@ -43,7 +43,22 @@ public enum ItemSet {
DONNER ( 5 , 5 , 10 , 10 , 2 , 1 , 0 , 0 ) ,
BLITZEN ( 10 , 10 , 3 , 3 , 5 , 5 , 0 , 0 ) ,
RUDOLPH ( 5 , 5 , 10 , 10 , 2 , 1 , 0 , 0 ) ,
OLIVE ( 3 , 2 , 10 , 10 , 2 , 1 , 0 , 0 ) ;
OLIVE ( 3 , 2 , 10 , 10 , 2 , 1 , 0 , 0 ) ,
WINDRY ( 2 , 2 , 1 , 1 , 1 , 0 , 1 , 0 ) ,
LUCI ( 2 , 2 , 4 , 4 , 2 , 2 , 2 , 2 ) ,
SHARD ( 2 , 1 , 10 , 10 , 20 , 20 , 10 , 10 ) ,
TOXIN ( 2 , 2 , 20 , 5 , 10 , 3 , 10 , 3 ) ,
PROTECTOR ( 5 , 2 , 10 , 5 , 10 , 10 , 1 , 1 ) ,
SUSTENANCE ( 8 , 4 , 2 , 1 , 2 , 2 , 10 , 10 ) ,
LEGION ( 3 , 1 , 12 , 12 , 1 , 1 , 1 , 1 ) ,
PRIDE ( 10 , 10 , 2 , 1 , 2 , 2 , 1 , 1 ) ,
ASSASSIN ( 5 , 5 , 0 , 0 , 0 , 0 , 0 , 0 ) ,
STEALTH ( 5 , 5 , 0 , 0 , 0 , 0 , 0 , 0 ) ;
final static String WINDCHARGE_LABEL = ChatColor . BOLD + "" + ChatColor . GRAY + "Wind Charge" + ChatColor . RESET ;
final static String WINDCHARGE_PLURAL_LABEL = ChatColor . BOLD + "" + ChatColor . GRAY + "Wind Charges" + ChatColor . RESET ;
final static String ABILITY_LABEL = ChatColor . BOLD + "" + ChatColor . GOLD ;
final static String ABILITY_LABEL_END = "" + ChatColor . RESET ;
public static ItemSet [ ] bauble_sets ;
int baseval ;
@ -60,11 +75,22 @@ public enum ItemSet {
ItemSet . DARNYS ,
ItemSet . ALIKAHN ,
ItemSet . LORASAADI ,
ItemSet . SHARD ,
ItemSet . TOXIN ,
} ;
public static final ItemSet [ ] MELEE = new ItemSet [ ] {
ItemSet . DAWNTRACKER ,
ItemSet . PANROS ,
ItemSet . SONGSTEEL ,
ItemSet . WINDRY ,
ItemSet . LORASYS ,
ItemSet . LUCI ,
ItemSet . PROTECTOR ,
ItemSet . SUSTENANCE ,
ItemSet . LEGION ,
ItemSet . PRIDE ,
ItemSet . ASSASSIN ,
ItemSet . STEALTH ,
} ;
public static final ItemSet [ ] TRINKET = new ItemSet [ ] {
ItemSet . GLADOMAIN ,
@ -454,6 +480,56 @@ public enum ItemSet {
lore . add ( ChatColor . GOLD + "" + ChatColor . BOLD + "T" + tier + " " + GenericFunctions . CapitalizeFirstLetters ( set . name ( ) ) + " Set" ) ;
lore . add ( ChatColor . YELLOW + "+" + ItemSet . GetBaseAmount ( set , tier , 1 ) + "% Cooldown Reduction" ) ;
break ;
case WINDRY :
lore . add ( ChatColor . LIGHT_PURPLE + "Striker Gear" ) ;
lore . add ( ChatColor . GOLD + "" + ChatColor . BOLD + "T" + tier + " " + GenericFunctions . CapitalizeFirstLetters ( set . name ( ) ) + " Set" ) ;
lore . add ( ChatColor . YELLOW + "+" + ItemSet . GetBaseAmount ( set , tier , 1 ) + " Damage" ) ;
break ;
case ASSASSIN :
lore . add ( ChatColor . LIGHT_PURPLE + "Slayer Gear" ) ;
lore . add ( ChatColor . GOLD + "" + ChatColor . BOLD + "T" + tier + " Assassin Set" ) ;
lore . add ( ChatColor . YELLOW + "+" + ItemSet . GetBaseAmount ( set , tier , 1 ) + "% Cooldown Reduction" ) ;
break ;
case LEGION :
lore . add ( ChatColor . LIGHT_PURPLE + "Barbarian Gear" ) ;
lore . add ( ChatColor . GOLD + "" + ChatColor . BOLD + "T" + tier + " Legion Set" ) ;
lore . add ( ChatColor . YELLOW + "-" + ItemSet . GetBaseAmount ( set , tier , 1 ) + "% Damage Pool Reduction" ) ;
break ;
case LUCI :
lore . add ( ChatColor . LIGHT_PURPLE + "Striker Gear" ) ;
lore . add ( ChatColor . GOLD + "" + ChatColor . BOLD + "T" + tier + " Luci Set" ) ;
lore . add ( ChatColor . YELLOW + "+" + ItemSet . GetBaseAmount ( set , tier , 1 ) + "% Damage Reduction" ) ;
break ;
case PRIDE :
lore . add ( ChatColor . LIGHT_PURPLE + "Barbarian Gear" ) ;
lore . add ( ChatColor . GOLD + "" + ChatColor . BOLD + "T" + tier + " Pride Set" ) ;
lore . add ( ChatColor . YELLOW + "-" + ItemSet . GetBaseAmount ( set , tier , 1 ) + "% Lifesteal Stacks" ) ;
break ;
case PROTECTOR :
lore . add ( ChatColor . LIGHT_PURPLE + "Defender Gear" ) ;
lore . add ( ChatColor . GOLD + "" + ChatColor . BOLD + "T" + tier + " Protector Set" ) ;
lore . add ( ChatColor . YELLOW + "+" + ItemSet . GetBaseAmount ( set , tier , 1 ) + "% Damage Reduction" ) ;
