SunfallSkill
Sunfall (COOLDOWN) - Every 20 seconds, your next fireball lands with triple force. Tier 4 unlock.
Every target caught in the Sunfall fireball takes the bonus. Power budget: a 20 second cooldown is one fireball in ten, so +200% at level 50 is E = 2.0 / 10 = 0.20.
Inherited properties
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Hard cap on how much any single defensive skill may reduce incoming damage.
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protected int requiredLevel
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protected int unlockTier
Functions
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Drops per-player combat state when the skill is deactivated.
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Gets the numeric value of the bonus at a given skill level.
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Gets a formatted string describing the bonus at a given level.
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Gets the lore description for the skill menu display.
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Whether this hit belongs to an activation that already fired, such as another target of the same fireball.
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Attempts to activate the skill, reporting whether it actually fired.
Inherited functions
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Returns whether this skill affects damage when used offensively.
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Applies this bonus to a player based on their skill level.
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Applies placeholder replacements to the formatted bonus template from config.
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Applies placeholder replacements to lore templates from config.
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Clamps a defensive damage reduction into the safe [0, MAX_DEFENSIVE_REDUCTION] range.
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protected static List<LivingEntity> enemiesNear(Player player, Location center, double radius, LivingEntity exclude)
Elites a magic weapon may hit within a radius of a point, nearest first.
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Gets the required level for a given unlock tier.
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Gets the proc count for a player.
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Returns the configured cooldown at a specific skill level.
Returns the configured cooldown at the player's current skill level.
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Returns the configured proc chance at the player's current skill level.
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Returns the configured linear bonus at a specific skill level.
Returns the configured linear bonus at the player's current level.
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Returns the test strategy for verifying this skill in automated testing.
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Increments the proc count for a player.
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Checks if a player meets the level requirement for this bonus.
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Called when the cooldown skill activates.
Called when a player activates (selects) this skill.
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Called when a player deactivates (deselects) this skill.
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Removes this bonus from a player.
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Resets all proc counts.
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Resets the proc count for a player.
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The standard linear per-level scaling used by most skill payouts:
base + level * perLevel.Capped variant of scaled:
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Sends a skill trigger action bar message to the player.
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public static void sendStackingSkillActionBar(Player player, SkillBonus skill, int currentStacks, int maxStacks)
Sends a stacking skill action bar message showing current stack count.
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Sets the configuration fields for this skill.
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Skill damage on top of the weapon's hit.
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The hit in this context when it is the primary hit of the given staff or wand attack.
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Whether generic player-to-elite hit handling should trigger this cooldown skill.