Shield and Sigil skill condition adjustments.
Contributed by nasseka.
This commit is contained in:
		@@ -54,6 +54,7 @@ public class SkillConditionMasterHandler
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		SkillConditionHandler.getInstance().registerHandler("EnergySaved", EnergySavedSkillCondition::new);
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		SkillConditionHandler.getInstance().registerHandler("EquipArmor", EquipArmorSkillCondition::new);
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		SkillConditionHandler.getInstance().registerHandler("EquipShield", EquipShieldSkillCondition::new);
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		SkillConditionHandler.getInstance().registerHandler("EquipSigil", EquipSigilSkillCondition::new);
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		SkillConditionHandler.getInstance().registerHandler("EquipWeapon", EquipWeaponSkillCondition::new);
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		SkillConditionHandler.getInstance().registerHandler("MaxMpSkillCondition", MaxMpSkillCondition::new);
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		SkillConditionHandler.getInstance().registerHandler("NotFeared", NotFearedSkillCondition::new);
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@@ -0,0 +1,42 @@
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/*
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 * This file is part of the L2J Mobius project.
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 * 
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 * This program is free software: you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation, either version 3 of the License, or
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 * (at your option) any later version.
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 * 
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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 * General Public License for more details.
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 * 
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 * You should have received a copy of the GNU General Public License
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 * along with this program. If not, see <http://www.gnu.org/licenses/>.
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 */
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package handlers.skillconditionhandlers;
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import org.l2jmobius.gameserver.model.StatSet;
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import org.l2jmobius.gameserver.model.WorldObject;
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import org.l2jmobius.gameserver.model.actor.Creature;
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import org.l2jmobius.gameserver.model.items.Item;
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import org.l2jmobius.gameserver.model.items.type.ArmorType;
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import org.l2jmobius.gameserver.model.skills.ISkillCondition;
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import org.l2jmobius.gameserver.model.skills.Skill;
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/**
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 * @author nasseka
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 */
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public class EquipSigilSkillCondition implements ISkillCondition
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{
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	public EquipSigilSkillCondition(StatSet params)
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	{
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	}
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	@Override
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	public boolean canUse(Creature caster, Skill skill, WorldObject target)
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	{
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		final Item sigil = caster.getSecondaryWeaponItem();
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		return (sigil != null) && (sigil.getItemType() == ArmorType.SIGIL);
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	}
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}
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@@ -186,6 +186,9 @@
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			<value level="10">110</value>
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		</magicLevel>
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		<magicCriticalRate>5</magicCriticalRate>
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		<conditions>
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			<condition name="EquipShield" />
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		</conditions>
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		<effects>
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			<effect name="PhysicalShieldAngleAll" />
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			<effect name="ShieldDefenceRate">
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@@ -182,20 +182,17 @@
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		<magicLevel>85</magicLevel>
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		<magicCriticalRate>5</magicCriticalRate>
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		<operateType>P</operateType>
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		<conditions>
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			<condition name="EquipSigil" />
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		</conditions>
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		<effects>
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			<effect name="MAtk">
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				<amount>5</amount>
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				<mode>PER</mode>
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				<armorType>
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					<item>SIGIL</item>
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				</armorType>
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			</effect>
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			<effect name="MpRegen">
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				<amount>20</amount>
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				<mode>PER</mode>
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				<armorType>
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					<item>SIGIL</item>
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				</armorType>
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			</effect>
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		</effects>
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	</skill>
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@@ -1153,6 +1153,9 @@
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			<value level="10">110</value>
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		</magicLevel>
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		<magicCriticalRate>5</magicCriticalRate>
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		<conditions>
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			<condition name="EquipShield" />
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		</conditions>
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		<effects>
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			<effect name="ShieldDefenceRate">
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				<amount>50</amount>
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@@ -2784,6 +2784,10 @@
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		<magicLevel>85</magicLevel>
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		<magicCriticalRate>5</magicCriticalRate>
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		<effects>
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			<effect name="StatUp">
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				<amount>2</amount>
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				<stat>INT</stat>
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			</effect>
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			<effect name="MpRegen">
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				<amount>20</amount>
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				<mode>PER</mode>
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@@ -2791,10 +2795,6 @@
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					<item>SIGIL</item>
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				</armorType>
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			</effect>
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			<effect name="StatUp">
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				<amount>2</amount>
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				<stat>INT</stat>
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			</effect>
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			<effect name="HealEffect">
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				<amount>40</amount>
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				<mode>DIFF</mode>
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