Kelbim and Shadow Weapons.

Contributed by Matts.
This commit is contained in:
MobiusDev
2015-11-22 09:20:17 +00:00
parent 11c2e789b2
commit 831da641c0
3 changed files with 291 additions and 48 deletions

View File

@@ -116,29 +116,81 @@
<skill id="13816" levels="1" name="Kelbim's Dagger">
<!-- AUTO GENERATED INFINITE ODYSSEY SKILL TODO: FIX IT -->
<set name="icon" val="icon.skill0000" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="magicLvl" val="85" />
<set name="operateType" val="PASSIVE" />
<set name="targetType" val="SELF" />
<for>
<effect name="Buff">
<mul stat="pvpPhysDmg" val="1.15" />
<mul stat="pvpPhysSkillsDmg" val="1.15" />
<mul stat="pvpMagicalDmg" val="1.15" />
<mul stat="maxHp" val="1.25" />
<mul stat="pAtk" val="1.1" />
<mul stat="pAtkSpd" val="1.15" />
<mul stat="critDmg" val="1.15" />
<add stat="reflectDam" val="20" />
</effect>
</for>
</skill>
<!-- PvP Damage + 15%%, Max HP + 25%%, P. Atk. + 10%%, Atk. Spd. + 15%%, P. Critical Damage + 15%%, and 20%% of it is reflected back to the attacker. -->
<skill id="13817" levels="1" name="Kelbim's Dual Dagger">
<!-- AUTO GENERATED INFINITE ODYSSEY SKILL TODO: FIX IT -->
<set name="icon" val="icon.skill0000" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="magicLvl" val="85" />
<set name="operateType" val="PASSIVE" />
<set name="targetType" val="SELF" />
<for>
<effect name="Buff">
<mul stat="pvpPhysDmg" val="1.15" />
<mul stat="pvpPhysSkillsDmg" val="1.15" />
<mul stat="pvpMagicalDmg" val="1.15" />
<mul stat="maxHp" val="1.25" />
<mul stat="pAtk" val="1.1" />
<mul stat="pAtkSpd" val="1.15" />
<mul stat="critDmg" val="1.15" />
<add stat="reflectDam" val="20" />
</effect>
</for>
</skill>
<!-- PvP Damage + 15%%, Max HP + 25%%, P. Atk. + 10%%, Atk. Spd. + 15%%, P. Critical Damage + 15%%, and 20%% of it is reflected back to the attacker. -->
<skill id="13818" levels="1" name="Kelbim's Bow">
<!-- AUTO GENERATED INFINITE ODYSSEY SKILL TODO: FIX IT -->
<set name="icon" val="icon.skill0000" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="magicLvl" val="85" />
<set name="operateType" val="PASSIVE" />
<set name="targetType" val="SELF" />
<for>
<effect name="Buff">
<mul stat="pvpPhysDmg" val="1.15" />
<mul stat="pvpPhysSkillsDmg" val="1.15" />
<mul stat="pvpMagicalDmg" val="1.15" />
<mul stat="maxHp" val="1.25" />
<mul stat="pAtk" val="1.1" />
<mul stat="pAtkSpd" val="1.15" />
<mul stat="critDmg" val="1.15" />
<add stat="reflectDam" val="20" />
</effect>
</for>
</skill>
<!-- PvP Damage + 15%%, Max HP + 25%%, P. Atk. + 10%%, Atk. Spd. + 15%%, P. Critical Damage + 15%%, and 20%% of it is reflected back to the attacker. -->
<skill id="13819" levels="1" name="Kelbim's Crossbow">
<!-- AUTO GENERATED INFINITE ODYSSEY SKILL TODO: FIX IT -->
