Brooch stone skill additions.

Contributed by gamelike85.
This commit is contained in:
MobiusDev 2017-09-27 13:57:09 +00:00
parent a3799a3a1f
commit 1c4133a76a
11 changed files with 285 additions and 148 deletions

View File

@ -1478,15 +1478,16 @@
<set name="compoundItem" val="38852" />
<set name="compoundChance" val="33" />
<set name="default_action" val="EQUIP" />
<set name="bodypart" val="brooch_jewel" />
<set name="weight" val="5" />
<set name="is_dropable" val="false" />
<set name="is_tradable" val="false" />
<set name="is_clan_depositable" val="false" />
<set name="is_mailable" val="false" />
<set name="is_freightable" val="false" />
<set name="is_tradable" val="false" />
<set name="is_dropable" val="false" />
<set name="is_sellable" val="false" />
<set name="is_commissionable" val="false" />
<set name="is_private_storeable" val="false" />
<set name="weight" val="5" />
<set name="is_sellable" val="false" />
<skills>
<skill id="17701" level="2" />
</skills>

View File

@ -1,17 +1,37 @@
<?xml version="1.0" encoding="UTF-8"?>
<list xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../xsd/skills.xsd">
<skill id="17701" toLevel="5" name="Topaz: Spiritshot">
<!-- TODO: INGORE CP -->
<!-- Interrupts target's skill casting. In PvP, ignores CP and inflicts a fixed damage of 1062. -->
<icon>icon.etc_bm_jewel_topaz_i00</icon>
<operateType>A1</operateType>
<abnormalLvl>
<value level="1">2</value>
<value level="2">3</value>
<value level="3">4</value>
<value level="4">5</value>
<value level="5">6</value>
</abnormalLvl>
<magicLvl>
<value level="1">1</value>
<value level="2">2</value>
<value level="3">3</value>
<value level="4">4</value>
<value level="5">5</value>
</magicLvl>
<castRange>600</castRange>
<hitTime>1000</hitTime>
<coolTime>500</coolTime>
<effectPoint>-1000</effectPoint>
<reuseDelay>30000</reuseDelay>
<targetType>ENEMY</targetType>
<affectScope>SINGLE</affectScope>
<targetConditions>
<condition name="OpCheckFlag" />
</targetConditions>
<effects>
<effect name="BlockSkill">
<magicTypes>1;3</magicTypes>
</effect>
<effect name="SkillTurning">
<chance>100</chance>
<staticChance>true</staticChance>

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@ -643,12 +643,21 @@
<operateType>P</operateType>
</skill>
<skill id="17822" toLevel="1" name="Aquamarine">
<icon>icon.skill0000</icon>
<operateType>P</operateType>
<target>SELF</target>
<icon>icon.etc_bm_jewel_aquamarine_i00</icon>
<operateType>A2</operateType>
<abnormalTime>1</abnormalTime>
<chance>100</chance>
<rideState>NONE</rideState>
<magicCriticalRate>5</magicCriticalRate>
<hitCancelTime>0</hitCancelTime>
<magicLvl>85</magicLvl>
<reuseDelay>1000</reuseDelay>
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
<effects>
<effect name="Mp">
<effect name="MpRegen">
<amount>136</amount>
<mode>DIFF</mode>
</effect>
</effects>
</skill>
@ -657,20 +666,29 @@
<!-- 1%, 2%, 4%, 9%, 15% chance of recovering 136 MP. -->
<icon>icon.etc_bm_jewel_aquamarine_i00</icon>
<operateType>P</operateType>
<magicCriticalRate>5</magicCriticalRate>
<magicLvl>85</magicLvl>
<effects>
<effect name="TriggerSkillByAttack" fromLevel="1" toLevel="1">
<skillId>17822</skillId>
<skillLevel>1</skillLevel>
<effect name="TriggerSkillByAttack" fromLevel="1" toLevel="5">
<!-- Aquamarine -->
<attackerType>L2Character</attackerType>
<minAttackerLevel>1</minAttackerLevel>
<maxAttackerLevel>107</maxAttackerLevel>
<minDamage>100</minDamage>
<chance>
<value level="1">1</value>
<value level="2">2</value>
<value level="3">4</value>
<value level="4">9</value>
<value level="5">15</value>
</chance>
<targetType>SELF</targetType>
<isCritical>false</isCritical>
<allowSkillAttack>true</allowSkillAttack>
<allowNormalAttack>false</allowNormalAttack>
<chance>
<value level="1">1</value>
<value level="1">2</value>
<value level="1">4</value>
<value level="1">9</value>
<value level="1">15</value>
</chance>
<allowWeapons>SWORD,BLUNT,DUAL,DUALBLUNT</allowWeapons>
<skillId>17822</skillId>
<skillLevel>1</skillLevel>
</effect>
</effects>
</skill>
@ -750,7 +768,7 @@
<value level="2">1</value>
<value level="3">1</value>
<value level="4">2</value>
<value level="5">1</value>
<value level="5">3</value>
</amount>
<stat>MEN</stat>
</effect>
@ -760,30 +778,10 @@
<value level="2">1</value>
<value level="3">1</value>
<value level="4">2</value>
<value level="5">1</value>
<value level="5">3</value>
</amount>
<stat>STR</stat>
</effect>
<effect name="StatUp">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">1</value>
<value level="4">2</value>
<value level="5">1</value>
</amount>
<stat>WIT</stat>
</effect>
<effect name="StatUp">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">1</value>
<value level="4">2</value>
<value level="5">1</value>
</amount>
<stat>DEX</stat>
</effect>
<effect name="StatUp">
<amount>
<value level="1">0</value>
@ -794,6 +792,26 @@
</amount>
<stat>INT</stat>
</effect>
<effect name="StatUp">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">1</value>
<value level="4">2</value>
<value level="5">3</value>
</amount>
<stat>WIT</stat>
</effect>
<effect name="StatUp">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">1</value>
<value level="4">2</value>
<value level="5">3</value>
</amount>
<stat>DEX</stat>
</effect>
</effects>
</skill>
<skill id="17826" toLevel="1" name="10th Anniversary Time Capsule Box">

