mode.
->Fixed a bug allowing players to use Line Drive when not in Striker
mode.
->Fire Resistance mechanics modified. If you are on fire with Fire
Resistance, fire resistance duration goes down by 10 seconds every
second. Higher levels of fire resistance resist fire better.
->Switching modes while toggling items in your hotbar now reflects your
health % properly. This means if you have 50% health in Striker mode and
switch to Ranger mode, you'll have 50% health in that mode as well.
->Suppression status effect implemented. Entities that are suppressed
cannot move, attack, teleport, or explode.
->Cooldown Reduction stat implemented. This stat decreases the amount of
time it takes for all cooldown-sensitive abilities to be available
again.
->Fixed a bug where players could activate Vendetta just by having 5
Songsteel pieces regardless of what Tier they were.
->Fixed Pre-emptive Strike (x4->x3), Hand-made Arrow(x3->x2), and
Diamond-Tipped Arrow(x5->x4) multipliers not being correct in the damage
engine.
->Slayer mode has been released!
-Slayer Mode is defined by wearing no armor, and wearing a Bauble in
your hotbar.
-Slayers can make use of up to 9 Baubles by placing them on their
hotbar (Ideally you would want to use one slot for a weapon). Each
Bauble adds a certain amount of stats to the Slayer, making them more
efficient.
-Slayers take a maximum of 2 HP (1 Heart) in damage from all attacks,
making this mode essentially 5 lives.
-Slayers are not affected by any Health Recovery and Health
Regeneration effects. This mode only heals from kills, using the
Amulet's set effect, or sleeping. However, Absorption will still work
for a Slayer. Absorption hearts just get removed with normal damage
calculation rules.
-Whenever a Slayer kills a target, they recover 1 Heart (2 HP). This
can be modified by a special weapon.
-Slayers can enter Stealth mode by pressing Sneak. Once in Stealth
mode, Slayers will not leave stealth until they hit a monster or Sneak
again. Stealth mode drains 1 Durability every second from tools on your
hotbar.
-While in Stealth mode, nothing will be able to detect you. Note this
does not get rid of aggression from targets that have already aggro'd
you.
-Slayers can Backstab targets by getting behind them and hitting them.
A backstab does triple the normal damage of an attack.
-Whenever a Slayer critically strikes, it suppresses a target for 0.75
seconds. Suppression prevents movement, attacking, teleporting, and
exploding. Suppressed targets glow Black.
-Slayers thrive in 1vs1 situations. If a target is completely alone,
they will glow white to the Slayer. Isolated targets take 50% more
damage from the Slayer. Slayer's Dodge Chance increases by 40% against
isolated targets.
-Slayers can use the Assassination ability. Press the Drop key while
looking at an enemy to perform an assassination: You jump directly
behind the enemy, gaining 0.5 seconds of invulnerability. If the next
hit after Assassination is performed kills the target, you gain a speed
and strength buff. These buffs cap at Speed V and Strength X
respectively and last 10 seconds. Assassination cooldown is reset
whenever a target is instantly killed in this manner, and you get
immediately put back into stealth, preventing further detection from
other monsters.
->New set pieces have been released.
dmg+=addToPlayerLogger(damager,target,"Execute Set Bonus",(((ItemSet.TotalBaseAmountBasedOnSetBonusCount((Player)shooter,ItemSet.LORASAADI,4,4)*5.0)*(1-(target.getHealth()/target.getMaxHealth())))));
dmg+=addToPlayerLogger(damager,target,"Execute Set Bonus",(((ItemSet.TotalBaseAmountBasedOnSetBonusCount(GenericFunctions.getEquipment(shooter),(Player)shooter,ItemSet.LORASAADI,4,4)*5.0)*(1-(target.getHealth()/target.getMaxHealth())))));
dodgechance+=(93.182445*pd.velocity)*(0.05+(0.01*ItemSet.TotalBaseAmountBasedOnSetBonusCount(GenericFunctions.getHotbarItems(p),p,ItemSet.GLADOMAIN,7,4)));//For every 1m, give 5%.
TwosideKeeper.log(ChatColor.WHITE+"Adding Potion Effect "+type.getName()+" "+WorldShop.toRomanNumeral((amplifier+1))+"("+amplifier+") to "+p.getName()+" with "+ticks+" tick duration. "+((force)?ChatColor.RED+"FORCED":""),TwosideKeeper.POTION_DEBUG_LEVEL);
if(p.hasPotionEffect(type)){
TwosideKeeper.log(ChatColor.YELLOW+" Already had effect on Player "+p.getName()+". "+type.getName()+" "+WorldShop.toRomanNumeral((getPotionEffectLevel(type,p)+1))+"("+getPotionEffectLevel(type,p)+"), Duration: "+getPotionEffectDuration(type,p)+" ticks",TwosideKeeper.POTION_DEBUG_LEVEL);
@ -2758,7 +2767,7 @@ public class GenericFunctions {
TwosideKeeper.log(ChatColor.WHITE+"Removing Potion Effect "+type+" "+WorldShop.toRomanNumeral((getPotionEffectLevel(type,p)+1))+"("+getPotionEffectLevel(type,p)+") on Player "+p.getName()+" Duration: "+getPotionEffectDuration(type,p)+" ticks by adding a 0 duration version of this effect.",TwosideKeeper.POTION_DEBUG_LEVEL);
//p.removePotionEffect(type);
logAndApplyPotionEffectToPlayer(type,1,0,p,true);
@ -2958,11 +2967,11 @@ public class GenericFunctions {
if(name!=Material.SKULL_ITEM||pd.lastlifesavertime+GetModifiedCooldown(TwosideKeeper.LIFESAVER_COOLDOWN,player)<TwosideKeeper.getServerTickTime()){//Don't overwrite life saver cooldowns.
