Fixed Deadly Pull (45311) PullBack type and Transcendent Wipeout (45360) reuseDelay.

Contributed by MacuK.
This commit is contained in:
MobiusDevelopment
2021-09-17 19:31:56 +00:00
parent 2667226e45
commit cdbbc81320
3 changed files with 594 additions and 117 deletions

View File

@@ -1248,8 +1248,9 @@
</conditions>
<effects>
<effect name="PullBack">
<speed>700</speed>
<delay>700</delay>
<speed>500</speed>
<delay>500</delay>
<type>THROW_UP</type>
</effect>
<effect name="BlockActions">
<allowedSkills>35016</allowedSkills>
@@ -1416,9 +1417,9 @@
<effects>
<effect name="PhysicalAttack">
<power>
<value level="1">8606</value>
<value level="2">10165</value>
<value level="3">12508</value>
<value level="1">606</value>
<value level="2">1016</value>
<value level="3">2508</value>
</power>
<criticalChance>15</criticalChance>
<overHit>true</overHit>
@@ -1444,17 +1445,17 @@
</skill>
<skill id="45314" toLevel="3" name="Conflagration">
<!-- Burns the body and decreases HP. -->
<abnormalLevel>3</abnormalLevel>
<abnormalTime>10</abnormalTime>
<abnormalType>DOT_ATTR</abnormalType>
<activateRate>-1</activateRate>
<isMagic>2</isMagic> <!-- Static Skill -->
<magicLevel>80</magicLevel>
<operateType>A2</operateType>
<isTriggeredSkill>true</isTriggeredSkill>
<isDebuff>true</isDebuff>
<abnormalType>DOT_ATTR</abnormalType>
<operateType>A2</operateType>
<basicProperty>PHYSICAL</basicProperty>
<magicCriticalRate>-5</magicCriticalRate>
<abnormalLevel>3</abnormalLevel>
<isTriggeredSkill>true</isTriggeredSkill>
<targetType>ENEMY_ONLY</targetType>
<affectScope>SINGLE</affectScope>
<effects>
@@ -1469,9 +1470,24 @@
</effects>
</skill>
<skill id="45315" toLevel="3" name="Death Point Absorption - Basic">
<!-- AUTO GENERATED SKILL TODO: FIX IT -->
<icon>icon.skill0000</icon>
<operateType>A1</operateType>
<reuseDelay>
<value level="1">3</value>
<value level="2">2</value>
<value level="3">1</value>
</reuseDelay>
<targetType>SELF</targetType>
<affectScope>POINT_BLANK</affectScope>
<effects>
<effect name="ModifyDeathPoints">
<amount>
<value level="1">1</value>
<value level="2">1</value>
<value level="3">1</value>
</amount>
</effect>
</effects>
</skill>
<skill id="45316" toLevel="3" name="Frozen Field">
<!-- <Skill with fixed cooldown> A cone of frost damages a certain area and freezes the enemies. Inflicted damage depends on character's P. Atk. Requires a one-handed sword. Critical. Over-hit. Consumes $s1 DP. -->
@@ -2082,7 +2098,7 @@
</magicLevel>
<hpConsume>1000</hpConsume>
<operateType>A2</operateType>
<reuseDelay>100000</reuseDelay>
<reuseDelay>10000</reuseDelay>
<basicProperty>NONE</basicProperty>
<magicCriticalRate>5</magicCriticalRate>
<targetType>SELF</targetType>
@@ -2441,7 +2457,7 @@
<reuseDelay>20000</reuseDelay>
<magicCriticalRate>5</magicCriticalRate>
<hitCancelTime>0</hitCancelTime>
<targetType>ENEMY_ONLY</targetType>
<targetType>ENEMY</targetType>
<affectScope>SINGLE</affectScope>
<effects>
<effect name="BlockActions">
@@ -2459,11 +2475,28 @@
<amount>-100</amount>
<mode>PER</mode>
</effect>
<effect name="TriggerSkill">
<skillId>45344</skillId> <!-- Bone Crush -->
<skillLevel>1</skillLevel>
<targetType>ENEMY</targetType>
<adjustLevel>true</adjustLevel>
</effect>
</effects>
<endEffects>
<effect name="CallSkill">
<skillId>45344</skillId> <!-- Bone Crush -->
<skillLevel>1</skillLevel>
<skillLevel>
<value level="1">1</value>
<value level="2">2</value>
<value level="3">3</value>
<value level="4">4</value>
<value level="5">5</value>
<value level="6">6</value>
<value level="7">7</value>
<value level="8">8</value>
<value level="9">9</value>
<value level="10">10</value>
</skillLevel>
</effect>
</endEffects>
</skill>
@@ -2611,7 +2644,7 @@