View File

@ -1478,15 +1478,16 @@
<set name="compoundItem" val="38852" />
<set name="compoundChance" val="33" />
<set name="default_action" val="EQUIP" />
<set name="bodypart" val="brooch_jewel" />
<set name="weight" val="5" />
<set name="is_dropable" val="false" />
<set name="is_tradable" val="false" />
<set name="is_clan_depositable" val="false" />
<set name="is_mailable" val="false" />
<set name="is_freightable" val="false" />
<set name="is_tradable" val="false" />
<set name="is_dropable" val="false" />
<set name="is_sellable" val="false" />
<set name="is_commissionable" val="false" />
<set name="is_private_storeable" val="false" />
<set name="weight" val="5" />
<set name="is_sellable" val="false" />
<skills>
<skill id="17701" level="2" />
</skills>

View File

@ -1,17 +1,37 @@
<?xml version="1.0" encoding="UTF-8"?>
<list xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../xsd/skills.xsd">
<skill id="17701" toLevel="5" name="Topaz: Spiritshot">
<!-- TODO: INGORE CP -->
<!-- Interrupts target's skill casting. In PvP, ignores CP and inflicts a fixed damage of 1062. -->
<icon>icon.etc_bm_jewel_topaz_i00</icon>
<operateType>A1</operateType>
<abnormalLvl>
<value level="1">2</value>
<value level="2">3</value>
<value level="3">4</value>
<value level="4">5</value>
<value level="5">6</value>
</abnormalLvl>
<magicLvl>
<value level="1">1</value>
<value level="2">2</value>
<value level="3">3</value>
<value level="4">4</value>
<value level="5">5</value>
</magicLvl>
<castRange>600</castRange>
<hitTime>1000</hitTime>
<coolTime>500</coolTime>
<effectPoint>-1000</effectPoint>
<reuseDelay>30000</reuseDelay>
<targetType>ENEMY</targetType>
<affectScope>SINGLE</affectScope>
<targetConditions>
<condition name="OpCheckFlag" />
</targetConditions>
<effects>
<effect name="BlockSkill">
<magicTypes>1;3</magicTypes>
</effect>
<effect name="SkillTurning">
<chance>100</chance>
<staticChance>true</staticChance>

