Adding skills 10071, 10072, 10075, 10076, 10098, 10099, 10100, 10101, 10303.
Contributed by Fire.
This commit is contained in:
@@ -2122,25 +2122,47 @@
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<!-- Level 4 : P. Def./ M. Def. + 6%. Has a 30% chance of increasing all party members' P. Def./ M. Def. and heal amount by 4% for 10 sec. when attacked. -->
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<skill id="10071" levels="4" name="Eva's Presence">
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<table name="#magicLvl"> 85 90 95 99 </table>
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<table name="#mDef"> 1.02 1.03 1.04 1.06 </table>
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<table name="#skillLevel"> 1 2 3 4 </table>
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<table name="#pDef"> 1.02 1.03 1.04 1.06 </table>
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<set name="icon" val="icon.skill10071" />
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<set name="magicLvl" val="#magicLvl" />
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<set name="operateType" val="PASSIVE" />
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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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<mul stat="mDef" val="#mDef" />
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<mul stat="pDef" val="#pDef" />
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<mul stat="mDef" val="#pDef" />
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</effect>
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<effect name="TriggerSkillByDamage">
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<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="99" />
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<param minDamage="1" />
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<param chance="30" />
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<param skillId="10072" skillLevel="#skillLevel" />
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<param targetType="PARTY" />
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<param allowWeapons="ALL" />
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</effect>
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</for>
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</skill>
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<skill id="10072" levels="4" name="Eva's Presence">
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<!-- AUTO GENERATED SKILL -->
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<!-- For 10 sec., all party members' P. Def./ M. Def. and heal amount by 1%. -->
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<set name="icon" val="icon.skill10071" />
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<table name="#magicLvl"> 85 90 95 99 </table>
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<table name="#pDef"> 1.02 1.03 1.04 1.06 </table>
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<table name="#healEffect"> 1.01 1.02 1.03 1.04 </table>
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<set name="operateType" val="ACTIVE_CONTINUOUS" />
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<set name="targetType" val="SELF" />
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<set name="targetType" val="PARTY" />
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<set name="abnormalTime" val="10" />
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<set name="isMagic" val="2" />
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<set name="isTriggeredSkill" val="true" />
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<set name="reuseDelay" val="30000" />
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<set name="isMagic" val="4" />
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<set name="hitTime" val="1500"/>
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<set name="rideState" val="NONE" />
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<for>
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<effect name="Buff">
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<mul stat="pDef" val="#pDef" />
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<mul stat="mDef" val="#pDef" />
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<mul stat="healEffect" val="#healEffect" />
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</effect>
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</for>
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</skill>
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<!-- Level 1 : Summons a Melody Cubic. The Melody Cubic uses magic to restore its owner's HP and MP. -->
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<!-- Level 2 : Summons a Melody Cubic. The Melody Cubic uses magic to restore its owner's HP and MP. -->
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@@ -2176,6 +2198,11 @@
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<set name="magicLvl" val="99" />
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<set name="operateType" val="PASSIVE" />
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<set name="targetType" val="SELF" />
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<for>
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<effect name="CubicMastery">
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<param cubicCount="3" />
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</effect>
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</for>
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</skill>
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<!-- Level 1 : Shield Defense + 5%, Shield P. Def. + 2%. -->
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<!-- Level 2 : Shield Defense + 7%, Shield P. Def. + 3%. -->
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@@ -2184,6 +2211,7 @@
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<skill id="10076" levels="4" name="Superior Guard Stance">
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<table name="#magicLvl"> 85 90 95 99 </table>
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<table name="#pDef"> 1.02 1.03 1.04 1.05 </table>
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<table name="#rShld"> 1.05 1.07 1.10 1.15 </table>
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<set name="icon" val="icon.skill0288" />
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<set name="magicLvl" val="#magicLvl" />
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<set name="operateType" val="PASSIVE" />
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@@ -2192,6 +2220,7 @@
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<for>
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<effect name="Buff">
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<mul stat="pDef" val="#pDef" />
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<mul stat="rShld" val="#rShld" />
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</effect>
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</for>
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</skill>
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@@ -2456,20 +2485,41 @@
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<skill id="10098" levels="4" name="Paladin's Frenzy">
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<table name="#magicLvl"> 85 90 95 99 </table>
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<table name="#mpConsume"> 20 21 23 24 </table>
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<table name="#pAtkSpd"> 1.1 1.2 1.25 1.3 </table>
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<table name="#pDef"> 1.5 1.7 2 2.2 </table>