<basicProperty>PHYSICAL</basicProperty>
<coolTime>500</coolTime>
<effectPoint>-220</effectPoint>
<effectRange>900</effectRange> <!-- TODO: Verify values. -->
<effectRange>600</effectRange>
<isDebuff>true</isDebuff>
<isTriggeredSkill>true</isTriggeredSkill>
<lvlBonusRate>2</lvlBonusRate>
@@ -2832,11 +2865,11 @@
<skill id="45344" toLevel="10" name="Bone Crush">
<!-- Explodes and damages. -->
<operateType>A1</operateType>
<castRange>400</castRange> <!-- TODO: Verify values. -->
<effectRange>900</effectRange> <!-- TODO: Verify values. -->
<castRange>400</castRange>
<effectRange>600</effectRange>
<isMagic>2</isMagic> <!-- Static Skill -->
<isTriggeredSkill>true</isTriggeredSkill>
<magicLevel>81</magicLevel> <!-- TODO: Verify values. -->
<magicLevel>81</magicLevel>
<operateType>A1</operateType>
<magicCriticalRate>-5</magicCriticalRate>
<isDebuff>true</isDebuff>
@@ -3371,12 +3404,115 @@
<skill id="45360" toLevel="10" name="Transcendent Wipeout">
<!-- Attacks the target with $s1 power. Requires a one-handed sword. Ignores Shield Defense. Ignores $s2 of the target's defense. Critical. Over-hit. The skill can be used only in the transcendent instance zones. -->
<icon>icon.skill0000</icon>
<castRange>70</castRange>
<coolTime>500</coolTime>
<effectPoint>
<value level="1">-220</value>
<value level="2">-270</value>
<value level="3">-295</value>
<value level="4">-320</value>
<value level="5">-345</value>
<value level="6">-370</value>
<value level="7">-395</value>
<value level="8">-420</value>
<value level="9">-445</value>
<value level="10">-470</value>
</effectPoint>
<effectRange>400</effectRange>
<affectLimit>5-12</affectLimit>
<affectRange>300</affectRange>
<hitTime>1500</hitTime>
<magicLevel>
<value level="1">40</value>
<value level="2">50</value>
<value level="3">55</value>
<value level="4">60</value>
<value level="5">65</value>
<value level="6">70</value>
<value level="7">75</value>
<value level="8">80</value>
<value level="9">85</value>
<value level="10">90</value>
</magicLevel>
<mpConsume>
<value level="1">33</value>
<value level="2">40</value>
<value level="3">44</value>
<value level="4">48</value>
<value level="5">51</value>
<value level="6">55</value>
<value level="7">59</value>
<value level="8">63</value>
<value level="9">66</value>
<value level="10">70</value>
</mpConsume>
<nextAction>ATTACK</nextAction>
<operateType>A1</operateType>
<reuseDelay>1000</reuseDelay>
<magicCriticalRate>5</magicCriticalRate>
<targetType>ENEMY</targetType>
<affectScope>RANGE</affectScope>
<affectObject>NOT_FRIEND</affectObject>
<conditions>
<condition name="EquipWeapon">
<weaponType>
<item>SWORD</item>
</weaponType>
</condition>
</conditions>
<effects>
<effect name="PhysicalAttack" fromLevel="1" toLevel="5">
<power>
<value level="1">1569</value>
<value level="2">2752</value>
<value level="3">3358</value>
<value level="4">3974</value>
<value level="5">4600</value>
</power>
<criticalChance>15</criticalChance>
<ignoreShieldDefence>true</ignoreShieldDefence>
<overHit>true</overHit>
<pDefMod>0.8</pDefMod>
</effect>
<effect name="PhysicalAttack" fromLevel="6" toLevel="10">
<power>
<value level="6">5233</value>
<value level="7">5873</value>
<value level="8">7544</value>
<value level="9">8056</value>
<value level="10">8569</value>
</power>
<criticalChance>15</criticalChance>
<ignoreShieldDefence>true</ignoreShieldDefence>
<overHit>true</overHit>
<pDefMod>0.75</pDefMod>
</effect>
</effects>
</skill>
<skill id="45361" toLevel="1" name="Ability of Glory">
<!-- For 2 h., CON/ MEN +$s1. Consumes 5 Spirit Ore. -->
<icon>icon.skill0000</icon>
<operateType>A1</operateType>
<operateType>A2</operateType>
<hitTime>500</hitTime>
<abnormalTime>7200</abnormalTime>
