Addition of optional GiveXp level and percentage parameters.

This commit is contained in:
MobiusDevelopment 2023-01-13 22:02:20 +00:00
parent a44b68a5d6
commit 158eb77fa6
55 changed files with 691 additions and 56 deletions

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@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -28,11 +29,15 @@ import org.l2jmobius.gameserver.model.skill.Skill;
*/
public class GiveXp extends AbstractEffect
{
private final int _xp;
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getInt("xp", 0);
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}

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@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -28,11 +29,15 @@ import org.l2jmobius.gameserver.model.skill.Skill;
*/
public class GiveXp extends AbstractEffect
{
private final int _xp;
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getInt("xp", 0);
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}

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@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -29,10 +30,14 @@ import org.l2jmobius.gameserver.model.skill.Skill;
public class GiveXp extends AbstractEffect
{
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}

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@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -29,10 +30,14 @@ import org.l2jmobius.gameserver.model.skill.Skill;
public class GiveXp extends AbstractEffect
{
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}

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@ -195,9 +195,18 @@
<!-- When used, 1 billion EXP obtained, is only 20% effective after Lv 99. Can be used above Lv 85. -->
<set name="icon" val="icon.bm_nebit_exp_book" />
<set name="default_action" val="SKILL_REDUCE" />
<set name="etcitem_type" val="SCROLL" />
<set name="material" val="PAPER" />
<set name="reuse_delay" val="3000" />
<set name="is_sellable" val="false" />
<set name="is_stackable" val="true" />
<set name="handler" val="ItemSkills" />
<cond msgId="113" addName="1">
<player level="85" />
</cond>
<skills>
<skill id="18798" level="1" /> <!-- Shining Scroll of Growth -->
</skills>
</item>
<item id="47920" name="Greater Vital Stone" additionalName="30-day" type="Armor">
<!-- Increases bonus EXP by 30% and decreases Vitality consumption by 15% when worn using Vitality. Additionally, acquired XP is increased by 10%. When you wear the same type of gemstone, only the effect of the highest level gem is applied. -->

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@ -2104,7 +2104,19 @@
<icon>icon.bm_nebit_exp_book</icon>
<operateType>A1</operateType>
<isMagic>4</isMagic>
<itemConsumeCount>1</itemConsumeCount>
<itemConsumeId>47919</itemConsumeId> <!-- Shining Scroll of Growth -->
<reuseDelay>3000</reuseDelay>
<staticReuse>true</staticReuse>
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
<effects>
<effect name="GiveXp">
<xp>1000000000</xp>
<level>99</level>
<percentage>20</percentage>
</effect>
</effects>
</skill>
<skill id="18799" toLevel="4" name="First Gift Box">
<!-- Double-click for a chance to get a reward. -->

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@ -723,6 +723,7 @@
</xs:sequence>
</xs:complexType>
</xs:element>
<xs:element name="level" type="xs:int" />
<xs:element name="ignoreShieldDefence" type="xs:boolean" />
<xs:element name="criticalChance">
<xs:complexType mixed="true">

View File

@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -29,10 +30,14 @@ import org.l2jmobius.gameserver.model.skill.Skill;
public class GiveXp extends AbstractEffect
{
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}

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@ -195,9 +195,18 @@
<!-- When used, 1 billion EXP obtained. Only 20% effective before Lv 99. Can be used by characters with Lv. 85 and above. Cannot be used in chaotic state. -->
<set name="icon" val="icon.bm_nebit_exp_book" />
<set name="default_action" val="SKILL_REDUCE" />
<set name="etcitem_type" val="SCROLL" />
<set name="material" val="PAPER" />
<set name="reuse_delay" val="3000" />
<set name="is_sellable" val="false" />
<set name="is_stackable" val="true" />
<set name="handler" val="ItemSkills" />
<cond msgId="113" addName="1">
<player level="85" />
</cond>
<skills>
<skill id="18798" level="1" /> <!-- Shining Scroll of Growth -->
</skills>
</item>
<item id="47920" name="Greater Vital Stone" additionalName="30-day" type="Armor">
<!-- Increases bonus EXP by 30% and decreases Vitality consumption by 15% when worn using Vitality. Additionally, acquired XP is increased by 10%. When you wear the same type of gemstone, only the effect of the highest level gem is applied. -->

