Proper naming for ReuseSkillIdByDamage effect.
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@ -314,8 +314,8 @@ public class EffectMasterHandler
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EffectHandler.getInstance().registerHandler("Resurrection", Resurrection::new);
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EffectHandler.getInstance().registerHandler("ResurrectionSpecial", ResurrectionSpecial::new);
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EffectHandler.getInstance().registerHandler("Reuse", Reuse::new);
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EffectHandler.getInstance().registerHandler("ReuseSkillByDamageId", ReuseSkillByDamageId::new);
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EffectHandler.getInstance().registerHandler("ReuseSkillById", ReuseSkillById::new);
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EffectHandler.getInstance().registerHandler("ReuseSkillIdByDamage", ReuseSkillIdByDamage::new);
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EffectHandler.getInstance().registerHandler("Root", Root::new);
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EffectHandler.getInstance().registerHandler("SacrificeSummon", SacrificeSummon::new);
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EffectHandler.getInstance().registerHandler("SafeFallHeight", SafeFallHeight::new);
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@ -32,7 +32,7 @@ import org.l2jmobius.gameserver.network.serverpackets.SkillCoolTime;
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/**
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* @author NasSeKa
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*/
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public class ReuseSkillByDamageId extends AbstractEffect
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public class ReuseSkillIdByDamage extends AbstractEffect
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{
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private final int _minAttackerLevel;
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private final int _maxAttackerLevel;
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@ -43,7 +43,7 @@ public class ReuseSkillByDamageId extends AbstractEffect
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private final int _amount;
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private final InstanceType _attackerType;
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public ReuseSkillByDamageId(StatSet params)
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public ReuseSkillIdByDamage(StatSet params)
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{
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_minAttackerLevel = params.getInt("minAttackerLevel", 1);
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_maxAttackerLevel = params.getInt("maxAttackerLevel", Integer.MAX_VALUE);
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@ -1040,15 +1040,15 @@
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<effect name="GetDamageLimit">
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<amount>500</amount>
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</effect>
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<effect name="ReuseSkillByDamageId">
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<effect name="ReuseSkillIdByDamage">
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<skillId>30963</skillId>
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<chance>70</chance>
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</effect>
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<effect name="ReuseSkillByDamageId">
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<effect name="ReuseSkillIdByDamage">
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<skillId>30964</skillId>
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<chance>70</chance>
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</effect>
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<effect name="ReuseSkillByDamageId">
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<effect name="ReuseSkillIdByDamage">
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<skillId>30965</skillId>
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<chance>70</chance>
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</effect>
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@ -2628,25 +2628,25 @@
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<operateType>A1</operateType>
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</skill>
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<skill id="30989" toLevel="1" name="Mocking Barrier">
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<icon>icon.skill0000</icon>
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<operateType>A2</operateType>
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<basicProperty>NONE</basicProperty>
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<magicCriticalRate>5</magicCriticalRate>
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<abnormalLevel>1</abnormalLevel>
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<abnormalTime>5</abnormalTime>
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<targetType>SELF</targetType>
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<affectScope>SINGLE</affectScope>
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<effects>
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<effect name="PhysicalDefence">
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<amount>20</amount>
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<mode>PER</mode>
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</effect>
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<effect name="MagicalDefence">
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<amount>20</amount>
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<mode>PER</mode>
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</effect>
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</effects>
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</skill>
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<icon>icon.skill0000</icon>
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<operateType>A2</operateType>
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<basicProperty>NONE</basicProperty>
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<magicCriticalRate>5</magicCriticalRate>
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<abnormalLevel>1</abnormalLevel>
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<abnormalTime>5</abnormalTime>
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<targetType>SELF</targetType>
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<affectScope>SINGLE</affectScope>
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<effects>
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<effect name="PhysicalDefence">
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<amount>20</amount>
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<mode>PER</mode>
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</effect>
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<effect name="MagicalDefence">
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<amount>20</amount>
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<mode>PER</mode>
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</effect>
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</effects>
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</skill>
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<skill id="30990" toLevel="2" name="Test - Acquired XP/ SP_Level Difference_Sum">
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<!-- AUTO GENERATED SKILL TODO: FIX IT -->
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<icon>icon.skill0000</icon>
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@ -281,8 +281,8 @@ RestorationRandom: Creates items randomly from a specified list. Its multiplied
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Resurrection: Resurrects target Player or Summon.
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ResurrectionSpecial: Resurrects target Player or Summon only in specified instance IDs.
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Reuse: Decreases skill reuse time based on its magic type.
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ReuseSkillByDamageId: Resets reuse time for the skill with the specific damage id. (l2jmobius)
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ReuseSkillById: Resets reuse time for the skill with the specific id. (l2jmobius)
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ReuseSkillIdByDamage: Resets reuse time for the skill with the specific id when damage is taken. (l2jmobius)
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Root: Stops movement.
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SacrificeSummon: Sacrifices the players summon. (l2jmobius)
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SafeFallHeight: Minimum falling height for taking damage stat.
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@ -311,8 +311,8 @@ public class EffectMasterHandler
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EffectHandler.getInstance().registerHandler("Resurrection", Resurrection::new);
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EffectHandler.getInstance().registerHandler("ResurrectionSpecial", ResurrectionSpecial::new);
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EffectHandler.getInstance().registerHandler("Reuse", Reuse::new);
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EffectHandler.getInstance().registerHandler("ReuseSkillByDamageId", ReuseSkillByDamageId::new);
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EffectHandler.getInstance().registerHandler("ReuseSkillById", ReuseSkillById::new);
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EffectHandler.getInstance().registerHandler("ReuseSkillIdByDamage", ReuseSkillIdByDamage::new);
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EffectHandler.getInstance().registerHandler("Root", Root::new);
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EffectHandler.getInstance().registerHandler("SacrificeSummon", SacrificeSummon::new);
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EffectHandler.getInstance().registerHandler("SafeFallHeight", SafeFallHeight::new);
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@ -32,7 +32,7 @@ import org.l2jmobius.gameserver.network.serverpackets.SkillCoolTime;
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/**
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* @author NasSeKa
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*/
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public class ReuseSkillByDamageId extends AbstractEffect
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public class ReuseSkillIdByDamage extends AbstractEffect
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{
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private final int _minAttackerLevel;
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private final int _maxAttackerLevel;
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@ -43,7 +43,7 @@ public class ReuseSkillByDamageId extends AbstractEffect
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private final int _amount;
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private final InstanceType _attackerType;
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public ReuseSkillByDamageId(StatSet params)
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public ReuseSkillIdByDamage(StatSet params)
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{
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_minAttackerLevel = params.getInt("minAttackerLevel", 1);
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_maxAttackerLevel = params.getInt("maxAttackerLevel", Integer.MAX_VALUE);
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@ -279,8 +279,8 @@ RestorationRandom: Creates items randomly from a specified list. Its multiplied
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Resurrection: Resurrects target Player or Summon.
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ResurrectionSpecial: Resurrects target Player or Summon only in specified instance IDs.
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Reuse: Decreases skill reuse time based on its magic type.
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ReuseSkillByDamageId: Resets reuse time for the skill with the specific damage id. (l2jmobius)
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ReuseSkillById: Resets reuse time for the skill with the specific id. (l2jmobius)
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ReuseSkillIdByDamage: Resets reuse time for the skill with the specific id when damage is taken. (l2jmobius)
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Root: Stops movement.
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SacrificeSummon: Sacrifices the players summon. (l2jmobius)
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SafeFallHeight: Minimum falling height for taking damage stat.
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