Addition of Smash It Completely event.

Contributed by CostyKiller.
This commit is contained in:
MobiusDevelopment
2022-09-26 00:17:08 +00:00
parent c2f7ca4cff
commit 099b2fb33c
28 changed files with 1275 additions and 21 deletions

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@@ -1075,20 +1075,36 @@
<set name="is_tradable" val="false" />
<set name="is_dropable" val="false" />
<set name="is_sellable" val="false" />
<set name="is_stackable" val="true" />
<set name="immediate_effect" val="true" />
<set name="etcitem_type" val="SHAPE_SHIFTING_AM_FIXED" />
<set name="handler" val="Appearance" />
</item>
<item id="81777" name="Appearance Stone: Alluring Swimsuit" type="EtcItem">
<!-- Changes the appearance of the entire armor to that of Alluring Swimsuit. Modified armor can be restored to its original appearance with Restoration Stone. -->
<set name="icon" val="BranchSys3.lcon.g_scrl_change_co_swimsuit_01" />
<set name="default_action" val="SKILL_REDUCE" />
<set name="material" val="STEEL" />
<set name="is_tradable" val="false" />
<set name="is_dropable" val="false" />
<set name="is_sellable" val="false" />
<set name="is_stackable" val="true" />
<set name="immediate_effect" val="true" />
<set name="etcitem_type" val="SHAPE_SHIFTING_AM_FIXED" />
<set name="handler" val="Appearance" />
</item>
<item id="81778" name="Appearance Stone: Seductive Swimsuit" type="EtcItem">
<!-- Changes the appearance of the entire armor to that of Seductive Swimsuit. Modified armor can be restored to its original appearance with Restoration Stone. -->
<set name="icon" val="BranchSys3.lcon.g_scrl_change_co_swimsuit_01" />
<set name="default_action" val="SKILL_REDUCE" />
<set name="material" val="STEEL" />
<set name="is_tradable" val="false" />
<set name="is_dropable" val="false" />
<set name="is_sellable" val="false" />
<set name="is_stackable" val="true" />
<set name="immediate_effect" val="true" />
<set name="etcitem_type" val="SHAPE_SHIFTING_AM_FIXED" />
<set name="handler" val="Appearance" />
</item>
<item id="81779" name="Bag of Shining Gold" type="EtcItem">
<!-- A bag full of valuable presents. Double-click to obtain one rare item with a certain chance. -->
@@ -1120,6 +1136,10 @@
<set name="is_tradable" val="false" />
<set name="is_dropable" val="false" />
<set name="is_sellable" val="false" />
<set name="is_stackable" val="true" />
<set name="immediate_effect" val="true" />
<set name="etcitem_type" val="SHAPE_SHIFTING_AM_FIXED" />
<set name="handler" val="Appearance" />
</item>
<item id="81782" name="Watermelon Seed" additionalName="Event" type="EtcItem">
<!-- You get a fresh Watermelon. If the Watermelon is crashed, there is a certain chance to obtain a buff and Ice Box. The effect duration and a number of Ice Boxes depend on the Watermelon size. -->
@@ -1127,16 +1147,74 @@
<set name="default_action" val="SKILL_REDUCE" />
<set name="material" val="LIQUID" />
<set name="is_sellable" val="false" />
<set name="is_stackable" val="true" />
<set name="is_oly_restricted" val="true" />
<set name="handler" val="ItemSkills" />
<skills>
<skill id="39714" level="1" /> <!-- Fresh Watermelon Energy -->
</skills>
</item>
<item id="81783" name="Ice Box" additionalName="Event" type="EtcItem">
<!-- It can help to survive the hot summer time. Double-click to obtain supplies and equipment. -->
<set name="icon" val="icon.ev_2020_summer_box" />
<set name="default_action" val="PEEL" />
<set name="default_action" val="CAPSULE" />
<set name="immediate_effect" val="true" />
<set name="material" val="PAPER" />
<set name="is_tradable" val="false" />
<set name="is_dropable" val="false" />
<set name="is_sellable" val="false" />
<set name="is_stackable" val="true" />
<set name="extractableCountMin" val="1" />
<set name="extractableCountMax" val="1" />
