Gold Fish Head Hat [1] ( GoldFish_Hat )
| ID 19264 |
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Buy Price: 20 zeny | Sell Price: 10 zeny | Weight: 40 | Slots: 1 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Type: Armor/Garment/Boots/Headgear/Accessory item. | Sub Type: Not specified | Gender: Both | Locations: Upper Headgear | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Attack: Not specified | Magic Attack: Not specified | Range: Not specified | Defense: 2 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Weapon Level: Not specified | Armor Level: 1 | Min. Equip Level: Not specified | Max. Equip Level: Not specified | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Refineable: 1 | Gradable: Not specified | Element: Neutral | Classes: Not specified | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Um peixe dourado que foi capturado e virou chapéu de cor... dourada. A golden fish-shaped hat that opens and closes its mouth, releasing a faint fishy odor with every gulp. A gold fish hat with a mouth open. It looks fishy every time when it open its mouth. All Not specified
Flags
Stacking
Not specified
Usage
Not specified
Trade
Delay
Not specified
.@r = getrefine();
if (.@r>8) {
bonus4 bAutoSpellWhenHit,"WZ_QUAGMIRE",1,10,1;
}
if (.@r<6) {
autobonus "{ bonus2 bMagicAtkEle,Ele_Holy,10; }",10,60000,BF_MAGIC,"{ specialeffect2 EF_ASPERSIO; }";
}
else {
autobonus "{ bonus2 bMagicAtkEle,Ele_Holy,10; }",(10+(.@r*2)),60000,BF_MAGIC,"{ specialeffect2 EF_ASPERSIO; }";
}
Script References
getrefine
Command
getrefine
Signature:
Description:
function is called.
This function is intended for use in item scripts.
if
Command
if
Signature:
Description:
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.
Example:
bAutoSpellWhenHit
Item Bonus
bAutoSpellWhenHit
Signature:
Description:
Adds a n/10% chance to cast skill sk of level y when being hit by a direct attack with trigger criteria bf
bMagicAtkEle
Item Bonus
bMagicAtkEle
Signature:
Description:
Increases damage of e element magic by x%
specialeffect2
Command
specialeffect2
Signature:
Description:
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.
Not specified Script ReferencesNo documented script references were detected. Not specified Script ReferencesNo documented script references were detected. Not specified Not specified Not specified Not specified Not specified
Not specified |
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