<coolTime>20</coolTime>
<reuseDelay>10000</reuseDelay>
<itemConsumeCount>5</itemConsumeCount>
<itemConsumeId>3031</itemConsumeId> <!-- Spiti Ore -->
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
<effects>
<effect name="StatUp">
<amount>1</amount>
<mode>DIFF</mode>
<stat>CON</stat>
</effect>
<effect name="StatUp">
<amount>1</amount>
<mode>DIFF</mode>
<stat>MEN</stat>
</effect>
</effects>
</skill>
<skill id="45362" toLevel="53" name="Swift Servitor Heal">
<!-- Recovers servitor's HP with $s1 power. Available when HP < $s2. -->
@@ -3804,11 +3940,11 @@
<value level="43">82</value>
<value level="44">83</value>
<value level="45">84</value>
<value level="46">84</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="47">84</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="48">84</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="49">84</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="50">84</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="46">85</value>
<value level="47">86</value>
<value level="48">87</value>
<value level="49">88</value>
<value level="50">89</value>
</magicLevel>
<mpConsume>
<value level="1">42</value>
@@ -3988,8 +4124,81 @@
</skill>
<skill id="45365" toLevel="1" name="Amazing Soul Smash Mastery">
<!-- Soul Smash is enhanced and replaced by Amazing Soul Smash. <Amazing Soul Smash Effect> Number of attacks is increased. Defense Ignore is increased. -->
<icon>icon.skill0000</icon>
<icon>icon.skill0477</icon>
<castRange>40</castRange>
<coolTime>500</coolTime>
<effectPoint>
<value level="1">-120</value>
<value level="2">-170</value>
<value level="3">-220</value>
<value level="4">-270</value>
<value level="5">-320</value>
<value level="6">-370</value>
<value level="7">-395</value>
<value level="8">-420</value>
<value level="9">-445</value>
<value level="10">-470</value>
</effectPoint>
<effectRange>400</effectRange>
<hitTime>1300</hitTime>
<magicLevel>
<value level="1">20</value>
<value level="2">30</value>
<value level="3">40</value>
<value level="4">50</value>
<value level="5">60</value>
<value level="6">70</value>
<value level="7">75</value>
<value level="8">80</value>
<value level="9">85</value>
<value level="10">90</value>
</magicLevel>
<mpConsume>
<value level="1">18</value>
<value level="2">25</value>
<value level="3">33</value>
<value level="4">40</value>
<value level="5">48</value>
<value level="6">55</value>
<value level="7">59</value>
<value level="8">63</value>
<value level="9">66</value>
<value level="10">70</value>
</mpConsume>
<nextAction>ATTACK</nextAction>
<operateType>A1</operateType>
<reuseDelay>1000</reuseDelay>
<magicCriticalRate>5</magicCriticalRate>
<targetType>ENEMY</targetType>
<affectScope>SINGLE</affectScope>
<conditions>
<condition name="Op2hWeapon">
<weaponType>
<item>SWORD</item>
<item>ANCIENTSWORD</item>
</weaponType>
</condition>
</conditions>
<effects>
<effect name="PhysicalAttack">
<power>
<value level="1">310</value>
<value level="2">430</value>
<value level="3">981</value>
<value level="4">1720</value>
<value level="5">2484</value>
<value level="6">3271</value>
<value level="7">3671</value>
<value level="8">4715</value>
<value level="9">5035</value>
<value level="10">5356</value>
</power>
<ignoreShieldDefence>true</ignoreShieldDefence>
<pDefMod>1.2</pDefMod>
<criticalChance>10</criticalChance>
<overHit>true</overHit>
</effect>
</effects>
</skill>
<skill id="45366" toLevel="10" name="Amazing Soul Smash">
<!-- Attacks the target with $s1 power. Requires an ancient sword or a two-handed sword. Ignores Shield Defense. Ignores $s2 of the target's defense. Critical. Over-hit. -->
@@ -4190,16 +4399,16 @@
<value level="43">85</value>
<value level="44">90</value>