<set name="handler" val="ExtractableItems" />
<capsuled_items>
<!-- Reward 1 Potions chance="40" -->
<item id="80612" min="1" max="1" chance="8" /> <!-- Freya's Ice Rose Event -->
<item id="80797" min="1" max="1" chance="8" /> <!-- Shining Nevit's Gold Hourglass Event -->
<item id="80832" min="1" max="1" chance="8" /> <!-- Emperor's Special Cocktail Event -->
<item id="81460" min="1" max="1" chance="8" /> <!-- Honey Dark Beer Event -->
<item id="48755" min="1" max="1" chance="8" /> <!-- Glowing Dragon's Attribute Potion (XP) Event -->
<!-- Reward 2 Resources chance="25" -->
<item id="29469" min="1" max="1" chance="8.33" /> <!-- Enhanced Jewel Energy -->
<item id="48831" min="1" max="1" chance="8.33" /> <!-- Jewel Energy -->
<item id="48907" min="1" max="1" chance="8.34" /> <!-- Shillien's Soul Crystal Lv. 9 Weapon -->
<!-- Reward 3 Bundle Items chance="15" -->
<item id="47820" min="1" max="1" chance="7.5" /> <!-- Sayha's Talisman Pack Lv. 9 -->
<item id="48861" min="1" max="1" chance="7.5" /> <!-- +9 Fallen Angel's Ring Pack -->
<!-- Reward 4 R110 Weapons chance="10" -->
<item id="80090" min="1" max="1" chance="0.71" /> <!-- Krishna Shaper -->
<item id="80091" min="1" max="1" chance="0.71" /> <!-- Krishna Cutter -->
<item id="80092" min="1" max="1" chance="0.71" /> <!-- Krishna Slasher -->
<item id="80093" min="1" max="1" chance="0.71" /> <!-- Krishna Avenger -->
<item id="80094" min="1" max="1" chance="0.71" /> <!-- Krishna Fighter -->
<item id="80095" min="1" max="1" chance="0.71" /> <!-- Krishna Stormer -->
<item id="80096" min="1" max="1" chance="0.71" /> <!-- Krishna Thrower -->
<item id="80097" min="1" max="1" chance="0.71" /> <!-- Krishna Shooter -->
<item id="80098" min="1" max="1" chance="0.72" /> <!-- Krishna Buster -->
<item id="80099" min="1" max="1" chance="0.72" /> <!-- Krishna Caster -->
<item id="80100" min="1" max="1" chance="0.72" /> <!-- Krishna Retributer -->
<item id="80101" min="1" max="1" chance="0.72" /> <!-- Krishna Dual Swords -->
<item id="80102" min="1" max="1" chance="0.72" /> <!-- Krishna Dual Daggers -->
<item id="80103" min="1" max="1" chance="0.72" /> <!-- Krishna Dual Blunt Weapons -->
<!-- Reward 5 R110 Armors chance="10" -->
<item id="80104" min="1" max="1" chance="0.58" /> <!-- Leviathan Helmet - Heavy armor -->
<item id="80105" min="1" max="1" chance="0.58" /> <!-- Leviathan Breastplate - Heavy armor -->
<item id="80106" min="1" max="1" chance="0.58" /> <!-- Leviathan Gaiters - Heavy armor -->
<item id="80107" min="1" max="1" chance="0.59" /> <!-- Leviathan Gauntlets - Heavy armor -->
<item id="80108" min="1" max="1" chance="0.59" /> <!-- Leviathan Boots - Heavy armor -->
<item id="80109" min="1" max="1" chance="0.59" /> <!-- Leviathan Shield -->
<item id="80110" min="1" max="1" chance="0.59" /> <!-- Leviathan Leather Helmet - Light armor -->
<item id="80111" min="1" max="1" chance="0.59" /> <!-- Leviathan Leather Armor - Light armor -->
<item id="80112" min="1" max="1" chance="0.59" /> <!-- Leviathan Leather Leggings - Light armor -->
<item id="80113" min="1" max="1" chance="0.59" /> <!-- Leviathan Leather Gloves - Light armor -->
<item id="80114" min="1" max="1" chance="0.59" /> <!-- Leviathan Leather Boots - Light armor -->
<item id="80115" min="1" max="1" chance="0.59" /> <!-- Leviathan Circlet - Robe -->
<item id="80116" min="1" max="1" chance="0.59" /> <!-- Leviathan Tunic - Robe -->
<item id="80117" min="1" max="1" chance="0.59" /> <!-- Leviathan Stockings - Robe -->
<item id="80118" min="1" max="1" chance="0.59" /> <!-- Leviathan Gloves - Robe -->
<item id="80119" min="1" max="1" chance="0.59" /> <!-- Leviathan Shoes - Robe -->
<item id="80120" min="1" max="1" chance="0.59" /> <!-- Leviathan Sigil -->
</capsuled_items>
</item>
<item id="81784" name="Blessed Angel's Necklace" type="Armor">