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<table name="#mDef"> 1.5 1.7 2 2.2 </table>
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<table name="#debuffVuln"> 1.1 1.2 1.25 1.3 </table>
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<table name="#spd"> 10 20 25 30 </table>
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<table name="#accCombat"> 4 6 8 10 </table>
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<table name="#pAtkSpd"> 1.1 1.2 1.25 1.3 </table>
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<table name="#rCrit"> 30 40 50 60 </table>
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<table name="#cAtkAdd"> 1.3 1.4 1.5 1.6 </table>
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<set name="icon" val="icon.skill10098" />
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<set name="magicLvl" val="#magicLvl" />
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<set name="operateType" val="ACTIVE_CONTINUOUS" />
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<set name="mpConsume" val="#mpConsume" />
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<set name="operateType" val="ACTIVE_CONTINUOUS" />
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<set name="abnormalTime" val="60" />
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<set name="hitTime" val="3000" />
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<set name="coolTime" val="500" />
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<set name="reuseDelay" val="600000" />
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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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<mul stat="pAtkSpd" val="#pAtkSpd" />
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<mul stat="pDef" val="#pDef" />
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<mul stat="mDef" val="#mDef" />
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<mul stat="debuffVuln" val="#debuffVuln" />
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<add stat="runSpd" val="#spd" />
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<add stat="accCombat" val="#accCombat">
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<using kind="SWORD,BLUNT" />
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</add>
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<mul stat="pAtkSpd" val="#pAtkSpd">
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<using kind="SWORD,BLUNT" />
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</mul>
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<add stat="rCrit" val="#rCrit">
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<using kind="SWORD,BLUNT" />
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</add>
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<mul stat="cAtkAdd" val="#cAtkAdd">
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<using kind="SWORD,BLUNT" />
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</mul>
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</effect>
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</for>
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</skill>
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@@ -2481,12 +2531,18 @@
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<table name="#magicLvl"> 85 90 95 99 </table>
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<table name="#mpConsume"> 20 21 23 24 </table>
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<table name="#pAtk"> 1.05 1.07 1.1 1.15 </table>
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<table name="#pDef"> 1.5 1.65 1.8 2 </table>
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<table name="#mDef"> 1.5 1.65 1.8 2 </table>
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<table name="#spd"> 10 20 25 30 </table>
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<table name="#accCombat"> 4 6 8 10 </table>
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<table name="#pAtkSpd"> 1.1 1.15 1.2 1.25 </table>
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<table name="#rCrit"> 30 40 50 60 </table>
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<table name="#cAtkAdd"> 1.3 1.4 1.5 1.6 </table>
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<set name="icon" val="icon.skill10099" />
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<set name="magicLvl" val="#magicLvl" />
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<set name="operateType" val="ACTIVE_CONTINUOUS" />
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<set name="mpConsume" val="#mpConsume" />
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<set name="operateType" val="ACTIVE_CONTINUOUS" />
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<set name="abnormalTime" val="60" />
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<set name="hitTime" val="3000" />
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<set name="coolTime" val="500" />
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<set name="reuseDelay" val="600000" />
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@@ -2494,8 +2550,21 @@
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<for>
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<effect name="Buff">
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<mul stat="pAtk" val="#pAtk" />
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<mul stat="pDef" val="#pDef" />
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<mul stat="mDef" val="#mDef" />
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<mul stat="pAtkSpd" val="#pAtkSpd" />
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<add stat="runSpd" val="#spd" />
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<add stat="accCombat" val="#accCombat">
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<using kind="SWORD,BLUNT" />
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</add>
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<mul stat="pAtkSpd" val="#pAtkSpd">
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<using kind="SWORD,BLUNT" />
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</mul>
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<add stat="rCrit" val="#rCrit">
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<using kind="SWORD,BLUNT" />
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</add>
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<mul stat="cAtkAdd" val="#cAtkAdd">
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<using kind="SWORD,BLUNT" />
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</mul>
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</effect>
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</for>
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</skill>
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@@ -7,18 +7,46 @@
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<skill id="10100" levels="4" name="Guardian's Frenzy">
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<table name="#magicLvl"> 85 90 95 99 </table>
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<table name="#mpConsume"> 20 21 23 24 </table>
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<table name="#pDef"> 1.5 1.7 2 2.2 </table>
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<table name="#mDef"> 1.5 1.7 2 2.2 </table>
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<table name="#aRes"> 10 20 25 30 </table>
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<table name="#spd"> 10 20 25 30 </table>
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<table name="#accCombat"> 4 6 8 10 </table>
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<table name="#pAtkSpd"> 1.1 1.2 1.25 1.3 </table>
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<table name="#rCrit"> 30 40 50 60 </table>