<value level="45">95</value>
<value level="46">95</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="47">95</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="48">95</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="49">95</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="50">95</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="51">95</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="52">95</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="53">95</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="54">95</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="55">95</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="46">95</value>
<value level="47">95</value>
<value level="48">95</value>
<value level="49">95</value>
<value level="50">95</value>
<value level="51">95</value>
<value level="52">95</value>
<value level="53">95</value>
<value level="54">95</value>
<value level="55">95</value>
</magicLevel>
<mpConsume>
<value level="1">52</value>
@@ -4939,10 +5148,36 @@
<icon>icon.skill0000</icon>
<operateType>A1</operateType>
</skill>
<skill id="45383" toLevel="1" name="Amazing Spike Thrust Mastery">
<skill id="45383" toLevel="3" name="Amazing Spike Thrust Mastery">
<!-- Spike Thrust is enhanced and replaced by Amazing Spike Thrust. <Amazing Spike Thrust Effect> Skill Range is increased. Skill Power is increased. Defense Ignore is increased. There is a certain chance to deliver an extra attack. -->
<icon>icon.skill0000</icon>
<effectPoint>-470</effectPoint>
<effectRange>600</effectRange>
<hitTime>1080</hitTime>
<magicLevel>76</magicLevel>
<mpConsume>77</mpConsume>
<nextAction>ATTACK</nextAction>
<operateType>A1</operateType>
<reuseDelay>3000</reuseDelay>
<magicCriticalRate>5</magicCriticalRate>
<targetType>ENEMY</targetType>
<affectScope>SINGLE</affectScope>
<conditions>
<condition name="EquipWeapon">
<weaponType>
<item>POLE</item>
</weaponType>
</condition>
</conditions>
<effects>
<effect name="PhysicalAttack">
<power>6804</power>
<ignoreShieldDefence>true</ignoreShieldDefence>
<criticalChance>30</criticalChance>
<overHit>true</overHit>
<pDefMod>1.2</pDefMod>
</effect>
</effects>
</skill>
<skill id="45384" toLevel="15" name="Amazing Spike Thrust">
<!-- Attacks the target with $s1 power. There is a certain chance to deliver an extra blow. Requires a spear. Ignores Shield Defense. Ignores $s2 of Def. Critical. Over-hit. -->
@@ -5115,21 +5350,21 @@
<value level="38">76</value>
<value level="39">77</value>
<value level="40">78</value>
<value level="41">78</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="42">78</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="43">78</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="44">78</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="45">78</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="46">78</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="47">78</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="48">78</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="49">78</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="50">78</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="51">78</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="52">78</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="53">78</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="54">78</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="55">78</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="41">78</value>
<value level="42">78</value>
<value level="43">79</value>
<value level="44">78</value>
<value level="45">78</value>
<value level="46">80</value>
<value level="47">80</value>
