Addition of HitAtNight effect.
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@@ -162,6 +162,7 @@ public final class EffectMasterHandler
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EffectHandler.getInstance().registerHandler("HealOverTime", HealOverTime::new);
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EffectHandler.getInstance().registerHandler("HealPercent", HealPercent::new);
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EffectHandler.getInstance().registerHandler("Hide", Hide::new);
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EffectHandler.getInstance().registerHandler("HitAtNight", HitAtNight::new);
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EffectHandler.getInstance().registerHandler("HitNumber", HitNumber::new);
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EffectHandler.getInstance().registerHandler("Hp", Hp::new);
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EffectHandler.getInstance().registerHandler("HpByLevel", HpByLevel::new);
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46
L2J_Mobius_3.0_Helios/dist/game/data/scripts/handlers/effecthandlers/HitAtNight.java
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46
L2J_Mobius_3.0_Helios/dist/game/data/scripts/handlers/effecthandlers/HitAtNight.java
vendored
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@@ -0,0 +1,46 @@
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/*
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* This file is part of the L2J Mobius project.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package handlers.effecthandlers;
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import com.l2jmobius.gameserver.GameTimeController;
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import com.l2jmobius.gameserver.model.StatsSet;
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import com.l2jmobius.gameserver.model.actor.L2Character;
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import com.l2jmobius.gameserver.model.skills.Skill;
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import com.l2jmobius.gameserver.model.stats.Stats;
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/**
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* @author Mobius
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*/
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public class HitAtNight extends AbstractStatEffect
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{
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public HitAtNight(StatsSet params)
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{
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super(params, Stats.HIT_AT_NIGHT);
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}
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@Override
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public void onStart(L2Character effector, L2Character effected, Skill skill)
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{
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GameTimeController.getInstance().addShadowSenseCharacter(effected);
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}
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@Override
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public void onExit(L2Character effector, L2Character effected, Skill skill)
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{
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GameTimeController.getInstance().removeShadowSenseCharacter(effected);
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}
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}
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@@ -6446,7 +6446,7 @@
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<operateType>P</operateType>
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<magicCriticalRate>5</magicCriticalRate>
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<effects>
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<effect name="Accuracy">
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<effect name="HitAtNight">
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<amount>3</amount>
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<mode>DIFF</mode>
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</effect>
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@@ -132,6 +132,7 @@ Heal: Increases current HP by a given amount.
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HealOverTime: Increases current HP by a given amount over time.
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HealPercent: Increases current HP by a given percentage amount.
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Hide: Hide effect.
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HitAtNight: Used by Shadow Sense to modify Accuracy at night. (l2jmobius)
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HitNumber: Polearm attack max hit creatures.
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HpByLevel: recovers certain amount of HP, but current implementation is wrong... final amount should be computed from skill power and character level difference
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HpCpHealCritical: HpCp heal effects always trigger Magic Critical Hit.
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