break ;
case SHARD :
lore . add ( ChatColor . LIGHT_PURPLE + "Ranger Gear" ) ;
lore . add ( ChatColor . GOLD + "" + ChatColor . BOLD + "T" + tier + " Shard Set" ) ;
lore . add ( ChatColor . YELLOW + "+" + ItemSet . GetBaseAmount ( set , tier , 1 ) + "% Dodge Chance" ) ;
break ;
case STEALTH :
lore . add ( ChatColor . LIGHT_PURPLE + "Slayer Gear" ) ;
lore . add ( ChatColor . GOLD + "" + ChatColor . BOLD + "T" + tier + " Stealth Set" ) ;
lore . add ( ChatColor . YELLOW + "+" + ItemSet . GetBaseAmount ( set , tier , 1 ) + "% Movement Speed" ) ;
break ;
case SUSTENANCE :
lore . add ( ChatColor . LIGHT_PURPLE + "Defender Gear" ) ;
lore . add ( ChatColor . GOLD + "" + ChatColor . BOLD + "T" + tier + " Sustenance Set" ) ;
lore . add ( ChatColor . YELLOW + "+" + ItemSet . GetBaseAmount ( set , tier , 1 ) + " Health" ) ;
break ;
case TOXIN :
lore . add ( ChatColor . LIGHT_PURPLE + "Ranger Gear" ) ;
lore . add ( ChatColor . GOLD + "" + ChatColor . BOLD + "T" + tier + " Toxin Set" ) ;
lore . add ( ChatColor . YELLOW + "+" + ItemSet . GetBaseAmount ( set , tier , 1 ) + "% Debuff Chance" ) ;
break ;
}
lore . add ( "" ) ;
@ -464,7 +540,7 @@ public enum ItemSet {
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + "% Dodge Chance" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 4 ) + "% Critical Chance" ) ;
lore . add ( ChatColor . DARK_AQUA + " 5 - " + ChatColor . WHITE + " Powered Line Drive" ) ;
lore . add ( ChatColor . DARK_AQUA + " 5 - " + ABILITY_LABEL + " Powered Line Drive" + ABILITY_LABEL_END ) ;
lore . add ( ChatColor . WHITE + " +50% Armor Penetration" ) ;
lore . add ( ChatColor . WHITE + " +15 Damage" ) ;
lore . add ( ChatColor . GRAY + " " ) ;
@ -477,7 +553,7 @@ public enum ItemSet {
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " Max Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + " Absorption Health (30 seconds)" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 4 ) + "% Damage Reduction" ) ;
lore . add ( ChatColor . DARK_AQUA + " 5 - " + ChatColor . WHITE + " Vendetta" ) ;
lore . add ( ChatColor . DARK_AQUA + " 5 - " + ABILITY_LABEL + " Vendetta" + ABILITY_LABEL_END ) ;
lore . add ( ChatColor . GRAY + " Blocking stores 40% of mitigation damage." ) ;
lore . add ( ChatColor . GRAY + " 1% of damage is stored as thorns true damage." ) ;
lore . add ( ChatColor . GRAY + " Shift+Left-Click with a shield to unleash" ) ;
@ -490,7 +566,7 @@ public enum ItemSet {
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + "% Debuff Resistance" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + "% Lifesteal" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 4 ) + " Max Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 5 - " + ChatColor . WHITE + " Powered Mock" ) ;
lore . add ( ChatColor . DARK_AQUA + " 5 - " + ABILITY_LABEL + " Powered Mock" + ABILITY_LABEL_END ) ;
lore . add ( ChatColor . WHITE + " +50% Armor Penetration" ) ;
lore . add ( ChatColor . WHITE + " +15 Damage" ) ;
lore . add ( ChatColor . GRAY + " Mock cooldown decreases from" ) ;
@ -534,7 +610,7 @@ public enum ItemSet {
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ChatColor . WHITE + " +" + ( ItemSet . GetBaseAmount ( set , tier , 4 ) / 20d ) + "s Graceful Dodge" ) ;
lore . add ( ChatColor . GRAY + " Gives you invulnerability and " + ( ItemSet . GetBaseAmount ( set , tier , 4 ) / 4 ) + " absorption" ) ;
lore . add ( ChatColor . GRAY + " health for each successful dodge." ) ;
lore . add ( ChatColor . DARK_AQUA + " 5 - " + ChatColor . WHITE + " Boosts All Modes of Ranger" ) ;
lore . add ( ChatColor . DARK_AQUA + " 5 - " + ABILITY_LABEL + " Boosts All Modes of Ranger" + ABILITY_LABEL_END ) ;
