Addition of PhysicalSkillCriticalRate effect.
Contributed by nasseka.
This commit is contained in:
@@ -251,6 +251,7 @@ public class EffectMasterHandler
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EffectHandler.getInstance().registerHandler("PhysicalEvasion", PhysicalEvasion::new);
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EffectHandler.getInstance().registerHandler("PhysicalMute", PhysicalMute::new);
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EffectHandler.getInstance().registerHandler("PhysicalShieldAngleAll", PhysicalShieldAngleAll::new);
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EffectHandler.getInstance().registerHandler("PhysicalSkillCriticalRate", PhysicalSkillCriticalRate::new);
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EffectHandler.getInstance().registerHandler("PhysicalSkillPower", PhysicalSkillPower::new);
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EffectHandler.getInstance().registerHandler("PhysicalSoulAttack", PhysicalSoulAttack::new);
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EffectHandler.getInstance().registerHandler("PkCount", PkCount::new);
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@@ -47,7 +47,7 @@ public class EnergyAttack extends AbstractEffect
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public EnergyAttack(StatSet params)
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{
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_power = params.getDouble("power", 0);
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_criticalChance = params.getInt("criticalChance", 0);
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_criticalChance = params.getInt("criticalChance", 10);
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_ignoreShieldDefence = params.getBoolean("ignoreShieldDefence", false);
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_overHit = params.getBoolean("overHit", false);
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_chargeConsume = params.getInt("chargeConsume", 0);
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@@ -57,7 +57,7 @@ public class PhysicalAttack extends AbstractEffect
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_power = params.getDouble("power", 0);
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_pAtkMod = params.getDouble("pAtkMod", 1.0);
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_pDefMod = params.getDouble("pDefMod", 1.0);
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_criticalChance = params.getDouble("criticalChance", 0);
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_criticalChance = params.getDouble("criticalChance", 10);
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_ignoreShieldDefence = params.getBoolean("ignoreShieldDefence", false);
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_overHit = params.getBoolean("overHit", false);
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final String abnormals = params.getString("abnormalType", null);
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@@ -134,7 +134,7 @@ public class PhysicalAttack extends AbstractEffect
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}
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double damage = 1;
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final boolean critical = Formulas.calcCrit(_criticalChance, effected, effector, skill);
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final boolean critical = Formulas.calcCrit(_criticalChance, effector, effected, skill);
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if (defence != -1)
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{
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@@ -50,7 +50,7 @@ public class PhysicalAttackWeaponBonus extends AbstractEffect
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public PhysicalAttackWeaponBonus(StatSet params)
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{
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_power = params.getDouble("power", 0);
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_criticalChance = params.getDouble("criticalChance", 0);
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_criticalChance = params.getDouble("criticalChance", 10);
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_ignoreShieldDefence = params.getBoolean("ignoreShieldDefence", false);
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_overHit = params.getBoolean("overHit", false);
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_pDefMod = params.getDouble("pDefMod", 1.0);
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@@ -0,0 +1,31 @@
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/*
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* This file is part of the L2J Mobius project.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package handlers.effecthandlers;
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import org.l2jmobius.gameserver.model.StatSet;
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import org.l2jmobius.gameserver.model.stats.Stat;
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/**
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* @author NasSeKa
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*/
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public class PhysicalSkillCriticalRate extends AbstractStatPercentEffect
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{
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public PhysicalSkillCriticalRate(StatSet params)
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{
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super(params, Stat.CRITICAL_RATE_SKILL);
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}
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}
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@@ -25,7 +25,7 @@
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<amount>100</amount>
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<mode>DIFF</mode>
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</effect>
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<effect name="SkillMasteryRate">
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<effect name="PhysicalSkillCriticalRate">
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<amount>30</amount>
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<mode>PER</mode>
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</effect>
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@@ -75,7 +75,7 @@
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<amount>500</amount>
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<mode>DIFF</mode>
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</effect>
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<effect name="SkillMasteryRate">
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<effect name="PhysicalSkillCriticalRate">
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<amount>50</amount>
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<mode>PER</mode>
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</effect>
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@@ -645,7 +645,6 @@
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<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1030">{base + (base / 100 * subIndex)}</value>
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</power>
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<overHit>true</overHit>
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<criticalChance>5</criticalChance>
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</effect>
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<effect name="Speed">
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<amount>-70</amount>
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@@ -749,7 +748,6 @@
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<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1030">{base + (base / 100 * subIndex)}</value>
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</power>
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<overHit>true</overHit>
