Libra Diadem ( Libra_Diadem_J )
| ID 19468 |
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Precio de compra: 20 zeny | Precio de venta: 10 zeny | Peso: 10 | Ranuras: No especificado | ||||||||||||||||||||||||||||||||||||
| Tipo: Equipamiento. | Subtipo: No especificado | Género: Ambos | Ubicaciones: Equipo de la cabeza superior | |||||||||||||||||||||||||||||||||||||
| Ataque: No especificado | Ataque mágico: No especificado | Alcance: No especificado | Defensa: 12 | |||||||||||||||||||||||||||||||||||||
| Nivel de arma: No especificado | Nivel de armadura: 1 | Nivel de Equipamiento (Mín.): No especificado | Nivel de Equipamiento (Máx.): No especificado | |||||||||||||||||||||||||||||||||||||
| Refinable: 1 | Graduable: No especificado | Elemento: Neutral | Clases: No especificado | |||||||||||||||||||||||||||||||||||||
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Todo No especificado
Banderas
Apilamiento
No especificado
Uso
No especificado
Comercio
Retraso
No especificado
.@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";
}
}
Referencias del Script
getrefine
Comando
getrefine
Firma:
Descripción:
function is called.
This function is intended for use in item scripts.
bUnbreakableHelm
Bono de Ítem
bUnbreakableHelm
Firma:
Descripción:
Helm cannot be damaged/broken by any means
bMdef
Bono de Ítem
bMdef
Firma:
Descripción:
Equipment MDEF + n
bStr
Bono de Ítem
bStr
Firma:
Descripción:
STR + n
bBaseAtk
Bono de Ítem
bBaseAtk
Firma:
Descripción:
Basic attack power + n
bDelayrate
Bono de Ítem
bDelayrate
Firma:
Descripción:
Increases skill delay by n%
if
Comando
if
Firma:
Descripción:
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.
Ejemplo:
eaclass
Comando
eaclass
Firma:
Descripción:
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.
Ejemplo:
bSubClass
Bono de Ítem
bSubClass
Firma:
Descripción:
+x% damage reduction against class c
bHPGainValue
Bono de Ítem
bHPGainValue
Firma:
Descripción:
Heals +n HP when killing an enemy with a melee-physical attack
bSPGainValue
Bono de Ítem
bSPGainValue
Firma:
Descripción:
Heals +n SP when killing an enemy with a melee-physical attack
bSkillAtk
Bono de Ítem
bSkillAtk
Firma:
Descripción:
Increases damage of skill sk by n%
bFixedCastrate
Bono de Ítem
bFixedCastrate
Firma:
Descripción:
Increases fixed cast time of skill sk by n% (has effect in RENEWAL_CAST only)
autobonus3
Comando
autobonus3
Firma:
Descripción:
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.
Ejemplo:
bAtkRate
Bono de Ítem
bAtkRate
Firma:
Descripción:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
bMatkRate
Bono de Ítem
bMatkRate
Firma:
Descripción:
Magical attack power + n%
bAutoSpellWhenHit
Bono de Ítem
bAutoSpellWhenHit
Firma:
Descripción:
Adds a n/10% chance to cast skill sk of level y when being hit by a direct attack with trigger criteria bf
percentheal
Comando
percentheal
Firma:
Descripción:
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.
Ejemplo:
bNoKnockback
Bono de Ítem
bNoKnockback
Firma:
Descripción:
Character is no longer knocked back by enemy skills with such effect
bInt
Bono de Ítem
bInt
Firma:
Descripción:
INT + n
bSPRegenRate
Bono de Ítem
bSPRegenRate
Firma:
Descripción:
Gain n SP every t milliseconds
bShortWeaponDamageReturn
Bono de Ítem
bShortWeaponDamageReturn
Firma:
Descripción:
Reflects n% of received melee damage back to the enemy that caused it
heal
Comando
heal
Firma:
Descripción:
This command will heal a set amount of HP and/or SP on the invoking character.
character and produces no other output whatsoever.
Ejemplo:
bHPRegenRate
Bono de Ítem
bHPRegenRate
Firma:
Descripción:
Gain n HP every t milliseconds
bAspdRate
Bono de Ítem
bAspdRate
Firma:
Descripción:
Attack speed + n%
bAllStats
Bono de Ítem
bAllStats
Firma:
Descripción:
STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n
No especificado Referencias del ScriptNo se detectaron referencias documentadas en este script. No especificado Referencias del ScriptNo se detectaron referencias documentadas en este script. No especificado No especificado No especificado
No especificado No especificado No especificado No especificado |
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