lore . add ( ChatColor . WHITE + " +50% Armor Penetration" ) ;
lore . add ( ChatColor . WHITE + " +15 Damage" ) ;
lore . add ( ChatColor . YELLOW + " Close Range Mode: " + ChatColor . WHITE + "Tumble Invincibility increased by 0.5s" ) ;
@ -550,7 +626,7 @@ public enum ItemSet {
lore . add ( ChatColor . GRAY + " (" + ( ItemSet . GetBaseAmount ( set , tier , 4 ) * 10 ) + "% Damage Reduction) every 5 seconds of sprinting," ) ;
lore . add ( ChatColor . GRAY + " and with every Tumble. Each hit taken removes one" ) ;
lore . add ( ChatColor . GRAY + " stack of Resist. Caps at Resist 10. Lasts 20 seconds." ) ;
lore . add ( ChatColor . DARK_AQUA + " 5 - " + ChatColor . WHITE + " Boosts All Modes of Ranger" ) ;
lore . add ( ChatColor . DARK_AQUA + " 5 - " + ABILITY_LABEL + " Boosts All Modes of Ranger" + ABILITY_LABEL_END ) ;
lore . add ( ChatColor . WHITE + " +50% Armor Penetration" ) ;
lore . add ( ChatColor . WHITE + " +15 Damage" ) ;
lore . add ( ChatColor . YELLOW + " Close Range Mode: " + ChatColor . WHITE + "Tumble Invincibility increased by 0.5s" ) ;
@ -562,7 +638,7 @@ public enum ItemSet {
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " Max Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + " Max Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 4 ) + " Regen / 5 seconds" ) ;
lore . add ( ChatColor . DARK_AQUA + " 5 - " + ChatColor . WHITE + " Boosts All Modes of Ranger" ) ;
lore . add ( ChatColor . DARK_AQUA + " 5 - " + ABILITY_LABEL + " Boosts All Modes of Ranger" + ABILITY_LABEL_END ) ;
lore . add ( ChatColor . WHITE + " +50% Armor Penetration" ) ;
lore . add ( ChatColor . WHITE + " +15 Damage" ) ;
lore . add ( ChatColor . YELLOW + " Close Range Mode: " + ChatColor . WHITE + "Tumble Invincibility increased by 0.5s" ) ;
@ -575,7 +651,7 @@ public enum ItemSet {
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + " Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 4 ) + " Execution Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " per 20% Missing Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 5 - " + ChatColor . WHITE + " Boosts All Modes of Ranger" ) ;
lore . add ( ChatColor . DARK_AQUA + " 5 - " + ABILITY_LABEL + " Boosts All Modes of Ranger" + ABILITY_LABEL_END ) ;
lore . add ( ChatColor . WHITE + " +50% Armor Penetration" ) ;
lore . add ( ChatColor . WHITE + " +15 Damage" ) ;
lore . add ( ChatColor . YELLOW + " Close Range Mode: " + ChatColor . WHITE + "Tumble Invincibility increased by 0.5s" ) ;
@ -640,88 +716,251 @@ public enum ItemSet {
lore . add ( ChatColor . GRAY + " " + ChatColor . WHITE + "of levels you have. Drains XP equal to" ) ;
lore . add ( ChatColor . GRAY + " " + ChatColor . WHITE + "the number of levels you have per hit." ) ;
} break ;
case BLITZEN :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + " Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ChatColor . WHITE + " Storm Onward!" ) ;
lore . add ( ChatColor . GRAY + " Attacks occasionally send Lightning bolts" ) ;
lore . add ( ChatColor . GRAY + " down on foes dealing true damage." ) ;
break ;
case COMET :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + " Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ChatColor . WHITE + " More Health For You" ) ;
lore . add ( ChatColor . GRAY + " Right-Clicking players will take away" ) ;
lore . add ( ChatColor . GRAY + " 10% of your health to heal 20% of" ) ;
lore . add ( ChatColor . GRAY + " the targeted ally's health." ) ;
break ;
case CUPID :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + " Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ChatColor . WHITE + " Linked for Life" ) ;