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@ -2113,7 +2113,19 @@
<icon>icon.bm_nebit_exp_book</icon>
<operateType>A1</operateType>
<isMagic>4</isMagic>
<itemConsumeCount>1</itemConsumeCount>
<itemConsumeId>47919</itemConsumeId> <!-- Shining Scroll of Growth -->
<reuseDelay>3000</reuseDelay>
<staticReuse>true</staticReuse>
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
<effects>
<effect name="GiveXp">
<xp>1000000000</xp>
<level>99</level>
<percentage>20</percentage>
</effect>
</effects>
</skill>
<skill id="18799" toLevel="4" name="First Gift Box">
<!-- Double-click for a chance to get a reward. -->

View File

@ -722,6 +722,7 @@
</xs:sequence>
</xs:complexType>
</xs:element>
<xs:element name="level" type="xs:int" />
<xs:element name="ignoreShieldDefence" type="xs:boolean" />
<xs:element name="criticalChance">
<xs:complexType mixed="true">

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@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -29,10 +30,14 @@ import org.l2jmobius.gameserver.model.skill.Skill;
public class GiveXp extends AbstractEffect
{
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}

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@ -195,9 +195,18 @@
<!-- When used, 1 billion EXP obtained, is only 20% effective while below Lv 99. Can be used above Lv 85. This scroll cannot be used by chaotic characters. -->
<set name="icon" val="icon.bm_nebit_exp_book" />
<set name="default_action" val="SKILL_REDUCE" />
<set name="etcitem_type" val="SCROLL" />
<set name="material" val="PAPER" />
<set name="reuse_delay" val="3000" />
<set name="is_sellable" val="false" />
<set name="is_stackable" val="true" />
<set name="handler" val="ItemSkills" />
<cond msgId="113" addName="1">
<player level="85" />
</cond>
<skills>
<skill id="18798" level="1" /> <!-- Shining Scroll of Growth -->
</skills>
</item>
<item id="47920" name="Greater Vital Stone Lv. 1" additionalName="30-day" type="Armor">
<!-- Increases bonus EXP by 30% and decreases Vitality consumption by 15% when worn using Vitality. Additionally, acquired XP is increased by 10%. When you wear the same type of gemstone, only the effect of the highest level gem is applied. -->

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@ -2151,7 +2151,19 @@
<icon>icon.bm_nebit_exp_book</icon>
<operateType>A1</operateType>
<isMagic>4</isMagic>
<itemConsumeCount>1</itemConsumeCount>
<itemConsumeId>47919</itemConsumeId> <!-- Shining Scroll of Growth -->
<reuseDelay>3000</reuseDelay>
<staticReuse>true</staticReuse>
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
<effects>
<effect name="GiveXp">
<xp>1000000000</xp>
<level>99</level>
<percentage>20</percentage>
</effect>
</effects>
</skill>
<skill id="18799" toLevel="4" name="First Gift Box">
<!-- Double-click for a chance to get a reward. -->

View File

@ -627,6 +627,7 @@
</xs:sequence>
</xs:complexType>
</xs:element>
<xs:element name="level" type="xs:int" />
<xs:element name="ignoreShieldDefence" type="xs:boolean" />
<xs:element name="criticalChance">
<xs:complexType mixed="true">

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@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -29,10 +30,14 @@ import org.l2jmobius.gameserver.model.skill.Skill;
public class GiveXp extends AbstractEffect
{
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}

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@ -195,9 +195,18 @@
<!-- When used, 1 billion EXP obtained, is only 20% effective while below Lv 99. Can be used above Lv 85. This scroll cannot be used by chaotic characters. -->
<set name="icon" val="icon.bm_nebit_exp_book" />
<set name="default_action" val="SKILL_REDUCE" />
<set name="etcitem_type" val="SCROLL" />
<set name="material" val="PAPER" />
<set name="reuse_delay" val="3000" />
<set name="is_sellable" val="false" />
<set name="is_stackable" val="true" />
<set name="handler" val="ItemSkills" />
<cond msgId="113" addName="1">
<player level="85" />
</cond>
<skills>
<skill id="18798" level="1" /> <!-- Shining Scroll of Growth -->
</skills>
</item>
<item id="47920" name="Greater Vital Stone Lv. 1" additionalName="30-day" type="Armor">
<!-- Increases bonus EXP by 30% and decreases Vitality consumption by 15% when worn using Vitality. Additionally, acquired XP is increased by 10%. When you wear the same type of gemstone, only the effect of the highest level gem is applied. -->

