-Small fix for Rage Aura debuff

-Update TriggerForce effect to avoid visual bug when Sigel' class use any aura on party, and some bug fixes on this effect.
-Implemented soulshot\spiritshot\blessed spiritshot damage bonus from enchanted weapon
-Implemented soulshot\spiritshot\blessed spiritshot damage bonus from Jewels Ruby\Sapphire
-Implemented Ruby\Sapphire\Topaz\Opal\Obsidian\Diamond\Emerald\Aquamarine\Pearl Jewels and its stats\skills.
-Changed compound jewels rate (in official servers - chances are lower (and from 3-5 lvls - greatly lower)
-Added visual effect to SS\SPS\BSPS if you equip Ruby\Sapphire 3\4\5 lvls (blue\yellow\red glow effects)
-New parameter weaponElementPower - increase weapon attribute power (if fire added in weapon - this parameter increase fire.. also about others)
-Small update skills.xsd to remove some eclipse warnings.

Contributed by NviX.
This commit is contained in:
MobiusDev
2015-07-11 16:22:19 +00:00
parent 5df3726293
commit 2beeb5bfbc
16 changed files with 429 additions and 169 deletions

View File

@ -730,20 +730,21 @@ public class CharStat
public int getAttackElementValue(byte attackAttribute)
{
double additionalPower = _activeChar.getStat().calcStat(Stats.WEAPON_ELEMENT_POWER, 0, null, null);
switch (attackAttribute)
{
case Elementals.FIRE:
return (int) calcStat(Stats.FIRE_POWER, _activeChar.getTemplate().getBaseFire());
return (int) (calcStat(Stats.FIRE_POWER, _activeChar.getTemplate().getBaseFire()) + additionalPower);
case Elementals.WATER:
return (int) calcStat(Stats.WATER_POWER, _activeChar.getTemplate().getBaseWater());
return (int) (calcStat(Stats.WATER_POWER, _activeChar.getTemplate().getBaseWater()) + additionalPower);
case Elementals.WIND:
return (int) calcStat(Stats.WIND_POWER, _activeChar.getTemplate().getBaseWind());
return (int) (calcStat(Stats.WIND_POWER, _activeChar.getTemplate().getBaseWind()) + additionalPower);
case Elementals.EARTH:
return (int) calcStat(Stats.EARTH_POWER, _activeChar.getTemplate().getBaseEarth());
return (int) (calcStat(Stats.EARTH_POWER, _activeChar.getTemplate().getBaseEarth()) + additionalPower);
case Elementals.HOLY:
return (int) calcStat(Stats.HOLY_POWER, _activeChar.getTemplate().getBaseHoly());
return (int) (calcStat(Stats.HOLY_POWER, _activeChar.getTemplate().getBaseHoly()) + additionalPower);
case Elementals.DARK:
return (int) calcStat(Stats.DARK_POWER, _activeChar.getTemplate().getBaseDark());
return (int) (calcStat(Stats.DARK_POWER, _activeChar.getTemplate().getBaseDark()) + additionalPower);
default:
return 0;
}