lore . add ( ChatColor . GRAY + " Right-Clicking players will link yourself" ) ;
lore . add ( ChatColor . GRAY + " to them. Teleporting via any means sends" ) ;
lore . add ( ChatColor . GRAY + " you both to the new position." ) ;
break ;
case DANCER :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + " Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ChatColor . WHITE + " Can't Catch Me!" ) ;
lore . add ( ChatColor . GRAY + " Changing your movement direction constantly" ) ;
lore . add ( ChatColor . GRAY + " makes you invulnerable to incoming attacks." ) ;
break ;
case DASHER :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + " Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ChatColor . WHITE + " Marathon Runner" ) ;
lore . add ( ChatColor . GRAY + " Sprinting will restore missing hunger." ) ;
break ;
case DONNER :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + " Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ChatColor . WHITE + " Come At Me" ) ;
lore . add ( ChatColor . GRAY + " Monsters attacking your party members" ) ;
lore . add ( ChatColor . GRAY + " will automatically be provoked to you." ) ;
break ;
case OLIVE :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + " Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ChatColor . WHITE + " Right Back At You" ) ;
lore . add ( ChatColor . GRAY + " Gain 20 Absorption Health each time" ) ;
lore . add ( ChatColor . GRAY + " damage is taken. (30 sec cooldown)" ) ;
break ;
case PRANCER :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + " Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ChatColor . WHITE + " Will You Just Sit Down?" ) ;
lore . add ( ChatColor . GRAY + " Your next strike ignores 50% of the" ) ;
lore . add ( ChatColor . GRAY + " target's armor. (10 sec cooldown)" ) ;
break ;
case RUDOLPH :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + " Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ChatColor . WHITE + " Light the Way" ) ;
lore . add ( ChatColor . GRAY + " You and your party gain Permanent" ) ;
lore . add ( ChatColor . GRAY + " Night Vision." ) ;
break ;
case VIXEN :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + " Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ChatColor . WHITE + " Untouchable, Unkillable" ) ;
lore . add ( ChatColor . GRAY + " Increases Dodge Chance by 20%. Dodging" ) ;
lore . add ( ChatColor . GRAY + " successfully restores 10% of your max" ) ;
lore . add ( ChatColor . GRAY + " health." ) ;
break ;
case BLITZEN :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + " Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ABILITY_LABEL + " Storm Onward!" + ABILITY_LABEL_END ) ;
lore . add ( ChatColor . GRAY + " Attacks occasionally send Lightning bolts" ) ;
lore . add ( ChatColor . GRAY + " down on foes dealing true damage." ) ;
break ;
case COMET :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + " Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ABILITY_LABEL + " More Health For You" + ABILITY_LABEL_END ) ;
lore . add ( ChatColor . GRAY + " Right-Clicking players will take away" ) ;
lore . add ( ChatColor . GRAY + " 10% of your health to heal 20% of" ) ;
lore . add ( ChatColor . GRAY + " the targeted ally's health." ) ;
break ;
case CUPID :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + " Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ABILITY_LABEL + " Linked for Life" + ABILITY_LABEL_END ) ;
lore . add ( ChatColor . GRAY + " Right-Clicking players will link yourself" ) ;
lore . add ( ChatColor . GRAY + " to them. Teleporting via any means sends" ) ;
lore . add ( ChatColor . GRAY + " you both to the new position." ) ;
break ;