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@ -2166,7 +2166,19 @@
<icon>icon.bm_nebit_exp_book</icon>
<operateType>A1</operateType>
<isMagic>4</isMagic>
<itemConsumeCount>1</itemConsumeCount>
<itemConsumeId>47919</itemConsumeId> <!-- Shining Scroll of Growth -->
<reuseDelay>3000</reuseDelay>
<staticReuse>true</staticReuse>
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
<effects>
<effect name="GiveXp">
<xp>1000000000</xp>
<level>99</level>
<percentage>20</percentage>
</effect>
</effects>
</skill>
<skill id="18799" toLevel="4" name="First Gift Box">
<!-- Double-click for a chance to get a reward. -->

View File

@ -627,6 +627,7 @@
</xs:sequence>
</xs:complexType>
</xs:element>
<xs:element name="level" type="xs:int" />
<xs:element name="ignoreShieldDefence" type="xs:boolean" />
<xs:element name="criticalChance">
<xs:complexType mixed="true">

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@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -29,10 +30,14 @@ import org.l2jmobius.gameserver.model.skill.Skill;
public class GiveXp extends AbstractEffect
{
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}

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@ -195,9 +195,18 @@
<!-- When used, 1 billion EXP obtained, is only 20% effective while below Lv 99. Can be used above Lv 85. This scroll cannot be used by chaotic characters. -->
<set name="icon" val="icon.bm_nebit_exp_book" />
<set name="default_action" val="SKILL_REDUCE" />
<set name="etcitem_type" val="SCROLL" />
<set name="material" val="PAPER" />
<set name="reuse_delay" val="3000" />
<set name="is_sellable" val="false" />
<set name="is_stackable" val="true" />
<set name="handler" val="ItemSkills" />
<cond msgId="113" addName="1">
<player level="85" />
</cond>
<skills>
<skill id="18798" level="1" /> <!-- Shining Scroll of Growth -->
</skills>
</item>
<item id="47920" name="Greater Vital Stone Lv. 1" additionalName="30-day" type="Armor">
<!-- Increases bonus EXP by 30% and decreases Vitality consumption by 15% when worn using Vitality. Additionally, acquired XP is increased by 10%. When you wear the same type of gemstone, only the effect of the highest level gem is applied. -->

View File

@ -2166,7 +2166,19 @@
<icon>icon.bm_nebit_exp_book</icon>
<operateType>A1</operateType>
<isMagic>4</isMagic>
<itemConsumeCount>1</itemConsumeCount>
<itemConsumeId>47919</itemConsumeId> <!-- Shining Scroll of Growth -->
<reuseDelay>3000</reuseDelay>
<staticReuse>true</staticReuse>
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
<effects>
<effect name="GiveXp">
<xp>1000000000</xp>
<level>99</level>
<percentage>20</percentage>
</effect>
</effects>
</skill>
<skill id="18799" toLevel="4" name="First Gift Box">
<!-- Double-click for a chance to get a reward. -->

View File

@ -627,6 +627,7 @@
</xs:sequence>
</xs:complexType>
</xs:element>
<xs:element name="level" type="xs:int" />
<xs:element name="ignoreShieldDefence" type="xs:boolean" />
<xs:element name="criticalChance">
<xs:complexType mixed="true">

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@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -29,10 +30,14 @@ import org.l2jmobius.gameserver.model.skill.Skill;
public class GiveXp extends AbstractEffect
{
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}

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@ -189,9 +189,18 @@
<!-- Double-click to obtain 1 billion XP. If character s level is lower than 99, the effectiveness is only 20%. Required level: 85+. -->
<set name="icon" val="icon.bm_nebit_exp_book" />
<set name="default_action" val="SKILL_REDUCE" />
<set name="etcitem_type" val="SCROLL" />
<set name="material" val="PAPER" />
<set name="reuse_delay" val="3000" />
<set name="is_sellable" val="false" />
<set name="is_stackable" val="true" />
<set name="handler" val="ItemSkills" />
<cond msgId="113" addName="1">
<player level="85" />
</cond>
<skills>
<skill id="18798" level="1" /> <!-- Shining Scroll of Growth -->
</skills>
</item>
<item id="47920" name="Greater Vital Stone Lv. 1" additionalName="30-day" type="Armor">
<!-- Vitality bonus +50%, Vitality Consumption -15%, acquired XP/ SP +10%. Enables the Vital Wind skill. Effects of two identical jewels do not stack, the higher-level jewel takes precedence. -->

