Libra Diadem ( Libra_Diadem_J )
| ID 19468 |
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Buy Price: 20 zeny | Sell Price: 10 zeny | Weight: 10 | Slots: Not specified | ||||||||||||||||||||||||||||||||||||
| 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: 12 | |||||||||||||||||||||||||||||||||||||
| 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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All Not specified
Flags
Stacking
Not specified
Usage
Not specified
Trade
Delay
Not specified
.@r = getrefine();
bonus bUnbreakableHelm;
bonus bMdef,15;
bonus bStr,10;
bonus bBaseAtk,50;
bonus bDelayrate,-20;
if (eaclass()&EAJL_THIRD && BaseJob == Job_Knight) {
bonus2 bSubClass,Class_Boss,20;
bonus bHPGainValue,500;
bonus bSPGainValue,50;
bonus2 bSkillAtk,"RK_STORMBLAST",(.@r>=8?70:(.@r>=6?50:30));
bonus2 bFixedCastrate,"RK_REFRESH",-100;
autobonus3 "{ bonus bAtkRate,-50; bonus bMatkRate,-50; bonus3 bAutoSpellWhenHit,\"RK_MILLENNIUMSHIELD\",1,10; }",1000,60000,"RK_MILLENNIUMSHIELD";
autobonus3 "{ percentheal 100,100; sc_end UNLUCKY; sc_end IGNORANCE; sc_end WEAKNESS; sc_end ENERVATION; sc_end LAZINESS; }",1000,1000,"RK_REFRESH";
autobonus3 "{ bonus bNoKnockback; }",1000,30000,"RK_CRUSHSTRIKE";
autobonus3 "{ bonus bStr,30; bonus bInt,-30; }",1000,300000,"RK_GIANTGROWTH";
autobonus3 "{ bonus2 bSPRegenRate,40,10000; }",1000,300000,"RK_ABUNDANCE";
autobonus3 "{ bonus bShortWeaponDamageReturn,10; heal -1000,0; }",1000,300000,"RK_STONEHARDSKIN";
autobonus3 "{ bonus2 bHPRegenRate,500,10000; }",1000,300000,"RK_VITALITYACTIVATION";
autobonus3 "{ bonus bBaseAtk,10; bonus bAspdRate,10; }",1000,300000,"RK_FIGHTINGSPIRIT";
if (.@r>=6)
autobonus3 "{ bonus3 bAutoSpellWhenHit,\"RK_MILLENNIUMSHIELD\",1,20; }",1000,60000,"RK_MILLENNIUMSHIELD";
if (.@r>=8) {
bonus bAllStats,10;
bonus2 bHPRegenRate,500,5000;
bonus2 bSPRegenRate,50,5000;
autobonus3 "{ bonus3 bAutoSpellWhenHit,\"RK_MILLENNIUMSHIELD\",1,30; }",1000,60000,"RK_MILLENNIUMSHIELD";
}
}
Script References
getrefine
Command
getrefine
Signature:
Description:
function is called.
This function is intended for use in item scripts.
bUnbreakableHelm
Item Bonus
bUnbreakableHelm
Signature:
Description:
Helm cannot be damaged/broken by any means
bMdef
Item Bonus
bMdef
Signature:
Description:
Equipment MDEF + n
bStr
Item Bonus
bStr
Signature:
Description:
STR + n
bBaseAtk
Item Bonus
bBaseAtk
Signature:
Description:
Basic attack power + n
bDelayrate
Item Bonus
bDelayrate
Signature:
Description:
Increases skill delay by n%
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:
eaclass
Command
eaclass
Signature:
Description:
This commands returns the "eA job-number" corresponding to the given class, and
uses the invoking player's class if none is given. The eA job-number is also a
class number system, but it's one that comes with constants which make it easy
to convert among classes. The command will return -1 if you pass it a job number
which doesn't have an eA job-number equivalent.
Example:
bSubClass
Item Bonus
bSubClass
Signature:
Description:
+x% damage reduction against class c
bHPGainValue
Item Bonus
bHPGainValue
Signature:
Description:
Heals +n HP when killing an enemy with a melee-physical attack
bSPGainValue
Item Bonus
bSPGainValue
Signature:
Description:
Heals +n SP when killing an enemy with a melee-physical attack
bSkillAtk
Item Bonus
bSkillAtk
Signature:
Description:
Increases damage of skill sk by n%
bFixedCastrate
Item Bonus
bFixedCastrate
Signature:
Description:
Increases fixed cast time of skill sk by n% (has effect in RENEWAL_CAST only)
autobonus3
Command
autobonus3
Signature:
Description:
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.
Example:
bAtkRate
Item Bonus
bAtkRate
Signature:
Description:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
bMatkRate
Item Bonus
bMatkRate
Signature:
Description:
Magical attack power + n%
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
percentheal
Command
percentheal
Signature:
Description:
This command will heal the invoking character. It heals the character, but not
by a set value - it adds percent of their maximum HP/SP.
you have maximum. Like 'heal', this will not call up any animations or effects.
Example:
bNoKnockback
Item Bonus
bNoKnockback
Signature:
Description:
Character is no longer knocked back by enemy skills with such effect
bInt
Item Bonus
bInt
Signature:
Description:
INT + n
bSPRegenRate
Item Bonus
bSPRegenRate
Signature:
Description:
Gain n SP every t milliseconds
bShortWeaponDamageReturn
Item Bonus
bShortWeaponDamageReturn
Signature:
Description:
Reflects n% of received melee damage back to the enemy that caused it
heal
Command
heal
Signature:
Description:
This command will heal a set amount of HP and/or SP on the invoking character.
character and produces no other output whatsoever.
Example:
bHPRegenRate
Item Bonus
bHPRegenRate
Signature:
Description:
Gain n HP every t milliseconds
bAspdRate
Item Bonus
bAspdRate
Signature:
Description:
Attack speed + n%
bAllStats
Item Bonus
bAllStats
Signature:
Description:
STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n
Not specified Script ReferencesNo documented script references were detected. Not specified Script ReferencesNo documented script references were detected. Not specified Not specified Not specified
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