<value level="48">81</value>
<value level="49">81</value>
<value level="50">81</value>
<value level="51">82</value>
<value level="52">82</value>
<value level="53">83</value>
<value level="54">84</value>
<value level="55">85</value>
</magicLevel>
<mpConsume>
<value level="1">36</value>
@@ -5172,21 +5407,21 @@
<value level="38">83</value>
<value level="39">84</value>
<value level="40">85</value>
<value level="41">85</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="42">85</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="43">85</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="44">85</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="45">85</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="46">85</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="47">85</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="48">85</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="49">85</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="50">85</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="51">85</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="52">85</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="53">85</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="54">85</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="55">85</value> <!-- FIXME: AUTO GENERATED LEVEL -->
<value level="41">85</value>
<value level="42">85</value>
<value level="43">85</value>
<value level="44">86</value>
<value level="45">86</value>
<value level="46">86</value>
<value level="47">86</value>
<value level="48">87</value>
<value level="49">87</value>
<value level="50">87</value>
<value level="51">87</value>
<value level="52">87</value>
<value level="53">88</value>
<value level="54">88</value>
<value level="55">88</value>
</mpConsume>
<operateType>A1</operateType>
<reuseDelay>4000</reuseDelay>
@@ -5369,33 +5604,285 @@
</skill>
<skill id="45391" toLevel="1" name="Sword Symphony">
<!-- When the skill is active, the following effects are applied. <Sword Attack Range> Increases attack range. Changes the attack animation. <Sword Defense> With a $s3 chance, received damage $s2 for $s1 when hit. (Cooldown: $s4) <Sword Blessing> For $s1, increases Speed and Skill Evasion after a critical attack or successful evasion (stacks up to 5 times). Consumes HP while active. -->
<icon>icon.skill0000</icon>
<operateType>A1</operateType>
<icon>icon.sympony_sword</icon>
<abnormalTime>-1</abnormalTime>
<abnormalVisualEffect>H_B_SYMPHONY_SWORD_AVE</abnormalVisualEffect>
<toggleGroupId>1</toggleGroupId>
<magicLevel>80</magicLevel>
<operateType>T</operateType>
<magicCriticalRate>5</magicCriticalRate>
<targetType>NONE</targetType>
<effects>
<effect name="TriggerSkillByAttack">
<attackerType>Creature</attackerType>
<minDamage>1</minDamage>
<chance>10</chance>
<targetType>SELF</targetType>
<isCritical>false</isCritical>
<skillId>45393</skillId> <!-- Sword Defense -->
<skillLevel>1</skillLevel>
</effect>
<effect name="TriggerSkillByAttack">
<attackerType>Creature</attackerType>
<minDamage>1</minDamage>
<chance>10</chance>
<targetType>SELF</targetType>
<isCritical>true</isCritical>
<skillId>45394</skillId> <!-- Sword Blessing -->
<skillLevel>
<value level="1">1</value>
<value level="2">2</value>
<value level="3">3</value>
<value level="4">4</value>
<value level="5">5</value>
</skillLevel>
</effect>
<effect name="TriggerSkillByAvoid">
<chance>10</chance>
<targetType>SELF</targetType>
<skillId>45394</skillId> <!-- Sword Blessing -->
<skillLevel>
<value level="1">1</value>
<value level="2">2</value>
<value level="3">3</value>
<value level="4">4</value>
<value level="5">5</value>
</skillLevel>
</effect>