+ChatColor.WHITE+"->20% chance to critically strike.\n"
+ChatColor.WHITE+"->Getting hit increases Speed by 1 Level. Stacks up to Speed V (Lasts five seconds.)\n"
+ChatColor.GRAY+"->Swinging your weapon stops nearby flying arrows. Each arrow deflected will give you a Strength buff. Stacks up to Strength V (Lasts five seconds.)\n"
+ChatColor.WHITE+"->Dropping your weapon will perform a line drive. Enemies you charge through take x7 your base damage. This costs 5% of your durability (Unbreaking decreases this amount.)\n"
+ChatColor.WHITE+"->Dropping your weapon will perform a line drive. Enemies you charge through take x1-x5 damage, based on target's missing health. This costs 5% of your durability (Unbreaking decreases this amount.)\n"
+ChatColor.GRAY+"->Strikers have a 20% chance to dodge incoming attacks from any damage source while moving.\n"
+ChatColor.WHITE+"->Hitting a target when they have not noticed you yet does x3 normal damage.\n"),
+ChatColor.WHITE+"->Players are identified as 'Slayers' by wearing no armor, and wearing a Bauble in your hotbar.\n"
+ChatColor.WHITE+"->Players are identified as 'Slayers' by wearing no armor, and wearing a Bauble in their hotbar.\n"
+ChatColor.GRAY+"->Slayers can make use of up to 9 Baubles by placing them on their hotbar (Ideally you would want to use one slot for a weapon). Each Bauble adds a certain amount of stats to the Slayer, making them more efficient.\n"
+ChatColor.WHITE+"->Slayers lose 2 HP from every hit regardless of damage taken, making this mode essentially have 5 lives.\n"
+ChatColor.GRAY+"->Slayers are not affected by any Health Recovery and Health Regeneration effects. This mode only heals from kills or by using the Amulet's set effect. However, Absorption will still work for a Slayer. Absorption hearts just get removed with normal damage calculation rules.\n"
+ChatColor.WHITE+"->Slayers can enter Stealth mode by pressing Sneak. Once in Stealth mode, Slayers will not leave stealth until they hit a monster or Sneak again. Stealth mode drains either 1% Durability or 1 Durability, whichever is larger, from a tool on your hotbar.\n"
+ChatColor.WHITE+"->Slayers take a maximum of 1 Heart (2 HP) in damage from all attacks, making this mode essentially 5 lives.\n"
+ChatColor.GRAY+"->Slayers are not affected by any Health Recovery and Health Regeneration effects. This mode only heals from kills, using the Amulet's set effect, or sleeping. However, Absorption will still work for a Slayer. Absorption hearts just get removed with normal damage calculation rules.\n"
+ChatColor.WHITE+"->Whenever a Slayer kills a target, they recover 1 Heart (2 HP). This can be modified by a special weapon.\n"
+ChatColor.GRAY+"->Slayers can enter Stealth mode by pressing Sneak. Once in Stealth mode, Slayers will not leave stealth until they hit a monster or Sneak again. Stealth mode drains 1 Durability every second from tools on your hotbar.\n"
+ChatColor.WHITE+"->While in Stealth mode, nothing will be able to detect you. Note this does not get rid of aggression from targets that have already aggro'd you.\n"
+ChatColor.GRAY+"->Slayers can Backstab targets by getting behind them and hitting them. A backstab does triple the normal damage of an attack.\n"
+ChatColor.WHITE+"->Whenever a Slayer critically strikes, it suppresses a target for 0.25 seconds. Suppression prevents movement, attacking, teleporting, and exploding. Suppressed targets glow Black.\n"
+ChatColor.WHITE+"->Whenever a Slayer critically strikes, it suppresses a target for 0.75 seconds. Suppression prevents movement, attacking, teleporting, and exploding. Suppressed targets glow Black.\n"
+ChatColor.GRAY+"->Slayers thrive in 1vs1 situations. If a target is completely alone, they will glow white to the Slayer. Isolated targets take 50% more damage from the Slayer. Slayer's Dodge Chance increases by 40% against isolated targets.\n"
+ChatColor.WHITE+"->Slayers can use the Assassination ability. Press the Drop key while looking at an enemy to perform an assassination: You jump directly behind the enemy, gaining 0.5 seconds of invulnerability. If the next hit after Assassination is performed kills the target, you gain 1 Heart (2 Health) back along with a speed and strength buff. These buffs cap at Speed V and Strength X respectively. Assassination cooldown is reset whenever a target is instantly killed in this manner, and you get immediately put back into stealth, preventing further detection from other monsters.\n"),
+ChatColor.WHITE+"->Slayers can use the Assassination ability. Press the Drop key while looking at an enemy to perform an assassination: You jump directly behind the enemy, gaining 0.5 seconds of invulnerability. If the next hit after Assassination is performed kills the target, you gain a speed and strength buff. These buffs cap at Speed V and Strength X respectively and last 10 seconds. Assassination cooldown is reset whenever a target is instantly killed in this manner, and you get immediately put back into stealth, preventing further detection from other monsters.\n"),