Passive skills should use passiveConditions.

This commit is contained in:
MobiusDevelopment
2019-06-22 11:08:00 +00:00
parent 2a5c8246fa
commit 258713950d
32 changed files with 265 additions and 206 deletions

View File

@@ -1053,7 +1053,7 @@
<!-- Power of skills that consume Momentum increase by $s1. -->
<icon>icon.skill10324</icon>
<operateType>P</operateType>
<conditions>
<passiveConditions>
<condition name="OpCheckSkill">
<skillId>261</skillId> <!-- Triple Sonic Slash -->
<skillId>10258</skillId> <!-- Armor Destruction -->
@@ -1064,7 +1064,7 @@
<skillId>10318</skillId> <!-- Sonic Flash -->
<affectType>CASTER</affectType>
</condition>
</conditions>
</passiveConditions>
<effects>
<effect name="PhysicalSkillPower">
<amount>

View File

@@ -303,14 +303,14 @@
<!-- Increases P. Atk. and P. Def. when HP is below 30%. Applies after the lord stage. -->
<icon>icon.skill19011</icon>
<operateType>P</operateType>
<conditions>
<passiveConditions>
<condition name="CanUseInBattlefield" />
<condition name="RemainHpPer">
<amount>30</amount>
<percentType>LESS</percentType>
<affectType>CASTER</affectType>
</condition>
</conditions>
</passiveConditions>
<effects>
<effect name="PAtk">
<amount>30</amount>

View File

@@ -1845,13 +1845,13 @@
<operateType>P</operateType>
<magicCriticalRate>5</magicCriticalRate>
<magicLvl>85</magicLvl>
<conditions>
<passiveConditions>
<condition name="RemainHpPer">
<amount>90</amount>
<percentType>MORE</percentType>
<affectType>CASTER</affectType>
</condition>
</conditions>
</passiveConditions>
<effects>
<effect name="PhysicalDefence">
<amount>20</amount>

View File

@@ -263,6 +263,29 @@
</amount>
<stat>CHA</stat>
</effect>
<effect name="StatUp">
<amount>
<value level="1">0</value>
<value level="2">5</value>
<value level="3">5</value>
</amount>
<stat>INT</stat>
</effect>
<effect name="AttackAttributeAdd">
<amount>
<value level="1">0</value>
<value level="2">50</value>
<value level="3">50</value>
</amount>
</effect>
<effect name="VitalityExpRate">
<amount>
<value level="1">0</value>
<value level="2">10</value>
<value level="3">10</value>
</amount>
<mode>PER</mode>
</effect>
</effects>
</skill>
<skill id="35109" toLevel="5" name="Circlet of Foresight Enchant Effect">
@@ -679,21 +702,21 @@
<effects>
<effect name="DefenceCriticalDamage">
<amount>
<value level="1">3</value>
<value level="2">5</value>
<value level="3">7</value>
<value level="4">10</value>
<value level="5">15</value>
<value level="1">-3</value>
<value level="2">-5</value>
<value level="3">-7</value>
<value level="4">-10</value>
<value level="5">-15</value>
</amount>
<mode>PER</mode>
</effect>
<effect name="DefenceMagicCriticalDamage">
<amount>
<value level="1">3</value>
<value level="2">5</value>
<value level="3">7</value>
<value level="4">10</value>
<value level="5">15</value>
<value level="1">-3</value>
<value level="2">-5</value>
<value level="3">-7</value>
<value level="4">-10</value>
<value level="5">-15</value>
</amount>
<mode>PER</mode>
</effect>
@@ -825,11 +848,47 @@
<!-- Damage to Immobilized Targets + $s1 -->
<icon>Icon.bm_mineral_circlet_hair_acc</icon>
<operateType>P</operateType>
<passiveConditions>
<condition name="OpCheckAbnormal">
<type>STUN</type>
<level>1</level>
<hasAbnormal>true</hasAbnormal>
<affectType>TARGET</affectType>
</condition>
</passiveConditions>
<effects>
<effect name="MAtk">
<amount>5</amount>
<mode>PER</mode>
</effect>
<effect name="PAtk">
<amount>5</amount>
<mode>PER</mode>
</effect>
</effects>
</skill>
<skill id="35122" toLevel="1" name="Circlet Spirit Stone Augmentation Effect">
<!-- Received Damage When Immobilized - $s1 -->
<icon>Icon.bm_mineral_circlet_hair_acc</icon>
<operateType>P</operateType>
<passiveConditions>
<condition name="OpCheckAbnormal">
<type>STUN</type>
<level>1</level>
<hasAbnormal>true</hasAbnormal>
<affectType>CASTER</affectType>
</condition>
</passiveConditions>
<effects>
<effect name="PhysicalDefence">
<amount>5</amount>
<mode>PER</mode>
</effect>
<effect name="MagicalDefence">
<amount>5</amount>
<mode>PER</mode>
</effect>
</effects>
</skill>
<skill id="35123" toLevel="1" name="Circlet Spirit Stone Augmentation Effect">
<!-- P. Atk. + $s1 -->