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<criticalChance>5</criticalChance>
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</effect>
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<effect name="BlockSkill">
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<magicTypes>1</magicTypes>
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@@ -844,7 +842,6 @@
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<value level="8">20253</value>
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<value fromLevel="4" toLevel="8" fromSubLevel="1001" toSubLevel="1030">{base + (base / 100 * subIndex)}</value>
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</power>
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<criticalChance>5</criticalChance>
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</effect>
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<effect name="BlockActions">
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<allowedSkills>10279;10517;10025;10776;11770;1904;11264;11093;13314;1912</allowedSkills>
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@@ -940,7 +937,6 @@
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<value level="10">16349</value>
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<value fromLevel="6" toLevel="10" fromSubLevel="1001" toSubLevel="1030">{base + (base / 100 * subIndex)}</value>
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</power>
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<criticalChance>5</criticalChance>
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</effect>
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<effect name="BlockActions">
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<allowedSkills>10279;10517;10025;10776;11770;1904;11264;11093;13314;1912</allowedSkills>
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@@ -1039,7 +1035,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="11">5</value>
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<value fromLevel="1" toLevel="11">10</value>
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<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2030">{base + (base / 100 * subIndex)}</value>
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</criticalChance>
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<pDefMod>
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@@ -1129,7 +1125,6 @@
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<value level="11">25756</value>
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<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1030">{base + (base / 100 * subIndex)}</value>
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</power>
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<criticalChance>5</criticalChance>
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</effect>
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<effect name="HealEffect">
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<amount>-90</amount>
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@@ -5157,7 +5152,7 @@
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<value level="6">21799</value>
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</power>
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<criticalChance>
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<value fromLevel="1" toLevel="6">15</value>
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<value fromLevel="1" toLevel="6">10</value>
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</criticalChance>
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<overHit>true</overHit>
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</effect>
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@@ -718,7 +718,6 @@
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<value level="11">22603</value>
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<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
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</power>
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<criticalChance>5</criticalChance>
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<overHit>true</overHit>
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</effect>
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<effect name="PhysicalDefence">
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@@ -820,7 +819,7 @@
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<ignoreShieldDefence>true</ignoreShieldDefence>
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<chargeConsume>3</chargeConsume>
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<criticalChance>
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<value fromLevel="1" toLevel="11">3</value>
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<value fromLevel="1" toLevel="11">10</value>
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<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
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</criticalChance>
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<pDefMod>
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@@ -915,7 +914,6 @@
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</power>
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<ignoreShieldDefence>true</ignoreShieldDefence>
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<chargeConsume>3</chargeConsume>
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<criticalChance>3</criticalChance>
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<overHit>true</overHit>
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</effect>
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<effect name="KnockBack">
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@@ -1133,7 +1131,6 @@
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<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
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</power>
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<overHit>true</overHit>
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<criticalChance>5</criticalChance>
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<BLUNT>0.9</BLUNT>
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<SWORD>0.9</SWORD>
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<POLE>1.5</POLE>
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@@ -1471,7 +1468,6 @@
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<value level="10">17055</value>
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</power>
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<overHit>true</overHit>
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<criticalChance>3</criticalChance>
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<chargeConsume>3</chargeConsume>
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</effect>
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<effect name="Speed">
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@@ -1834,7 +1830,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="4">5</value>
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<value fromLevel="1" toLevel="4">10</value>
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<value fromLevel="1" toLevel="4" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
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</criticalChance>
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<pDefMod>
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@@ -2205,7 +2201,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="5">5</value>
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<value fromLevel="1" toLevel="5">10</value>
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<value fromLevel="1" toLevel="5" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
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</criticalChance>
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</effect>
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@@ -2561,7 +2557,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="11">5</value>
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<value fromLevel="1" toLevel="11">10</value>