<effect name="DamOverTime">
<power>50</power>
<ticks>5</ticks>
</effect>
</effects>
</skill>
<skill id="45392" toLevel="1" name="Sword Attack Range">
<!-- AUTO GENERATED SKILL TODO: FIX IT -->
<icon>icon.skill0000</icon>
<icon>icon.sympony_sword</icon>
<castRange>200</castRange>
<effectRange>200</effectRange>
<effectPoint>-400</effectPoint>
<operateType>A1</operateType>
<basicProperty>NONE</basicProperty>
<magicCriticalRate>5</magicCriticalRate>
<hitCancelTime>0</hitCancelTime>
<targetType>ENEMY</targetType>
<affectScope>SINGLE</affectScope>
<effects>
<effect name="PhysicalAttack">
<power>5380</power>
<ignoreShieldDefence>true</ignoreShieldDefence>
<pDefMod>0.9</pDefMod>
<criticalChance>15</criticalChance>
<abnormalType>ROOT_PHYSICALLY;ROOT_MAGICALLY</abnormalType>
<damageModifier>1.5</damageModifier>
</effect>
</effects>
</skill>
<skill id="45393" toLevel="1" name="Sword Defense">
<!-- Received damage $s1 -->
<icon>icon.skill0000</icon>
<operateType>A1</operateType>
<icon>icon.sympony_sword_guard</icon>
<isTriggeredSkill>true</isTriggeredSkill>
<abnormalLevel>1</abnormalLevel>
<abnormalTime>10</abnormalTime>
<hitTime>500</hitTime>
<reuseDelay>90000</reuseDelay>
<isMagic>5</isMagic>
<operateType>A2</operateType>
<basicProperty>NONE</basicProperty>
<magicCriticalRate>-5</magicCriticalRate>
<hitCancelTime>0</hitCancelTime>
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
<effects>
<effect name="DamageByAttack">
<amount>-10</amount>
<type>PK</type>
</effect>
<effect name="DamageByAttack">
<amount>-10</amount>
<type>ENEMY_ALL</type>
</effect>
</effects>
</skill>
<skill id="45394" toLevel="5" name="Sword Blessing">
<!-- P. Skill Evasion $s1 M. Skill Evasion $s1 -->
<icon>icon.skill0000</icon>
<operateType>A1</operateType>
<icon>icon.sympony_sword_buff</icon>
<isTriggeredSkill>true</isTriggeredSkill>
<abnormalLevel>
<value level="1">1</value>
<value level="2">2</value>
<value level="3">3</value>
<value level="4">4</value>
<value level="5">5</value>
</abnormalLevel>
<abnormalTime>10</abnormalTime>
<operateType>A2</operateType>
<basicProperty>NONE</basicProperty>
<magicCriticalRate>-5</magicCriticalRate>
<hitCancelTime>0</hitCancelTime>
<isMagic>5</isMagic>
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
<effects>
<effect name="SkillEvasion">
<magicType>0</magicType>
<amount>
<value level="1">5</value>
<value level="2">10</value>
<value level="3">20</value>
<value level="4">30</value>
<value level="5">50</value>
</amount>
</effect>
<effect name="SkillEvasion">
<magicType>1</magicType>
<amount>
<value level="1">5</value>
<value level="2">10</value>
<value level="3">20</value>
<value level="4">30</value>
<value level="5">50</value>
</amount>
</effect>
</effects>
</skill>
<skill id="45395" toLevel="1" name="Intoxicating Dance">
<!-- When the skill is active, the following effects are applied. <Toxic Curse> For $s1, inflicts a debuff increasing received damage and decreasing Speed on the target after an attack. (stacks up to 5 times) <Poisonous Energy> For $s1, increases P. Atk. and P. Skill Critical Damage after an attack. When active, constantly consumes HP. -->
<icon>icon.skill0000</icon>
<operateType>A1</operateType>
<icon>icon.poison_dance</icon>
<magicLevel>80</magicLevel>
<operateType>T</operateType>
<magicCriticalRate>5</magicCriticalRate>
<targetType>NONE</targetType>
<effects>
<effect name="TriggerSkillByAttack">
<attackerType>Creature</attackerType>
<minDamage>1</minDamage>
<chance>10</chance>
<targetType>ENEMY</targetType>
<isCritical>false</isCritical>
<skillId>45396</skillId> <!-- Toxic Curse -->
<skillLevel>
<value level="1">1</value>
<value level="2">2</value>
<value level="3">3</value>
<value level="4">4</value>
