Addition of MagicalSkillPower skill effect.
This commit is contained in:
parent
ad57080e7d
commit
185c73f3e4
@ -183,6 +183,7 @@ public final class EffectMasterHandler
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EffectHandler.getInstance().registerHandler("MagicalDamOverTime", MagicalDamOverTime::new);
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EffectHandler.getInstance().registerHandler("MagicalDamOverTime", MagicalDamOverTime::new);
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EffectHandler.getInstance().registerHandler("MagicalDefence", MagicalDefence::new);
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EffectHandler.getInstance().registerHandler("MagicalDefence", MagicalDefence::new);
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EffectHandler.getInstance().registerHandler("MagicalEvasion", MagicalEvasion::new);
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EffectHandler.getInstance().registerHandler("MagicalEvasion", MagicalEvasion::new);
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EffectHandler.getInstance().registerHandler("MagicalSkillPower", MagicalSkillPower::new);
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EffectHandler.getInstance().registerHandler("MagicalSoulAttack", MagicalSoulAttack::new);
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EffectHandler.getInstance().registerHandler("MagicalSoulAttack", MagicalSoulAttack::new);
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EffectHandler.getInstance().registerHandler("MagicCriticalDamage", MagicCriticalDamage::new);
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EffectHandler.getInstance().registerHandler("MagicCriticalDamage", MagicCriticalDamage::new);
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EffectHandler.getInstance().registerHandler("MagicCriticalRate", MagicCriticalRate::new);
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EffectHandler.getInstance().registerHandler("MagicCriticalRate", MagicCriticalRate::new);
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L2J_Mobius_1.0_Ertheia/dist/game/data/scripts/handlers/effecthandlers/MagicalSkillPower.java
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31
L2J_Mobius_1.0_Ertheia/dist/game/data/scripts/handlers/effecthandlers/MagicalSkillPower.java
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@ -0,0 +1,31 @@
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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.model.StatsSet;
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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 MagicalSkillPower extends AbstractStatEffect
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{
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public MagicalSkillPower(StatsSet params)
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{
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super(params, Stats.MAGICAL_SKILL_POWER);
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}
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}
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@ -1991,7 +1991,10 @@
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<targetType>SELF</targetType>
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<targetType>SELF</targetType>
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<affectScope>SINGLE</affectScope>
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<affectScope>SINGLE</affectScope>
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<effects>
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<effects>
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<!-- TODO mul stat="magicalSkillPower" val="1.27" / -->
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<effect name="MagicalSkillPower">
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<amount>27</amount>
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<mode>PER</mode>
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</effect>
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<effect name="PhysicalSkillPower">
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<effect name="PhysicalSkillPower">
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<amount>27</amount>
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<amount>27</amount>
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<mode>PER</mode>
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<mode>PER</mode>
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@ -151,6 +151,7 @@ MagicalAttackSpeed: Casting Spd. stat
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MagicalDamOverTime: Magical attack over time.
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MagicalDamOverTime: Magical attack over time.
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MagicalDefence: M. Def stat.
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MagicalDefence: M. Def stat.
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MagicalEvasion: M. Evasion stat.
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MagicalEvasion: M. Evasion stat.
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MagicalSkillPower: Magical Skill Power stat. (l2jmobius)
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MagicalSoulAttack: Magical attack based on souls formula.
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MagicalSoulAttack: Magical attack based on souls formula.
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MagicCriticalDamage: Magical Critical Damage stat
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MagicCriticalDamage: Magical Critical Damage stat
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MagicCriticalRate: Magical Critical Rate stat.
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MagicCriticalRate: Magical Critical Rate stat.
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@ -204,6 +204,7 @@ public final class Formulas
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}
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}
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damage = damage * critMod * generalTraitMod * attributeMod * randomMod * pvpPveMod;
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damage = damage * critMod * generalTraitMod * attributeMod * randomMod * pvpPveMod;
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damage = attacker.getStat().getValue(Stats.MAGICAL_SKILL_POWER, damage);
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return damage;
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return damage;
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}
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}
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@ -107,6 +107,7 @@ public enum Stats
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MAGIC_CRITICAL_DAMAGE("mCritPower"),
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MAGIC_CRITICAL_DAMAGE("mCritPower"),
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PHYSICAL_SKILL_POWER("physicalSkillPower"), // Adding skill power (not multipliers) results in points added directly to final value unmodified by defence, traits, elements, criticals etc.
