Death Knight enchant skill additions.

Contributed by Enryu.
This commit is contained in:
MobiusDevelopment
2021-12-29 23:13:06 +00:00
parent d7a3163de1
commit c2e38bd29a

View File

@@ -844,7 +844,10 @@
<operateType>A2</operateType> <operateType>A2</operateType>
<magicCriticalRate>5</magicCriticalRate> <magicCriticalRate>5</magicCriticalRate>
<basicProperty>NONE</basicProperty> <basicProperty>NONE</basicProperty>
<abnormalTime>60</abnormalTime> <abnormalTime>
<value fromLevel="1" toLevel="1">60</value>
<value fromLevel="1" toLevel="1" fromSubLevel="1001" toSubLevel="1020">{base + subIndex}</value>
</abnormalTime>
<reuseDelay>300000</reuseDelay> <reuseDelay>300000</reuseDelay>
<targetType>SELF</targetType> <targetType>SELF</targetType>
<affectScope>SINGLE</affectScope> <affectScope>SINGLE</affectScope>
@@ -879,7 +882,10 @@
<operateType>A2</operateType> <operateType>A2</operateType>
<magicCriticalRate>5</magicCriticalRate> <magicCriticalRate>5</magicCriticalRate>
<basicProperty>NONE</basicProperty> <basicProperty>NONE</basicProperty>
<abnormalTime>60</abnormalTime> <abnormalTime>
<value fromLevel="1" toLevel="1">60</value>
<value fromLevel="1" toLevel="1" fromSubLevel="1001" toSubLevel="1020">{base + subIndex}</value>
</abnormalTime>
<reuseDelay>300000</reuseDelay> <reuseDelay>300000</reuseDelay>
<targetType>SELF</targetType> <targetType>SELF</targetType>
<affectScope>SINGLE</affectScope> <affectScope>SINGLE</affectScope>
@@ -922,7 +928,10 @@
<operateType>A2</operateType> <operateType>A2</operateType>
<magicCriticalRate>5</magicCriticalRate> <magicCriticalRate>5</magicCriticalRate>
<basicProperty>NONE</basicProperty> <basicProperty>NONE</basicProperty>
<abnormalTime>60</abnormalTime> <abnormalTime>
<value fromLevel="1" toLevel="5">60</value>
<value fromLevel="5" toLevel="5" fromSubLevel="1001" toSubLevel="1020">{base + subIndex}</value>
</abnormalTime>
<reuseDelay>180000</reuseDelay> <reuseDelay>180000</reuseDelay>
<targetType>SELF</targetType> <targetType>SELF</targetType>
<affectScope>SINGLE</affectScope> <affectScope>SINGLE</affectScope>
@@ -986,7 +995,10 @@
<value level="1">96</value> <value level="1">96</value>
<value level="2">108</value> <value level="2">108</value>
</mpConsume> </mpConsume>
<abnormalTime>15</abnormalTime> <abnormalTime>
<value fromLevel="1" toLevel="2">15</value>
<value fromLevel="1" toLevel="2" fromSubLevel="1001" toSubLevel="1020">{base + (subIndex * 0.5)}</value>
</abnormalTime>
<hitTime>2280</hitTime> <hitTime>2280</hitTime>
<coolTime>300</coolTime> <coolTime>300</coolTime>
<magicCriticalRate>5</magicCriticalRate> <magicCriticalRate>5</magicCriticalRate>
@@ -1020,7 +1032,10 @@
<value level="1">96</value> <value level="1">96</value>
<value level="2">108</value> <value level="2">108</value>
</mpConsume> </mpConsume>
<abnormalTime>15</abnormalTime> <abnormalTime>
<value fromLevel="1" toLevel="2">15</value>
<value fromLevel="1" toLevel="2" fromSubLevel="1001" toSubLevel="1020">{base + (subIndex * 0.5)}</value>
</abnormalTime>
<hitTime>2280</hitTime> <hitTime>2280</hitTime>
<coolTime>300</coolTime> <coolTime>300</coolTime>
<magicCriticalRate>5</magicCriticalRate> <magicCriticalRate>5</magicCriticalRate>
@@ -1060,7 +1075,10 @@
