Proper naming for skill mastery related effects.
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@@ -313,10 +313,10 @@ public class EffectMasterHandler
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EffectHandler.getInstance().registerHandler("ShieldDefenceRate", ShieldDefenceRate::new);
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EffectHandler.getInstance().registerHandler("ShotsBonus", ShotsBonus::new);
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EffectHandler.getInstance().registerHandler("SilentMove", SilentMove::new);
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EffectHandler.getInstance().registerHandler("SkillCritical", SkillCritical::new);
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EffectHandler.getInstance().registerHandler("SkillCriticalDamage", SkillCriticalDamage::new);
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EffectHandler.getInstance().registerHandler("SkillCriticalProbability", SkillCriticalProbability::new);
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EffectHandler.getInstance().registerHandler("SkillEvasion", SkillEvasion::new);
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EffectHandler.getInstance().registerHandler("SkillMastery", SkillMastery::new);
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EffectHandler.getInstance().registerHandler("SkillMasteryRate", SkillMasteryRate::new);
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EffectHandler.getInstance().registerHandler("SkillPowerAdd", SkillPowerAdd::new);
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EffectHandler.getInstance().registerHandler("SkillTurning", SkillTurning::new);
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EffectHandler.getInstance().registerHandler("SkillTurningOverTime", SkillTurningOverTime::new);
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@@ -26,11 +26,11 @@ import org.l2jmobius.gameserver.model.stats.Stat;
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/**
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* @author Sdw
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*/
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public class SkillCritical extends AbstractEffect
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public class SkillMastery extends AbstractEffect
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{
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private final BaseStat _stat;
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public SkillCritical(StatSet params)
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public SkillMastery(StatSet params)
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{
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_stat = params.getEnum("stat", BaseStat.class, BaseStat.STR);
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}
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@@ -38,6 +38,6 @@ public class SkillCritical extends AbstractEffect
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@Override
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public void pump(Creature effected, Skill skill)
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{
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effected.getStat().mergeAdd(Stat.SKILL_CRITICAL, _stat.ordinal());
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effected.getStat().mergeAdd(Stat.SKILL_MASTERY, _stat.ordinal());
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}
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}
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@@ -22,10 +22,10 @@ import org.l2jmobius.gameserver.model.stats.Stat;
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/**
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* @author Sdw
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*/
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public class SkillCriticalProbability extends AbstractStatPercentEffect
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public class SkillMasteryRate extends AbstractStatPercentEffect
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{
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public SkillCriticalProbability(StatSet params)
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public SkillMasteryRate(StatSet params)
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{
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super(params, Stat.SKILL_CRITICAL_PROBABILITY);
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super(params, Stat.SKILL_MASTERY_RATE);
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}
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}
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@@ -1296,7 +1296,7 @@
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<operateType>P</operateType>
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<magicCriticalRate>5</magicCriticalRate>
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<effects>
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<effect name="SkillCritical">
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<effect name="SkillMastery">
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<stat>STR</stat>
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</effect>
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</effects>
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@@ -1308,7 +1308,7 @@
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<operateType>P</operateType>
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<magicCriticalRate>5</magicCriticalRate>
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<effects>
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<effect name="SkillCritical">
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<effect name="SkillMastery">
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<stat>INT</stat>
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</effect>
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</effects>
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@@ -1357,7 +1357,7 @@
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<power>2</power>
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<ticks>5</ticks>
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</effect>
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<effect name="SkillCriticalProbability">
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<effect name="SkillMasteryRate">
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<amount>100</amount>
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<mode>PER</mode>
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</effect>
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@@ -2331,7 +2331,7 @@
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<magicCriticalRate>5</magicCriticalRate>
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<magicLevel>1</magicLevel>
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<effects>
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<effect name="SkillCriticalProbability">
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<effect name="SkillMasteryRate">
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<amount>
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<value level="1">0.9</value>
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<value level="2">1</value>
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@@ -412,7 +412,7 @@
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<magicCriticalRate>5</magicCriticalRate>
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<magicLevel>1</magicLevel>
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<effects>
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<effect name="SkillCriticalProbability">
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<effect name="SkillMasteryRate">
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<amount>
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<value level="1">0.9</value>
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<value level="2">1</value>
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@@ -282,10 +282,10 @@ ShieldDefence: Shield P. Def stat.
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ShieldDefenceRate: Shield block success rate stat.
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ShotsBonus: Additional shot damage bonus. (l2jmobius)
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SilentMove: Prevents aggressive mobs from attacking you when entering aggression range.
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SkillCritical: Activates double debuff or cooldown reset critical based on the specified stat.
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SkillCriticalDamage: Skill critical damage stat.
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SkillCriticalProbability: Skill critical rate stat.
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SkillEvasion: Skill evasion stat.
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SkillMastery: Activates double debuff or cooldown reset critical based on the specified stat.
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SkillMasteryRate: Skill critical rate stat.
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SkillPowerAdd: Adds set ammount of power to skills (use only DIFF). (l2jmobius)
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SkillTurning: Stops target's casting.
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SkillTurningOverTime: Stops target's casting at a fixed rate.
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@@ -960,13 +960,13 @@ public class Formulas
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return false;
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}
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final int val = (int) actor.getStat().getAdd(Stat.SKILL_CRITICAL, -1);
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final int val = (int) actor.getStat().getAdd(Stat.SKILL_MASTERY, -1);
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if (val == -1)
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{
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return false;
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}
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final double chance = BaseStat.values()[val].calcBonus(actor) * actor.getStat().getMul(Stat.SKILL_CRITICAL_PROBABILITY, 1);
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final double chance = BaseStat.values()[val].calcBonus(actor) * actor.getStat().getMul(Stat.SKILL_MASTERY_RATE, 1);
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return ((Rnd.nextDouble() * 100.) < (chance * Config.SKILL_MASTERY_CHANCE_MULTIPLIERS[actor.getActingPlayer().getClassId().getId()]));
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}
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@@ -254,8 +254,8 @@ public enum Stat
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RECIPE_COMMON("CommonRecipeLimit"),
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// Skill mastery
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SKILL_CRITICAL("skillCritical"),
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SKILL_CRITICAL_PROBABILITY("skillCriticalProbability"),
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SKILL_MASTERY("skillMastery"),
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SKILL_MASTERY_RATE("skillMasteryRate"),
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// Vitality
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VITALITY_CONSUME_RATE("vitalityConsumeRate"),
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