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PHYSICAL_SKILL_POWER("physicalSkillPower"), // Adding skill power (not multipliers) results in points added directly to final value unmodified by defence, traits, elements, criticals etc.
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// Even when damage is 0 due to general trait immune multiplier, added skill power is active and clearly visible (damage not being 0 but at the value of added skill power).
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// Even when damage is 0 due to general trait immune multiplier, added skill power is active and clearly visible (damage not being 0 but at the value of added skill power).
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MAGICAL_SKILL_POWER("magicalSkillPower"),
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CRITICAL_DAMAGE_SKILL("cAtkSkill"),
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CRITICAL_DAMAGE_SKILL("cAtkSkill"),
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CRITICAL_DAMAGE_SKILL_ADD("cAtkSkillAdd"),
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CRITICAL_DAMAGE_SKILL_ADD("cAtkSkillAdd"),
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MAGIC_CRITICAL_DAMAGE_ADD("mCritPowerAdd"),
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MAGIC_CRITICAL_DAMAGE_ADD("mCritPowerAdd"),
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@ -183,6 +183,7 @@ public final class EffectMasterHandler
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EffectHandler.getInstance().registerHandler("MagicalDamOverTime", MagicalDamOverTime::new);
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EffectHandler.getInstance().registerHandler("MagicalDamOverTime", MagicalDamOverTime::new);
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EffectHandler.getInstance().registerHandler("MagicalDefence", MagicalDefence::new);
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EffectHandler.getInstance().registerHandler("MagicalDefence", MagicalDefence::new);
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EffectHandler.getInstance().registerHandler("MagicalEvasion", MagicalEvasion::new);
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EffectHandler.getInstance().registerHandler("MagicalEvasion", MagicalEvasion::new);
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EffectHandler.getInstance().registerHandler("MagicalSkillPower", MagicalSkillPower::new);
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EffectHandler.getInstance().registerHandler("MagicalSoulAttack", MagicalSoulAttack::new);
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EffectHandler.getInstance().registerHandler("MagicalSoulAttack", MagicalSoulAttack::new);
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EffectHandler.getInstance().registerHandler("MagicCriticalDamage", MagicCriticalDamage::new);
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EffectHandler.getInstance().registerHandler("MagicCriticalDamage", MagicCriticalDamage::new);
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EffectHandler.getInstance().registerHandler("MagicCriticalRate", MagicCriticalRate::new);
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EffectHandler.getInstance().registerHandler("MagicCriticalRate", MagicCriticalRate::new);
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31
L2J_Mobius_2.5_Underground/dist/game/data/scripts/handlers/effecthandlers/MagicalSkillPower.java
vendored
Normal file
31
L2J_Mobius_2.5_Underground/dist/game/data/scripts/handlers/effecthandlers/MagicalSkillPower.java
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@ -0,0 +1,31 @@
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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.model.StatsSet;
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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 MagicalSkillPower extends AbstractStatEffect
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{
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public MagicalSkillPower(StatsSet params)
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{
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super(params, Stats.MAGICAL_SKILL_POWER);
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}
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}
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@ -1991,7 +1991,10 @@
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<targetType>SELF</targetType>
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<targetType>SELF</targetType>
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<affectScope>SINGLE</affectScope>
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<affectScope>SINGLE</affectScope>
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<effects>
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<effects>
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<!-- TODO mul stat="magicalSkillPower" val="1.27" / -->
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<effect name="MagicalSkillPower">
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<amount>27</amount>
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<mode>PER</mode>
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</effect>
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<effect name="PhysicalSkillPower">
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<effect name="PhysicalSkillPower">
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<amount>27</amount>
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<amount>27</amount>
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<mode>PER</mode>
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<mode>PER</mode>
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@ -151,6 +151,7 @@ MagicalAttackSpeed: Casting Spd. stat
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MagicalDamOverTime: Magical attack over time.