<set name="icon" val="icon.skill0000" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="magicLvl" val="85" />
<set name="operateType" val="PASSIVE" />
<set name="targetType" val="SELF" />
<for>
<effect name="Buff">
<mul stat="pvpPhysDmg" val="1.15" />
<mul stat="pvpPhysSkillsDmg" val="1.15" />
<mul stat="pvpMagicalDmg" val="1.15" />
<mul stat="maxHp" val="1.25" />
<mul stat="pAtk" val="1.1" />
<mul stat="pAtkSpd" val="1.15" />
<mul stat="critDmg" val="1.15" />
<add stat="reflectDam" val="20" />
</effect>
</for>
</skill>
<!-- For 30 min., Damage Reflect Resistance + 20%%. -->
<skill id="13820" levels="1" name="Kelbim's Shout">
@@ -260,81 +312,227 @@
<set name="targetType" val="SELF" />
</skill>
<!-- Atk. Spd + $s1. -->
<skill id="13837" levels="1" name="Shadow Cutter">
<!-- AUTO GENERATED INFINITE ODYSSEY SKILL TODO: FIX IT -->
<skill id="13837" levels="12" name="Shadow Cutter">
<table name="#atkSpeed"> 1.05 1.07 1.1 1.12 1.15 1.15 1.15 1.15 1.15 1.15 1.15 1.15 </table>
<table name="#critRate"> 0 0 0 0 0 30 60 100 100 100 100 100 </table>
<table name="#maxHp"> 1 1 1 1 1 1 1 1 1.05 1.1 1.15 1.15 </table>
<table name="#maxMp"> 1 1 1 1 1 1 1 1 1.05 1.1 1.15 1.15 </table>
<table name="#pAtk"> 1 1 1 1 1 1 1 1 1 1 1 1.07 </table>
<set name="icon" val="icon.skill0000" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="magicLvl" val="85" />
<set name="operateType" val="PASSIVE" />
<set name="targetType" val="SELF" />
<for>
<effect name="Buff">
<mul stat="pAtkSpd" val="#atkSpeed" />
<add stat="critRate" val="#critRate" />
<mul stat="maxHp" val="#maxHp" />
<mul stat="maxMp" val="#maxMp" />
<mul stat="pAtk" val="#pAtk" />
</effect>
</for>
</skill>
<!-- Atk. Spd + $s1. -->
<skill id="13838" levels="1" name="Shadow Slasher">
<!-- AUTO GENERATED INFINITE ODYSSEY SKILL TODO: FIX IT -->
<skill id="13838" levels="12" name="Shadow Slasher">
<table name="#atkSpeed"> 1.05 1.07 1.1 1.12 1.15 1.15 1.15 1.15 1.15 1.15 1.15 1.15 </table>
<table name="#critRate"> 0 0 0 0 0 30 60 100 100 100 100 100 </table>
<table name="#maxHp"> 1 1 1 1 1 1 1 1 1.05 1.1 1.15 1.15 </table>
<table name="#maxMp"> 1 1 1 1 1 1 1 1 1.05 1.1 1.15 1.15 </table>
<table name="#pAtk"> 1 1 1 1 1 1 1 1 1 1 1 1.07 </table>
<set name="icon" val="icon.skill0000" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="magicLvl" val="85" />
<set name="operateType" val="PASSIVE" />
<set name="targetType" val="SELF" />
<for>
<effect name="Buff">
<mul stat="pAtkSpd" val="#atkSpeed" />
<add stat="critRate" val="#critRate" />
<mul stat="maxHp" val="#maxHp" />
<mul stat="maxMp" val="#maxMp" />
<mul stat="pAtk" val="#pAtk" />
</effect>
</for>
</skill>
<!-- Atk. Spd + $s1. -->
<skill id="13839" levels="1" name="Shadow Fighter">
<!-- AUTO GENERATED INFINITE ODYSSEY SKILL TODO: FIX IT -->
