s_skill,s_camp,e_event,s_fx,e_anchor,f_scale,f_delay,f_life,f_tilt,b_face,b_follow,f_speed,f_dx,f_dy,n_order,f_every,b_sustain,b_clear,f_drift,f_fwd,f_fade,s_over,b_flat,Memo # 스킬 이펙트 표(SkillVfx · 2026-11-09~10) — 한 줄 = (키 · 진영 · 이벤트) 에 띄울 이펙트 1개 · 같은 키 여러 줄 = 함께 띄움 · # 로 시작하는 줄 = 주석 # s_skill = skills.csv 스킬 id(예 liubei_a) 또는 basic_<병종>(일반 슬링샷 공격: basic_infantry · basic_spear · basic_cavalry · basic_archer · basic_strategist) · ; 로 여러 키 # s_camp = 진영(heroes.csv faction: shu 촉 · wei 위 · wu 오 · other 군) · 빈칸 = 모든 진영 · 진영 없는 유닛(적 병사 등) = other 로 봄 # e_event = cast(액티브 발동 순간) | travel(슬링샷 돌진 동안) | hit(그 행동으로 상대에게 피해를 준 순간 · 대상마다 1번) # s_fx = Resources/Fx/ 의 사본 이름(TKS_Fx_* · 메뉴 TKS/VFX/Make Skill Fx Copy 로 Assets/VFX 팩 프리팹에서 만든다 · 원본 팩 무수정) # e_anchor = feet(발 · 기본) | body(몸 가운데) | head(머리 끝) | target(피격 대상 몸 가운데 · hit 기본) · f_dx·f_dy = 유닛 키 대비 화면 위치 보정 · f_fwd = 진행 방향 앞(+)·뒤(-) 위치(유닛 키 배수) # f_scale = 유닛 키(머리 끝 높이) 대비 크기(1 = 팩 원본 1 단위를 유닛 키로) # f_tilt = 기울기°(0 = 옆모습 · -90 = 위에서 내려다본 모습 · -55 쯤 = 팩 데모 카메라처럼 비스듬히) · 프리팹 원본 루트 회전은 살리고 그 진행 축만 화면 진행 방향에 맞춤 # b_face = 1 이면 이펙트 정면(진행 축)을 진행 방향(슬링샷 방향 · hit 은 때린 쪽 → 대상)으로 · b_follow = 1 따라감 / 0 생긴 자리에 남음 / 빈칸 = travel 만 따라감 # f_delay·f_life = 초(f_life 0 = 입자가 다 사라질 때까지 · 최대 6초 · 따라가는 travel 은 돌진 끝까지) · f_speed = 재생 배속 · n_order = 그리는 순서 보정(기본 12 = 유닛 위 · -14 = 유닛 바로 아래 · 바닥 -20~-16 · 사거리 원 -10 · 유닛 0) # f_drift = 입자 자체 이동 배율(1 = 팩 원본 · 0.1 = 거의 제자리 → 스스로 날아가는 데모용 돌진 이펙트를 유닛에 붙여 두기) # s_over = 유닛 위에 그릴 자식 층 이름(; 로 여러 개) · 나머지 층은 n_order 그대로(이중 레이어) # travel 전용: f_fade = 슬링샷 직진이 끝날 때(보병·창병 = 접촉 · 기병 = 관통 끝 · 기병 복귀 = 복귀 방향으로 다시 재생 후 도착) 그 자리에서 이 초 동안 흐려지며 사라짐(b_clear 보다 우선) # travel 전용: f_every = 이 간격(초)마다 다시 띄움 · b_sustain = 1 이면 시간당 방출 층을 반복으로(돌진 내내 유지 · WL sustain) · b_clear = 1 이면 돌진 끝에 남은 입자까지 지움(WL ClearEnd) # 지난 시험(WL 창 돌진 · 사본 TKS_Fx_SpearRush · SpearRushWrap · SpearRushDust 는 Resources/Fx 에 남김): basic_infantry;basic_spear;basic_cavalry,,travel,TKS_Fx_SpearRush,feet,0.33,0,0,-35,1,1,1,0,0,0,0,1,1 / TKS_Fx_SpearRushWrap,body,0.33 … / TKS_Fx_SpearRushDust,feet,0.17,0,0.8,-35,1,0,1,0,0,0,0.15,0,0 # b_flat = 1 이면 2D 평면 이펙트(진행 방향으로 화면 안에서만 돌림 · 기울기·팩 루트 회전 무시 · Assets/VFX/TKS2D 셀 그림) # 지난 시험(MasterStylizedFX 혜성 · PD 2026-11-10 「3D 느낌이 강함 → 2D 처럼」으로 교체 · 되돌리기 = 아래 # 를 지우고 2D 행에 #): # basic_infantry;basic_spear;basic_cavalry,wei,travel,TKS_Fx_EnergyProjectile,body,0.56,0,0,-55,1,1,1,0,0,-14,0,0,1,1,0.94,0.2,BG;Head (1),,PD 2026-11-10 스크린샷: MasterStylizedFX Projectiles EnergyProjectile · 위 = 파랑 · 머리 폭 = 키 × 1.3 · 머리(BG·Head) = 유닛 위 실드 · 꼬리 = 유닛 아래 -2 · 끝에 지움 # basic_infantry;basic_spear;basic_cavalry,wei,travel,TKS_Fx_BlueDash,body,0.4,0,0,-55,1,1,1,0,0,-15,0,1,1,0.1,-0.6,0.2,,,PD 2026-11-10: MasterStylizedFX Dash BlueDash = 캐릭터 뒤쪽 대쉬 느낌만(뒤로 -0.6 · 자체 이동 0.1 · 데모 큐브 Character 끔) # basic_infantry;basic_spear;basic_cavalry,shu,travel,TKS_Fx_GreenProjectile,body,0.62,0,0,-55,1,1,1,0,0,-14,0,0,1,1,0.64,0.2,BG;Head (1),,PD 2026-11-10 스크린샷: MasterStylizedFX Projectiles GreenProjectile · 촉 = 녹색 · 머리 폭 = 키 × 1.3 · 머리(BG·Head) = 유닛 위 실드 · 꼬리 = 유닛 아래 -2 · 끝에 지움 # basic_infantry;basic_spear;basic_cavalry,shu,travel,TKS_Fx_GreenDash,body,0.4,0,0,-55,1,1,1,0,0,-15,0,1,1,0.1,-0.6,0.2,,,PD 2026-11-10: MasterStylizedFX Dash GreenDash = 캐릭터 뒤쪽 대쉬 느낌만(뒤로 -0.6 · 자체 이동 0.1 · 데모 큐브 Character 끔) # basic_infantry;basic_spear;basic_cavalry,wu,travel,TKS_Fx_FireProjectile,body,0.57,0,0,-55,1,1,1,0,0,-14,0,0,1,1,0.94,0.2,BG;Head (1),,PD 2026-11-10 스크린샷: MasterStylizedFX Projectiles FireProjectile · 오 = 주황 · 머리 폭 = 키 × 1.3 · 머리(BG·Head) = 유닛 위 실드 · 꼬리 = 유닛 아래 -2 · 끝에 지움 # basic_infantry;basic_spear;basic_cavalry,wu,travel,TKS_Fx_RedDash,body,0.4,0,0,-55,1,1,1,0,0,-15,0,1,1,0.1,-0.6,0.2,,,PD 2026-11-10: MasterStylizedFX Dash RedDash = 캐릭터 뒤쪽 대쉬 느낌만(뒤로 -0.6 · 자체 이동 0.1 · 데모 큐브 Character 끔) # basic_infantry;basic_spear;basic_cavalry,other,travel,TKS_Fx_PurpleProjectile,body,0.63,0,0,-55,1,1,1,0,0,-14,0,0,1,1,0.63,0.2,BG;Head (1),,PD 2026-11-10 스크린샷: MasterStylizedFX Projectiles PurpleProjectile · 군 = 보라 · 머리 폭 = 키 × 1.3 · 머리(BG·Head) = 유닛 위 실드 · 꼬리 = 유닛 아래 -2 · 끝에 지움 # basic_infantry;basic_spear;basic_cavalry,other,travel,TKS_Fx_PurpleDash,body,0.4,0,0,-55,1,1,1,0,0,-15,0,1,1,0.1,-0.6,0.2,,,PD 2026-11-10: MasterStylizedFX Dash PurpleDash = 캐릭터 뒤쪽 대쉬 느낌만(뒤로 -0.6 · 자체 이동 0.1 · 데모 큐브 Character 끔) # 지난 시험(2D 돌진 3차 · Dash2D · Dust2D · PD 2026-11-10 「내가 원한 비주얼은 이런게 아니야」 → IB 이펙트 시험으로 교체 · 되돌리기 = # 지우고 IB 행에 #): # basic_infantry;basic_spear;basic_cavalry,wei,travel,TKS_Fx_Dash2D_wei,body,1,0,0,0,1,,1,0,0,-15,0,1,1,,0,0.12,Head;Lines;Dots,1,PD 2026-11-10 「돌진 이펙트 2D 처럼」: 3차(PD 「검기는 이전 형태 · 대쉬는 몸을 벗어나지 않게」): 초승달 Head = 1차 그림(외곽선 · 진영색 2단) = 유닛 위 · 짧은 반투명 꼬리 · 흰 바람 줄기 · 알갱이 = 유닛 위(반투명 · 아래면 몸에 가려 안 보임) · 유닛 따라 움직임 · 몸 기준 반경 0.45 키 안 · 위 파랑 # IB(쿠로네코) 이펙트 그대로 시험(PD 2026-11-10 · 나중에 같은 구조로 화풍 맞춰 새로 그림) — IB 슬링샷 발사 ShowBoosterFX() 와 같은 3개 + 타격 · 원본 Assets/VFX/IB · 사본 Tools/make_ib_fx_copies.cs basic_infantry;basic_spear;basic_cavalry,wei,travel,TKS_Fx_IB_Booster_wei,dash,0.82,0,0,0,1,,1,0,0,-15,0,0,1,,0,0,Pa_Standard01;Pa_Standard02;Shock_1,1,IB ef_booster 진영색(위 파랑): 앞 빛 물결 2장 + 가시(0.2초 반복 맥동 · 더하기 섞기) · 유닛 위 · 따라감 · 이동 끝에 바로 지움(IB Breaking 때 Kill) · 폭 = 키 × 1.3 · 기준점 dash = 아래로 갈수록 발 쪽(PD 「복귀할 때 이펙트가 위쪽에 생겨 안 보임」) basic_infantry;basic_spear;basic_cavalry,shu,travel,TKS_Fx_IB_Booster_shu,dash,0.82,0,0,0,1,,1,0,0,-15,0,0,1,,0,0,Pa_Standard01;Pa_Standard02;Shock_1,1,IB ef_booster 진영색(촉 녹색): 앞 빛 물결 2장 + 가시(0.2초 반복 맥동 · 더하기 섞기) · 유닛 위 · 따라감 · 이동 끝에 바로 지움(IB Breaking 때 Kill) · 폭 = 키 × 1.3 · 기준점 dash = 아래로 갈수록 발 쪽(PD 「복귀할 때 이펙트가 위쪽에 생겨 안 보임」) basic_infantry;basic_spear;basic_cavalry,wu,travel,TKS_Fx_IB_Booster_wu,dash,0.82,0,0,0,1,,1,0,0,-15,0,0,1,,0,0,Pa_Standard01;Pa_Standard02;Shock_1,1,IB ef_booster 진영색(오 주황): 앞 빛 물결 2장 + 가시(0.2초 반복 맥동 · 더하기 섞기) · 유닛 위 · 따라감 · 이동 끝에 바로 지움(IB Breaking 때 Kill) · 폭 = 키 × 1.3 · 기준점 dash = 아래로 갈수록 발 쪽(PD 「복귀할 때 이펙트가 위쪽에 생겨 안 보임」) basic_infantry;basic_spear;basic_cavalry,other,travel,TKS_Fx_IB_Booster_other,dash,0.82,0,0,0,1,,1,0,0,-15,0,0,1,,0,0,Pa_Standard01;Pa_Standard02;Shock_1,1,IB ef_booster 진영색(군 보라): 앞 빛 물결 2장 + 가시(0.2초 반복 맥동 · 더하기 섞기) · 유닛 위 · 따라감 · 이동 끝에 바로 지움(IB Breaking 때 Kill) · 폭 = 키 × 1.3 · 기준점 dash = 아래로 갈수록 발 쪽(PD 「복귀할 때 이펙트가 위쪽에 생겨 안 보임」) basic_infantry;basic_spear;basic_cavalry,wei,travel,TKS_Fx_IB_SpeedTail_wei,dash,1,0,0,0,1,,1,0,0,-15,0,1,0,,0,0.12,,1,IB ef_speed_tail 진영색(위 파랑): 꼬리 0.6초(혜성 그림 진영색) + 화살표 입자 · 유닛 아래 · 이동이 멈춘 자리에서 0.12초 동안 꼬리째 흐려짐(PD 「멈춘 이후 뒤늦게 사라짐」 · IB 도 감속 때 바로 Kill) · 기준점 dash = 아래로 갈수록 발 쪽(PD 「복귀할 때 이펙트가 위쪽에 생겨 안 보임」) basic_infantry;basic_spear;basic_cavalry,shu,travel,TKS_Fx_IB_SpeedTail_shu,dash,1,0,0,0,1,,1,0,0,-15,0,1,0,,0,0.12,,1,IB ef_speed_tail 진영색(촉 녹색): 꼬리 0.6초(혜성 그림 진영색) + 화살표 입자 · 유닛 아래 · 이동이 멈춘 자리에서 0.12초 동안 꼬리째 흐려짐(PD 「멈춘 이후 뒤늦게 사라짐」 · IB 도 감속 때 바로 Kill) · 기준점 dash = 아래로 갈수록 발 쪽(PD 「복귀할 때 이펙트가 위쪽에 생겨 안 보임」) basic_infantry;basic_spear;basic_cavalry,wu,travel,TKS_Fx_IB_SpeedTail_wu,dash,1,0,0,0,1,,1,0,0,-15,0,1,0,,0,0.12,,1,IB ef_speed_tail 진영색(오 주황): 꼬리 0.6초(혜성 그림 진영색) + 화살표 입자 · 유닛 아래 · 이동이 멈춘 자리에서 0.12초 동안 꼬리째 흐려짐(PD 「멈춘 이후 뒤늦게 사라짐」 · IB 도 감속 때 바로 Kill) · 기준점 dash = 아래로 갈수록 발 쪽(PD 「복귀할 때 이펙트가 위쪽에 생겨 안 보임」) basic_infantry;basic_spear;basic_cavalry,other,travel,TKS_Fx_IB_SpeedTail_other,dash,1,0,0,0,1,,1,0,0,-15,0,1,0,,0,0.12,,1,IB ef_speed_tail 진영색(군 보라): 꼬리 0.6초(혜성 그림 진영색) + 화살표 입자 · 유닛 아래 · 이동이 멈춘 자리에서 0.12초 동안 꼬리째 흐려짐(PD 「멈춘 이후 뒤늦게 사라짐」 · IB 도 감속 때 바로 Kill) · 기준점 dash = 아래로 갈수록 발 쪽(PD 「복귀할 때 이펙트가 위쪽에 생겨 안 보임」) # 지난 시험(IB 출발 먼지 · PD 2026-11-10 「복귀할 때 흙먼지가 파티클이 너무 세서 뭉개짐 → WL 흙먼지로」): basic_infantry;basic_spear;basic_cavalry,,travel,TKS_Fx_IB_BoosterDust,body,0.9,0,0.5,0,1,0,1,0,0,-16,0,0,0,,0,0,,1,IB ef_booster_dust: 출발 자리 먼지 1번(생긴 자리에 남음) basic_infantry;basic_spear;basic_cavalry,,travel,TKS_Fx_SpearRushDust,feet,0.17,0,0.8,-35,1,0,1,0,0,-16,0.15,0,0,,0,0,,0,WL 흙먼지(WL 창 돌진 SpearRushDust 사본 · WL 과 같이 돌진하는 동안 0.15초마다 발밑에 · 생긴 자리에 남음 · 유닛 아래) — PD 2026-11-10 「WL 프로젝트에서 활용한 흙먼지 이펙트를 적용」 # 제거(PD 2026-11-10 「적이 피격되었을 때 히트 이펙트는 제거 · 어떤 히트 이펙트를 쓸지 알려줄게」): basic_infantry;basic_spear;basic_cavalry,,hit,TKS_Fx_IB_NormalHit,target,0.9,0,0.3,0,0,,1,0,0,0,0,0,0,,0,0,,1,IB ef_normal_hit: 타격 섬광(흰 · 주황 별 · 빛살 · 튀는 입자 · 더하기 섞기) · 대상마다 1번 # 제거(PD 2026-11-10 「적이 피격되었을 때 히트 이펙트는 제거 · 어떤 히트 이펙트를 쓸지 알려줄게」): basic_infantry;basic_spear;basic_cavalry,,hit,TKS_Fx_IB_BounceHit,target,0.55,0,0.5,0,0,,1,0,0,-1,0,0,0,,0,0,,1,IB ef_bounce_hit: 충격 고리(돔 · 원 · 더하기 섞기) — PD 2026-11-10 「IB 이펙트를 참고해서 히트 이펙트도」 · 섬광 아래 · 대상마다 1번 # basic_infantry;basic_spear;basic_cavalry,shu,travel,TKS_Fx_Dash2D_shu,body,1,0,0,0,1,,1,0,0,-15,0,1,1,,0,0.12,Head;Lines;Dots,1,PD 2026-11-10 「돌진 이펙트 2D 처럼」: 3차(PD 「검기는 이전 형태 · 대쉬는 몸을 벗어나지 않게」): 초승달 Head = 1차 그림(외곽선 · 진영색 2단) = 유닛 위 · 짧은 반투명 꼬리 · 흰 바람 줄기 · 알갱이 = 유닛 위(반투명 · 아래면 몸에 가려 안 보임) · 유닛 따라 움직임 · 몸 기준 반경 0.45 키 안 · 촉 녹색 # basic_infantry;basic_spear;basic_cavalry,wu,travel,TKS_Fx_Dash2D_wu,body,1,0,0,0,1,,1,0,0,-15,0,1,1,,0,0.12,Head;Lines;Dots,1,PD 2026-11-10 「돌진 이펙트 