<!-- When enchanted, the effect of common Angel's Accessories is applied, but the enchant value is treated as +1. When enchanted, increases CHA/ LUC, Infection Resistance/ Atk. Rate, Confusion Resistance/ Atk. Rate, Speed, Damage Reflection, Damage Reflection, P. Atk./ M. Atk./ P. Def./ M. Def. and Skill Power, also decreases Skill Cooldowns. The item can be changed. <Enchanting> Use Scroll: Enchant Angel Accessory. Can be augmented. -->

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@@ -284,7 +284,7 @@
<skill id="4390" level="1" /> <!-- Mystic Immunity -->
</skillList>
</npc>
<npc id="13608" level="11" type="Monster" name="Sweet Watermelon">
<npc id="13608" level="1" type="Monster" name="Sweet Watermelon">
<!-- AUTO GENERATED NPC TODO: FIX IT -->
<race>ETC</race>
<sex>MALE</sex>
@@ -298,13 +298,13 @@
</speed>
<hitTime>600</hitTime>
</stats>
<status attackable="true" />
<status attackable="true" canMove="false" randomWalk="false" />
<collision>
<radius normal="11" />
<height normal="22" />
</collision>
</npc>
<npc id="13609" level="11" type="Monster" name="Prime Watermelon">
<npc id="13609" level="1" type="Monster" name="Prime Watermelon">
<!-- AUTO GENERATED NPC TODO: FIX IT -->
<race>ETC</race>
<sex>MALE</sex>
@@ -318,13 +318,13 @@
</speed>
<hitTime>600</hitTime>
</stats>
<status attackable="true" />
<status attackable="true" canMove="false" randomWalk="false" />
<collision>
<radius normal="17" />
<height normal="35" />
</collision>
</npc>
<npc id="13610" level="11" type="Monster" name="Large Prime Watermelon">
<npc id="13610" level="1" type="Monster" name="Large Prime Watermelon">
<!-- AUTO GENERATED NPC TODO: FIX IT -->
<race>ETC</race>
<sex>MALE</sex>
@@ -338,7 +338,7 @@
</speed>
<hitTime>600</hitTime>
</stats>
<status attackable="true" />
<status attackable="true" canMove="false" randomWalk="false" />
<collision>
<radius normal="30" />
<height normal="60" />

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@@ -67,7 +67,68 @@
<skill id="33928" toLevel="3" name="Dizzy Lv. 1">
<!-- The body feels pleasant coolness, the head starts spinning. For $s1, damage +$s2, received damage -$s2. Note! 1. The effect remains after death. Cannot be used in the Olympiad/ Ceremony of Chaos. 2. The item or effect of the next level cannot be obtained if the characters is dead or too far away. 3. The item cannot be obtained if the inventory is full. 4. The effect can be removed with Alt+Mouse Left Click. -->
<icon>icon.skill0000</icon>
<operateType>A1</operateType>
<abnormalTime>
<value level="1">3600</value>
<value level="2">7200</value>
<value level="3">14400</value>
</abnormalTime>
<abnormalLevel>1</abnormalLevel>
<abnormalType>EVENT_BUFF</abnormalType>
<abnormalVisualEffect>V_EVENT_2020_SUMMER_AVE</abnormalVisualEffect>
<affectRange>1800</affectRange>
<hitTime>1500</hitTime>
<castRange>900</castRange>
<isMagic>1</isMagic> <!-- Magic Skill -->
<magicLevel>105</magicLevel>
<operateType>A2</operateType>
<reuseDelay>5000</reuseDelay>
<magicCriticalRate>-5</magicCriticalRate>
<targetType>SELF</targetType>
<affectScope>PARTY</affectScope>
<affectObject>FRIEND</affectObject>
<stayAfterDeath>true</stayAfterDeath>
<blockedInOlympiad>true</blockedInOlympiad>
<canBeDispelled>true</canBeDispelled>
<conditions>
<condition name="OpNotInEvent" />
</conditions>
<effects>
<effect name="PveMagicalSkillDamageBonus">
<amount>10</amount>
<type>ENEMY_ALL</type>
<mode>PER</mode>
</effect>
<effect name="PvePhysicalAttackDamageBonus">
<amount>10</amount>
<type>ENEMY_ALL</type>
<mode>PER</mode>
</effect>
<effect name="PvePhysicalSkillDamageBonus">
<amount>10</amount>
<type>ENEMY_ALL</type>
<mode>PER</mode>
</effect>
<effect name="PvpPhysicalAttackDamageBonus">
<amount>10</amount>
<mode>PER</mode>
</effect>
<effect name="PvpMagicalSkillDamageBonus">
<amount>10</amount>