case DANCER :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + " Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ABILITY_LABEL + " Can't Catch Me!" + ABILITY_LABEL_END ) ;
lore . add ( ChatColor . GRAY + " Changing your movement direction constantly" ) ;
lore . add ( ChatColor . GRAY + " makes you invulnerable to incoming attacks." ) ;
break ;
case DASHER :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + " Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ABILITY_LABEL + " Marathon Runner" + ABILITY_LABEL_END ) ;
lore . add ( ChatColor . GRAY + " Sprinting will restore missing hunger." ) ;
break ;
case DONNER :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + " Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ABILITY_LABEL + " Come At Me" + ABILITY_LABEL_END ) ;
lore . add ( ChatColor . GRAY + " Monsters attacking your party members" ) ;
lore . add ( ChatColor . GRAY + " will automatically be provoked to you." ) ;
break ;
case OLIVE :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + " Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ABILITY_LABEL + " Right Back At You" + ABILITY_LABEL_END ) ;
lore . add ( ChatColor . GRAY + " Gain 20 Absorption Health each time" ) ;
lore . add ( ChatColor . GRAY + " damage is taken. (30 sec cooldown)" ) ;
break ;
case PRANCER :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + " Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ABILITY_LABEL + " Will You Just Sit Down?" + ABILITY_LABEL_END ) ;
lore . add ( ChatColor . GRAY + " Your next strike ignores 50% of the" ) ;
lore . add ( ChatColor . GRAY + " target's armor. (10 sec cooldown)" ) ;
break ;
case RUDOLPH :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + " Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ABILITY_LABEL + " Light the Way" + ABILITY_LABEL_END ) ;
lore . add ( ChatColor . GRAY + " You and your party gain Permanent" ) ;
lore . add ( ChatColor . GRAY + " Night Vision." ) ;
break ;
case VIXEN :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + " Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ABILITY_LABEL + " Untouchable, Unkillable" + ABILITY_LABEL_END ) ;
lore . add ( ChatColor . GRAY + " Increases Dodge Chance by 20%. Dodging" ) ;
lore . add ( ChatColor . GRAY + " successfully restores 10% of your max" ) ;
lore . add ( ChatColor . GRAY + " health." ) ;
break ;
case WINDRY :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Attacks build up " + WINDCHARGE_PLURAL_LABEL + "." ) ;
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + " " + WINDCHARGE_PLURAL_LABEL + " cap at " + ( tier * 10 ) + " stacks" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " " + ( ItemSet . GetBaseAmount ( set , tier , 2 ) ! = 1 ? WINDCHARGE_PLURAL_LABEL : WINDCHARGE_LABEL ) + " per hit" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + "% Armor Pen per " + WINDCHARGE_LABEL ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 4 ) + "% Critical Chance per " + WINDCHARGE_LABEL ) ;
lore . add ( ChatColor . DARK_AQUA + " 5 - " + ABILITY_LABEL + " Wind Slash" + ABILITY_LABEL_END ) ;
lore . add ( ChatColor . GRAY + " Press the drop key to send a Wind Slash forward," ) ;
lore . add ( ChatColor . GRAY + " knocking up all targets hit and dealing " + tier ) ;
lore . add ( ChatColor . GRAY + " damage per " + WINDCHARGE_LABEL + " stack. Consumes" ) ;
lore . add ( ChatColor . GRAY + " all " + WINDCHARGE_PLURAL_LABEL + "." ) ;
lore . add ( ChatColor . GRAY + " " ) ;
lore . add ( ChatColor . GRAY + " Gain +" + ( tier * 5 ) + " wind charges for each killing blow dealt" ) ;
lore . add ( ChatColor . GRAY + " with Wind Slash and gain " + ( tier ) + " Absorption Health." ) ;
break ;
