443
edits
No edit summary |
No edit summary |
||
| Line 61: | Line 61: | ||
public const int featReboot = 1410; | public const int featReboot = 1410; | ||
public const int featHeavyCasting = 1654; | public const int featHeavyCasting = 1654; | ||
public const int featPaladin2 = 1408; | public const int featPaladin2 = 1408; * | ||
public const int featShiva = 1224; | public const int featShiva = 1224; | ||
public const int featLoyal = 1225; | public const int featLoyal = 1225; | ||
| Line 113: | Line 113: | ||
public const int featElderCrab = 1219; | public const int featElderCrab = 1219; | ||
public const int featBaby = 1232; | public const int featBaby = 1232; | ||
public const int featWarrior = 1400; | public const int featWarrior = 1400; * | ||
public const int featThief = 1401; | public const int featThief = 1401; x | ||
public const int featFarmer = 1403; | public const int featFarmer = 1403; * | ||
public const int featArcher = 1404; | public const int featArcher = 1404; * | ||
public const int featPianist = 1405; | public const int featPianist = 1405; * | ||
public const int featTourist = 1406; * | public const int featTourist = 1406; * | ||
public const int featWizard = 1402; x | public const int featWizard = 1402; x | ||
| Line 310: | Line 310: | ||
** Specifically, increase 10% per level of feat (i.e. 20% total). | ** Specifically, increase 10% per level of feat (i.e. 20% total). | ||
=== featArcher (Ranged Mastery) & featWarrior (Weapon Mastery) === | |||
<syntaxhighlight lang="c#" line="1"> | |||
dMulti = 0.6f + (float)(weaponSkill.GetParent(CC).Value + weaponSkill.Value / 2 + CC.Evalue(flag3 ? 304 : (IsRanged ? 133 : 132))) / 50f; | |||
dMulti += 0.05f * (float)CC.Evalue(IsRanged ? 1404 : 1400); | |||
</syntaxhighlight> | |||
* This feat increase the damage multiplier of ranged attack/melee attack by 0.05 per level of feat. | |||
** Not 5% flat, mind you. The default damage multiplier is 0.6, and with more skills, the effect of this feat is diminished. | |||
=== featFarmer (Farming Legs) === | |||
<syntaxhighlight lang="c#" line="1"> | |||
int num = BaseStats.CC.Evalue(1403); | |||
if (a < 0 && num > 0) | |||
{ | |||
a = a * 100 / (100 + EClass.rnd(num + 1) * 20); | |||
if (a == 0) | |||
{ | |||
return; | |||
} | |||
} | |||
</syntaxhighlight> | |||
* For the feat of farmer "Farming Legs 2", the stamina cost of actions is randomly 100%, 83%, 72%. | |||
=== featPaladin2 (Defensive Instinct) === | |||
<syntaxhighlight lang="c#" line="1"> | |||
foreach (Chara chara3 in EClass._map.charas) | |||
{ | |||
if (Chara.IsFriendOrAbove(chara3) && chara3.HasElement(1408) && chara3.faith == EClass.game.religions.Healing && EClass.world.date.GetRawDay() != chara3.GetInt(58) && (!chara3.IsPCFaction || IsPCFaction)) | |||
{ | |||
Msg.alwaysVisible = true; | |||
Msg.Say("layhand", chara3, this); | |||
Msg.Say("pray_heal", this); | |||
hp = MaxHP; | |||
Chara.AddCondition<ConInvulnerable>(); | |||
PlayEffect("revive"); | |||
PlaySound("revive"); | |||
chara3.SetInt(58, EClass.world.date.GetRawDay()); | |||
return; | |||
} | |||
} | |||
</syntaxhighlight> | |||
* Remember that you can only use layhand ability on a character that is friend or above. | |||
== Race Feats == | |||
=== featMetal (Metal 999) === | |||
<syntaxhighlight lang="c#" line="1"> | |||
case 1218: | |||
ModBase(950, a / 40, hide: false); | |||
ModBase(952, a / 40, hide: false); | |||
ModBase(955, a / 40, hide: false); | |||
ModBase(953, a / 40, hide: false); | |||
ModBase(958, a / 40, hide: false); | |||
ModBase(956, a / 40, hide: false); | |||
ModBase(954, a / 40, hide: false); | |||
ModBase(959, a / 40, hide: false); | |||
ModBase(964, a / 40, hide: false); | |||
ModBase(961, a / 40, hide: false); | |||
break; | |||
... | |||
if (HasElement(1218)) | |||
{ | |||
dmg = dmg * (1000 - Evalue(1218)) / 1000; | |||
if (dmg <= 0 && EClass.rnd(4) == 0) | |||
{ | |||
dmg++; | |||
} | |||
} | |||
</syntaxhighlight> | |||
* The resistance granted to metal races only work when the feat is at very, very high level. | |||
** Specifically, level 999 grant 24 level resistance for each type of damage. | |||
* Furthermore, for any damage done, the damage is decreased sharply. | |||
** Specifically, level 999 grant a damage reduction of 99.9%, rounded down to nearest integer. | |||
*** 1000 damage will become 1, and anything less than 999 is shrugged off. | |||
** But if the damage is reduced to 0 at last step, in 1/4 chances the damage is returned to 1. | |||
[[Category:EN]] | [[Category:EN]] | ||
[[Category:Elin Spoiler]] | [[Category:Elin Spoiler]] | ||
edits