<mode>PER</mode>
</effect>
<effect name="PvpPhysicalSkillDamageBonus">
<amount>10</amount>
<mode>PER</mode>
</effect>
<effect name="DamageByAttack">
<amount>-10</amount>
<type>PK</type>
</effect>
<effect name="DamageByAttack">
<amount>-10</amount>
<type>ENEMY_ALL</type>
</effect>
</effects>
</skill>
<skill id="33929" toLevel="2" name="Dizzy Lv. 1">
<!-- The body feels pleasant coolness, the head starts spinning. For $s1, damage +$s2, received damage -$s2. Note! 1. The effect remains after death. Cannot be used in the Olympiad/ Ceremony of Chaos. 2. The item or effect of the next level cannot be obtained if the characters is dead or too far away. 3. The item cannot be obtained if the inventory is full. 4. The effect can be removed with Alt+Mouse Left Click. -->

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@@ -661,8 +661,55 @@
</skill>
<skill id="39656" toLevel="1" name="Honey Dark Beer">
<!-- All basic stats +$s1, Vitality bonus +$s2. The effect remains after death. Cooldown: 5 min. Cannot be used in the Olympiad. -->
<icon>icon.skill0000</icon>
<operateType>A1</operateType>
<icon>icon.bm_royal_black_beer</icon>
<operateType>A2</operateType>
<isMagic>2</isMagic>
<reuseDelay>300000</reuseDelay>
<coolTime>500</coolTime>
<abnormalType>HONEY_BEER</abnormalType>
<abnormalLevel>1</abnormalLevel>
<abnormalTime>1800</abnormalTime>
<stayAfterDeath>true</stayAfterDeath>
<blockedInOlympiad>true</blockedInOlympiad>
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
<effects>
<effect name="StatUp">
<amount>3</amount>
<stat>STR</stat>
</effect>
<effect name="StatUp">
<amount>3</amount>
<stat>CON</stat>
</effect>
<effect name="StatUp">
<amount>3</amount>
<stat>DEX</stat>
</effect>
<effect name="StatUp">
<amount>3</amount>
<stat>INT</stat>
</effect>
<effect name="StatUp">
<amount>3</amount>
<stat>WIT</stat>
</effect>
<effect name="StatUp">
<amount>3</amount>
<stat>MEN</stat>
</effect>
<effect name="StatUp">
<amount>3</amount>
<stat>LUC</stat>
</effect>
<effect name="StatUp">
<amount>3</amount>
<stat>CHA</stat>
</effect>
<effect name="VitalityExpRate">
<amount>30</amount>
</effect>
</effects>
</skill>
<skill id="39657" toLevel="2" name="Tower of Insolence's Time Stone">
<magicLevel>1</magicLevel>

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@@ -135,7 +135,36 @@
<skill id="39714" toLevel="4" name="Fresh Watermelon Energy">
<!-- Makes everything cooler. For $s1, damage +$s2, received damage -$s2. Note! 1. The effect remains after death. Cannot be used in the Olympiad/ Ceremony of Chaos. 2. The item or effect of the next level cannot be obtained if the characters is dead or too far away. 3. The item cannot be obtained if the inventory is full. 4. The effect can be removed with Alt+Mouse Left Click. -->
<icon>icon.skill0000</icon>
<hitTime>500</hitTime>
<isMagic>2</isMagic> <!-- Static Skill -->
<itemConsumeCount>
<value level="2">1</value>
<value level="3">1</value>
<value level="4">1</value>
</itemConsumeCount>
<itemConsumeId>81782</itemConsumeId> <!-- Watermelon seed -->
<magicLevel>1</magicLevel>
<operateType>A1</operateType>
<magicCriticalRate>5</magicCriticalRate>
<hitCancelTime>1.5</hitCancelTime>
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
<conditions>
<condition name="OpCanNotUseAirship" />
<condition name="CheckLevel">
<minLevel>105</minLevel>
</condition>
</conditions>
<effects>
<effect name="SummonNpc" fromLevel="2" toLevel="4">
<npcId>
<value level="2">13608</value> <!-- Sweet Watermelon -->
<value level="3">13609</value> <!-- Prime Watermelon -->
<value level="4">13610</value> <!-- Large Prime Watermelon -->
</npcId>
<npcCount>1</npcCount>
</effect>
</effects>
</skill>
<skill id="39715" toLevel="1" name="Homunculus Upgrade Points - 10">
<!-- Double-click to obtain 10 homunculus upgrade points. -->