Proper naming for skill mastery related effects.
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@@ -1050,7 +1050,7 @@
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<set name="targetType" val="SELF" />
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<for>
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<effect name="Buff">
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<add stat="skillCritical" val="1" /> <!-- STR -->
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<add stat="skillMastery" val="1" /> <!-- STR -->
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</effect>
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</for>
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</skill>
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@@ -1062,7 +1062,7 @@
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<set name="targetType" val="SELF" />
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<for>
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<effect name="Buff">
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<add stat="skillCritical" val="4" /> <!-- INT -->
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<add stat="skillMastery" val="4" /> <!-- INT -->
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</effect>
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</for>
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</skill>
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@@ -1102,7 +1102,7 @@
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<for>
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<effect name="MpConsumePerLevel" ticks="5">
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<param power="2" />
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<mul stat="skillCriticalProbability" val="11" />
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<mul stat="skillMasteryRate" val="11" />
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</effect>
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</for>
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</skill>
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@@ -433,8 +433,8 @@
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<xs:enumeration value="shieldDefAngle" />
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<xs:enumeration value="reflectSkillMagic" />
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<xs:enumeration value="reflectSkillPhysic" />
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<xs:enumeration value="skillCritical" />
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<xs:enumeration value="skillCriticalProbability" />
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<xs:enumeration value="skillMastery" />
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<xs:enumeration value="skillMasteryRate" />
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<xs:enumeration value="privateBuyLimit" />
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<xs:enumeration value="privateSellLimit" />
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<xs:enumeration value="inventoryLimit" />
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@@ -1580,7 +1580,7 @@ public class Formulas
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return false;
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}
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final int val = (int) actor.getStat().calcStat(Stat.SKILL_CRITICAL, 0, null, null);
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final int val = (int) actor.getStat().calcStat(Stat.SKILL_MASTERY, 0, null, null);
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if (val == 0)
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{
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return false;
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@@ -1602,7 +1602,7 @@ public class Formulas
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break;
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}
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}
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initVal *= actor.getStat().calcStat(Stat.SKILL_CRITICAL_PROBABILITY, 1, null, null);
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initVal *= actor.getStat().calcStat(Stat.SKILL_MASTERY_RATE, 1, null, null);
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return (Rnd.get(100) < initVal);
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}
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@@ -175,8 +175,8 @@ public enum Stat
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SHIELD_DEFENCE_ANGLE("shieldDefAngle"),
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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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