Proper naming for ReuseSkillIdByDamage effect.

This commit is contained in:
MobiusDevelopment 2021-12-19 00:19:59 +00:00
parent f09686c720
commit 38e9f81e9c
7 changed files with 30 additions and 30 deletions

View File

@ -314,8 +314,8 @@ public class EffectMasterHandler
EffectHandler.getInstance().registerHandler("Resurrection", Resurrection::new);
EffectHandler.getInstance().registerHandler("ResurrectionSpecial", ResurrectionSpecial::new);
EffectHandler.getInstance().registerHandler("Reuse", Reuse::new);
EffectHandler.getInstance().registerHandler("ReuseSkillByDamageId", ReuseSkillByDamageId::new);
EffectHandler.getInstance().registerHandler("ReuseSkillById", ReuseSkillById::new);
EffectHandler.getInstance().registerHandler("ReuseSkillIdByDamage", ReuseSkillIdByDamage::new);
EffectHandler.getInstance().registerHandler("Root", Root::new);
EffectHandler.getInstance().registerHandler("SacrificeSummon", SacrificeSummon::new);
EffectHandler.getInstance().registerHandler("SafeFallHeight", SafeFallHeight::new);

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@ -32,7 +32,7 @@ import org.l2jmobius.gameserver.network.serverpackets.SkillCoolTime;
/**
* @author NasSeKa
*/
public class ReuseSkillByDamageId extends AbstractEffect
public class ReuseSkillIdByDamage extends AbstractEffect
{
private final int _minAttackerLevel;
private final int _maxAttackerLevel;
@ -43,7 +43,7 @@ public class ReuseSkillByDamageId extends AbstractEffect
private final int _amount;
private final InstanceType _attackerType;
public ReuseSkillByDamageId(StatSet params)
public ReuseSkillIdByDamage(StatSet params)
{
_minAttackerLevel = params.getInt("minAttackerLevel", 1);
_maxAttackerLevel = params.getInt("maxAttackerLevel", Integer.MAX_VALUE);

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@ -1040,15 +1040,15 @@
<effect name="GetDamageLimit">
<amount>500</amount>
</effect>
<effect name="ReuseSkillByDamageId">
<effect name="ReuseSkillIdByDamage">
<skillId>30963</skillId>
<chance>70</chance>
</effect>
<effect name="ReuseSkillByDamageId">
<effect name="ReuseSkillIdByDamage">
<skillId>30964</skillId>
<chance>70</chance>
</effect>
<effect name="ReuseSkillByDamageId">
<effect name="ReuseSkillIdByDamage">
<skillId>30965</skillId>
<chance>70</chance>
</effect>
@ -2628,25 +2628,25 @@
<operateType>A1</operateType>
</skill>
<skill id="30989" toLevel="1" name="Mocking Barrier">
<icon>icon.skill0000</icon>
<operateType>A2</operateType>
<basicProperty>NONE</basicProperty>
<magicCriticalRate>5</magicCriticalRate>
<abnormalLevel>1</abnormalLevel>
<abnormalTime>5</abnormalTime>
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
<effects>
<effect name="PhysicalDefence">
<amount>20</amount>
<mode>PER</mode>
</effect>
<effect name="MagicalDefence">
<amount>20</amount>
<mode>PER</mode>
</effect>
</effects>
</skill>
<icon>icon.skill0000</icon>
<operateType>A2</operateType>
<basicProperty>NONE</basicProperty>
<magicCriticalRate>5</magicCriticalRate>
<abnormalLevel>1</abnormalLevel>
<abnormalTime>5</abnormalTime>
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
<effects>
<effect name="PhysicalDefence">
<amount>20</amount>
<mode>PER</mode>
</effect>
<effect name="MagicalDefence">
<amount>20</amount>
<mode>PER</mode>
</effect>
</effects>
</skill>
<skill id="30990" toLevel="2" name="Test - Acquired XP/ SP_Level Difference_Sum">
<!-- AUTO GENERATED SKILL TODO: FIX IT -->
<icon>icon.skill0000</icon>

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@ -281,8 +281,8 @@ RestorationRandom: Creates items randomly from a specified list. Its multiplied
Resurrection: Resurrects target Player or Summon.
ResurrectionSpecial: Resurrects target Player or Summon only in specified instance IDs.
Reuse: Decreases skill reuse time based on its magic type.
ReuseSkillByDamageId: Resets reuse time for the skill with the specific damage id. (l2jmobius)
ReuseSkillById: Resets reuse time for the skill with the specific id. (l2jmobius)
ReuseSkillIdByDamage: Resets reuse time for the skill with the specific id when damage is taken. (l2jmobius)
Root: Stops movement.
SacrificeSummon: Sacrifices the players summon. (l2jmobius)
SafeFallHeight: Minimum falling height for taking damage stat.

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@ -311,8 +311,8 @@ public class EffectMasterHandler
EffectHandler.getInstance().registerHandler("Resurrection", Resurrection::new);
EffectHandler.getInstance().registerHandler("ResurrectionSpecial", ResurrectionSpecial::new);
EffectHandler.getInstance().registerHandler("Reuse", Reuse::new);
EffectHandler.getInstance().registerHandler("ReuseSkillByDamageId", ReuseSkillByDamageId::new);
EffectHandler.getInstance().registerHandler("ReuseSkillById", ReuseSkillById::new);
EffectHandler.getInstance().registerHandler("ReuseSkillIdByDamage", ReuseSkillIdByDamage::new);
EffectHandler.getInstance().registerHandler("Root", Root::new);
EffectHandler.getInstance().registerHandler("SacrificeSummon", SacrificeSummon::new);
EffectHandler.getInstance().registerHandler("SafeFallHeight", SafeFallHeight::new);

View File

@ -32,7 +32,7 @@ import org.l2jmobius.gameserver.network.serverpackets.SkillCoolTime;
/**
* @author NasSeKa
*/
public class ReuseSkillByDamageId extends AbstractEffect
public class ReuseSkillIdByDamage extends AbstractEffect
{
private final int _minAttackerLevel;
private final int _maxAttackerLevel;
@ -43,7 +43,7 @@ public class ReuseSkillByDamageId extends AbstractEffect
private final int _amount;
private final InstanceType _attackerType;
public ReuseSkillByDamageId(StatSet params)
public ReuseSkillIdByDamage(StatSet params)
{
_minAttackerLevel = params.getInt("minAttackerLevel", 1);
_maxAttackerLevel = params.getInt("maxAttackerLevel", Integer.MAX_VALUE);

View File

@ -279,8 +279,8 @@ RestorationRandom: Creates items randomly from a specified list. Its multiplied
Resurrection: Resurrects target Player or Summon.
ResurrectionSpecial: Resurrects target Player or Summon only in specified instance IDs.
Reuse: Decreases skill reuse time based on its magic type.
ReuseSkillByDamageId: Resets reuse time for the skill with the specific damage id. (l2jmobius)
ReuseSkillById: Resets reuse time for the skill with the specific id. (l2jmobius)
ReuseSkillIdByDamage: Resets reuse time for the skill with the specific id when damage is taken. (l2jmobius)
Root: Stops movement.
SacrificeSummon: Sacrifices the players summon. (l2jmobius)
SafeFallHeight: Minimum falling height for taking damage stat.