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