marksman
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[/not]
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[not]
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special_id=self_dazed
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[/not]
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[set_specials]
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mode=append
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apply_to=new_ability
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[abilities]
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[chance_to_hit]
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id=self_dazed
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id=enemy_dazed
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name=""
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description=""
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sub=10
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[filter_self]
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add=10
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apply_to=opponent
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[filter_student]
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[filter_wml]
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[status]
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dazed=yes
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[/status]
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[/filter_wml]
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[/filter_self]
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[/filter_student]
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[filter_opponent]
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[filter_weapon]
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[not]
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special_id=magical
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[/not]
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[not]
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special_id_active=marksman
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[/not]
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[/filter_weapon]
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[/filter_opponent]
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[/chance_to_hit]
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[chance_to_hit]
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id=enemy_dazed
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name=""
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description=""
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add=10
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apply_to=opponent
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[filter_base_value]
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greater_than_equal_to=60
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[/filter_base_value]
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[filter_student]
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[filter_wml]
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[status]
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dazed=yes
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[/status]
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[/filter_wml]
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[/filter_student]
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[filter_opponent]
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[filter_weapon]
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special_id_active=marksman
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[/filter_weapon]
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[/filter_opponent]
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[/chance_to_hit]
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[chance_to_hit]
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id=self_dazed
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name=""
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description=""
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sub=10
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[filter_student]
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[filter_weapon]
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[not]
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special_id=magical
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[/not]
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[not]
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special_id_active=marksman
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[/not]
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[/filter_weapon]
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[filter_wml]
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[status]
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dazed=yes
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[/status]
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[/filter_wml]
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[/filter_student]
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[/chance_to_hit]
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[/set_specials]
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[/effect]
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[effect]
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apply_to=attack
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special_id=marksman
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[and]
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special_type=poison
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[/and]
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[not]
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special_id=self_dazed
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[/not]
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[set_specials]
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mode=replace
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[chance_to_hit]
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id=self_dazed
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name=""
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description=""
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sub=10
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active_on=offense
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[filter_base_value]
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greater_than_equal_to=70
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[/filter_base_value]
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[filter_self]
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[filter_student]
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[filter_weapon]
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special_id_active=marksman
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[/filter_weapon]
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[filter_wml]
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[status]
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dazed=yes
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[/status]
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[/filter_wml]
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[/filter_self]
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[/filter_student]
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[/chance_to_hit]
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{WEAPON_SPECIAL_MARKSMAN}
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{WEAPON_SPECIAL_POISON}
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[chance_to_hit]
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id=self_dazed_marksman_defense
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name=""
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description=""
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sub=10
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active_on=defense
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[filter_self]
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[filter_wml]
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[status]
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dazed=yes
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[/status]
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[/filter_wml]
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[/filter_self]
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[/chance_to_hit]
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[/set_specials]
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[/effect]
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[effect]
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apply_to=attack
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special_id=marksman
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[not]
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special_type=poison
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[/not]
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[not]
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special_id=self_dazed
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[/not]
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[set_specials]
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mode=replace
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[chance_to_hit]
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id=self_dazed
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name=""
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description=""
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sub=10
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active_on=offense
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[filter_base_value]
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greater_than_equal_to=70
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[/filter_base_value]
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[filter_self]
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[filter_wml]
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[status]
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dazed=yes
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[/status]
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[/filter_wml]
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[/filter_self]
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[/chance_to_hit]
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{WEAPON_SPECIAL_MARKSMAN}
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[chance_to_hit]
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id=self_dazed_marksman_defense
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name=""
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description=""
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sub=10
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active_on=defense
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[filter_self]
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[filter_wml]
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[status]
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dazed=yes
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[/status]
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[/filter_wml]
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[/filter_self]
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[/chance_to_hit]
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[/set_specials]
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[/abilities]
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[/effect]
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[/object]
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[/event]
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