Addition of newest armor set bonuses.

Contributed by Pavlov.
This commit is contained in:
MobiusDev
2018-08-08 23:32:08 +00:00
parent 16e1cfc371
commit c76e62fd90
4 changed files with 1503 additions and 389 deletions

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@@ -1,18 +1,421 @@
<?xml version="1.0" encoding="UTF-8"?>
<list xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../xsd/skills.xsd">
<skill id="13339" toLevel="5" name="Heavy Armor Set +6">
<!-- AUTO GENERATED SKILL TODO: FIX IT -->
<!-- Source: https://l2wiki.com/classic/Item_Enchanting#Extra_enchantment_bonuses_for_armor_Grade_D_-_A -->
<icon>icon.skill0000</icon>
<operateType>A1</operateType>
<magicLvl>1</magicLvl>
<operateType>P</operateType>
<magicCriticalRate>5</magicCriticalRate>
<effects>
<effect name="MaxHp">
<amount>
<value level="1">360</value>
<value level="2">360</value>
<value level="3">360</value>
<value level="4">360</value>
<value level="5">360</value>
</amount>
<mode>DIFF</mode>
</effect>
<effect name="StatByMoveType">
<stat>REGENERATE_HP_RATE</stat>
<type>STANDING</type>
<value>
<value level="1">10</value>
<value level="2">10</value>
<value level="3">10</value>
<value level="4">10</value>
<value level="5">10</value>
</value>
</effect>
<effect name="StatByMoveType">
<stat>REGENERATE_HP_RATE</stat>
<type>SITTING</type>
<value>
<value level="1">10</value>
<value level="2">10</value>
<value level="3">10</value>
<value level="4">10</value>
<value level="5">10</value>
</value>
</effect>
<effect name="StatByMoveType">
<stat>REGENERATE_MP_RATE</stat>
<type>STANDING</type>
<value>
<value level="1">4</value>
<value level="2">4</value>
<value level="3">4</value>
<value level="4">4</value>
<value level="5">4</value>
</value>
</effect>
<effect name="StatByMoveType">
<stat>REGENERATE_MP_RATE</stat>
<type>SITTING</type>
<value>
<value level="1">4</value>
<value level="2">4</value>
<value level="3">4</value>
<value level="4">4</value>
<value level="5">4</value>
</value>
</effect>
<effect name="PhysicalDefence">
<amount>
<value level="1">0</value>
<value level="2">47</value>
<value level="3">47</value>
<value level="4">47</value>
<value level="5">47</value>
</amount>
<mode>DIFF</mode>
</effect>
<effect name="MagicalDefence">
<amount>
<value level="1">0</value>
<value level="2">28</value>
<value level="3">28</value>
<value level="4">28</value>
<value level="5">28</value>
</amount>
<mode>DIFF</mode>
</effect>
<effect name="VampiricAttack">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">2</value>
<value level="4">2</value>
<value level="5">2</value>
</amount>
<chance>100</chance>
</effect>
<effect name="Reuse">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">4</value>
<value level="4">4</value>
<value level="5">4</value>
</amount>
<mode>PER</mode>
<magicType>0</magicType>
</effect>
<effect name="Reuse">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">4</value>
<value level="4">4</value>
<value level="5">4</value>
</amount>
<mode>PER</mode>
<magicType>1</magicType>
</effect>
<effect name="DefenceTrait" fromLevel="4" toLevel="5">
<SHOCK>10</SHOCK>
</effect>
<effect name="PhysicalDefence">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">0</value>
<value level="4">0</value>
<value level="5">10</value>
</amount>
<mode>PER</mode>
<weaponType>
<item>BOW</item>
<item>CROSSBOW</item>
</weaponType>
</effect>
<effect name="PhysicalDefence">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">0</value>
<value level="4">0</value>
<value level="5">6</value>
</amount>
<mode>PER</mode>
</effect>
</effects>
</skill>
<skill id="13340" toLevel="5" name="Light Armor Set +6">
<!-- AUTO GENERATED SKILL TODO: FIX IT -->
<!-- Source: https://l2wiki.com/classic/Item_Enchanting#Extra_enchantment_bonuses_for_armor_Grade_D_-_A -->
<icon>icon.skill0000</icon>
<operateType>A1</operateType>
<magicLvl>1</magicLvl>
<operateType>P</operateType>
<magicCriticalRate>5</magicCriticalRate>
<effects>
<effect name="MaxHp">
<amount>
<value level="1">200</value>
<value level="2">200</value>
<value level="3">200</value>
<value level="4">200</value>
<value level="5">200</value>
</amount>
<mode>DIFF</mode>
</effect>
<effect name="MaxMp">
<amount>
<value level="1">80</value>
<value level="2">80</value>
<value level="3">80</value>
<value level="4">80</value>
<value level="5">80</value>
</amount>
<mode>DIFF</mode>
</effect>
<effect name="StatByMoveType">
<stat>REGENERATE_HP_RATE</stat>
<type>STANDING</type>
<value>
<value level="1">10</value>
<value level="2">10</value>
<value level="3">10</value>
<value level="4">10</value>
<value level="5">10</value>
</value>
</effect>
<effect name="StatByMoveType">
<stat>REGENERATE_HP_RATE</stat>
<type>SITTING</type>
<value>
<value level="1">10</value>
<value level="2">10</value>
<value level="3">10</value>
<value level="4">10</value>
<value level="5">10</value>
</value>
</effect>
<effect name="StatByMoveType">
<stat>REGENERATE_MP_RATE</stat>