<value level="1">96</value> <value level="1">96</value>
<value level="2">108</value> <value level="2">108</value>
</mpConsume> </mpConsume>
<abnormalTime>15</abnormalTime> <abnormalTime>
<value fromLevel="1" toLevel="2">15</value>
<value fromLevel="1" toLevel="2" fromSubLevel="1001" toSubLevel="1020">{base + (subIndex * 0.5)}</value>
</abnormalTime>
<hitTime>2280</hitTime> <hitTime>2280</hitTime>
<coolTime>300</coolTime> <coolTime>300</coolTime>
<magicCriticalRate>5</magicCriticalRate> <magicCriticalRate>5</magicCriticalRate>
@@ -1137,7 +1155,10 @@
<effects> <effects>
<effect name="PhysicalAttack"> <effect name="PhysicalAttack">
<pAtkMod>1.05</pAtkMod> <pAtkMod>1.05</pAtkMod>
<criticalChance>5</criticalChance> <criticalChance>
<value fromLevel="1" toLevel="9">5</value>
<value fromLevel="8" toLevel="9" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
</criticalChance>
<overHit>true</overHit> <overHit>true</overHit>
</effect> </effect>
</effects> </effects>
@@ -1181,7 +1202,10 @@
<effects> <effects>
<effect name="PhysicalAttack"> <effect name="PhysicalAttack">
<pAtkMod>1.05</pAtkMod> <pAtkMod>1.05</pAtkMod>
<criticalChance>5</criticalChance> <criticalChance>
<value fromLevel="1" toLevel="9">5</value>
<value fromLevel="8" toLevel="9" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
</criticalChance>
<overHit>true</overHit> <overHit>true</overHit>
</effect> </effect>
<effect name="PhysicalAttackSpeed"> <effect name="PhysicalAttackSpeed">
@@ -1276,7 +1300,10 @@
<value level="8">1.10</value> <value level="8">1.10</value>
<value level="9">1.10</value> <value level="9">1.10</value>
</pAtkMod> </pAtkMod>
<criticalChance>5</criticalChance> <criticalChance>
<value fromLevel="1" toLevel="9">5</value>
<value fromLevel="8" toLevel="9" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
</criticalChance>
<overHit>true</overHit> <overHit>true</overHit>
<pDefMod> <pDefMod>
<value fromLevel="1" toLevel="6">0.98</value> <value fromLevel="1" toLevel="6">0.98</value>
@@ -1313,7 +1340,10 @@
<value level="8">51</value> <value level="8">51</value>
<value level="9">53</value> <value level="9">53</value>
</mpConsume> </mpConsume>
<castRange>600</castRange> <castRange>
<value fromLevel="1" toLevel="9">600</value>
<value fromLevel="8" toLevel="9" fromSubLevel="1001" toSubLevel="1020">{base + (10 * subIndex)}</value>
</castRange>
<hitTime>2280</hitTime> <hitTime>2280</hitTime>
<coolTime>1000</coolTime> <coolTime>1000</coolTime>
<nextAction>ATTACK</nextAction> <nextAction>ATTACK</nextAction>
@@ -1369,7 +1399,10 @@
</magicLevel> </magicLevel>
<operateType>A2</operateType> <operateType>A2</operateType>
<magicCriticalRate>5</magicCriticalRate> <magicCriticalRate>5</magicCriticalRate>
<castRange>600</castRange> <castRange>
<value fromLevel="1" toLevel="6">600</value>
<value fromLevel="5" toLevel="6" fromSubLevel="1001" toSubLevel="1020">{base + (10 * subIndex)}</value>
</castRange>
<hitTime>1000</hitTime> <hitTime>1000</hitTime>
<coolTime>500</coolTime> <coolTime>500</coolTime>
<reuseDelay>10000</reuseDelay> <reuseDelay>10000</reuseDelay>
@@ -1740,11 +1773,14 @@
</item> </item>
</attachSkillList> </attachSkillList>
<effects> <effects>
<effect name="GetAgro" /> <effect name="PhysicalAttack">
