Item-Kombination #1222
Kombinationsgröße: 3
Kombinationsgegenstände
Robe_Of_Elemental
Cloak_Of_Elemental
Origin_Of_Elemental
Kombinationseffekt
bonus5 bAutoSpell,"MG_FIREBALL",max(5,getskilllv("MG_FIREBALL")),50,BF_MAGIC,1;
autobonus3 "{ bonus bMatk,50; }",1000,60000,"PF_DOUBLECASTING","{ specialeffect2 EF_ENCHANCE; }";
Skriptreferenzen
bonus5
Befehl
bonus5
Signatur:
bonus5 <bonus type>,<val1>,<val2>,<val3>,<val4>,<val5>;
Beschreibung:
These commands are meant to be used in item scripts. They will probably work
outside item scripts, but the bonus will not persist for long. They, as
expected, refer only to an invoking character.
kind in ''.
bAutoSpell
Gegenstandsbonus
bAutoSpell
Signatur:
bonus5 bAutoSpell,sk,y,n,bf,i;
Beschreibung:
Adds a n/10% chance to cast skill sk of level y when attacking with trigger criteria bf
getskilllv
Befehl
getskilllv
Signatur:
getskilllv(<skill id>)
getskilllv("<skill name>")
Beschreibung:
character has. If they don't have the skill, 0 will be returned. The full list
of character skills is available in ''.
There are two main uses for this function, it can check whether the character
has a skill or not, and it can tell you if the level is high enough.
Example 1:
Example 2:
Beispiel:
if (getskilllv(152))
mes "You have got the skill Throw Stone";
else
mes "You don't have Throw Stone";
close;
if (getskilllv(28) >= 5)
mes "Your heal lvl is 5 or more";
else if (getskilllv(28) == 10)
mes "Your heal lvl has been maxed";
else
mes "You heal skill is below lvl 5";
close;
autobonus3
Befehl
autobonus3
Signatur:
autobonus3 <bonus script>,<rate>,<duration>,<skill id>,{<other script>};
autobonus3 <bonus script>,<rate>,<duration>,"<skill name>",{<other script>};
Beschreibung:
These commands are meant to be used in item scripts only! See 'petautobonus' for pet usage.
What these commands do is 'attach' a script to the player which will get
executed on attack (or when attacked in the case of autobonus2).
Rate is the trigger rate of the script (1000 = 100%).
Duration is the time in milliseconds that the bonus will last for since the script has triggered.
Skill ID/skill name the skill which will be used as trigger to start the bonus. (autobonus3)
The optional argument 'flag' is used to classify the type of attack where the script
can trigger (it shares the same flags as the bAutoSpell bonus script):
Range criteria:
Attack type criteria:
Skill criteria:
The difference between the optional argument 'other script' and the 'bonus script' is that,
the former one triggers only when attacking(or attacked) and the latter one runs on
status calculation as well, which makes sure, within the duration, the "bonus" that get
lost on status calculation is restored. So, 'bonus script' is technically supposed to accept
"bonus" command only. And we usually use 'other script' to show visual effects.
In all cases, when the script triggers, the attached player will be the one
who holds the bonus. There is currently no way of knowing within this script
who was the other character (the attacker in autobonus2, or the target in
autobonus and autobonus3).
//Grants a 1% chance of starting the state "all stats +10" for 10 seconds when
//using weapon or misc attacks (both melee and ranged skills) and shows a special
//effect when the bonus is active.
Beispiel:
BF_SHORT: Trigger on melee attack
BF_LONG: Trigger on ranged attack
Default: BF_SHORT+BF_LONG
BF_WEAPON: Trigger on weapon skills
BF_MAGIC: Trigger on magic skills
BF_MISC: Trigger on misc skills
Default: BF_WEAPON
BF_NORMAL: Trigger on normal attacks
BF_SKILL: Trigger on skills
default: If the attack type is BF_WEAPON (only) BF_NORMAL is used,
otherwise BF_SKILL+BF_NORMAL is used.
autobonus "{ bonus bAllStats,10; }",10,10000,BF_WEAPON|BF_MISC,"{ specialeffect2 EF_FIRESPLASHHIT; }";
bMatk
Gegenstandsbonus
bMatk
Signatur:
bonus bMatk,n;
Beschreibung:
Magical attack power + n
specialeffect2
Befehl
specialeffect2
Signatur:
specialeffect2 <effect number>{,<send_target>{,"<Player Name>"}};
Beschreibung:
This command behaves identically to 'specialeffect', but the effect will be
centered on the invoking character's sprite.
<Player name> parameter will display <effect number> on another Player than the
one currently attached to the script. Like with specialeffect, when specifying
a player, <send_target> must be supplied, specifying AREA will retain the default
behavior of the command.