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<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
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</criticalChance>
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<pDefMod>
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@@ -785,7 +785,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="7">15</value>
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<value fromLevel="1" toLevel="7">10</value>
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</criticalChance>
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<chargeConsume>3</chargeConsume>
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</effect>
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@@ -938,7 +938,6 @@
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<value level="7">39060</value>
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</power>
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<ignoreShieldDefence>true</ignoreShieldDefence>
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<criticalChance>15</criticalChance>
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<overHit>true</overHit>
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</effect>
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<effect name="BlockActions">
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@@ -1182,7 +1181,6 @@
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<value level="7">29911</value>
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</power>
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<overHit>true</overHit>
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<criticalChance>5</criticalChance>
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</effect>
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</effects>
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</skill>
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@@ -1324,7 +1322,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="7">15</value>
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<value fromLevel="1" toLevel="7">10</value>
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</criticalChance>
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<pDefMod>0.7</pDefMod>
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</effect>
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@@ -1371,7 +1369,7 @@
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<item>DUAL</item>
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</weaponType>
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</effect>
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<effect name="CriticalRate">
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<effect name="PhysicalSkillCriticalRate">
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<amount>20</amount>
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<mode>PER</mode>
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</effect>
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@@ -400,7 +400,7 @@
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<amount>100</amount>
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<mode>PER</mode>
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</effect>
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<effect name="SkillMasteryRate">
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<effect name="PhysicalSkillCriticalRate">
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<amount>10</amount>
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<mode>PER</mode>
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</effect>
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@@ -76,7 +76,7 @@
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<amount>30</amount>
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<mode>PER</mode>
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</effect>
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<effect name="SkillMasteryRate">
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<effect name="PhysicalSkillCriticalRate">
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<amount>
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<value level="1">10</value>
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<value level="2">11</value>
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@@ -1077,7 +1077,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="11">5</value>
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<value fromLevel="1" toLevel="11">10</value>
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<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
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</criticalChance>
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<pDefMod>
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@@ -1177,7 +1177,6 @@
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<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
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</power>
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<overHit>true</overHit>
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<criticalChance>5</criticalChance>
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</effect>
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<effect name="KnockBack">
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<speed>500</speed>
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@@ -1271,7 +1270,7 @@
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<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
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</power>
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<criticalChance>
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<value fromLevel="1" toLevel="11">5</value>
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<value fromLevel="1" toLevel="11">10</value>
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<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
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</criticalChance>
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<pDefMod>
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@@ -1587,7 +1586,7 @@
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<value fromLevel="4" toLevel="9" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
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</power>
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<criticalChance>
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<value fromLevel="1" toLevel="9">5</value>
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<value fromLevel="1" toLevel="9">10</value>
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<value fromLevel="4" toLevel="9" fromSubLevel="3001" toSubLevel="3030">{base + base / 100 * subIndex}</value>
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</criticalChance>
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<overHit>true</overHit>
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@@ -1688,7 +1687,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="11">5</value>
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<value fromLevel="1" toLevel="11">10</value>
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<value fromLevel="7" toLevel="11" fromSubLevel="3001" toSubLevel="3030">{base + base / 100 * subIndex}</value>
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</criticalChance>
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</effect>
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@@ -1784,7 +1783,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="11">5</value>
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<value fromLevel="1" toLevel="11">10</value>
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<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
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</criticalChance>
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<pDefMod>
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@@ -1876,7 +1875,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="11">5</value>