View File

@ -643,12 +643,21 @@
<operateType>P</operateType>
</skill>
<skill id="17822" toLevel="1" name="Aquamarine">
<icon>icon.skill0000</icon>
<operateType>P</operateType>
<target>SELF</target>
<icon>icon.etc_bm_jewel_aquamarine_i00</icon>
<operateType>A2</operateType>
<abnormalTime>1</abnormalTime>
<chance>100</chance>
<rideState>NONE</rideState>
<magicCriticalRate>5</magicCriticalRate>
<hitCancelTime>0</hitCancelTime>
<magicLvl>85</magicLvl>
<reuseDelay>1000</reuseDelay>
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
<effects>
<effect name="Mp">
<effect name="MpRegen">
<amount>136</amount>
<mode>DIFF</mode>
</effect>
</effects>
</skill>
@ -657,20 +666,29 @@
<!-- 1%, 2%, 4%, 9%, 15% chance of recovering 136 MP. -->
<icon>icon.etc_bm_jewel_aquamarine_i00</icon>
<operateType>P</operateType>
<magicCriticalRate>5</magicCriticalRate>
<magicLvl>85</magicLvl>
<effects>
<effect name="TriggerSkillByAttack" fromLevel="1" toLevel="1">
<skillId>17822</skillId>
<skillLevel>1</skillLevel>
<effect name="TriggerSkillByAttack" fromLevel="1" toLevel="5">
<!-- Aquamarine -->
<attackerType>L2Character</attackerType>
<minAttackerLevel>1</minAttackerLevel>
<maxAttackerLevel>107</maxAttackerLevel>
<minDamage>100</minDamage>
<chance>
<value level="1">1</value>
<value level="2">2</value>
<value level="3">4</value>
<value level="4">9</value>
<value level="5">15</value>
</chance>
<targetType>SELF</targetType>
<isCritical>false</isCritical>
<allowSkillAttack>true</allowSkillAttack>
<allowNormalAttack>false</allowNormalAttack>
<chance>
<value level="1">1</value>
<value level="1">2</value>
<value level="1">4</value>
<value level="1">9</value>
<value level="1">15</value>
</chance>
<allowWeapons>SWORD,BLUNT,DUAL,DUALBLUNT</allowWeapons>
<skillId>17822</skillId>
<skillLevel>1</skillLevel>
</effect>
</effects>
</skill>
@ -750,7 +768,7 @@
<value level="2">1</value>
<value level="3">1</value>
<value level="4">2</value>
<value level="5">1</value>
<value level="5">3</value>
</amount>
<stat>MEN</stat>
</effect>
@ -760,30 +778,10 @@
<value level="2">1</value>
<value level="3">1</value>
<value level="4">2</value>
<value level="5">1</value>
<value level="5">3</value>
</amount>
<stat>STR</stat>
</effect>
<effect name="StatUp">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">1</value>
<value level="4">2</value>
<value level="5">1</value>
</amount>
<stat>WIT</stat>
</effect>
<effect name="StatUp">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">1</value>
<value level="4">2</value>
<value level="5">1</value>
</amount>
<stat>DEX</stat>
</effect>
<effect name="StatUp">
<amount>
<value level="1">0</value>
@ -794,6 +792,26 @@
</amount>
<stat>INT</stat>
</effect>
<effect name="StatUp">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">1</value>
<value level="4">2</value>
<value level="5">3</value>
</amount>
<stat>WIT</stat>
</effect>
<effect name="StatUp">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">1</value>
<value level="4">2</value>
<value level="5">3</value>
</amount>
<stat>DEX</stat>
</effect>
</effects>
</skill>
<skill id="17826" toLevel="1" name="10th Anniversary Time Capsule Box">

View File

@ -488,8 +488,6 @@
</effects>
</skill>
<skill id="18568" toLevel="5" name="Vital Stone">
<!-- TODO Support for VitalityPointConsuptionSpeed -->
<!-- TODO Support for VitalityStatusBonusExp -->
<!-- Level 1 : Increases Vitality Status Bonus EXP by 3%. -->
<!-- Level 2 : Increases Vitality Status Bonus EXP by 6%. Effect does not stack with additional jewels of the same type. -->
<!-- Level 3 : Increases Vitality Status Bonus EXP by 12%. Can use Vital Wind skill. Effect does not stack with additional jewels of the same type. -->
@ -497,16 +495,28 @@
<!-- Level 5 : Increases Vitality Status Bonus EXP by 30% and decreases Vitality Point Consumption Speed by 15%. Can use Vital Wind skill. Effect does not stack with additional jewels of the same type. -->
<icon>icon.etc_bm_jewel_vital</icon>
<operateType>P</operateType>
<effect name="ExpModify">
<amount>
<value level="1">3</value>
<value level="2">6</value>
<value level="3">12</value>
<value level="4">20</value>
<value level="5">30</value>
</amount>
<mode>PER</mode>
</effect>
<effects>
<effect name="VitalityExpRate">
<amount>
<value level="1">3</value>
<value level="2">6</value>
<value level="3">12</value>
<value level="4">20</value>
<value level="5">30</value>
</amount>
<mode>PER</mode>
</effect>
<effect name="VitalityPointsRate">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">0</value>
<value level="4">-7</value>
<value level="5">-15</value>
</amount>
<mode>PER</mode>
</effect>
</effects>
</skill>
<skill id="18570" toLevel="1" name="Function Test Item">
<!-- AUTO GENERATED SKILL -->