<skill id="13839" levels="12" name="Shadow Fighter">
<table name="#atkSpeed"> 1.05 1.07 1.1 1.12 1.15 1.15 1.15 1.15 1.15 1.15 1.15 1.15 </table>
<table name="#critRate"> 0 0 0 0 0 30 60 100 100 100 100 100 </table>
<table name="#maxHp"> 1 1 1 1 1 1 1 1 1.05 1.1 1.15 1.15 </table>
<table name="#maxMp"> 1 1 1 1 1 1 1 1 1.05 1.1 1.15 1.15 </table>
<table name="#pAtk"> 1 1 1 1 1 1 1 1 1 1 1 1.07 </table>
<set name="icon" val="icon.skill0000" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="magicLvl" val="85" />
<set name="operateType" val="PASSIVE" />
<set name="targetType" val="SELF" />
<for>
<effect name="Buff">
<mul stat="pAtkSpd" val="#atkSpeed" />
<add stat="critRate" val="#critRate" />
<mul stat="maxHp" val="#maxHp" />
<mul stat="maxMp" val="#maxMp" />
<mul stat="pAtk" val="#pAtk" />
</effect>
</for>
</skill>
<!-- Atk. Spd + $s1. -->
<skill id="13840" levels="1" name="Shadow Stormer">
<!-- AUTO GENERATED INFINITE ODYSSEY SKILL TODO: FIX IT -->
<skill id="13840" levels="12" name="Shadow Stormer">
<table name="#atkSpeed"> 1.05 1.07 1.1 1.12 1.15 1.15 1.15 1.15 1.15 1.15 1.15 1.15 </table>
<table name="#critRate"> 0 0 0 0 0 30 60 100 100 100 100 100 </table>
<table name="#maxHp"> 1 1 1 1 1 1 1 1 1.05 1.1 1.15 1.15 </table>
<table name="#maxMp"> 1 1 1 1 1 1 1 1 1.05 1.1 1.15 1.15 </table>
<table name="#pAtk"> 1 1 1 1 1 1 1 1 1 1 1 1.07 </table>
<set name="icon" val="icon.skill0000" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="magicLvl" val="85" />
<set name="operateType" val="PASSIVE" />
<set name="targetType" val="SELF" />
<for>
<effect name="Buff">
<mul stat="pAtkSpd" val="#atkSpeed" />
<add stat="critRate" val="#critRate" />
<mul stat="maxHp" val="#maxHp" />
<mul stat="maxMp" val="#maxMp" />
<mul stat="pAtk" val="#pAtk" />
</effect>
</for>
</skill>
<!-- Atk. Spd + $s1. -->
<skill id="13841" levels="1" name="Shadow Dualsword">
<!-- AUTO GENERATED INFINITE ODYSSEY SKILL TODO: FIX IT -->
<skill id="13841" levels="12" name="Shadow Dualsword">
<table name="#atkSpeed"> 1.05 1.07 1.1 1.12 1.15 1.15 1.15 1.15 1.15 1.15 1.15 1.15 </table>
<table name="#critRate"> 0 0 0 0 0 30 60 100 100 100 100 100 </table>
<table name="#maxHp"> 1 1 1 1 1 1 1 1 1.05 1.1 1.15 1.15 </table>
<table name="#maxMp"> 1 1 1 1 1 1 1 1 1.05 1.1 1.15 1.15 </table>
<table name="#pAtk"> 1 1 1 1 1 1 1 1 1 1 1 1.07 </table>
<set name="icon" val="icon.skill0000" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="magicLvl" val="85" />
<set name="operateType" val="PASSIVE" />
<set name="targetType" val="SELF" />
<for>
<effect name="Buff">
<mul stat="pAtkSpd" val="#atkSpeed" />
<add stat="critRate" val="#critRate" />
<mul stat="maxHp" val="#maxHp" />
<mul stat="maxMp" val="#maxMp" />
<mul stat="pAtk" val="#pAtk" />
