Passive skills should use passiveConditions.
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@@ -1053,7 +1053,7 @@
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<!-- Power of skills that consume Momentum increase by $s1. -->
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<icon>icon.skill10324</icon>
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<operateType>P</operateType>
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<conditions>
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<passiveConditions>
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<condition name="OpCheckSkill">
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<skillId>261</skillId> <!-- Triple Sonic Slash -->
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<skillId>10258</skillId> <!-- Armor Destruction -->
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@@ -1064,7 +1064,7 @@
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<skillId>10318</skillId> <!-- Sonic Flash -->
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<affectType>CASTER</affectType>
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</condition>
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</conditions>
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</passiveConditions>
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<effects>
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<effect name="PhysicalSkillPower">
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<amount>
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@@ -303,14 +303,14 @@
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<!-- Increases P. Atk. and P. Def. when HP is below 30%. Applies after the lord stage. -->
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<icon>icon.skill19011</icon>
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<operateType>P</operateType>
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<conditions>
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<passiveConditions>
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<condition name="CanUseInBattlefield" />
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<condition name="RemainHpPer">
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<amount>30</amount>
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<percentType>LESS</percentType>
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<affectType>CASTER</affectType>
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</condition>
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</conditions>
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</passiveConditions>
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<effects>
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<effect name="PAtk">
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<amount>30</amount>
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@@ -1845,13 +1845,13 @@
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<operateType>P</operateType>
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<magicCriticalRate>5</magicCriticalRate>
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<magicLvl>85</magicLvl>
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<conditions>
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<passiveConditions>
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<condition name="RemainHpPer">
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<amount>90</amount>
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<percentType>MORE</percentType>
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<affectType>CASTER</affectType>
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</condition>
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</conditions>
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</passiveConditions>
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<effects>
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<effect name="PhysicalDefence">
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<amount>20</amount>
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@@ -263,6 +263,29 @@
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</amount>
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<stat>CHA</stat>
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</effect>
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<effect name="StatUp">
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<amount>
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<value level="1">0</value>
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<value level="2">5</value>
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<value level="3">5</value>
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</amount>
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<stat>INT</stat>
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</effect>
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<effect name="AttackAttributeAdd">
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<amount>
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<value level="1">0</value>
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<value level="2">50</value>
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<value level="3">50</value>
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</amount>
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</effect>
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<effect name="VitalityExpRate">
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<amount>
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<value level="1">0</value>
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<value level="2">10</value>
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<value level="3">10</value>
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</amount>
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<mode>PER</mode>
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</effect>
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</effects>
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</skill>
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<skill id="35109" toLevel="5" name="Circlet of Foresight Enchant Effect">
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@@ -679,21 +702,21 @@
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<effects>
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<effect name="DefenceCriticalDamage">
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<amount>
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<value level="1">3</value>
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<value level="2">5</value>
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<value level="3">7</value>
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<value level="4">10</value>
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<value level="5">15</value>
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<value level="1">-3</value>
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<value level="2">-5</value>
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<value level="3">-7</value>
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<value level="4">-10</value>
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<value level="5">-15</value>
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</amount>
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<mode>PER</mode>
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</effect>
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<effect name="DefenceMagicCriticalDamage">
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<amount>
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<value level="1">3</value>
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<value level="2">5</value>
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<value level="3">7</value>
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<value level="4">10</value>
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<value level="5">15</value>
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<value level="1">-3</value>
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<value level="2">-5</value>
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<value level="3">-7</value>
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<value level="4">-10</value>
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<value level="5">-15</value>
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</amount>
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<mode>PER</mode>
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</effect>
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@@ -825,11 +848,47 @@
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<!-- Damage to Immobilized Targets + $s1 -->
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<icon>Icon.bm_mineral_circlet_hair_acc</icon>
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<operateType>P</operateType>
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<passiveConditions>
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<condition name="OpCheckAbnormal">
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<type>STUN</type>
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<level>1</level>
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<hasAbnormal>true</hasAbnormal>
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<affectType>TARGET</affectType>
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</condition>
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</passiveConditions>
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<effects>
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<effect name="MAtk">
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<amount>5</amount>
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<mode>PER</mode>
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</effect>
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<effect name="PAtk">
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<amount>5</amount>
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<mode>PER</mode>
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</effect>
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</effects>
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</skill>
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<skill id="35122" toLevel="1" name="Circlet Spirit Stone Augmentation Effect">
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<!-- Received Damage When Immobilized - $s1 -->
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<icon>Icon.bm_mineral_circlet_hair_acc</icon>
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<operateType>P</operateType>
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<passiveConditions>
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<condition name="OpCheckAbnormal">
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<type>STUN</type>
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<level>1</level>
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<hasAbnormal>true</hasAbnormal>
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<affectType>CASTER</affectType>
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</condition>
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</passiveConditions>
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<effects>
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<effect name="PhysicalDefence">
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<amount>5</amount>
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<mode>PER</mode>
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</effect>
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<effect name="MagicalDefence">
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<amount>5</amount>
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<mode>PER</mode>
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</effect>
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</effects>
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</skill>
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<skill id="35123" toLevel="1" name="Circlet Spirit Stone Augmentation Effect">
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<!-- P. Atk. + $s1 -->
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