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<table name="#cAtkAdd"> 1.3 1.4 1.5 1.6 </table>
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<set name="icon" val="icon.skill10100" />
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<set name="magicLvl" val="#magicLvl" />
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<set name="operateType" val="ACTIVE_CONTINUOUS" />
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<set name="mpConsume" val="#mpConsume" />
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<set name="operateType" val="ACTIVE_CONTINUOUS" />
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<set name="abnormalTime" val="60" />
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<set name="hitTime" val="3000" />
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<set name="coolTime" val="500" />
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<set name="reuseDelay" val="600000" />
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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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<mul stat="pAtkSpd" val="#pAtkSpd" />
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<mul stat="pDef" val="#pDef" />
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<mul stat="mDef" val="#mDef" />
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<mul stat="debuffVuln" val="#debuffVuln" />
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<add stat="waterRes" val="#aRes" />
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<add stat="fireRes" val="#aRes" />
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<add stat="windRes" val="#aRes" />
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<add stat="earthRes" val="#aRes" />
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<add stat="holyRes" val="#aRes" />
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<add stat="darkRes" val="#aRes" />
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<add stat="accCombat" val="#accCombat">
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<using kind="SWORD,BLUNT" />
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</add>
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<mul stat="pAtkSpd" val="#pAtkSpd">
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<using kind="SWORD,BLUNT" />
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</mul>
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<add stat="rCrit" val="#rCrit">
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<using kind="SWORD,BLUNT" />
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</add>
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<mul stat="cAtkAdd" val="#cAtkAdd">
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<using kind="SWORD,BLUNT" />
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</mul>
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</effect>
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</for>
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</skill>
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@@ -29,20 +57,41 @@
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<skill id="10101" levels="4" name="Templar's Frenzy">
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<table name="#magicLvl"> 85 90 95 99 </table>
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<table name="#mpConsume"> 20 21 23 24 </table>
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<table name="#pPower"> 1.05 1.07 1.1 1.15 </table>
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<table name="#pDef"> 1.5 1.65 1.8 2 </table>
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<table name="#mDef"> 1.5 1.65 1.8 2 </table>
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<table name="#spd"> 10 20 25 30 </table>
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<table name="#accCombat"> 4 6 8 10 </table>
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<table name="#pAtkSpd"> 1.1 1.15 1.2 1.25 </table>
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<table name="#rCrit"> 30 40 50 60 </table>
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<table name="#cAtkAdd"> 1.3 1.4 1.5 1.6 </table>
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<set name="icon" val="icon.skill10101" />
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<set name="magicLvl" val="#magicLvl" />
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<set name="operateType" val="ACTIVE_CONTINUOUS" />
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<set name="mpConsume" val="#mpConsume" />
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<set name="operateType" val="ACTIVE_CONTINUOUS" />
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<set name="abnormalTime" val="60" />
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<set name="hitTime" val="3000" />
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<set name="coolTime" val="500" />
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<set name="reuseDelay" val="600000" />
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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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<mul stat="physicalSkillPower" val="#pPower" />
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<mul stat="pDef" val="#pDef" />
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<mul stat="mDef" val="#mDef" />
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<mul stat="pAtkSpd" val="#pAtkSpd" />
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<add stat="runSpd" val="#spd" />
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<add stat="accCombat" val="#accCombat">
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<using kind="SWORD,BLUNT" />
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</add>
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<mul stat="pAtkSpd" val="#pAtkSpd">
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<using kind="SWORD,BLUNT" />
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</mul>
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<add stat="rCrit" val="#rCrit">
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<using kind="SWORD,BLUNT" />
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</add>
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<mul stat="cAtkAdd" val="#cAtkAdd">
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<using kind="SWORD,BLUNT" />
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</mul>
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</effect>
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</for>
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</skill>
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@@ -64,6 +64,10 @@
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<set name="icon" val="icon.skill0430" />
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<set name="operateType" val="PASSIVE" />
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<set name="targetType" val="SELF" />
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<effect name="Buff">
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<mul stat="maxHp" val="2" />
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<mul stat="maxCp" val="2" />
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</effect>
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</skill>
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<!-- Level 1 : When a dualsword or dual blunt is equipped, P. Atk. + 2% and additional + 709. -->
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<!-- Level 2 : When a dualsword or dual blunt is equipped, P. Atk. + 3% and additional + 825. -->
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