</effect>
</for>
</skill>
<!-- Atk. Spd + $s1. -->
<skill id="13842" levels="1" name="Shadow Shaper">
<!-- AUTO GENERATED INFINITE ODYSSEY SKILL TODO: FIX IT -->
<skill id="13842" levels="12" name="Shadow Shaper">
<table name="#atkSpeed"> 1.05 1.07 1.1 1.12 1.15 1.15 1.15 1.15 1.15 1.15 1.15 1.15 </table>
<table name="#critDamage"> 1 1 1 1 1 1.03 1.06 1.1 1.1 1.1 1.1 1.1 </table>
<table name="#maxHp"> 1 1 1 1 1 1 1 1 1.05 1.1 1.15 1.15 </table>
<table name="#maxMp"> 1 1 1 1 1 1 1 1 1.05 1.1 1.15 1.15 </table>
<table name="#pAtk"> 1 1 1 1 1 1 1 1 1 1 1 1.07 </table>
<set name="icon" val="icon.skill0000" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="magicLvl" val="85" />
<set name="operateType" val="PASSIVE" />
<set name="targetType" val="SELF" />
<for>
<effect name="Buff">
<mul stat="pAtkSpd" val="#atkSpeed" />
<mul stat="critDmg" val="#critDamage" />
<mul stat="maxHp" val="#maxHp" />
<mul stat="maxMp" val="#maxMp" />
<mul stat="pAtk" val="#pAtk" />
</effect>
</for>
</skill>
<!-- Atk. Spd + $s1. -->
<skill id="13843" levels="1" name="Shadow Thrower">
<!-- AUTO GENERATED INFINITE ODYSSEY SKILL TODO: FIX IT -->
<skill id="13843" levels="12" name="Shadow Thrower">
<table name="#atkSpeed"> 1.05 1.07 1.1 1.12 1.15 1.15 1.15 1.15 1.15 1.15 1.15 1.15 </table>
<table name="#critDamage"> 1 1 1 1 1 1.03 1.06 1.1 1.1 1.1 1.1 1.1 </table>
<table name="#maxHp"> 1 1 1 1 1 1 1 1 1.05 1.1 1.15 1.15 </table>
<table name="#maxMp"> 1 1 1 1 1 1 1 1 1.05 1.1 1.15 1.15 </table>
<table name="#pAtk"> 1 1 1 1 1 1 1 1 1 1 1 1.07 </table>
<set name="icon" val="icon.skill0000" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="magicLvl" val="85" />
<set name="operateType" val="PASSIVE" />
<set name="targetType" val="SELF" />
<for>
<effect name="Buff">
<mul stat="pAtkSpd" val="#atkSpeed" />
<mul stat="critDmg" val="#critDamage" />
<mul stat="maxHp" val="#maxHp" />
<mul stat="maxMp" val="#maxMp" />
<mul stat="pAtk" val="#pAtk" />
</effect>
</for>
</skill>
<!-- Atk. Spd + $s1. -->
<skill id="13844" levels="1" name="Shadow Shooter">
<!-- AUTO GENERATED INFINITE ODYSSEY SKILL TODO: FIX IT -->
<skill id="13844" levels="12" name="Shadow Shooter">
<table name="#atkSpeed"> 1.05 1.07 1.1 1.12 1.15 1.15 1.15 1.15 1.15 1.15 1.15 1.15 </table>
<table name="#critDamage"> 1 1 1 1 1 1.03 1.06 1.1 1.1 1.1 1.1 1.1 </table>
<table name="#maxHp"> 1 1 1 1 1 1 1 1 1.05 1.1 1.15 1.15 </table>
<table name="#maxMp"> 1 1 1 1 1 1 1 1 1.05 1.1 1.15 1.15 </table>
<table name="#pAtk"> 1 1 1 1 1 1 1 1 1 1 1 1.07 </table>
<set name="icon" val="icon.skill0000" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="magicLvl" val="85" />
<set name="operateType" val="PASSIVE" />
<set name="targetType" val="SELF" />
<for>
<effect name="Buff">