2D 처럼」: 3차(PD 「검기는 이전 형태 · 대쉬는 몸을 벗어나지 않게」): 초승달 Head = 1차 그림(외곽선 · 진영색 2단) = 유닛 위 · 짧은 반투명 꼬리 · 흰 바람 줄기 · 알갱이 = 유닛 위(반투명 · 아래면 몸에 가려 안 보임) · 유닛 따라 움직임 · 몸 기준 반경 0.45 키 안 · 오 주황 # basic_infantry;basic_spear;basic_cavalry,other,travel,TKS_Fx_Dash2D_other,body,1,0,0,0,1,,1,0,0,-15,0,1,1,,0,0.12,Head;Lines;Dots,1,PD 2026-11-10 「돌진 이펙트 2D 처럼」: 3차(PD 「검기는 이전 형태 · 대쉬는 몸을 벗어나지 않게」): 초승달 Head = 1차 그림(외곽선 · 진영색 2단) = 유닛 위 · 짧은 반투명 꼬리 · 흰 바람 줄기 · 알갱이 = 유닛 위(반투명 · 아래면 몸에 가려 안 보임) · 유닛 따라 움직임 · 몸 기준 반경 0.45 키 안 · 군 보라 # basic_infantry;basic_spear;basic_cavalry,,travel,TKS_Fx_Dust2D,feet,1,0,0,0,1,,1,0,0,-16,0,1,0,,0,0,,1,PD 2026-11-10 2D 돌진: 발밑 흙먼지(유닛 따라 움직임 · 발 둘레에서 피었다 사라짐 · 부드러운 반투명 구름 · 모든 진영) # test_aura = 스킬 테스트 씬 「기운 시험」 스위치를 켜면 슬링샷 공격 돌진에 함께 뜸(PD 2026-11-10 「첨부 같은 느낌으로 몸을 뒤덮는 연출 · 스킬용 시험」 · 실제 전투에는 안 뜸) test_aura,wei,travel,TKS_Fx_Aura2D_wei,body,1,0,0,0,1,,1,0,0,-15,0,1,1,,0,0.15,Veil;Rim,1,몸 뒤덮는 기운 시험: 혜성 기운(흰 앞머리 → 진영색 → 물결 꼬리) · 불꽃 혀 · 반짝임 = 유닛 아래 · 옅은 막 Veil · 앞 테 Rim = 유닛 위 · 위 파랑 test_aura,shu,travel,TKS_Fx_Aura2D_shu,body,1,0,0,0,1,,1,0,0,-15,0,1,1,,0,0.15,Veil;Rim,1,몸 뒤덮는 기운 시험: 혜성 기운(흰 앞머리 → 진영색 → 물결 꼬리) · 불꽃 혀 · 반짝임 = 유닛 아래 · 옅은 막 Veil · 앞 테 Rim = 유닛 위 · 촉 녹색 test_aura,wu,travel,TKS_Fx_Aura2D_wu,body,1,0,0,0,1,,1,0,0,-15,0,1,1,,0,0.15,Veil;Rim,1,몸 뒤덮는 기운 시험: 혜성 기운(흰 앞머리 → 진영색 → 물결 꼬리) · 불꽃 혀 · 반짝임 = 유닛 아래 · 옅은 막 Veil · 앞 테 Rim = 유닛 위 · 오 주황 test_aura,other,travel,TKS_Fx_Aura2D_other,body,1,0,0,0,1,,1,0,0,-15,0,1,1,,0,0.15,Veil;Rim,1,몸 뒤덮는 기운 시험: 혜성 기운(흰 앞머리 → 진영색 → 물결 꼬리) · 불꽃 혀 · 반짝임 = 유닛 아래 · 옅은 막 Veil · 앞 테 Rim = 유닛 위 · 군 보라 # ── 액티브 스킬 1차 연출(PD 2026-11-10 「fable 제안 이펙트 연출을 구현까지 1차로」 · 스킬 id 행 · PD 테스트 씬 피드백 대상) ── liubei_a,,cast,TKS_Fx_Sk_HCFX_Buff_Up,body,0.9,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Buff_Up.prefab · 인덕: 녹색 상승 버프(색 실측 green) · 추가 이동 예고 liubei_a,,travel,TKS_Fx_Sk_HCFX_Leaves_Air,feet,0.5,0,0.0,-55.0,1,1,1,0,0,-14,0,1,1,1,0,0.2,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Leaves_Air.prefab · 덕이 바람처럼 따라감 · 잎 궤적(색 추정) liubei_a,,hit,TKS_Fx_Sk_vfx_ToonHit_BallGreen,target,0.9,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 GabrielAguiarProductions/UniqueToonProjectilesVol_1/Prefabs/Hits/vfx_ToonHit_BallGreen.prefab · 부드러운 녹색 툰 타격(이름 기반 색) guanyu_a,,cast,TKS_Fx_Sk_Area_generic_green_outbreak,feet,1.5,0,0.0,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Area_generic/Area_generic_green_outbreak.prefab · 견제 반경 ×2 예고 · 녹색 바닥 원 퍼짐(색 실측 green) guanyu_a,,hit,TKS_Fx_Sk_Blue_Slash_2,target,1.2,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 EricWang/FX_Slash_Collection/Prefabs/Blue_Slash_2.prefab · 靑龍 = 청(靑) 초승달 참격 · 청록 톤 허용(색 미확인) zhangfei_a,,cast,TKS_Fx_Sk_HCFX_Sign_ExclamationMark,head,0.5,0,1.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX Vol.2/HCFX_Sign_ExclamationMark.prefab · 一喝 = 고함 표식(색 미확인 · 변형 프리팹) zhangfei_a,,cast,TKS_Fx_Sk_FX_EarthSkill_Hit_floor_02,feet,1.5,0,0.0,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized Earth Skills/FX_EarthSkill_Hit_floor_02.prefab · 반경 4 밀기 충격파(회색 돌조각 · 반경에 맞춰 f_scale 상향 필요 가능) zhaoyun_a,,cast,TKS_Fx_Sk_Flash_star,body,0.8,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Burst/Flash_star.prefab · 단기구주: 흰 별빛 섬광(조운 흰 갑옷) zhaoyun_a,,travel,TKS_Fx_Sk_Shield_wind,body,0.9,0,0.0,0.0,0,1,1,0,0,0,0,1,1,1,0,0.2,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Shields/Shield_wind.prefab · 반격 무효 = 바람 방패 두르고 관통(색 미확인 · 공통 그라디언트) zhaoyun_a,,hit,TKS_Fx_Sk_Shiny_Slash,target,1.0,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Matthew Guz/Slash Effects FREE/Prefab/Shiny Slash .prefab · 청백 참격(파일명 끝 공백 주의 · 색 실측 cyan) huangzhong_a,,cast,TKS_Fx_Sk_FX_Shoot_15_muzzle,body,0.7,0,0.0,-55.0,1,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized Shoot & Hit/FX_Shoot_15_muzzle.prefab · 녹색 발사 섬광(색 실측 green) · 시위 당김 huangzhong_a,,hit,TKS_Fx_Sk_FX_Shoot_15_hit,target,0.9,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized Shoot & Hit/FX_Shoot_15_hit.prefab · 녹색 착탄(색 실측 green) huangzhong_a,,hit,TKS_Fx_Sk_Burst_sharp,target,0.7,0,0.0,0.0,0,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Burst/Burst_sharp.prefab · 百發百中 크리 = 날카로운 노란 섬광 1겹 추가 zhugeliang_a,,cast,TKS_Fx_Sk_Fog_speedFast_shu,feet,1.5,0,2.0,-90.0,1,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Fog/Fog_speedFast.prefab · 東南風: 바람 안개가 바닥을 쓸고 지나감(주황 톤 → 셀화 시 녹색 보정) · 진영색 보정 사본(#5FAE57) zhugeliang_a,,cast,TKS_Fx_Sk_HCFX_Leaves_Air,body,1.0,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Leaves_Air.prefab · 잎 날림 · 아군 각자 표시는 ally 이벤트 없음(Memo 제안) zhoucang_a,,cast,TKS_Fx_Sk_HCFX_Energy_06,body,0.8,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Energy_06.prefab · 청룡도 기운 응축(색 실측 cyan) zhoucang_a,,travel,TKS_Fx_Sk_HCFX_Dust_Dash_01,feet,0.5,0,0.0,-55.0,1,1,1,0,0,-14,0,1,1,1,0,0.2,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Dust_Dash_01.prefab · 돌진 먼지(모래색 배경과 어울림) zhoucang_a,,hit,TKS_Fx_Sk_HCFX_Hit_04,target,1.0,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Hit_04.prefab · 밀기 ×2 큰 타격(색 실측 cyan) guanping_a,,cast,TKS_Fx_Sk_HCFX_Blessed_01_Small,body,0.9,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX Vol.2/HCFX_Blessed_01_Small.prefab · 護衛 축복 빛(변형 프리팹 · 색 미확인) guanping_a,,cast,TKS_Fx_Sk_Area_generic_green,feet,1.2,0,1.5,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Area_generic/Area_generic_green.prefab · 반경 1.5 보호 범위 원(색 실측 green) xushu_a,,cast,TKS_Fx_Sk_HCFX_MagicCircle_02,feet,1.2,0,0.0,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_MagicCircle_02.prefab · 八門 = 진법 마법진(황갈색 · 모래 배경 위 보임 확인 필요) xushu_a,,hit,TKS_Fx_Sk_Area_generic_green,target,1.0,0,0.0,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Area_generic/Area_generic_green.prefab · 아군 무해 광역 = 녹색 안전 원 xushu_a,,hit,TKS_Fx_Sk_HCFX_ElementOrb_04,target,0.7,0,0.0,0.0,0,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_ElementOrb_04.prefab · 녹색 기운 터짐(색 실측 green) taishici_a,,cast,TKS_Fx_Sk_Area_generic_green_outbreak,feet,1.5,0,0.0,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Area_generic/Area_generic_green_outbreak.prefab · 神射: 사거리 ×1.5 확장 원(관우 cast 와 같은 프리팹 · 크기 변주) taishici_a,,hit,TKS_Fx_Sk_FX_splash_arrow_floor_shu,target,0.8,0,0.0,-90.0,1,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized_Element_Splash_vol.3/FX_splash_arrow_floor.prefab · 바닥에 화살 꽂힘 스플래시(핑크 톤 추정 → 녹색 보정) · 진영색 보정 사본(#5FAE57) machao_a,,cast,TKS_Fx_Sk_HCFX_Shine_07,body,0.9,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Shine_07.prefab · 錦 = 비단 금빛 반짝임(색 실측 yellow/orange) machao_a,,travel,TKS_Fx_Sk_FX_EarthSkill_Path_02,feet,0.6,0,0.0,-90.0,1,1,1,0,0,-14,0,1,1,1,0,0.2,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized Earth Skills/FX_EarthSkill_Path_02.prefab · 말발굽 땅 갈라짐 궤적(회색 · 공통) machao_a,,hit,TKS_Fx_Sk_HCFX_Hit_09,target,1.0,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Hit_09.prefab · 관통 피해+밀기 강타(색 실측 orange/yellow) weiyan_a,,cast,TKS_Fx_Sk_HCFX_Dust_Jump_01,feet,0.8,0,0.0,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Dust_Jump_01.prefab · 奇策 기습 출발 먼지 weiyan_a,,hit,TKS_Fx_Sk_Slash_stone_once,target,0.9,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Slash/Slash_stone_once.prefab · 돌빛 베기(회색/청록) · 기병 상성 극복 pangtong_a,,cast,TKS_Fx_Sk_HCFX_Feathers,body,1.0,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Feathers.prefab · 鳳雛 = 봉황 새끼 → 깃털 흩날림(색 미확인) pangtong_a,,cast,TKS_Fx_Sk_Burst_rings,feet,1.3,0,0.0,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Burst/Burst_rings.prefab · 반경 3 밀기 파동 고리(색 실측 yellow) jiangwei_a,,cast,TKS_Fx_Sk_HCFX_Flash_02,body,0.7,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Flash_02.prefab · 九伐 출발 섬광(무채색) jiangwei_a,,travel,TKS_Fx_Sk_FX_EarthSkill_Path_01,feet,0.6,0,0.0,-90.0,1,1,1,0,0,-14,0,1,1,1,0,0.2,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized Earth Skills/FX_EarthSkill_Path_01.prefab · 밀며 전진 ×1.5 땅 궤적 jiangwei_a,,hit,TKS_Fx_Sk_vfx_ToonHit_TriangleGreen,target,0.9,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 GabrielAguiarProductions/UniqueToonProjectilesVol_1/Prefabs/Hits/vfx_ToonHit_TriangleGreen.prefab · 창끝 뾰족 삼각 타격(이름 기반 green) caocao_a,,cast,TKS_Fx_Sk_HCFX_MagicCircle_04,feet,1.4,0,0.0,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_MagicCircle_04.prefab · 亂世 전군 호령 마법진(색 실측 blue) caocao_a,,cast,TKS_Fx_Sk_HCFX_Buff_Down,body,0.9,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Buff_Down.prefab · 받는 피해 −30 = 파란 아래 화살표(디버프로 읽히면 Energy_01 로 교체) xiahoudun_a,,cast,TKS_Fx_Sk_HCFX_Eye_01,head,0.5,0,1.5,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX Vol.2/HCFX_Eye_01.prefab · 拔矢啖睛 = 눈 고사 → 붉은 눈(색 실측 red · 루프 가능성 f_life 1.5) xiahoudun_a,,travel,TKS_Fx_Sk_Shield_electric,body,0.9,0,0.0,0.0,0,1,1,0,0,0,0,1,1,1,0,0.2,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Shields/Shield_electric.prefab · 반격 무효 전기 방패(색 미확인) xiahoudun_a,,hit,TKS_Fx_Sk_Slash_snow_once,target,1.0,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Slash/Slash_snow_once.prefab · 청백 베기(색 실측 