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@ -1478,15 +1478,16 @@
<set name="compoundItem" val="38852" />
<set name="compoundChance" val="33" />
<set name="default_action" val="EQUIP" />
<set name="bodypart" val="brooch_jewel" />
<set name="weight" val="5" />
<set name="is_dropable" val="false" />
<set name="is_tradable" val="false" />
<set name="is_clan_depositable" val="false" />
<set name="is_mailable" val="false" />
<set name="is_freightable" val="false" />
<set name="is_tradable" val="false" />
<set name="is_dropable" val="false" />
<set name="is_sellable" val="false" />
<set name="is_commissionable" val="false" />
<set name="is_private_storeable" val="false" />
<set name="weight" val="5" />
<set name="is_sellable" val="false" />
<skills>
<skill id="17701" level="2" />
</skills>

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@ -1,17 +1,37 @@
<?xml version="1.0" encoding="UTF-8"?>
<list xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../xsd/skills.xsd">
<skill id="17701" toLevel="5" name="Greater Topaz - Spiritshot">
<!-- TODO: INGORE CP -->
<!-- Interrupts target's skill casting. In PvP, ignores CP and inflicts a fixed damage of 1062. -->
<icon>icon.etc_bm_jewel_topaz_i00</icon>
<operateType>A1</operateType>
<abnormalLvl>
<value level="1">2</value>
<value level="2">3</value>
<value level="3">4</value>
<value level="4">5</value>
<value level="5">6</value>
</abnormalLvl>
<magicLvl>
<value level="1">1</value>
<value level="2">2</value>
<value level="3">3</value>
<value level="4">4</value>
<value level="5">5</value>
</magicLvl>
<castRange>600</castRange>
<hitTime>1000</hitTime>
<coolTime>500</coolTime>
<effectPoint>-1000</effectPoint>
<reuseDelay>30000</reuseDelay>
<targetType>ENEMY</targetType>
<affectScope>SINGLE</affectScope>
<targetConditions>
<condition name="OpCheckFlag" />
</targetConditions>
<effects>
<effect name="BlockSkill">
<magicTypes>1;3</magicTypes>
</effect>
<effect name="SkillTurning">
<chance>100</chance>
<staticChance>true</staticChance>
@ -106,7 +126,7 @@
<icon>icon.etc_bm_jewel_opal_i00</icon>
<operateType>P</operateType>
<effects>
<effect name="AttackAttribute"> <!-- Default Fire, TODO: AttackCurrentAttribute Handler -->
<effect name="AttackAttributeAdd">
<amount>
<value level="1">10</value>
<value level="2">20</value>

