Created by: UndeadChocobo

N  ->  Skill Number
ID  ->  Skill ID(Sort of a name)
JName  ->  Skill Name
SType  ->  Spell type.
    0 Passive SKill
    1 Target Skill
    2 Area of Effect Skill
    3 (Does it exist?) Unused.(?)
    4 Active Skill
    16 Support Skill
MLV  ->  Max Level of the Skill,  10 is the limit for this.

SP1  ->  Amount of SP used at Level 1
SP2  ->  Amount of SP used at Level 2
SP3  ->  Amount of SP used at Level 3
SP4  ->  Amount of SP used at Level 4
SP5  ->  Amount of SP used at Level 5
SP6  ->  Amount of SP used at Level 6
SP7  ->  Amount of SP used at Level 7
SP8  ->  Amount of SP used at Level 8
SP9  ->  Amount of SP used at Level 9
SP10  ->  Amount of SP used at Level 10

HP  ->  Totally unused in code.
Item  ->  Items needed to cast the spell Ex. Gemstones for Stone Curse
Cast  ->  Initial CastTime of spell.  It is in milliseconds.
CastLv -> CastTime added to each level of the skill;  can be negative or positive
CastLim  ->  CastTime it stops at if it decreases every Level; 
    Example: Safety Wall decreases .5 seconds every level from 4
    seconds, it will stop at 1 second if CastLim is 1000. (Cast Lim could 
    be CastTimeLimit)
Range  ->  Usable range of skill
Ele  ->  Element of skill
    0 or None Neutral
    1  Water/Ice
    2  Earth/Ground
    3  Fire
    4  Wind/Lightning
    5  Poison
    6  Holy
    7  Shadow
    8  Spirit/Sense/Ghost
    9  Undead
Dat1_1  ->  Main data for Level 1 used in skill, usually a percentage.  Ex. Bash percent damage.
Dat1_2  ->  Main data for Level 2 used in skill, usually a percentage.  
Dat1_3  ->  Main data for Level 3 used in skill, usually a percentage.  
Dat1_4  ->  Main data for Level 4 used in skill, usually a percentage.  
Dat1_5  ->  Main data for Level 5 used in skill, usually a percentage.  
Dat1_6  ->  Main data for Level 6 used in skill, usually a percentage.  
Dat1_7  ->  Main data for Level 7 used in skill, usually a percentage.  
Dat1_8  ->  Main data for Level 8 used in skill, usually a percentage.  
Dat1_9  ->  Main data for Level 9 used in skill, usually a percentage.  
Dat1_10  ->  Main data for Level 10 used in skill, usually a percentage.  

Dat2_1  ->  Alternate data for level 1 of a skill  Ex. Zeny used in Mammonite;  hit gained for Bash.
Dat2_2  ->  Alternate data for level 2 of a skill
Dat2_3  ->  Alternate data for level 3 of a skill
Dat2_4  ->  Alternate data for level 4 of a skill
Dat2_5  ->  Alternate data for level 5 of a skill
Dat2_6  ->  Alternate data for level 6 of a skill
Dat2_7  ->  Alternate data for level 7 of a skill
Dat2_8  ->  Alternate data for level 8 of a skill
Dat2_9  ->  Alternate data for level 9 of a skill
Dat2_10  ->  Alternate data for level 10 of a skill

Range2  ->  Splash range/area of effect range
Icon  ->  Icon sent to the server that the skill is in effect.  (Status skills, support or non-support)
Job1  ->  First job number,  makes the skill availible to the job(s).
Req1_1  ->  Required skill needed to make the skill levelable/appear on the Skill List.  Skill number.
RLV1_1  ->  Level of the previous skill needed to make the skill levelable and appear on the Skill List.
Req1_2  ->  Required skill needed to make the skill levelable/appear on the Skill List.  Skill number.
RLV1_2  ->  Level of the previous skill needed to make the skill levelable and appear on the Skill List.
Req1_3  ->  Required skill needed to make the skill levelable/appear on the Skill List.  Skill number.
RLV1_3  ->  Level of the previous skill needed to make the skill levelable and appear on the Skill List.
Req1_4  ->  Required skill needed to make the skill levelable/appear on the Skill List.  Skill number.
RLV1_4  ->  Level of the previous skill needed to make the skill levelable and appear on the Skill List.
Req1_5  ->  Required skill needed to make the skill levelable/appear on the Skill List.  Skill number.
RLV1_5  ->  Level of the previous skill needed to make the skill levelable and appear on the Skill List.

Job2  ->  Not sure what this does.  I'm guessing its the same thing as Job1
Req2_1  ->  Not sure what this does.  I'm guessing its the same thing as  Req1_1
RLV2_1  ->  Not sure what this does.  I'm guessing its the same thing as  RLV1_1
Req2_2  ->  Same as above.
RLV2_2  ->  Same as above.
Req2_3  ->  Same as above.
RLV2_3  ->  Same as above.
Req2_4  ->  Same as above.
RLV2_4  ->  Same as above.
Req2_5  ->  Same as above.
RLV2_5  ->  Same as above.

I am sure that everything below this has no effect on the skill.

B1  ->  ???
BLV1  ->  ???
B2  ->  ???
BLV2  ->  ???
B3  ->  ???
BLV3  ->  ???
B4  ->  ???
BLV4  ->  ???
B5  ->  ???
BLV5  ->  ???
UnKnown  ->  Unknown.  What else?

    Source: geocities.com/darknightofbaron/Fusion

               ( geocities.com/darknightofbaron)