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MagicalDamOverTime: Magical attack over time.
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MagicalDefence: M. Def stat.
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MagicalDefence: M. Def stat.
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MagicalEvasion: M. Evasion stat.
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MagicalEvasion: M. Evasion stat.
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MagicalSkillPower: Magical Skill Power stat. (l2jmobius)
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MagicalSoulAttack: Magical attack based on souls formula.
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MagicalSoulAttack: Magical attack based on souls formula.
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MagicCriticalDamage: Magical Critical Damage stat
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MagicCriticalDamage: Magical Critical Damage stat
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MagicCriticalRate: Magical Critical Rate stat.
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MagicCriticalRate: Magical Critical Rate stat.
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@ -204,6 +204,7 @@ public final class Formulas
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}
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}
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damage = damage * critMod * generalTraitMod * attributeMod * randomMod * pvpPveMod;
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damage = damage * critMod * generalTraitMod * attributeMod * randomMod * pvpPveMod;
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damage = attacker.getStat().getValue(Stats.MAGICAL_SKILL_POWER, damage);
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return damage;
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return damage;
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}
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}
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@ -107,6 +107,7 @@ public enum Stats
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MAGIC_CRITICAL_DAMAGE("mCritPower"),
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MAGIC_CRITICAL_DAMAGE("mCritPower"),
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PHYSICAL_SKILL_POWER("physicalSkillPower"), // Adding skill power (not multipliers) results in points added directly to final value unmodified by defence, traits, elements, criticals etc.
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PHYSICAL_SKILL_POWER("physicalSkillPower"), // Adding skill power (not multipliers) results in points added directly to final value unmodified by defence, traits, elements, criticals etc.
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// Even when damage is 0 due to general trait immune multiplier, added skill power is active and clearly visible (damage not being 0 but at the value of added skill power).
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// Even when damage is 0 due to general trait immune multiplier, added skill power is active and clearly visible (damage not being 0 but at the value of added skill power).
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MAGICAL_SKILL_POWER("magicalSkillPower"),
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CRITICAL_DAMAGE_SKILL("cAtkSkill"),
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CRITICAL_DAMAGE_SKILL("cAtkSkill"),
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CRITICAL_DAMAGE_SKILL_ADD("cAtkSkillAdd"),
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CRITICAL_DAMAGE_SKILL_ADD("cAtkSkillAdd"),
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MAGIC_CRITICAL_DAMAGE_ADD("mCritPowerAdd"),
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MAGIC_CRITICAL_DAMAGE_ADD("mCritPowerAdd"),
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@ -183,6 +183,7 @@ public final class EffectMasterHandler
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EffectHandler.getInstance().registerHandler("MagicalDamOverTime", MagicalDamOverTime::new);
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EffectHandler.getInstance().registerHandler("MagicalDamOverTime", MagicalDamOverTime::new);
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EffectHandler.getInstance().registerHandler("MagicalDefence", MagicalDefence::new);
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EffectHandler.getInstance().registerHandler("MagicalDefence", MagicalDefence::new);
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EffectHandler.getInstance().registerHandler("MagicalEvasion", MagicalEvasion::new);
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EffectHandler.getInstance().registerHandler("MagicalEvasion", MagicalEvasion::new);
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EffectHandler.getInstance().registerHandler("MagicalSkillPower", MagicalSkillPower::new);
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EffectHandler.getInstance().registerHandler("MagicalSoulAttack", MagicalSoulAttack::new);
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EffectHandler.getInstance().registerHandler("MagicalSoulAttack", MagicalSoulAttack::new);
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EffectHandler.getInstance().registerHandler("MagicCriticalDamage", MagicCriticalDamage::new);
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EffectHandler.getInstance().registerHandler("MagicCriticalDamage", MagicCriticalDamage::new);
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EffectHandler.getInstance().registerHandler("MagicCriticalRate", MagicCriticalRate::new);
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EffectHandler.getInstance().registerHandler("MagicCriticalRate", MagicCriticalRate::new);
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31
L2J_Mobius_3.0_Helios/dist/game/data/scripts/handlers/effecthandlers/MagicalSkillPower.java
vendored
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31
L2J_Mobius_3.0_Helios/dist/game/data/scripts/handlers/effecthandlers/MagicalSkillPower.java
vendored
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@ -0,0 +1,31 @@
