Flaward's Hat [1] ( Flaward_Hat_EXE )
| ID 15829 |
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Kaufpreis: zeny | Verkaufspreis: 0 zeny | Gewicht: 30 | Slots: 1 | ||||||||||||||||||||||||||||||||||||
| Typ: Rüstung/Umhang/Schuhe/Kopfbedeckung/Accessoire-Gegenstand. | Untertyp: Nicht angegeben | Geschlecht: Beide | Orte: Oberes Kopfbedeckung | |||||||||||||||||||||||||||||||||||||
| Angriff: Nicht angegeben | Magie Angriff: Nicht angegeben | Reichweite: Nicht angegeben | Verteidigung: 20 | |||||||||||||||||||||||||||||||||||||
| Waffenlevel: Nicht angegeben | Rüstungslevel: 1 | Min. Ausrüstungslevel: 50 | Max. Ausrüstungslevel: Nicht angegeben | |||||||||||||||||||||||||||||||||||||
| Veredelbar: 1 | Gradierbar: Nicht angegeben | Element: Neutral | Klassen: Nicht angegeben | |||||||||||||||||||||||||||||||||||||
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Alle Nicht angegeben
Flaggen
Stapelung
Nicht angegeben
Verwendung
Nicht angegeben
Handel
Verzögerung
Nicht angegeben
.@r = getrefine();
if (BaseJob == Job_Blacksmith) {
bonus bBaseAtk,2*(readparam(bStr)/9);
bonus bMatk,2*(readparam(bInt)/9);
if (.@r>=7) {
bonus bDef,10;
bonus bMdef,15;
bonus2 bSkillAtk,"MC_MAMMONITE",30;
if (.@r>=8) {
bonus bDelayrate,-10;
bonus bCritical,10;
skill "BS_GREED",1;
bonus2 bSkillCooldown,"BS_GREED",5000;
if (.@r>=9) {
bonus2 bSkillCooldown,"BS_GREED",-2000;
bonus2 bSkillAtk,"WS_CARTTERMINATION",30;
if (.@r>=10) {
bonus bAllStats,2;
bonus bMaxHPrate,3;
bonus bMaxSPrate,3;
}
}
}
}
}
else if (BaseJob == Job_Alchemist) {
bonus bBaseAtk,2*(readparam(bStr)/9);
bonus bMatk,2*(readparam(bInt)/9);
if (.@r>=7) {
bonus bDef,10;
bonus bMdef,15;
bonus2 bSkillAtk,"AM_ACIDTERROR",20;
bonus2 bSkillAtk,"AM_DEMONSTRATION",40;
if (.@r>=8) {
bonus bDelayrate,-10;
bonus2 bSkillUseSP,"CR_ACIDDEMONSTRATION",5;
if (.@r>=9) {
bonus2 bSkillCooldown,"CR_ACIDDEMONSTRATION",-300;
bonus bLongAtkRate,10;
if (.@r>=10) {
bonus bAllStats,2;
bonus bMaxHPrate,3;
bonus bMaxSPrate,3;
}
}
}
}
}
Skriptreferenzen
getrefine
Befehl
getrefine
Signatur:
Beschreibung:
function is called.
This function is intended for use in item scripts.
if
Befehl
if
Signatur:
Beschreibung:
This is the basic conditional statement command, and just about the only one
available in this scripting language.
The condition can be any expression. All expressions resulting in a non-zero
value will be considered True, including negative values. All expressions
resulting in a zero are false.
If the expression results in True, the statement will be executed. If it isn't
true, nothing happens and we move on to the next line of the script.
For more information on conditional operators see the operators section above.
bothering to store it in a specific variable:
More examples of using the 'if' command in the real world:
Example 1:
Example 2:
Notice that examples 1 and 2 have the same effect.
Example 3:
Example 4:
Example 5:
See 'strcharinfo' for an explanation of what this function does.
Example 6: Using complex conditions.
The script engine also supports nested 'if' statements:
If the condition isn't met, it'll do the action following the 'else'.
We can also group several actions depending on a condition:
Remember that if you plan to do several actions upon the condition being false, and
you forget to use the curly braces (the { } ), the second action will be executed regardless
the output of the condition, unless of course, you stop the execution of the script if the
condition is true (that is, in the first grouping using a return; , and end; or a close; )
Also, you can have multiple conditions nested or chained.
Beispiel:
bBaseAtk
Gegenstandsbonus
bBaseAtk
Signatur:
Beschreibung:
Basic attack power + n
readparam
Befehl
readparam
Signatur:
Beschreibung:
This function will return the specified stat of the invoking character, or, if a
character name or character id is specified, of that player. The stat can either
be a number or parameter name, defined in ''.
Some example parameters:
StatusPoint, BaseLevel, SkillPoint, Class, Upper, Zeny, Sex, Weight, MaxWeight,
JobLevel, BaseExp, JobExp, NextBaseExp, NextJobExp, Hp, MaxHp, Sp, MaxSp,
BaseJob, Karma, Manner, bVit, bDex, bAgi, bStr, bInt, bLuk, Ap, MaxAp
All of these also behave as variables, but don't expect to be able to just 'set'
them - some will not work for various internal reasons.
Example 1:
Using this particular information as a function call is not required. Typing this
will return the same result:
Example 2:
You can also use this command to get stat values.
Beispiel:
bStr
Gegenstandsbonus
bStr
Signatur:
Beschreibung:
STR + n
bMatk
Gegenstandsbonus
bMatk
Signatur:
Beschreibung:
Magical attack power + n
bInt
Gegenstandsbonus
bInt
Signatur:
Beschreibung:
INT + n
bDef
Gegenstandsbonus
bDef
Signatur:
Beschreibung:
Equipment DEF + n
bMdef
Gegenstandsbonus
bMdef
Signatur:
Beschreibung:
Equipment MDEF + n
bSkillAtk
Gegenstandsbonus
bSkillAtk
Signatur:
Beschreibung:
Increases damage of skill sk by n%
bDelayrate
Gegenstandsbonus
bDelayrate
Signatur:
Beschreibung:
Increases skill delay by n%
bCritical
Gegenstandsbonus
bCritical
Signatur:
Beschreibung:
Critical + n
bSkillCooldown
Gegenstandsbonus
bSkillCooldown
Signatur:
Beschreibung:
Increases cooldown of skill sk by t milliseconds
bAllStats
Gegenstandsbonus
bAllStats
Signatur:
Beschreibung:
STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n
bMaxHPrate
Gegenstandsbonus
bMaxHPrate
Signatur:
Beschreibung:
MaxHP + n%
bMaxSPrate
Gegenstandsbonus
bMaxSPrate
Signatur:
Beschreibung:
MaxSP + n%
bSkillUseSP
Gegenstandsbonus
bSkillUseSP
Signatur:
Beschreibung:
Decreases SP consumption of skill sk by n
bLongAtkRate
Gegenstandsbonus
bLongAtkRate
Signatur:
Beschreibung:
Increases damage of long ranged attacks by n%
Nicht angegeben SkriptreferenzenFür dieses Skript wurden keine dokumentierten Referenzen erkannt. Nicht angegeben SkriptreferenzenFür dieses Skript wurden keine dokumentierten Referenzen erkannt. Nicht angegeben Nicht angegeben Nicht angegeben Nicht angegeben Nicht angegeben Nicht angegeben Nicht angegeben Nicht angegeben |
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