<value level="5">5</value>
</skillLevel>
</effect>
<effect name="TriggerSkillByAttack">
<attackerType>Creature</attackerType>
<minDamage>1</minDamage>
<chance>10</chance>
<targetType>ENEMY</targetType>
<isCritical>true</isCritical>
<skillId>45396</skillId> <!-- Toxic Curse -->
<skillLevel>
<value level="1">1</value>
<value level="2">2</value>
<value level="3">3</value>
<value level="4">4</value>
<value level="5">5</value>
</skillLevel>
</effect>
<effect name="TriggerSkillByAttack">
<attackerType>Creature</attackerType>
<minDamage>1</minDamage>
<chance>10</chance>
<targetType>SELF</targetType>
<isCritical>false</isCritical>
<skillId>45399</skillId> <!-- Poisonous Energy -->
<skillLevel>1</skillLevel>
</effect>
<effect name="TriggerSkillByAttack">
<attackerType>Creature</attackerType>
<minDamage>1</minDamage>
<chance>10</chance>
<targetType>SELF</targetType>
<isCritical>true</isCritical>
<skillId>45399</skillId> <!-- Poisonous Energy -->
<skillLevel>1</skillLevel>
</effect>
<effect name="DamOverTime">
<power>50</power>
<ticks>5</ticks>
</effect>
</effects>
</skill>
<skill id="45396" toLevel="5" name="Toxic Curse">
<!-- A strong poison weakens defense and decreases Speed. Received damage $s1 Speed $s2 Received P. Skill Critical Damage $s3 -->
<icon>icon.skill0000</icon>
<operateType>A1</operateType>
<icon>icon.poison_dance_debuff</icon>
<isTriggeredSkill>true</isTriggeredSkill>
<effectPoint>-140</effectPoint>
<abnormalLevel>
<value level="1">1</value>
<value level="2">2</value>
<value level="3">3</value>
<value level="4">4</value>
<value level="5">5</value>
</abnormalLevel>
<abnormalTime>5</abnormalTime>
<subordinationAbnormalType>POISON</subordinationAbnormalType>
<abnormalType>POISON</abnormalType>
<abnormalVisualEffect>DOT_POISON</abnormalVisualEffect>
<operateType>A2</operateType>
<isDebuff>true</isDebuff>
<basicProperty>NONE</basicProperty>
<magicCriticalRate>5</magicCriticalRate>
<hitCancelTime>0</hitCancelTime>
<isMagic>5</isMagic>
<targetType>ENEMY</targetType>
<affectScope>SINGLE</affectScope>
<effects>
<effect name="PveMagicalSkillDefenceBonus">
<amount>
<value level="1">-1</value>
<value level="2">-2</value>
<value level="3">-3</value>
<value level="4">-4</value>
<value level="4">-5</value>
</amount>
<mode>PER</mode>
</effect>
<effect name="PvePhysicalAttackDefenceBonus">
<amount>
<value level="1">-1</value>
<value level="2">-2</value>
<value level="3">-3</value>
<value level="4">-4</value>
<value level="4">-5</value>
</amount>
<mode>PER</mode>
</effect>
<effect name="PvePhysicalSkillDefenceBonus">
<amount>
<value level="1">-1</value>
<value level="2">-2</value>
<value level="3">-3</value>
<value level="4">-4</value>
<value level="4">-5</value>
</amount>
<mode>PER</mode>
</effect>
<effect name="Speed">
<amount>
<value level="1">-15</value>
<value level="2">-20</value>
<value level="3">-25</value>
<value level="4">-30</value>
<value level="4">-50</value>
</amount>
<mode>DIFF</mode>
</effect>
<effect name="DefenceSkillCriticalDamage">
<amount>
<value level="4">50</value>
<value level="5">80</value>
<value level="6">100</value>
<value level="7">150</value>
<value level="8">200</value>
</amount>
<mode>DIFF</mode>
</effect>
</effects>
</skill>
<skill id="45397" toLevel="1" name="Poisonous Slash">
<!-- AUTO GENERATED SKILL TODO: FIX IT -->
@@ -5409,7 +5896,26 @@
</skill>
<skill id="45399" toLevel="1" name="Poisonous Energy">
<!-- P. Atk. $s1 P. Skill Critical Damage $s2 -->
<icon>icon.skill0000</icon>
<operateType>A1</operateType>
<icon>icon.skill10336</icon>
<isTriggeredSkill>true</isTriggeredSkill>
<abnormalLevel>1</abnormalLevel>
<abnormalTime>5</abnormalTime>
<operateType>A2</operateType>