case ASSASSIN :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Increases in power based on " + ChatColor . BOLD + "Total Tier Amount" ) ;
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "of all baubles in your bauble pouch." ) ;
lore . add ( ChatColor . DARK_AQUA + " T9 - " ) ;
lore . add ( ChatColor . WHITE + " Assassinate enables you to jump to target blocks." ) ;
lore . add ( ChatColor . WHITE + " Cooldown of Assassinate decreases by 70% when" ) ;
lore . add ( ChatColor . WHITE + " jumping to blocks." ) ;
if ( tier > = 2 ) {
lore . add ( ChatColor . DARK_AQUA + " T18 - " ) ;
lore . add ( ChatColor . WHITE + " Decreases cooldown of Assassinate by 50% when" ) ;
lore . add ( ChatColor . WHITE + " a backstab occurs." ) ;
if ( tier > = 3 ) {
lore . add ( ChatColor . DARK_AQUA + " T27 - " ) ;
lore . add ( ChatColor . WHITE + " Backstabs deal 6x normal damage." ) ;
if ( tier > = 4 ) {
lore . add ( ChatColor . DARK_AQUA + " T40 - " ) ;
lore . add ( ChatColor . WHITE + " +30% Cooldown Reduction" ) ;
lore . add ( ChatColor . WHITE + " +100% Critical Strike Chance" ) ;
}
}
}
break ;
case LEGION :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + "% Lifesteal" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + "% Damage per Weapon Charge" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 4 ) + "% Damage per 100 Damage Pool" ) ;
lore . add ( ChatColor . DARK_AQUA + " 5 - " + ABILITY_LABEL + " Undying Rage" + ABILITY_LABEL_END ) ;
lore . add ( ChatColor . GRAY + " When taking fatal damage, removes all Damage" ) ;
lore . add ( ChatColor . GRAY + " Pool stacks and prevents your health from" ) ;
lore . add ( ChatColor . GRAY + " going below 1 for " + ( tier + 6 ) + " seconds." ) ;
lore . add ( ChatColor . GRAY + " " ) ;
lore . add ( ChatColor . GRAY + " (120s Cooldown)" ) ;
lore . add ( ChatColor . DARK_AQUA + " 6 - " + ChatColor . WHITE + "" ) ;
lore . add ( ChatColor . WHITE + " +" + ( tier * 25 ) + "% Lifesteal" ) ;
lore . add ( ChatColor . WHITE + " +" + ( tier * 25 ) + "% Health Regeneration" ) ;
lore . add ( ChatColor . WHITE + " +" + ( tier * 25 ) + "% Maximum Health" ) ;
break ;
case LUCI :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + "% Dodge Chance" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " Adds " + ItemSet . GetBaseAmount ( set , tier , 3 ) + "% Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " " + ChatColor . GRAY + " for every 1% Dodge Chance" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ChatColor . WHITE + " Adds " + ItemSet . GetBaseAmount ( set , tier , 4 ) + "% Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " " + ChatColor . GRAY + " for every 1% Damage Reduction" ) ;
lore . add ( ChatColor . DARK_AQUA + " 5 - " + ABILITY_LABEL + " Beast Within" + ABILITY_LABEL_END ) ;
lore . add ( ChatColor . GRAY + " Press the drop key to obtain a buff lasting " + ( tier + 6 ) ) ;
lore . add ( ChatColor . GRAY + " seconds, giving you 100% Dodge Chance and" ) ;
lore . add ( ChatColor . GRAY + " Damage Reduction. Beast Within's Cooldown" ) ;
lore . add ( ChatColor . GRAY + " decreases by 1 second for each successful" ) ;
lore . add ( ChatColor . GRAY + " Dodge performed." ) ;
lore . add ( ChatColor . GRAY + " " ) ;
lore . add ( ChatColor . GRAY + " (120s Cooldown)" ) ;
break ;
case PRIDE :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " Weapon Charges per hit" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " " + ABILITY_LABEL + "Power Swing" + ABILITY_LABEL_END + " (Right-Click) provides double" ) ;
lore . add ( " " + ChatColor . WHITE + " the lifesteal stacks and increases Regeneration" ) ;