View File

@@ -529,7 +529,7 @@
</xs:complexType>
</xs:element>
<xs:element minOccurs="0" name="classId" type="xs:string" />
<xs:element minOccurs="0" maxOccurs="unbounded" name="skillId" type="xs:unsignedShort" />
<xs:element minOccurs="0" name="skillId" type="xs:unsignedShort" />
<xs:element minOccurs="0" maxOccurs="unbounded" name="skillLevel" type="xs:unsignedByte" />
<xs:element minOccurs="0" name="hasLearned" type="xs:boolean" />
<xs:element minOccurs="0" name="type" type="xs:string" />
@@ -658,8 +658,8 @@
</xs:complexType>
</xs:element>
<xs:element name="effects">
<xs:complexType mixed="true">
<xs:sequence minOccurs="0">
<xs:complexType>
<xs:sequence>
<xs:element minOccurs="0" name="dispel">
<xs:complexType>
<xs:sequence>
@@ -1122,7 +1122,6 @@
</xs:complexType>
</xs:element>
</xs:sequence>
<xs:attribute name="level" type="xs:unsignedByte" use="optional" />
</xs:complexType>
</xs:element>
<xs:element name="accuracyAmount" type="xs:unsignedByte" />
@@ -1289,8 +1288,8 @@
<xs:complexType>
<xs:attribute name="id" type="xs:unsignedShort" use="required" />
<xs:attribute name="count" type="xs:unsignedInt" use="required" />
<xs:attribute name="minEnchant" type="xs:unsignedInt" />
<xs:attribute name="maxEnchant" type="xs:unsignedInt" />
<xs:attribute name="minEnchant" type="xs:unsignedByte" use="optional" />
<xs:attribute name="maxEnchant" type="xs:unsignedByte" use="optional" />
</xs:complexType>
</xs:element>
</xs:sequence>
@@ -2241,13 +2240,14 @@
<xs:element maxOccurs="unbounded" name="condition">
<xs:complexType>
<xs:sequence minOccurs="0">
<xs:element minOccurs="0" name="amount" type="xs:unsignedByte" />
<xs:element minOccurs="0" name="percentType" type="xs:string" />
<xs:element minOccurs="0" name="type" type="xs:string" />
<xs:element minOccurs="0" name="level" type="xs:unsignedByte" />
<xs:element minOccurs="0" name="hasAbnormal" type="xs:boolean" />
<xs:element minOccurs="0" name="L2Object" type="xs:string" />
<xs:element minOccurs="0" name="alignment" type="xs:string" />
<xs:element minOccurs="0" name="amount" type="xs:unsignedByte" />
<xs:element minOccurs="0" name="percentType" type="xs:string" />
<xs:element minOccurs="0" maxOccurs="unbounded" name="skillId" type="xs:unsignedShort" />
<xs:element minOccurs="0" name="classIds">
<xs:complexType>
<xs:sequence>