cyan) xuchu_a,,cast,TKS_Fx_Sk_HCFX_Energy_01,body,0.9,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Energy_01.prefab · 虎痴 광기 응축(색 실측 blue) xuchu_a,,travel,TKS_Fx_Sk_FX_EarthSkill_Path_05,feet,0.6,0,0.0,-90.0,1,1,1,0,0,-14,0,1,1,1,0,0.2,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized Earth Skills/FX_EarthSkill_Path_05.prefab · 땅 궤적(파란 기운 variant) xuchu_a,,hit,TKS_Fx_Sk_FX_Shoot_Hammer_hit,target,1.1,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized Shoot & Hit Vol.2/FX_Shoot_Hammer_hit.prefab · 육중한 둔기 강타(색 실측 cyan/blue) zhangliao_a,,cast,TKS_Fx_Sk_HCFX_Flash_04,body,0.8,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Flash_04.prefab · 威震 출발 섬광(색 실측 blue/magenta) zhangliao_a,,travel,TKS_Fx_Sk_Trails,body,0.6,0,0.0,-55.0,1,1,1,0,0,-14,0,1,1,1,0,0.2,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 MasterStylizedProjectiles/Projectiles/Common/Prefabs/Trails.prefab · 긴 다중 궤적 = 두 번 관통(색 미확인 · 공통 부품) zhangliao_a,,hit,TKS_Fx_Sk_HCFX_Hit_06,target,0.9,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Hit_06.prefab · 파란 타격(색 실측 blue) xuhuang_a,,cast,TKS_Fx_Sk_FX_Shoot_Axe_muzzle_wei,body,0.8,0,0.0,-55.0,1,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized Shoot & Hit Vol.2/FX_Shoot_Axe_muzzle.prefab · 大斧 휘두르기 준비 섬광(주황 → 파랑 보정) · 진영색 보정 사본(#3F7FD6) xuhuang_a,,hit,TKS_Fx_Sk_FX_Whirlwind_Ax,target,1.1,0,0.0,-55.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 EricWang/GameVFX Collection Vol3/Prefabs/FX_Whirlwind Ax.prefab · ② 큰 도끼 회전 메시 — ① 에는 던지는 소형 도끼만 · 색 미확인 · 대안 ① FX_Shoot_Axe_hit zhanghe_a,,cast,TKS_Fx_Sk_HCFX_Portal_01,feet,0.9,0,1.0,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Portal_01.prefab · 變陣 출발점 포털(색 실측 blue · 자리에 남음) zhanghe_a,,cast,TKS_Fx_Sk_HCFX_Appear_01_End,body,1.0,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX Vol.2/HCFX_Appear_01_End.prefab · 도착점 등장(유닛 따라감 · 이동 전 cast 면 f_delay 필요 · 변형 프리팹 색 미확인) caoren_a,,cast,TKS_Fx_Sk_FX_EarthSkill_Wall_01,feet,1.2,0,0.0,-55.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized Earth Skills/FX_EarthSkill_Wall_01.prefab · 鐵壁 돌벽 솟음 · 진행 방향 앞 caoren_a,,cast,TKS_Fx_Sk_Area_generic_blue,feet,1.3,0,1.5,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Area_generic/Area_generic_blue.prefab · 반경 2 보호 원(색 실측 blue) yujin_a,,cast,TKS_Fx_Sk_HCFX_Beam_02,feet,1.2,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX Vol.2/HCFX_Beam_02.prefab · 軍令 = 파란 빛기둥 신호(색 실측 blue · ps 1) yujin_a,,hit,TKS_Fx_Sk_HCFX_Hit_10,target,0.8,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Hit_10.prefab · 알까기 타격 · 밀린 아군 공격 표시는 ally 이벤트 없음 simayi_a,,cast,TKS_Fx_Sk_Area_generic_blue_outbreak,feet,1.4,0,0.0,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Area_generic/Area_generic_blue_outbreak.prefab · 隱忍 전군 보호 원 퍼짐(색 실측 cyan/blue) simayi_a,,cast,TKS_Fx_Sk_HCFX_Energy_08,body,0.8,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Energy_08.prefab · 기운 수축(색 실측 blue) xiahouyuan_a,,cast,TKS_Fx_Sk_Aura_acceleration_wei,body,0.9,0,1.5,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/States/Aura_acceleration.prefab · 神速 가속 오라(주황 톤 → 파랑 보정 권고 · 루프라 f_life 1.5) · 진영색 보정 사본(#3F7FD6) xiahouyuan_a,,hit,TKS_Fx_Sk_FX_Shoot_14_hit,target,0.9,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized Shoot & Hit/FX_Shoot_14_hit.prefab · 파란 착탄(색 실측 blue) xiahouyuan_a,,hit,TKS_Fx_Sk_Flash_star,target,0.6,0,0.0,0.0,0,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Burst/Flash_star.prefab · 크리 별 섬광 1겹 guojia_a,,cast,TKS_Fx_Sk_HCFX_Buff_Up_wei,body,0.9,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Buff_Up.prefab · 十勝 공격 상승(녹색 → 파랑 보정 권고) · 진영색 보정 사본(#3F7FD6) guojia_a,,cast,TKS_Fx_Sk_HCFX_Flash_05,feet,1.3,0,0.0,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX Vol.2/HCFX_Flash_05.prefab · 파란 바닥 섬광(색 실측 blue) jiaxu_a,,cast,TKS_Fx_Sk_HCFX_Poison_01,body,0.8,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Poison_01.prefab · 毒計 독 기운(색 미확인 → 보라/파랑 톤) jiaxu_a,,hit,TKS_Fx_Sk_FX_Shoot_Poison_hit,target,1.1,0,0.0,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized Shoot & Hit Vol.2/FX_Shoot_Poison_hit.prefab · 독 광역 바닥 퍼짐(색 실측 green → 셀화 시 톤 조정) dianwei_a,,cast,TKS_Fx_Sk_HCFX_Charging_01_Step3_wei,body,0.9,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Charging_01_Step3.prefab · 雙鐵戟 힘 응축(색 실측 red → 파랑 보정) · 진영색 보정 사본(#3F7FD6) dianwei_a,,hit,TKS_Fx_Sk_Double_Slash,target,1.1,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Matthew Guz/Slash Effects FREE/Prefab/Double Slash.prefab · 雙 = 두 줄 참격(색 실측 cyan) xunyu_a,,cast,TKS_Fx_Sk_HCFX_Blessed_02_Small,body,0.9,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX Vol.2/HCFX_Blessed_02_Small.prefab · 王佐 축복(변형 프리팹 · 색 미확인) xunyu_a,,cast,TKS_Fx_Sk_HCFX_Shine_06,feet,1.3,0,0.0,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Shine_06.prefab · 반격 ×1.0 = 반짝이는 바닥 광채(색 실측 blue) sunjian_a,,cast,TKS_Fx_Sk_HCFX_Energy_07,body,0.9,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Energy_07.prefab · 江東 호랑이 기운(색 실측 orange) sunjian_a,,travel,TKS_Fx_Sk_Fire_trail,feet,0.5,0,0.0,-55.0,1,1,1,0,0,-14,0,1,1,1,0,0.2,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Fire/Fire_trail.prefab · 불꽃 궤적 sunjian_a,,hit,TKS_Fx_Sk_HCFX_Hit_08,target,1.0,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Hit_08.prefab · 호랑이 발톱 강타(색 실측 orange/red) zhouyu_a,,cast,TKS_Fx_Sk_Fire_cartoon_simple,body,0.8,0,1.5,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Fire/Fire_cartoon_simple.prefab · 火攻 손에 불(색 실측 orange · 루프 f_life 1.5) zhouyu_a,,hit,TKS_Fx_Sk_FX_Explosion_P_2,target,1.3,0,0.0,-55.0,0,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Kyeoms_FX/Prefabs/New Stylized Explosion Package/FX_Explosion_P_2.prefab · 스타일 폭발(Kyeoms 중 유일하게 색 실측 orange) zhouyu_a,,hit,TKS_Fx_Sk_FX_splash_fire_floor,target,1.2,0,0.0,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized_Element_Splash_vol.3/FX_splash_fire_floor.prefab · 불 번짐 바닥 = 광역 반경 ×2(색 실측 orange) huanggai_a,,cast,TKS_Fx_Sk_HCFX_Hit_02,body,0.8,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Hit_02.prefab · 苦肉 자해 타격(색 실측 red · 피 표현 대신) huanggai_a,,cast,TKS_Fx_Sk_HCFX_Charging_02_Step3,body,0.9,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Charging_02_Step3.prefab · 고통을 힘으로 응축(색 실측 red) ganning_a,,cast,TKS_Fx_Sk_HCFX_Appear_02_Start,feet,0.9,0,0.0,-55.0,0,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX Vol.2/HCFX_Appear_02_Start.prefab · 百騎襲營 출발 잔상(색 실측 orange · 자리에 남음) ganning_a,,travel,TKS_Fx_Sk_Trail,body,0.5,0,0.0,-55.0,1,1,1,0,0,-14,0,1,1,1,0,0.2,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 MasterStylizedProjectiles/Projectiles/Common/Prefabs/Trail.prefab · 기습 질주 궤적(색 미확인 · 공통 부품) ganning_a,,hit,TKS_Fx_Sk_FX_Shoot_Kunai_hit,target,0.9,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized Shoot & Hit Vol.2/FX_Shoot_Kunai_hit.prefab · 기습 사격 크리(색 실측 red) chengpu_a,,cast,TKS_Fx_Sk_HCFX_Energy_05,body,0.8,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Energy_05.prefab · 鐵脊蛇矛 기운(색 실측 orange) chengpu_a,,hit,TKS_Fx_Sk_vfx_ToonHit_Bullet01Orange,target,0.9,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 GabrielAguiarProductions/UniqueToonProjectilesVol_1/Prefabs/Hits/vfx_ToonHit_Bullet01Orange.prefab · 뱀창 꿰뚫기(이름 기반 orange) sunce_a,,cast,TKS_Fx_Sk_HCFX_Energy_07_257b,body,0.9,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX Vol.2/HCFX_Energy_07.prefab · 小霸王 기운(색 실측 yellow/red) sunce_a,,travel,TKS_Fx_Sk_FX_EarthSkill_Path_04,feet,0.6,0,0.0,-90.0,1,1,1,0,0,-14,0,1,1,1,0,0.2,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized Earth Skills/FX_EarthSkill_Path_04.prefab · 땅 궤적(붉은 기운 variant) sunce_a,,hit,TKS_Fx_Sk_HCFX_Hit_04_b9a8,target,1.1,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX Vol.2/HCFX_Hit_04.prefab · 관통 ×2 강타(색 실측 orange) sunquan_a,,cast,TKS_Fx_Sk_HCFX_Eye_02,head,0.5,0,1.5,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX Vol.2/HCFX_Eye_02.prefab · 碧眼 = 푸른 눈(색 실측 blue · 이름 그대로) sunquan_a,,cast,TKS_Fx_Sk_Area_generic_orange,feet,1.4,0,0.0,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Area_generic/Area_generic_orange.prefab · 전군 보호 원(색 실측 orange) lusu_a,,cast,TKS_Fx_Sk_Shield_fire,body,1.0,0,2.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Shields/Shield_fire.prefab · 單刀赴會 방패(색 미확인 · 루프 f_life 2) lusu_a,,cast,TKS_Fx_Sk_Area_generic_orange_outbreak,feet,1.5,0,0.0,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Area_generic/Area_generic_orange_outbreak.prefab · 반경 3 보호 원 퍼짐 lvmeng_a,,cast,TKS_Fx_Sk_HCFX_Smoke_02_Floor,feet,1.0,0,0.0,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX Vol.2/HCFX_Smoke_02_Floor.prefab · 白衣渡江 강 안개(변형 프리팹 · 색 미확인) lvmeng_a,,travel,TKS_Fx_Sk_Poof_water,feet,0.5,0,0.0,-55.0,1,1,1,0,0,-14,0,1,1,1,0,0.2,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Burst/Poof_water.prefab · 물 건너기 물방울 lvmeng_a,,hit,TKS_Fx_Sk_Character_status_sleep,target,0.5,0,1.5,0.0,0,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/States/Character_status_sleep.prefab · 맞은 적 교전 반응 없음 = 잠 표식(target 머리 위치는 코드 target=몸 가운데라 f_dy 보정 필요) luxun_a,,cast,TKS_Fx_Sk_Fire_cartoon_gold,body,0.8,0,1.5,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Fire/Fire_cartoon_gold.prefab · 夷陵 불(색 실측 yellow · 주유와 색 변주) luxun_a,,hit,TKS_Fx_Sk_Fire_explosion_earth,target,1.3,0,0.0,-55.0,0,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Fire/Fire_explosion_earth.prefab · 지면 화염 폭발(색 실측 orange) luxun_a,,hit,TKS_Fx_Sk_HCFX_Explosion_03,target,1.0,0,0.0,0.0,0,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX Vol.2/HCFX_Explosion_03.prefab · 폭발 1겹(색 실측 orange) sunshangxiang_a,,cast,TKS_Fx_Sk_FX_Shoot_05_muzzle,body,0.7,0,0.0,-55.0,1,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized Shoot & Hit/FX_Shoot_05_muzzle.prefab · 弓腰姬 발사 섬광(색 실측 orange) sunshangxiang_a,,hit,TKS_Fx_Sk_FX_Shoot_05_hit,target,0.9,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized Shoot & Hit/FX_Shoot_05_hit.prefab · 주황 착탄(색 실측 orange) xiaoqiao_a,,cast,TKS_Fx_Sk_HCFX_Gathering_Star,body,1.0,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX Vol.2/HCFX_Gathering_Star.prefab · 琴瑟 선율 = 별이 모임(색 실측 orange) · 음표 이펙트는 ①② 모두 없음 xiaoqiao_a,,cast,TKS_Fx_Sk_HCFX_MagicCircle_01,feet,1.3,0,0.0,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_MagicCircle_01.prefab · 전군 쿨 −1 마법진(색 실측 orange) lingtong_a,,cast,TKS_Fx_Sk_HCFX_Energy_02,body,0.8,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Energy_02.prefab · 濡須 복수 기운(색 실측 orange) lingtong_a,,hit,TKS_Fx_Sk_HCFX_Hit_01,target,0.9,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Hit_01.prefab · 밀기 타격(색 실측 orange) lingtong_a,,hit,TKS_Fx_Sk_Area_generic_orange,feet,1.2,0,0.0,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Area_generic/Area_generic_orange.prefab · 명중 시 견제 반경 +1 = 자기 발밑 원 zhoutai_a,,cast,TKS_Fx_Sk_HCFX_Hit_03,body,0.8,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Hit_03.prefab · 十二創 상처 표현(색 실측 orange/red) zhoutai_a,,cast,TKS_Fx_Sk_Shield_gold,body,1.0,0,2.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Shields/Shield_gold.prefab · 대신 받는 방패(색 미확인 · 루프 f_life 2) zhoutai_a,,cast,TKS_Fx_Sk_Area_generic_red,feet,1.3,0,0.0,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Area_generic/Area_generic_red.prefab · 반경 2 보호 원(색 실측 red) lvbu_a,,cast,TKS_Fx_Sk_HCFX_Explosion_03_adb1,feet,1.1,0,0.0,-55.0,0,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Explosion_03.prefab · 天下無雙 발동 폭발(색 실측 purple) lvbu_a,,travel,TKS_Fx_Sk_FX_Galaxy_Line,body,0.7,0,0.0,-55.0,1,1,1,0,0,-14,0,1,1,1,0,0.2,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 EricWang/FX_DarkSkill/Prefab/FX_Galaxy_Line.prefab · 어두운 보라 궤적(색 실측 blue/magenta) lvbu_a,,hit,TKS_Fx_Sk_FX_Shoot_08_hit,target,1.2,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized Shoot & Hit/FX_Shoot_08_hit.prefab · 보라 강타(색 실측 purple) zhangjiao_a,,cast,TKS_Fx_Sk_FX_GodCall,body,1.0,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 EricWang/FX_DarkSkill/Prefab/FX_GodCall.prefab · 太平妖術 소환 기운(색 실측 blue/magenta) zhangjiao_a,,cast,TKS_Fx_Sk_FX_Shoot_Gas_hit,feet,1.5,0,2.0,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized Shoot & Hit Vol.2/FX_Shoot_Gas_hit.prefab · 황건 안개(색 실측 tan/orange = 黃) · 적 각자 안개는 enemy 이벤트 없음 huaxiong_a,,cast,TKS_Fx_Sk_HCFX_Flash_03,body,0.7,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Flash_03.prefab · 斬將 출발 섬광(색 실측 red) huaxiong_a,,hit,TKS_Fx_Sk_Explosion_Slash_other,target,1.2,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Matthew Guz/Slash Effects FREE/Prefab/Explosion Slash .prefab · 참수 폭발 베기(파일명 끝 공백 주의 · 색 실측 orange → 보라 보정) · 진영색 보정 사본(#9A5BB5) yanliang_a,,cast,TKS_Fx_Sk_Flash_circle,body,0.8,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Burst/Flash_circle.prefab · 白馬 흰 섬광 yanliang_a,,hit,TKS_Fx_Sk_vfx_ToonHit_Plasma01Purple,target,0.9,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 GabrielAguiarProductions/UniqueToonProjectilesVol_1/Prefabs/Hits/vfx_ToonHit_Plasma01Purple.prefab · 보라 창 타격(이름 기반 purple) yanliang_a,,hit,TKS_Fx_Sk_Area_generic_red_other,feet,1.3,0,0.0,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Area_generic/Area_generic_red.prefab · 견제 반경 +1.5 자기 발밑 원(red → 보라 보정) · 진영색 보정 사본(#9A5BB5) wenchou_a,,cast,TKS_Fx_Sk_HCFX_Dust_Jump_02,feet,0.8,0,0.0,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Dust_Jump_02.prefab · 連陣 돌격 출발 먼지 wenchou_a,,travel,TKS_Fx_Sk_FX_EarthSkill_Path_06,feet,0.7,0,0.0,-90.0,1,1,1,0,0,-14,0,1,1,1,0,0.2,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized Earth Skills/FX_EarthSkill_Path_06.prefab · 경로를 비우는 땅 궤적 wenchou_a,,hit,TKS_Fx_Sk_FX_Shoot_16_hit,target,1.0,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized Shoot & Hit/FX_Shoot_16_hit.prefab · 보라 타격(색 실측 purple) gongsunzan_a,,cast,TKS_Fx_Sk_Flash_dubble_circle,body,0.8,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Burst/Flash_dubble_circle.prefab · 白馬義從 흰 이중 섬광 gongsunzan_a,,travel,TKS_Fx_Sk_HCFX_Smoke_04_Floor,feet,0.6,0,0.0,-90.0,1,1,1,0,0,-14,0,1,1,1,0,0.2,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX Vol.2/HCFX_Smoke_04_Floor.prefab · 흰 연기 말발굽(변형 프리팹 · 색 미확인) gongsunzan_a,,hit,TKS_Fx_Sk_vfx_ToonHit_Bomb01Purple,target,1.0,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 GabrielAguiarProductions/UniqueToonProjectilesVol_1/Prefabs/Hits/vfx_ToonHit_Bomb01Purple.prefab · 맞힌 적 전부 밀기 = 보라 폭발 타격(이름 기반) dongzhuo_a,,cast,TKS_Fx_Sk_FX_Buff_Skull,body,1.0,0,2.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 EricWang/FX_DarkSkill/Prefab/FX_Buff_Skull.prefab · 暴政 두개골 버프(색 실측 purple · 루프 가능 f_life 2) dongzhuo_a,,cast,TKS_Fx_Sk_HCFX_Hit_01_03ad,body,0.7,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX Vol.2/HCFX_Hit_01.prefab · HP 20 % 자해(색 실측 red) lijue_a,,cast,TKS_Fx_Sk_FX_splash_coin_floor,feet,0.9,0,0.0,-90.0,0,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized_Element_Splash_vol.3/FX_splash_coin_floor.prefab · 長安掠奪 동전 튐(색 실측 orange) lijue_a,,travel,TKS_Fx_Sk_HCFX_Dust_Dash_01_Air,feet,0.5,0,0.0,-55.0,1,1,1,0,0,-14,0,1,1,1,0,0.2,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Dust_Dash_01_Air.prefab · 돌진 먼지(공중 variant) lijue_a,,hit,TKS_Fx_Sk_HCFX_Hit_11_other,target,0.9,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Hit_11.prefab · 밀기 타격(색 실측 orange/blue → 보라 보정) · 진영색 보정 사본(#9A5BB5) yuanshao_a,,cast,TKS_Fx_Sk_HCFX_MagicCircle_03,feet,1.4,0,0.0,-90.0,0,0,1,0,0,-14,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_MagicCircle_03.prefab · 四世三公 명문 문양 마법진(색 실측 purple) yuanshao_a,,cast,TKS_Fx_Sk_HCFX_Blessed_04_Small,body,0.9,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX Vol.2/HCFX_Blessed_04_Small.prefab · 전군 공격 +20 축복(변형 프리팹 · 색 미확인) yuanshu_a,,cast,TKS_Fx_Sk_Regeneration_health,body,0.9,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Regeneration/Regeneration_health.prefab · 蜜水 회복(색 실측 green · 회복 관용색 유지) yuanshu_a,,cast,TKS_Fx_Sk_HCFX_Candy,head,0.6,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Candy.prefab · 달콤함 표식(색 미확인) diaochan_a,,cast,TKS_Fx_Sk_HCFX_Heart,body,0.9,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Heart.prefab · 連環計 매혹 하트(색 실측 red/pink) diaochan_a,,cast,TKS_Fx_Sk_HCFX_Gathering_Heart,feet,1.2,0,0.0,-55.0,0,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX Vol.2/HCFX_Gathering_Heart.prefab · 하트 모임(변형 프리팹 · 색 미확인) diaochan_a,,hit,TKS_Fx_Sk_HCFX_Heart_Air,target,0.5,0,1.5,0.0,0,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX/HCFX_Heart_Air.prefab · 매혹 대상 머리 위 하트 — charm 이 hit 이벤트를 쏠 때만(피해 0 이면 미발동 · 코드 확인 필요) zhurong_a,,cast,TKS_Fx_Sk_FX_Shoot_Dagger_muzzle,body,0.7,0,0.0,-55.0,1,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized Shoot & Hit Vol.2/FX_Shoot_Dagger_muzzle.prefab · 飛刀 투척 섬광(변형 프리팹 · 색 미확인) zhurong_a,,hit,TKS_Fx_Sk_FX_Shoot_Dagger_hit_other,target,0.9,0,0.0,0.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized Shoot & Hit Vol.2/FX_Shoot_Dagger_hit.prefab · 던진 칼 착탄(색 실측 red → 보라 보정) · 2기 각각 1번 · 진영색 보정 사본(#9A5BB5) menghuo_a,,cast,TKS_Fx_Sk_HCFX_Blessed_03_Small,body,0.9,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Hyper Casual FX Vol.2/HCFX_Blessed_03_Small.prefab · 七縱七擒 회복+방어 축복(변형 프리팹 · 색 미확인) menghuo_a,,cast,TKS_Fx_Sk_Poof_leaves,feet,0.9,0,0.0,-55.0,0,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 Lana Studio/Casual RPG VFX/Prefabs/Burst/Poof_leaves.prefab · 남만 정글 잎(색 실측 green) gaoshun_a,,cast,TKS_Fx_Sk_FX_EarthSkill_Energy_03,body,0.8,0,0.0,0.0,0,1,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized Earth Skills/FX_EarthSkill_Energy_03.prefab · 陷陣營 돌 기운 응축 gaoshun_a,,travel,TKS_Fx_Sk_FX_EarthSkill_Path_03,feet,0.6,0,0.0,-90.0,1,1,1,0,0,-14,0,1,1,1,0,0.2,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized Earth Skills/FX_EarthSkill_Path_03.prefab · 밀어붙이는 땅 궤적 gaoshun_a,,hit,TKS_Fx_Sk_FX_EarthSkill_Popup_04,target,1.0,0,0.0,-55.0,1,0,1,0,0,0,0,0,0,1,0,0,,,PD 2026-11-10 1차 스킬 연출(Fable 제안) · 원본 VFX_Klaus/Prefabs/Stylized Earth Skills/FX_EarthSkill_Popup_04.prefab · 돌 솟아 벽에 밀어붙임(+30 % 충돌 피해)