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@ -2346,7 +2346,19 @@
<icon>icon.bm_nebit_exp_book</icon>
<operateType>A1</operateType>
<isMagic>4</isMagic>
<itemConsumeCount>1</itemConsumeCount>
<itemConsumeId>47919</itemConsumeId> <!-- Shining Scroll of Growth -->
<reuseDelay>3000</reuseDelay>
<staticReuse>true</staticReuse>
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
<effects>
<effect name="GiveXp">
<xp>1000000000</xp>
<level>99</level>
<percentage>20</percentage>
</effect>
</effects>
</skill>
<skill id="18799" toLevel="4" name="First Gift Box">
<!-- Double-click for a chance to get a reward. -->

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@ -624,6 +624,7 @@
</xs:sequence>
</xs:complexType>
</xs:element>
<xs:element name="level" type="xs:int" />
<xs:element name="ignoreShieldDefence" type="xs:boolean" />
<xs:element name="criticalChance">
<xs:complexType mixed="true">

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@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -29,10 +30,14 @@ import org.l2jmobius.gameserver.model.skill.Skill;
public class GiveXp extends AbstractEffect
{
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}

View File

@ -189,9 +189,18 @@
<!-- Double-click to obtain 1 billion XP. If character s level is lower than 99, the effectiveness is only 20%. Required level: 85+. -->
<set name="icon" val="icon.bm_nebit_exp_book" />
<set name="default_action" val="SKILL_REDUCE" />
<set name="etcitem_type" val="SCROLL" />
<set name="material" val="PAPER" />
<set name="reuse_delay" val="3000" />
<set name="is_sellable" val="false" />
<set name="is_stackable" val="true" />
<set name="handler" val="ItemSkills" />
<cond msgId="113" addName="1">
<player level="85" />
</cond>
<skills>
<skill id="18798" level="1" /> <!-- Shining Scroll of Growth -->
</skills>
</item>
<item id="47920" name="Greater Vital Stone Lv. 1" additionalName="30-day" type="Armor">
<!-- Vitality bonus +50%, Vitality Consumption -15%, acquired XP/ SP +10%. Enables the Vital Wind skill. Effects of two identical jewels do not stack, the higher-level jewel takes precedence. -->

View File

@ -2346,7 +2346,19 @@
<icon>icon.bm_nebit_exp_book</icon>
<operateType>A1</operateType>
<isMagic>4</isMagic>
<itemConsumeCount>1</itemConsumeCount>
<itemConsumeId>47919</itemConsumeId> <!-- Shining Scroll of Growth -->
<reuseDelay>3000</reuseDelay>
<staticReuse>true</staticReuse>
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
<effects>
<effect name="GiveXp">
<xp>1000000000</xp>
<level>99</level>
<percentage>20</percentage>
</effect>
</effects>
</skill>
<skill id="18799" toLevel="4" name="First Gift Box">
<!-- Double-click for a chance to get a reward. -->

View File

@ -624,6 +624,7 @@
</xs:sequence>
</xs:complexType>
</xs:element>
<xs:element name="level" type="xs:int" />
<xs:element name="ignoreShieldDefence" type="xs:boolean" />
<xs:element name="criticalChance">
<xs:complexType mixed="true">

View File

@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -29,10 +30,14 @@ import org.l2jmobius.gameserver.model.skill.Skill;
public class GiveXp extends AbstractEffect
{
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}

View File

@ -186,9 +186,18 @@
<!-- Double-click to obtain 1 billion XP. If character s level is lower than 99, the effectiveness is only 20%. Required level: 85+. -->
<set name="icon" val="icon.bm_nebit_exp_book" />
<set name="default_action" val="SKILL_REDUCE" />
<set name="etcitem_type" val="SCROLL" />
<set name="material" val="PAPER" />
<set name="reuse_delay" val="3000" />
<set name="is_sellable" val="false" />
<set name="is_stackable" val="true" />
<set name="handler" val="ItemSkills" />
<cond msgId="113" addName="1">
<player level="85" />
</cond>
<skills>
<skill id="18798" level="1" /> <!-- Shining Scroll of Growth -->
</skills>
</item>
<item id="47920" name="Greater Vital Stone Lv. 1" additionalName="30-day" type="Armor">
<!-- Vitality bonus +50%, Vitality Consumption -15%, acquired XP/ SP +10%. Enables the Vital Wind skill. Effects of two identical jewels do not stack, the higher-level jewel takes precedence. -->