<basicProperty>NONE</basicProperty>
<magicCriticalRate>-5</magicCriticalRate>
<hitCancelTime>0</hitCancelTime>
<isMagic>5</isMagic>
<targetType>SELF</targetType>
<affectScope>SINGLE</affectScope>
<effects>
<effect name="PAtk">
<amount>100</amount>
<mode>DIFF</mode>
</effect>
<effect name="SkillCriticalDamage">
<amount>50</amount>
<mode>DIFF</mode>
</effect>
</effects>
</skill>
</list>

View File

@@ -1440,7 +1440,7 @@
<xs:element name="speed" type="xs:unsignedShort" />
<xs:element name="knockDown" type="xs:boolean" />
<xs:element name="despawnDelay" type="xs:unsignedInt" />
<xs:element name="normal" type="xs:unsignedInt" />
<xs:element name="normal" type="xs:unsignedShort" />
<xs:element name="ride" type="xs:unsignedShort" />
<xs:element name="wyvern" type="xs:unsignedShort" />
<xs:element name="sp">
@@ -1506,21 +1506,7 @@
<xs:element name="times" type="xs:unsignedByte" />
<xs:element name="id" type="xs:unsignedShort" />
<xs:element name="PHYSICAL_BLOCKADE" type="xs:unsignedByte" />
<xs:element name="KNOCKBACK">
<xs:complexType mixed="true">
<xs:sequence minOccurs="0">
<xs:element maxOccurs="unbounded" name="value">
<xs:complexType>
<xs:simpleContent>
<xs:extension base="xs:unsignedByte">
<xs:attribute name="level" type="xs:unsignedByte" use="required" />
</xs:extension>
</xs:simpleContent>
</xs:complexType>
</xs:element>
</xs:sequence>
</xs:complexType>
</xs:element>
<xs:element name="KNOCKBACK" type="xs:unsignedByte" />
<xs:element name="PULL">
<xs:complexType mixed="true">
<xs:sequence minOccurs="0">
@@ -1615,7 +1601,6 @@
</xs:element>
<xs:element name="zoneId" type="xs:unsignedByte" />
<xs:element name="instanceId" type="xs:string" />
<xs:element name="skills" type="xs:string" />
<xs:element name="level">
<xs:complexType>
<xs:sequence>
@@ -1632,10 +1617,8 @@
</xs:complexType>
</xs:element>
<xs:element name="attackSkillId" type="xs:unsignedShort" />
<xs:element name="closeSkill" type="xs:unsignedShort" />
<xs:element name="rangeSkill" type="xs:unsignedShort" />
<xs:element name="adjustLevel" type="xs:boolean" />
<xs:element name="PISTOLS" type="xs:byte" />
<xs:element name="damageModifier" type="xs:decimal" />
<xs:element name="damage">
<xs:complexType>
<xs:sequence>
@@ -1651,21 +1634,7 @@
</xs:sequence>
</xs:complexType>
</xs:element>
<xs:element name="skillLevelScaleTo">
<xs:complexType mixed="true">
<xs:sequence minOccurs="0">
<xs:element maxOccurs="unbounded" name="value">
<xs:complexType>
<xs:simpleContent>
<xs:extension base="xs:unsignedByte">
<xs:attribute name="level" type="xs:unsignedByte" use="required" />
</xs:extension>
</xs:simpleContent>
</xs:complexType>
</xs:element>
</xs:sequence>
</xs:complexType>
</xs:element>
<xs:element name="skillLevelScaleTo" type="xs:unsignedByte" />
<xs:element name="reputation" type="xs:unsignedByte" />
</xs:choice>
</xs:sequence>
@@ -2255,6 +2224,7 @@
<xs:element name="buffProtectLevel" type="xs:unsignedByte" />
<xs:element name="isRecoveryHerb" type="xs:boolean" />
<xs:element name="reuseDelayType" type="xs:string" />
<xs:element name="toggleGroupId" type="xs:unsignedByte" />
</xs:choice>
</xs:sequence>
<xs:attribute name="id" type="xs:unsignedInt" use="required" />

View File

@@ -1248,8 +1248,9 @@
</conditions>
<effects>
<effect name="PullBack">
<speed>700</speed>
<delay>700</delay>
<speed>500</speed>
<delay>500</delay>
<type>THROW_UP</type>
</effect>
<effect name="BlockActions">
<allowedSkills>35016</allowedSkills>
@@ -3453,7 +3454,7 @@
</mpConsume>
<nextAction>ATTACK</nextAction>
<operateType>A1</operateType>
<reuseDelay>10000</reuseDelay>
<reuseDelay>1000</reuseDelay>
<magicCriticalRate>5</magicCriticalRate>
<targetType>ENEMY</targetType>
<affectScope>RANGE</affectScope>