View File

@ -643,12 +643,21 @@
<operateType>P</operateType>
</skill>
<skill id="17822" toLevel="1" name="Aquamarine">
<icon>icon.skill0000</icon>
<operateType>P</operateType>
<target>SELF</target>
<icon>icon.etc_bm_jewel_aquamarine_i00</icon>
<operateType>A2</operateType>
<abnormalTime>1</abnormalTime>
<chance>100</chance>
<rideState>NONE</rideState>
<magicCriticalRate>5</magicCriticalRate>
<hitCancelTime>0</hitCancelTime>
<magicLvl>85</magicLvl>
<reuseDelay>1000</reuseDelay>
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
<effects>
<effect name="Mp">
<effect name="MpRegen">
<amount>136</amount>
<mode>DIFF</mode>
</effect>
</effects>
</skill>
@ -657,20 +666,29 @@
<!-- 1%, 2%, 4%, 9%, 15% chance of recovering 136 MP. -->
<icon>icon.etc_bm_jewel_aquamarine_i00</icon>
<operateType>P</operateType>
<magicCriticalRate>5</magicCriticalRate>
<magicLvl>85</magicLvl>
<effects>
<effect name="TriggerSkillByAttack" fromLevel="1" toLevel="1">
<skillId>17822</skillId>
<skillLevel>1</skillLevel>
<effect name="TriggerSkillByAttack" fromLevel="1" toLevel="5">
<!-- Aquamarine -->
<attackerType>L2Character</attackerType>
<minAttackerLevel>1</minAttackerLevel>
<maxAttackerLevel>107</maxAttackerLevel>
<minDamage>100</minDamage>
<chance>
<value level="1">1</value>
<value level="2">2</value>
<value level="3">4</value>
<value level="4">9</value>
<value level="5">15</value>
</chance>
<targetType>SELF</targetType>
<isCritical>false</isCritical>
<allowSkillAttack>true</allowSkillAttack>
<allowNormalAttack>false</allowNormalAttack>
<chance>
<value level="1">1</value>
<value level="1">2</value>
<value level="1">4</value>
<value level="1">9</value>
<value level="1">15</value>
</chance>
<allowWeapons>SWORD,BLUNT,DUAL,DUALBLUNT</allowWeapons>
<skillId>17822</skillId>
<skillLevel>1</skillLevel>
</effect>
</effects>
</skill>
@ -750,7 +768,7 @@
<value level="2">1</value>
<value level="3">1</value>
<value level="4">2</value>
<value level="5">1</value>
<value level="5">3</value>
</amount>
<stat>MEN</stat>
</effect>
@ -760,30 +778,10 @@
<value level="2">1</value>
<value level="3">1</value>
<value level="4">2</value>
<value level="5">1</value>
<value level="5">3</value>
</amount>
<stat>STR</stat>
</effect>
<effect name="StatUp">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">1</value>
<value level="4">2</value>
<value level="5">1</value>
</amount>
<stat>WIT</stat>
</effect>
<effect name="StatUp">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">1</value>
<value level="4">2</value>
<value level="5">1</value>
</amount>
<stat>DEX</stat>
</effect>
<effect name="StatUp">
<amount>
<value level="1">0</value>
@ -794,6 +792,26 @@
</amount>
<stat>INT</stat>
</effect>
<effect name="StatUp">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">1</value>
<value level="4">2</value>
<value level="5">3</value>
</amount>
<stat>WIT</stat>
</effect>
<effect name="StatUp">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">1</value>
<value level="4">2</value>
<value level="5">3</value>
</amount>
<stat>DEX</stat>
</effect>
</effects>
</skill>
<skill id="17826" toLevel="1" name="10th Anniversary Time Capsule Box">

View File

@ -488,8 +488,6 @@
</effects>
</skill>
<skill id="18568" toLevel="5" name="Greater Vital Stone">
<!-- TODO Support for VitalityPointConsuptionSpeed -->
<!-- TODO Support for VitalityStatusBonusExp -->
<!-- Level 1 : Increases Vitality Status Bonus EXP by 3%. -->
<!-- Level 2 : Increases Vitality Status Bonus EXP by 6%. Effect does not stack with additional jewels of the same type. -->
<!-- Level 3 : Increases Vitality Status Bonus EXP by 12%. Can use Vital Wind skill. Effect does not stack with additional jewels of the same type. -->
@ -497,16 +495,28 @@
<!-- Level 5 : Increases Vitality Status Bonus EXP by 30% and decreases Vitality Point Consumption Speed by 15%. Can use Vital Wind skill. Effect does not stack with additional jewels of the same type. -->
<icon>icon.etc_bm_jewel_vital</icon>
<operateType>P</operateType>
<effect name="ExpModify">
<amount>
<value level="1">3</value>
<value level="2">6</value>
<value level="3">12</value>
<value level="4">20</value>
<value level="5">30</value>
</amount>
<mode>PER</mode>
</effect>
<effects>
<effect name="VitalityExpRate">
<amount>
<value level="1">3</value>
<value level="2">6</value>
<value level="3">12</value>
<value level="4">20</value>
<value level="5">30</value>
</amount>
<mode>PER</mode>
</effect>
<effect name="VitalityPointsRate">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">0</value>
<value level="4">-7</value>
<value level="5">-15</value>
</amount>
<mode>PER</mode>
</effect>
</effects>
</skill>
<skill id="18569" toLevel="1" name="Reward Fishing Rod Pack">
<!-- AUTO GENERATED SKILL TODO: FIX IT -->