View File

@ -2345,7 +2345,19 @@
<icon>icon.bm_nebit_exp_book</icon>
<operateType>A1</operateType>
<isMagic>4</isMagic>
<itemConsumeCount>1</itemConsumeCount>
<itemConsumeId>47919</itemConsumeId> <!-- Shining Scroll of Growth -->
<reuseDelay>3000</reuseDelay>
<staticReuse>true</staticReuse>
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
<effects>
<effect name="GiveXp">
<xp>1000000000</xp>
<level>99</level>
<percentage>20</percentage>
</effect>
</effects>
</skill>
<skill id="18799" toLevel="4" name="First Gift Box">
<!-- Double-click for a chance to get a reward. -->

View File

@ -624,6 +624,7 @@
</xs:sequence>
</xs:complexType>
</xs:element>
<xs:element name="level" type="xs:int" />
<xs:element name="ignoreShieldDefence" type="xs:boolean" />
<xs:element name="criticalChance">
<xs:complexType mixed="true">

View File

@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -29,10 +30,14 @@ import org.l2jmobius.gameserver.model.skill.Skill;
public class GiveXp extends AbstractEffect
{
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}

View File

@ -186,9 +186,18 @@
<!-- Double-click to obtain 100,000 XP. If character's level is lower than 99, the effectiveness is only 20%. Required level: 85+. -->
<set name="icon" val="icon.bm_nebit_exp_book" />
<set name="default_action" val="SKILL_REDUCE" />
<set name="etcitem_type" val="SCROLL" />
<set name="material" val="PAPER" />
<set name="reuse_delay" val="3000" />
<set name="is_sellable" val="false" />
<set name="is_stackable" val="true" />
<set name="handler" val="ItemSkills" />
<cond msgId="113" addName="1">
<player level="85" />
</cond>
<skills>
<skill id="18798" level="1" /> <!-- Shining Scroll of Growth -->
</skills>
</item>
<item id="47920" name="Greater Vital Stone Lv. 1" additionalName="30-day" type="Armor">
<!-- Vitality bonus +50%, Vitality Consumption -15%, acquired XP/ SP +10%. Enables the Vital Wind skill. Effects of two identical jewels do not stack, the higher-level jewel takes precedence. -->

View File

@ -2345,7 +2345,19 @@
<icon>icon.bm_nebit_exp_book</icon>
<operateType>A1</operateType>
<isMagic>4</isMagic>
<itemConsumeCount>1</itemConsumeCount>
<itemConsumeId>47919</itemConsumeId> <!-- Shining Scroll of Growth -->
<reuseDelay>3000</reuseDelay>
<staticReuse>true</staticReuse>
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
<effects>
<effect name="GiveXp">
<xp>100000</xp>
<level>99</level>
<percentage>20</percentage>
</effect>
</effects>
</skill>
<skill id="18799" toLevel="4" name="First Gift Box">
<!-- Double-click to obtain a reward with a certain chance. -->

View File

@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -28,11 +29,15 @@ import org.l2jmobius.gameserver.model.skill.Skill;
*/
public class GiveXp extends AbstractEffect
{
private final int _xp;
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getInt("xp", 0);
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}

View File

@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -28,11 +29,15 @@ import org.l2jmobius.gameserver.model.skill.Skill;
*/
public class GiveXp extends AbstractEffect
{
private final int _xp;
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getInt("xp", 0);
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}

View File

@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -28,11 +29,15 @@ import org.l2jmobius.gameserver.model.skill.Skill;
*/
public class GiveXp extends AbstractEffect
{
private final int _xp;
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getInt("xp", 0);
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}

View File

@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -28,11 +29,15 @@ import org.l2jmobius.gameserver.model.skill.Skill;
*/
public class GiveXp extends AbstractEffect
{
private final int _xp;
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getInt("xp", 0);
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}

View File

@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -28,11 +29,15 @@ import org.l2jmobius.gameserver.model.skill.Skill;
*/
public class GiveXp extends AbstractEffect
{
private final int _xp;
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getInt("xp", 0);
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}

View File

@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -28,11 +29,15 @@ import org.l2jmobius.gameserver.model.skill.Skill;
*/
public class GiveXp extends AbstractEffect
{
private final int _xp;
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getInt("xp", 0);
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}

View File

@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -28,11 +29,15 @@ import org.l2jmobius.gameserver.model.skill.Skill;
*/
public class GiveXp extends AbstractEffect
{
private final int _xp;
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getInt("xp", 0);
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}