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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.model.StatsSet;
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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 MagicalSkillPower extends AbstractStatEffect
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{
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public MagicalSkillPower(StatsSet params)
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{
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super(params, Stats.MAGICAL_SKILL_POWER);
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}
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}
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@ -1991,7 +1991,10 @@
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<targetType>SELF</targetType>
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<targetType>SELF</targetType>
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<affectScope>SINGLE</affectScope>
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<affectScope>SINGLE</affectScope>
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<effects>
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<effects>
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<!-- TODO mul stat="magicalSkillPower" val="1.27" / -->
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<effect name="MagicalSkillPower">
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<amount>27</amount>
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<mode>PER</mode>
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</effect>
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<effect name="PhysicalSkillPower">
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<effect name="PhysicalSkillPower">
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<amount>27</amount>
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<amount>27</amount>
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<mode>PER</mode>
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<mode>PER</mode>
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@ -151,6 +151,7 @@ MagicalAttackSpeed: Casting Spd. stat
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MagicalDamOverTime: Magical attack over time.
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MagicalDamOverTime: Magical attack over time.
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MagicalDefence: M. Def stat.
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MagicalDefence: M. Def stat.
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MagicalEvasion: M. Evasion stat.
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MagicalEvasion: M. Evasion stat.
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MagicalSkillPower: Magical Skill Power stat. (l2jmobius)
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MagicalSoulAttack: Magical attack based on souls formula.
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MagicalSoulAttack: Magical attack based on souls formula.
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MagicCriticalDamage: Magical Critical Damage stat
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MagicCriticalDamage: Magical Critical Damage stat
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MagicCriticalRate: Magical Critical Rate stat.
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MagicCriticalRate: Magical Critical Rate stat.
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@ -204,6 +204,7 @@ public final class Formulas
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}
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}
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damage = damage * critMod * generalTraitMod * attributeMod * randomMod * pvpPveMod;
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damage = damage * critMod * generalTraitMod * attributeMod * randomMod * pvpPveMod;
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damage = attacker.getStat().getValue(Stats.MAGICAL_SKILL_POWER, damage);
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return damage;
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return damage;
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}
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}
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@ -107,6 +107,7 @@ public enum Stats
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MAGIC_CRITICAL_DAMAGE("mCritPower"),
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MAGIC_CRITICAL_DAMAGE("mCritPower"),
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PHYSICAL_SKILL_POWER("physicalSkillPower"), // Adding skill power (not multipliers) results in points added directly to final value unmodified by defence, traits, elements, criticals etc.
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PHYSICAL_SKILL_POWER("physicalSkillPower"), // Adding skill power (not multipliers) results in points added directly to final value unmodified by defence, traits, elements, criticals etc.
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// Even when damage is 0 due to general trait immune multiplier, added skill power is active and clearly visible (damage not being 0 but at the value of added skill power).
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// Even when damage is 0 due to general trait immune multiplier, added skill power is active and clearly visible (damage not being 0 but at the value of added skill power).
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MAGICAL_SKILL_POWER("magicalSkillPower"),
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CRITICAL_DAMAGE_SKILL("cAtkSkill"),
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CRITICAL_DAMAGE_SKILL("cAtkSkill"),
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CRITICAL_DAMAGE_SKILL_ADD("cAtkSkillAdd"),
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CRITICAL_DAMAGE_SKILL_ADD("cAtkSkillAdd"),
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MAGIC_CRITICAL_DAMAGE_ADD("mCritPowerAdd"),
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MAGIC_CRITICAL_DAMAGE_ADD("mCritPowerAdd"),
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Block a user