Skills Diversion (10778), Remote Control (10788) and Superior Skill Mastery (10904).

Contributed by Sahar.
This commit is contained in:
MobiusDev 2015-09-13 12:17:33 +00:00
parent d620778570
commit 836809f735
6 changed files with 135 additions and 6 deletions

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@ -18,14 +18,14 @@
*/
package handlers;
import handlers.effecthandlers.*;
import java.util.logging.Level;
import java.util.logging.Logger;
import com.l2jserver.gameserver.handler.EffectHandler;
import com.l2jserver.gameserver.model.effects.AbstractEffect;
import handlers.effecthandlers.*;
/**
* Effect Master handler.
* @author BiggBoss, Zoey76
@ -153,6 +153,7 @@ public final class EffectMasterHandler
Reeling.class,
RefuelAirship.class,
Relax.class,
RemoteControl.class,
ResistSkill.class,
Restoration.class,
RestorationRandom.class,
@ -162,6 +163,7 @@ public final class EffectMasterHandler
RunAway.class,
ServitorShare.class,
SetSkill.class,
ShiftTarget.class,
ShilensBreath.class,
SilentMove.class,
SkillTurning.class,

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@ -0,0 +1,50 @@
/*
* Copyright (C) 2004-2015 L2J Server
*
* This file is part of L2J Server.
*
* L2J Server is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* L2J Server is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package handlers.effecthandlers;
import com.l2jserver.gameserver.model.StatsSet;
import com.l2jserver.gameserver.model.conditions.Condition;
import com.l2jserver.gameserver.model.effects.AbstractEffect;
import com.l2jserver.gameserver.model.skills.BuffInfo;
public class RemoteControl extends AbstractEffect
{
private static final int TIME_BOMB = 10786;
public RemoteControl(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
{
super(attachCond, applyCond, set, params);
}
@Override
public boolean isInstant()
{
return true;
}
@Override
public void onStart(BuffInfo info)
{
final BuffInfo effect = info.getEffected().getEffectList().getBuffInfoBySkillId(TIME_BOMB);
if ((effect != null) && (effect.getEffector() == info.getEffector()))
{
info.getEffected().getEffectList().remove(true, effect);
}
}
}

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@ -0,0 +1,59 @@
/*
* Copyright (C) 2004-2015 L2J Server
*
* This file is part of L2J Server.
*
* L2J Server is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* L2J Server is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package handlers.effecthandlers;
import com.l2jserver.gameserver.model.StatsSet;
import com.l2jserver.gameserver.model.actor.L2Attackable;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.conditions.Condition;
import com.l2jserver.gameserver.model.effects.AbstractEffect;
import com.l2jserver.gameserver.model.skills.BuffInfo;
public class ShiftTarget extends AbstractEffect
{
public ShiftTarget(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
{
super(attachCond, applyCond, set, params);
}
@Override
public boolean isInstant()
{
return true;
}
@Override
public void onStart(BuffInfo info)
{
if (info.getEffected().isAlikeDead())
{
return;
}
for (L2Character obj : info.getEffector().getKnownList().getKnownCharactersInRadius(info.getSkill().getEffectRange()))
{
if (!obj.isMonster() || obj.isDead() || (obj.getTarget() == null) || (obj.getTarget() != info.getEffector()))
{
continue;
}
final L2Attackable hater = (L2Attackable) obj;
hater.addDamageHate(info.getEffected(), 0, hater.getHating(info.getEffector()) + 1);
}
}
}

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@ -1059,9 +1059,10 @@
<!-- Level 109 : Transfers nearby enemies' enmity on yourself to a selected party member. Enchant Cost: Decreases MP Consumption. (+ 9 Cost | Decreases MP Consumption.) -->
<!-- Level 110 : Transfers nearby enemies' enmity on yourself to a selected party member. Enchant Cost: Decreases MP Consumption. (+ 10 Cost | Decreases MP Consumption.) -->
<skill id="10778" levels="1" name="Diversion">
<table name="#ench1mpConsume">81 78 74 71 68 64 61 57 54 51</table>
<set name="icon" val="icon.skill10778" />
<set name="magicLvl" val="85" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="mpConsume" val="85" />
<set name="effectRange" val="1100" />
<set name="hitTime" val="1500" />
@ -1069,7 +1070,12 @@
<set name="castRange" val="1100" />
<set name="skillRadius" val="1100" />
<set name="reuseDelay" val="60000" />
<set name="targetType" val="AREA" />
<set name="targetType" val="TARGET_PARTY_MEMBER" />
<enchant1 name="mpConsume" val="#ench1mpConsume"/>
<set name="operateType" val="OP_ACTIVE"/>
<for>
<effect name="ShiftTarget" />
</for>
</skill>
<skill id="10779" levels="4" name="Quick Fire">
<set name="hitTime" val="800" />
@ -1377,15 +1383,19 @@
<skill id="10788" levels="1" name="Remote Control">
<set name="icon" val="icon.skill10788" />
<set name="magicLvl" val="91" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="mpConsume" val="10" />
<set name="hitTime" val="800" />
<set name="coolTime" val="200" />
<set name="reuseDelay" val="10000" />
<set name="targetType" val="SELF" />
<set name="targetType" val="ONE" />
<cond addName="1" msgId="113">
<target active_effect_id="10786" />
</cond>
<for>
<effect name="RemoteControl" />
<!-- <effect chanceType="ON_START" name="ChanceSkillTrigger" triggeredId="10803" triggeredLevel="1" /> -->
</for>
</skill>
<skill id="10789" levels="1" name="Flash Trap">
<!-- AUTO GENERATED SKILL -->

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@ -27,11 +27,19 @@
<!-- Level 3 : Skill power + 7%. -->
<!-- Level 4 : Skill power + 10%. -->
<skill id="10904" levels="4" name="Superior Skill Mastery">
<table name="#skillDamage">1.05 1.06 1.07 1.1</table>
<table name="#magicLvl"> 85 90 95 99 </table>
<set name="icon" val="icon.skill11874" />
<set name="magicLvl" val="#magicLvl" />
<set name="operateType" val="PASSIVE" />
<set name="targetType" val="SELF" />
<for>
<mul stat="physicalSkillPower" val="#skillDamage">
<and>
<using kind="CROSSBOW,BOW" />
</and>
</mul>
</for>
</skill>
<skill id="10905" levels="3" name="Fatal Arrow">
<!-- AUTO GENERATED SKILL -->

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