View File

@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -28,11 +29,15 @@ import org.l2jmobius.gameserver.model.skill.Skill;
*/
public class GiveXp extends AbstractEffect
{
private final int _xp;
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getInt("xp", 0);
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}

View File

@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -28,11 +29,15 @@ import org.l2jmobius.gameserver.model.skill.Skill;
*/
public class GiveXp extends AbstractEffect
{
private final int _xp;
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getInt("xp", 0);
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}

View File

@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -29,10 +30,14 @@ import org.l2jmobius.gameserver.model.skill.Skill;
public class GiveXp extends AbstractEffect
{
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}

View File

@ -195,9 +195,18 @@
<!-- When used, 1 billion EXP obtained, is only 20% effective after Lv 99. Can be used above Lv 85. -->
<set name="icon" val="icon.bm_nebit_exp_book" />
<set name="default_action" val="SKILL_REDUCE" />
<set name="etcitem_type" val="SCROLL" />
<set name="material" val="PAPER" />
<set name="reuse_delay" val="3000" />
<set name="is_sellable" val="false" />
<set name="is_stackable" val="true" />
<set name="handler" val="ItemSkills" />
<cond msgId="113" addName="1">
<player level="85" />
</cond>
<skills>
<skill id="18798" level="1" /> <!-- Shining Scroll of Growth -->
</skills>
</item>
<item id="47920" name="Greater Vital Stone" additionalName="30-day" type="Armor">
<!-- Increases bonus EXP by 30% and decreases Vitality consumption by 15% when worn using Vitality. Additionally, acquired XP is increased by 10%. When you wear the same type of gemstone, only the effect of the highest level gem is applied. -->

View File

@ -2104,7 +2104,19 @@
<icon>icon.bm_nebit_exp_book</icon>
<operateType>A1</operateType>
<isMagic>4</isMagic>
<itemConsumeCount>1</itemConsumeCount>
<itemConsumeId>47919</itemConsumeId> <!-- Shining Scroll of Growth -->
<reuseDelay>3000</reuseDelay>
<staticReuse>true</staticReuse>
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
<effects>
<effect name="GiveXp">
<xp>1000000000</xp>
<level>99</level>
<percentage>20</percentage>
</effect>
</effects>
</skill>
<skill id="18799" toLevel="4" name="First Gift Box">
<!-- Double-click for a chance to get a reward. -->

View File

@ -723,6 +723,7 @@
</xs:sequence>
</xs:complexType>
</xs:element>
<xs:element name="level" type="xs:int" />
<xs:element name="ignoreShieldDefence" type="xs:boolean" />
<xs:element name="criticalChance">
<xs:complexType mixed="true">

View File

@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -28,11 +29,15 @@ import org.l2jmobius.gameserver.model.skill.Skill;
*/
public class GiveXp extends AbstractEffect
{
private final int _xp;
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getInt("xp", 0);
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}

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@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -28,11 +29,15 @@ import org.l2jmobius.gameserver.model.skill.Skill;
*/
public class GiveXp extends AbstractEffect
{
private final int _xp;
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getInt("xp", 0);
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}

View File

@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -28,11 +29,15 @@ import org.l2jmobius.gameserver.model.skill.Skill;
*/
public class GiveXp extends AbstractEffect
{
private final int _xp;
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getInt("xp", 0);
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}

View File

@ -18,6 +18,7 @@ package handlers.effecthandlers;
import org.l2jmobius.gameserver.model.StatSet;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.Player;
import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.item.instance.Item;
import org.l2jmobius.gameserver.model.skill.Skill;
@ -28,11 +29,15 @@ import org.l2jmobius.gameserver.model.skill.Skill;
*/
public class GiveXp extends AbstractEffect
{
private final int _xp;
private final long _xp;
private final int _level;
private final double _percentage;
public GiveXp(StatSet params)
{
_xp = params.getInt("xp", 0);
_xp = params.getLong("xp", 0);
_level = params.getInt("level", 0);
_percentage = params.getDouble("percentage", 0);
}
@Override
@ -49,6 +54,17 @@ public class GiveXp extends AbstractEffect
return;
}
effector.getActingPlayer().addExpAndSp(_xp, 0);
final Player player = effector.getActingPlayer();
final double amount;
if (player.getLevel() < _level)
{
amount = (_xp / 100.0) * _percentage;
}
else
{
amount = _xp;
}
player.addExpAndSp(amount, 0);
}
}