<type>STANDING</type>
<value>
<value level="1">4</value>
<value level="2">4</value>
<value level="3">4</value>
<value level="4">4</value>
<value level="5">4</value>
</value>
</effect>
<effect name="StatByMoveType">
<stat>REGENERATE_MP_RATE</stat>
<type>SITTING</type>
<value>
<value level="1">4</value>
<value level="2">4</value>
<value level="3">4</value>
<value level="4">4</value>
<value level="5">4</value>
</value>
</effect>
<effect name="PhysicalDefence">
<amount>
<value level="1">0</value>
<value level="2">47</value>
<value level="3">47</value>
<value level="4">47</value>
<value level="5">47</value>
</amount>
<mode>DIFF</mode>
</effect>
<effect name="MagicalDefence">
<amount>
<value level="1">0</value>
<value level="2">28</value>
<value level="3">28</value>
<value level="4">28</value>
<value level="5">28</value>
</amount>
<mode>DIFF</mode>
</effect>
<effect name="Speed">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">4</value>
<value level="4">4</value>
<value level="5">4</value>
</amount>
<mode>DIFF</mode>
</effect>
<effect name="PhysicalSkillPower">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">7</value>
<value level="4">7</value>
<value level="5">7</value>
</amount>
<mode>PER</mode>
</effect>
<effect name="MagicalSkillPower">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">7</value>
<value level="4">7</value>
<value level="5">7</value>
</amount>
<mode>PER</mode>
</effect>
<effect name="DefenceTrait" fromLevel="4" toLevel="5">
<DERANGEMENT>5</DERANGEMENT>
<PARALYZE>5</PARALYZE>
<SHOCK>5</SHOCK>
</effect>
<effect name="ResistDDMagic">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">0</value>
<value level="4">0</value>
<value level="5">15</value>
</amount>
<mode>PER</mode>
</effect>
<effect name="MagicalDefence">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">0</value>
<value level="4">0</value>
<value level="5">7</value>
</amount>
<mode>PER</mode>
</effect>
</effects>
</skill>
<skill id="13341" toLevel="5" name="Robe Armor Set +6">
<!-- AUTO GENERATED SKILL TODO: FIX IT -->
<!-- Source: https://l2wiki.com/classic/Item_Enchanting#Extra_enchantment_bonuses_for_armor_Grade_D_-_A -->
<icon>icon.skill0000</icon>
<operateType>A1</operateType>
<magicLvl>1</magicLvl>
<operateType>P</operateType>
<magicCriticalRate>5</magicCriticalRate>
<effects>
<effect name="MaxMp">
<amount>
<value level="1">140</value>
<value level="2">140</value>
<value level="3">140</value>
<value level="4">140</value>
<value level="5">140</value>
</amount>
<mode>DIFF</mode>
</effect>
<effect name="StatByMoveType">
<stat>REGENERATE_HP_RATE</stat>
<type>STANDING</type>
<value>
<value level="1">4</value>
<value level="2">4</value>
<value level="3">4</value>
<value level="4">4</value>
<value level="5">4</value>
</value>
</effect>
<effect name="StatByMoveType">
<stat>REGENERATE_HP_RATE</stat>
<type>SITTING</type>
<value>
<value level="1">4</value>
<value level="2">4</value>
<value level="3">4</value>
<value level="4">4</value>
<value level="5">4</value>
</value>
</effect>
<effect name="StatByMoveType">
<stat>REGENERATE_MP_RATE</stat>
<type>STANDING</type>
<value>
<value level="1">6</value>
<value level="2">6</value>
<value level="3">6</value>
<value level="4">6</value>
<value level="5">6</value>
</value>
</effect>
<effect name="StatByMoveType">
<stat>REGENERATE_MP_RATE</stat>
<type>SITTING</type>
<value>
<value level="1">6</value>
<value level="2">6</value>
<value level="3">6</value>
<value level="4">6</value>
<value level="5">6</value>
</value>
</effect>
<effect name="PhysicalDefence">
<amount>
<value level="1">0</value>
<value level="2">47</value>
<value level="3">47</value>
<value level="4">47</value>
<value level="5">47</value>
</amount>
<mode>DIFF</mode>
</effect>
<effect name="MagicalDefence">
<amount>
<value level="1">0</value>
<value level="2">28</value>
<value level="3">28</value>
<value level="4">28</value>
<value level="5">28</value>
</amount>
<mode>DIFF</mode>
</effect>
<effect name="HealEffect">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">52</value>
<value level="4">52</value>
<value level="5">52</value>
</amount>
<mode>DIFF</mode>
</effect>
<effect name="MagicMpCost">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">-4</value>
<value level="4">-4</value>
<value level="5">-4</value>
</amount>
<mode>PER</mode>
<magicType>1</magicType>
</effect>
<effect name="DefenceTrait" fromLevel="4" toLevel="5">
<PARALYZE>10</PARALYZE>
<SHOCK>5</SHOCK>
</effect>
<effect name="ResistAbnormalByCategory">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">0</value>
<value level="4">0</value>
<value level="5">7</value>
</amount>
<slot>DEBUFF</slot>
</effect>
<effect name="DefenceCriticalRate">
<amount>
<value level="1">0</value>
<value level="2">0</value>
<value level="3">0</value>
<value level="4">0</value>
<value level="5">20</value>
</amount>
<mode>PER</mode>
</effect>
</effects>
</skill>
</list>
</list>