lore . add ( " " + ChatColor . WHITE + " level by " + ItemSet . GetBaseAmount ( set , tier , 3 ) + " for 15 seconds. (Max. 10 Levels)" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ChatColor . WHITE + " " + ABILITY_LABEL + "Forceful Strike" + ABILITY_LABEL_END + " (Shift+Left-Click) applies" ) ;
lore . add ( " " + ChatColor . WHITE + " Poison " + ItemSet . GetBaseAmount ( set , tier , 4 ) + " to everything it hits for 15 seconds." ) ;
lore . add ( ChatColor . DARK_AQUA + " 5 - " + ChatColor . WHITE + " " + ABILITY_LABEL + "Sweep Up" + ABILITY_LABEL_END + " (Shift+Right-Click) heals" ) ;
lore . add ( " " + ChatColor . WHITE + " half the health it deals as HP directly." ) ;
lore . add ( ChatColor . DARK_AQUA + " 6 - " + ChatColor . WHITE + "" ) ;
lore . add ( ChatColor . WHITE + " +" + ( tier * 25 ) + "% Lifesteal" ) ;
lore . add ( ChatColor . WHITE + " +" + ( tier * 25 ) + "% Health Regeneration" ) ;
lore . add ( ChatColor . WHITE + " +" + ( tier * 25 ) + "% Maximum Health" ) ;
break ;
case PROTECTOR :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + PlayerMode . SLAYER . getColor ( ) + PlayerMode . SLAYER . getName ( ) + "s" + ChatColor . GOLD + " do not benefit from party effects" ) ;
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "of this set. " + PlayerMode . RANGER . getColor ( ) + PlayerMode . RANGER . getName ( ) + "s" + ChatColor . GOLD + " receive only half the effects." ) ;
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + "% Damage Reduction to other party members" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + "% Health to other party members." ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ABILITY_LABEL + " Reinforce" + ABILITY_LABEL_END + " - Each hit taken restores" ) ;
lore . add ( " " + ChatColor . WHITE + " " + ItemSet . GetBaseAmount ( set , tier , 4 ) + "Health to your party members." ) ;
lore . add ( ChatColor . DARK_AQUA + " 5 - " + ABILITY_LABEL + " Unstoppable Team" + ABILITY_LABEL_END ) ;
lore . add ( ChatColor . GRAY + " Press the swap item key to channel for 1 second," ) ;
lore . add ( ChatColor . GRAY + " creating a " + ( tier * 20 ) + " Health shield for 30" ) ;
lore . add ( ChatColor . GRAY + " seconds on all party members." ) ;
lore . add ( ChatColor . GRAY + " " ) ;
lore . add ( ChatColor . GRAY + " (150 second cooldown)" ) ;
break ;
case SHARD :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + "% Headshot Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + "% Critical Damage" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 4 ) + " Health" ) ;
lore . add ( ChatColor . DARK_AQUA + " 5 - " + ABILITY_LABEL + " Shrapnel Bombs" + ABILITY_LABEL_END ) ;
lore . add ( ChatColor . GRAY + " When arrows land or hit a target, they explode" ) ;
lore . add ( ChatColor . GRAY + " into shrapnel, dealing damage to all nearby targets" ) ;
lore . add ( ChatColor . GRAY + " and dealing ticks of additional fire damage for 10" ) ;
lore . add ( ChatColor . GRAY + " seconds. Shrapnel stacks infinitely on a target." ) ;
break ;
case STEALTH :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Increases in power based on " + ChatColor . BOLD + "Total Tier Amount" ) ;
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "of all baubles in your bauble pouch." ) ;
lore . add ( ChatColor . DARK_AQUA + " T9 - " ) ;
lore . add ( ChatColor . WHITE + " Stealth does not cause durability to decrease." ) ;
lore . add ( ChatColor . WHITE + " Stealth does not get removed when getting hit." ) ;
if ( tier > = 2 ) {
lore . add ( ChatColor . DARK_AQUA + " T18 - " ) ;
lore . add ( ChatColor . WHITE + " Going from Visible to Stealth will remove" ) ;
lore . add ( ChatColor . WHITE + " all aggro from nearby targets. While in" ) ;
lore . add ( ChatColor . WHITE + " Stealth mode, you deal 50% more damage." ) ;
