Mercury Suit-LT [1] ( Mercury_Suits_LT )
| ID 450389 |
|
|||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Harga Beli: zeny | Harga Jual: 0 zeny | Berat: 30 | Slot: 1 | ||||||||||||||||||||||||||||||||||||
| Tipe: Item Armor/Pakaian/Sepatu/Tutup kepala/Aksesori. | Sub Tipe: Tidak ditentukan | Gender: Keduanya | Lokasi: Armor | |||||||||||||||||||||||||||||||||||||
| Serangan: Tidak ditentukan | Serangan Sihir: Tidak ditentukan | Jangkauan: Tidak ditentukan | Pertahanan: 30 | |||||||||||||||||||||||||||||||||||||
| Tingkat Senjata: Tidak ditentukan | Level Armor: 2 | Min. Level Equip: 150 | Max. Level Equip: Tidak ditentukan | |||||||||||||||||||||||||||||||||||||
| Bisa Ditempa: 1 | Dapat Di-upgrade: 1 | Elemen: Netral | Kelas: Tidak ditentukan | |||||||||||||||||||||||||||||||||||||
|
ATK/MATK +120. Semua Tidak ditentukan
Bendera
Penumpukan
Tidak ditentukan
Penggunaan
Tidak ditentukan
Perdagangan
Penundaan
Tidak ditentukan
.@r = getrefine();
.@g = getenchantgrade();
bonus bBaseAtk,120+(10*(.@r/2));
bonus bMatk,120+(10*(.@r/2));
bonus2 bSkillAtk,"KO_HUUMARANKA",20*(.@r/3);
bonus2 bSkillAtk,"KO_JYUMONJIKIRI",20*(.@r/3);
bonus2 bMagicAtkEle,Ele_Fire,7*(.@r/3);
bonus2 bMagicAtkEle,Ele_Water,7*(.@r/3);
bonus2 bMagicAtkEle,Ele_Wind,7*(.@r/3);
if (.@r>=9) {
bonus bAtkRate,12;
bonus bMatkRate,12;
if (.@r>=11) {
bonus2 bAddRace,RC_All,15;
bonus2 bMagicAddRace,RC_All,15;
if (.@r>=13) {
bonus bDelayrate,-15;
}
}
}
if (.@g>=ENCHANTGRADE_D) {
autobonus3 "{ bonus bDef,300; bonus bMdef,100; }",1000,30000,"KO_MEIKYOUSISUI";
bonus bBaseAtk,8*(.@r/2);
bonus bMatk,8*(.@r/2);
bonus2 bAddSize,Size_All,5*(.@r/3);
bonus2 bMagicAddSize,Size_All,5*(.@r/3);
}
if (.@g>=ENCHANTGRADE_C) {
bonus2 bSkillAtk,"SS_KINRYUUHOU",5*(.@r/3);
bonus2 bSkillAtk,"SS_ANTENPOU",5*(.@r/3);
bonus2 bSkillAtk,"SS_KAGENOMAI",5*(.@r/3);
bonus2 bSkillAtk,"SS_FUUMASHOUAKU",5*(.@r/3);
}
if (.@g>=ENCHANTGRADE_B) {
bonus bPAtk,.@r/2;
bonus bSMatk,.@r/2;
bonus2 bAddSize,Size_All,5*(.@r/3);
bonus2 bMagicAddSize,Size_All,5*(.@r/3);
}
if (.@g>=ENCHANTGRADE_A) {
bonus2 bSkillAtk,"SS_KINRYUUHOU",5*(.@r/3);
bonus2 bSkillAtk,"SS_ANTENPOU",5*(.@r/3);
bonus2 bSkillAtk,"SS_KAGENOMAI",5*(.@r/3);
bonus2 bSkillAtk,"SS_FUUMASHOUAKU",5*(.@r/3);
if (.@r>=13) {
bonus2 bAddEle,Ele_All,15;
bonus2 bMagicAddEle,Ele_All,15;
}
}
Referensi Skrip
getrefine
Perintah
getrefine
Tanda Tangan:
Deskripsi:
function is called.
This function is intended for use in item scripts.
getenchantgrade
Perintah
getenchantgrade
Tanda Tangan:
Deskripsi:
function is called or the specified equipment slot. If nothing is
equipped there, it returns -1.
Valid equipment slots are:
EQI_COMPOUND_ON - Item slot that calls this script (In context of item script) (default)
For a list of others equipment slots see 'getequipid'.
bBaseAtk
Bonus Item
bBaseAtk
Tanda Tangan:
Deskripsi:
Basic attack power + n
bMatk
Bonus Item
bMatk
Tanda Tangan:
Deskripsi:
Magical attack power + n
bSkillAtk
Bonus Item
bSkillAtk
Tanda Tangan:
Deskripsi:
Increases damage of skill sk by n%
bMagicAtkEle
Bonus Item
bMagicAtkEle
Tanda Tangan:
Deskripsi:
Increases damage of e element magic by x%
if
Perintah
if
Tanda Tangan:
Deskripsi:
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.
Contoh:
bAtkRate
Bonus Item
bAtkRate
Tanda Tangan:
Deskripsi:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
bMatkRate
Bonus Item
bMatkRate
Tanda Tangan:
Deskripsi:
Magical attack power + n%
bAddRace
Bonus Item
bAddRace
Tanda Tangan:
Deskripsi:
+x% physical damage against race r
bMagicAddRace
Bonus Item
bMagicAddRace
Tanda Tangan:
Deskripsi:
+x% magical damage against race r
bDelayrate
Bonus Item
bDelayrate
Tanda Tangan:
Deskripsi:
Increases skill delay by n%
autobonus3
Perintah
autobonus3
Tanda Tangan:
Deskripsi:
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.
Contoh:
bDef
Bonus Item
bDef
Tanda Tangan:
Deskripsi:
Equipment DEF + n
bMdef
Bonus Item
bMdef
Tanda Tangan:
Deskripsi:
Equipment MDEF + n
bAddSize
Bonus Item
bAddSize
Tanda Tangan:
Deskripsi:
+x% physical damage against size s
bMagicAddSize
Bonus Item
bMagicAddSize
Tanda Tangan:
Deskripsi:
+x% magical damage against size s
bPAtk
Bonus Item
bPAtk
Tanda Tangan:
Deskripsi:
PAtk + n
bSMatk
Bonus Item
bSMatk
Tanda Tangan:
Deskripsi:
SMatk + n
bAddEle
Bonus Item
bAddEle
Tanda Tangan:
Deskripsi:
+x% physical damage against element e with trigger criteria bf
bMagicAddEle
Bonus Item
bMagicAddEle
Tanda Tangan:
Deskripsi:
+x% magical damage against element e
Tidak ditentukan Referensi SkripTidak ada referensi terdokumentasi yang terdeteksi pada skrip ini. Tidak ditentukan Referensi SkripTidak ada referensi terdokumentasi yang terdeteksi pada skrip ini. Tidak ditentukan Tidak ditentukan Tidak ditentukan
Tidak ditentukan Tidak ditentukan Tidak ditentukan Tidak ditentukan |
||||||||||||||||||||||||||||||||||||||||