<mul stat="pAtkSpd" val="#atkSpeed" />
<mul stat="critDmg" val="#critDamage" />
<mul stat="maxHp" val="#maxHp" />
<mul stat="maxMp" val="#maxMp" />
<mul stat="pAtk" val="#pAtk" />
</effect>
</for>
</skill>
<!-- Casting Spd. + $s1. -->
<skill id="13845" levels="1" name="Shadow Buster">
<!-- AUTO GENERATED INFINITE ODYSSEY SKILL TODO: FIX IT -->
<skill id="13845" levels="12" name="Shadow Buster">
<table name="#mAtkSpd"> 1.05 1.07 1.1 1.12 1.15 1.15 1.15 1.15 1.15 1.15 1.15 1.15 </table>
<table name="#mCritRate"> 0 0 0 0 0 30 60 100 100 100 100 100 </table>
<table name="#maxHp"> 1 1 1 1 1 1 1 1 1.05 1.1 1.15 1.15 </table>
<table name="#maxMp"> 1 1 1 1 1 1 1 1 1.05 1.1 1.15 1.15 </table>
<table name="#pAtk"> 1 1 1 1 1 1 1 1 1 1 1 1.07 </table>
<set name="icon" val="icon.skill0000" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="magicLvl" val="85" />
<set name="operateType" val="PASSIVE" />
<set name="targetType" val="SELF" />
<for>
<effect name="Buff">
<mul stat="mAtkSpd" val="#mAtkSpd" />
<add stat="mCritRate" val="#mCritRate" />
<mul stat="maxHp" val="#maxHp" />
<mul stat="maxMp" val="#maxMp" />
<mul stat="pAtk" val="#pAtk" />
</effect>
</for>
</skill>
<!-- Casting Spd. + $s1. -->
<skill id="13846" levels="1" name="Shadow Retributer">
<!-- AUTO GENERATED INFINITE ODYSSEY SKILL TODO: FIX IT -->
<skill id="13846" levels="12" name="Shadow Retributer">
<table name="#mAtkSpd"> 1.05 1.07 1.1 1.12 1.15 1.15 1.15 1.15 1.15 1.15 1.15 1.15 </table>
<table name="#mCritRate"> 0 0 0 0 0 30 60 100 100 100 100 100 </table>
<table name="#maxHp"> 1 1 1 1 1 1 1 1 1.05 1.1 1.15 1.15 </table>
<table name="#maxMp"> 1 1 1 1 1 1 1 1 1.05 1.1 1.15 1.15 </table>
<table name="#pAtk"> 1 1 1 1 1 1 1 1 1 1 1 1.07 </table>
<set name="icon" val="icon.skill0000" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="magicLvl" val="85" />
<set name="operateType" val="PASSIVE" />
<set name="targetType" val="SELF" />
<for>
<effect name="Buff">
<mul stat="mAtkSpd" val="#mAtkSpd" />
<add stat="mCritRate" val="#mCritRate" />
<mul stat="maxHp" val="#maxHp" />
<mul stat="maxMp" val="#maxMp" />
<mul stat="pAtk" val="#pAtk" />
</effect>
</for>
</skill>
<!-- NPC Damage + 10%%. -->
<skill id="13847" levels="1" name="PvE Damage Increase">
<!-- AUTO GENERATED INFINITE ODYSSEY SKILL TODO: FIX IT -->
<set name="icon" val="icon.skill0000" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="operateType" val="PASSIVE" />
<set name="targetType" val="SELF" />
<for>
<effect name="Buff">
<mul stat="pvePhysDmg" val="1.10" />
<mul stat="pvePhysSkillsDmg" val="1.10" />
<mul stat="pveMagicalDmg" val="1.10" />
</effect>
</for>
</skill>
<!-- Allows the use of Blessed Resurrection. Cooldown is 12 hours. -->
<skill id="13848" levels="1" name="Blessed Resurrection">