<effect name="AddHate"> <pAtkMod>1.30</pAtkMod>
<power> <criticalChance>
<value level="1">1050350</value> <value fromLevel="1" toLevel="1">5</value>
</power> <value fromLevel="1" toLevel="1" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
</criticalChance>
<overHit>true</overHit>
<pDefMod>0.8</pDefMod>
</effect> </effect>
</effects> </effects>
</skill> </skill>
@@ -1761,7 +1797,7 @@
<coolTime>300</coolTime> <coolTime>300</coolTime>
<magicCriticalRate>5</magicCriticalRate> <magicCriticalRate>5</magicCriticalRate>
<affectLimit>20-30</affectLimit> <affectLimit>20-30</affectLimit>
<effectPoint>-5000</effectPoint> <effectPoint>-167</effectPoint>
<affectRange>300</affectRange> <affectRange>300</affectRange>
<basicProperty>PHYSICAL</basicProperty> <basicProperty>PHYSICAL</basicProperty>
<reuseDelay>30000</reuseDelay> <reuseDelay>30000</reuseDelay>
@@ -1773,20 +1809,18 @@
<effects> <effects>
<effect name="PhysicalAttack"> <effect name="PhysicalAttack">
<pAtkMod>1.30</pAtkMod> <pAtkMod>1.30</pAtkMod>
<criticalChance>5</criticalChance> <criticalChance>
<value fromLevel="1" toLevel="1">5</value>
<value fromLevel="1" toLevel="1" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
</criticalChance>
<overHit>true</overHit> <overHit>true</overHit>
<pDefMod>0.8</pDefMod> <pDefMod>0.8</pDefMod>
</effect> </effect>
<effect name="GetAgro" /> <effect name="GetAgro" />
<effect name="AddHate"> <effect name="AddHate">
<power>50000</power> <power>
</effect> <value level="1">1050350</value>
<effect name="HateAttack"> </power>
<amount>50000</amount>
<mode>PER</mode>
</effect>
<effect name="TargetCancel">
<chance>20</chance>
</effect> </effect>
<effect name="TargetCancel"> <effect name="TargetCancel">
<chance>30</chance> <chance>30</chance>
@@ -1830,7 +1864,10 @@
<effects> <effects>
<effect name="PhysicalAttack"> <effect name="PhysicalAttack">
<pAtkMod>1.30</pAtkMod> <pAtkMod>1.30</pAtkMod>
<criticalChance>5</criticalChance> <criticalChance>
<value fromLevel="1" toLevel="1">5</value>
<value fromLevel="1" toLevel="1" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
</criticalChance>
<overHit>true</overHit> <overHit>true</overHit>
<pDefMod>0.8</pDefMod> <pDefMod>0.8</pDefMod>
</effect> </effect>
@@ -1914,7 +1951,10 @@
<value level="5">1.28</value> <value level="5">1.28</value>
<value level="6">1.30</value> <value level="6">1.30</value>
</pAtkMod> </pAtkMod>
<criticalChance>5</criticalChance> <criticalChance>
<value fromLevel="1" toLevel="6">5</value>
<value fromLevel="5" toLevel="6" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
</criticalChance>
<overHit>true</overHit> <overHit>true</overHit>
<pDefMod>0.7</pDefMod> <pDefMod>0.7</pDefMod>
</effect> </effect>
@@ -1957,7 +1997,10 @@
<value level="8">228</value> <value level="8">228</value>
</mpConsume> </mpConsume>
<nextAction>ATTACK</nextAction> <nextAction>ATTACK</nextAction>
<castRange>600</castRange> <castRange>
<value fromLevel="1" toLevel="9">600</value>
<value fromLevel="8" toLevel="9" fromSubLevel="1001" toSubLevel="1020">{base + (10 * subIndex)}</value>
</castRange>
<effectRange>1000</effectRange> <effectRange>1000</effectRange>
<hitTime>1790</hitTime> <hitTime>1790</hitTime>
<coolTime>300</coolTime> <coolTime>300</coolTime>