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<value fromLevel="1" toLevel="11">10</value>
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<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2030">{base + base / 100 * subIndex}</value>
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</criticalChance>
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<pDefMod>
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@@ -2325,7 +2324,7 @@
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<value fromLevel="5" toLevel="9" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
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</power>
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<criticalChance>
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<value fromLevel="1" toLevel="11">5</value>
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<value fromLevel="1" toLevel="11">10</value>
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<value fromLevel="7" toLevel="11" fromSubLevel="3001" toSubLevel="3030">{base + base / 100 * subIndex}</value>
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</criticalChance>
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</effect>
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@@ -2379,7 +2378,7 @@
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<value fromLevel="1" toLevel="4" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
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</power>
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<criticalChance>
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<value fromLevel="1" toLevel="4">5</value>
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<value fromLevel="1" toLevel="4">10</value>
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</criticalChance>
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</effect>
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</effects>
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@@ -557,7 +557,6 @@
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<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
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</power>
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<overHit>true</overHit>
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<criticalChance>5</criticalChance>
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<pDefMod>
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<value fromLevel="1" toLevel="11">1</value>
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<value fromLevel="7" toLevel="11" fromSubLevel="3001" toSubLevel="3030">{0.99 - 0.006 * (subIndex - 1)}</value>
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@@ -665,7 +664,6 @@
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<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1030">{base + base / 100 * subIndex}</value>
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</power>
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<overHit>true</overHit>
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<criticalChance>5</criticalChance>
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<pDefMod>
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<value fromLevel="1" toLevel="11">1</value>
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<value fromLevel="7" toLevel="11" fromSubLevel="3001" toSubLevel="3030">{0.99 - 0.006 * (subIndex - 1)}</value>
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@@ -2982,7 +2980,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="4">5</value>
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<value fromLevel="1" toLevel="4">10</value>
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<value fromLevel="1" toLevel="4" fromSubLevel="3001" toSubLevel="3030">{base + base / 100 * subIndex}</value>
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</criticalChance>
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</effect>
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@@ -540,7 +540,7 @@
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<icon>icon.skill0193</icon>
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<operateType>P</operateType>
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<effects>
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<effect name="SkillMasteryRate">
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<effect name="PhysicalSkillCriticalRate">
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<amount>
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<value level="1">5</value>
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<value level="2">10</value>
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@@ -1104,7 +1104,7 @@
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</amount>
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<mode>PER</mode>
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||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">15</value>
|
||||
<value level="2">16</value>
|
||||
|
||||
@@ -115,7 +115,6 @@
|
||||
<value level="27">49514</value>
|
||||
<value level="28">51032</value>
|
||||
</power>
|
||||
<criticalChance>15</criticalChance> <!-- Unconfirmed -->
|
||||
<abnormalType>STUN</abnormalType>
|
||||
<damageModifier>1.2</damageModifier>
|
||||
<overHit>true</overHit>
|
||||
@@ -246,7 +245,6 @@
|
||||
</power>
|
||||
<pDefMod>0.7</pDefMod>
|
||||
<overHit>true</overHit>
|
||||
<criticalChance>15</criticalChance>
|
||||
</effect>
|
||||
<effect name="BlockActions">
|
||||
<allowedSkills>10279;10517;10025;10776;11770;1904;11264;11093;13314;1912</allowedSkills>
|
||||
@@ -403,7 +401,6 @@
|
||||
<value level="11">94517</value>
|
||||
</power>
|
||||
<ignoreShieldDefence>true</ignoreShieldDefence>
|
||||
<criticalChance>15</criticalChance> <!-- Unconfirmed -->
|
||||
<overHit>true</overHit>
|
||||
</effect>
|
||||
</effects>
|
||||
@@ -485,7 +482,6 @@
|
||||
<value level="16">94517</value>
|
||||
</power>
|
||||
<pDefMod>0.5</pDefMod>
|
||||
<criticalChance>15</criticalChance>
|
||||
<overHit>true</overHit>
|
||||
</effect>
|
||||
</effects>
|
||||
@@ -554,7 +550,6 @@
|
||||
<value level="9">41083</value>
|
||||
<value level="10">42343</value>
|
||||
</power>
|
||||
<criticalChance>15</criticalChance>
|
||||
</effect>
|
||||
<effect name="PullBack">
|
||||
<type>THROW_UP</type>
|
||||
@@ -646,7 +641,6 @@
|
||||
<value level="13">51343</value>
|
||||
<value level="14">52917</value>
|
||||
</power>
|
||||
<criticalChance>15</criticalChance> <!-- Unconfirmed -->
|
||||
</effect>
|
||||
<effect name="KnockBack">
|
||||
<speed>400</speed>
|
||||
@@ -1568,7 +1562,7 @@
|
||||
</amount>
|
||||
<mode>DIFF</mode>
|
||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">10</value>
|
||||
<value level="2">20</value>
|
||||
|
||||
@@ -52,7 +52,7 @@
|
||||
<effectPoint>2</effectPoint>
|
||||
<isMagic>3</isMagic>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>1</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
|
||||
@@ -221,6 +221,7 @@ PhysicalDefence: P. Def stat.
|
||||
PhysicalEvasion: P. Evasion stat.
|
||||
PhysicalMute: Prevents the usage of physical skills. Shield Slam.
|
||||
PhysicalShieldAngleAll: Causes the shield to block at 360 degree angle.
|
||||
PhysicalSkillCriticalRate: Physical skill critical rate stat. (l2jmobius)
|
||||
PhysicalSkillPower: Physical Skill Power stat (use only MUL).
|
||||
PhysicalSoulAttack: Physical attack depending on souls.
|
||||
PkCount: Increases PK kills.
|
||||
@@ -287,7 +288,7 @@ SilentMove: Prevents aggressive mobs from attacking you when entering aggression
|
||||
SkillCriticalDamage: Skill critical damage stat.
|
||||
SkillEvasion: Skill evasion stat.
|
||||
SkillMastery: Activates double debuff or cooldown reset critical based on the specified stat.
|
||||
SkillMasteryRate: Skill critical rate stat.
|
||||
SkillMasteryRate: Bonus chance for skill mastery stat.
|
||||
SkillPowerAdd: Adds set ammount of power to skills (use only DIFF). (l2jmobius)
|
||||
SkillTurning: Stops target's casting.
|
||||
SkillTurningOverTime: Stops target's casting at a fixed rate.
|
||||
|
||||
Reference in New Issue
Block a user