if ( tier > = 3 ) {
lore . add ( ChatColor . DARK_AQUA + " T27 - " ) ;
lore . add ( ChatColor . WHITE + " Each kill gives a stack of Strength" ) ;
lore . add ( ChatColor . WHITE + " (Max. 20 stacks). Getting hit removes" ) ;
lore . add ( ChatColor . WHITE + " a level of Strength." ) ;
if ( tier > = 4 ) {
lore . add ( ChatColor . DARK_AQUA + " T40 - " ) ;
lore . add ( ChatColor . WHITE + " Recovers 1 Heart (2 HP) every 5 seconds" ) ;
lore . add ( ChatColor . WHITE + " while in Stealth mode." ) ;
}
}
}
break ;
case SUSTENANCE :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + " Lifesteal Stacks every hit taken" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + " Regeneration Level per hit" ) ;
lore . add ( ChatColor . GRAY + " (Max. Regeneration " + WorldShop . toRomanNumeral ( Math . min ( 2 * tier , 10 ) ) + ")" ) ;
lore . add ( ChatColor . GRAY + " Decays at 1 Regeneration Level per second." ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 4 ) + "% Healing per Regeneration tick" ) ;
lore . add ( ChatColor . DARK_AQUA + " 5 - " + ABILITY_LABEL + " Share the Life" + ABILITY_LABEL_END ) ;
lore . add ( ChatColor . GRAY + " Increases lifesteal stacks for other party members" ) ;
lore . add ( ChatColor . GRAY + " by " + ( tier ) + " whenever you get hit." ) ;
break ;
case TOXIN :
lore . add ( ChatColor . GOLD + "" + ChatColor . ITALIC + "Set Bonus:" ) ;
lore . add ( ChatColor . DARK_AQUA + " 2 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 2 ) + "% Chance of applying Bleeding " + WorldShop . toRomanNumeral ( tier ) + " to target." ) ;
lore . add ( ChatColor . GRAY + " (Bleed deals faster damage over time compared to Poison." ) ;
lore . add ( ChatColor . GRAY + " it is not affected by Poison Resistance.)" ) ;
lore . add ( ChatColor . DARK_AQUA + " 3 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 3 ) + "% Chance of applying Infection " + WorldShop . toRomanNumeral ( tier ) + " to target." ) ;
lore . add ( ChatColor . GRAY + " (Infection deals damage over time and applies all debuffs" ) ;
lore . add ( ChatColor . GRAY + " this target has to nearby targets.)" ) ;
lore . add ( ChatColor . DARK_AQUA + " 4 - " + ChatColor . WHITE + " +" + ItemSet . GetBaseAmount ( set , tier , 4 ) + "% Chance of applying Cripple " + WorldShop . toRomanNumeral ( tier ) + " to target." ) ;
lore . add ( ChatColor . GRAY + " (Cripple slows the target and decreases target's damage" ) ;
lore . add ( ChatColor . GRAY + " by 10% per level.)" ) ;
lore . add ( ChatColor . DARK_AQUA + " 5 - " + ABILITY_LABEL + " Fire Cesspool" + ABILITY_LABEL_END ) ;
lore . add ( ChatColor . GRAY + " Shooting arrows at the ground converts the land into" ) ;
lore . add ( ChatColor . GRAY + " a temporary fire pool, applying stacking Burn to all" ) ;
lore . add ( ChatColor . GRAY + " enemy targets in the fire pool. (Burn deals more damage" ) ;
lore . add ( ChatColor . GRAY + " as the number of stacks increase.)" ) ;
break ;
}
return lore ;
}
@ -808,7 +1047,7 @@ public enum ItemSet {
}
}
}
TwosideKeeper . log ( "Offhand: " + p . getInventory ( ) . getExtraContents ( ) [ 0 ] + ";;" + item + ChatColor . RESET + "Is equal? " + p . getInventory ( ) . getExtraContents ( ) [ 0 ] . equals ( item ) + ";; Is Bauble Pouch? " + BaublePouch . isBaublePouch ( item ) , 5 ) ;
//TwosideKeeper.log("Offhand: "+p.getInventory().getExtraContents()[0]+";;"+item+ChatColor.RESET+"Is equal? "+p.getInventory().getExtraContents()[0].equals(item)+";; Is Bauble Pouch? "+BaublePouch.isBaublePouch(item), 5);
}
TwosideKeeper . log ( "Updated HashMap for player " + p . getName ( ) + ". New Map: \n" + TextUtils . outputHashmap ( map ) , 5 ) ;
}