Mars Armor [1] ( Mars_Armor_TW )
| ID 15363 |
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Buy Price: zeny | Sell Price: 0 zeny | Weight: 30 | Slots: 1 | ||||||||||||||||||||||||||||||||||||
| Type: Armor/Garment/Boots/Headgear/Accessory item. | Sub Type: Not specified | Gender: Both | Locations: Armor | |||||||||||||||||||||||||||||||||||||
| Attack: Not specified | Magic Attack: Not specified | Range: Not specified | Defense: Not specified | |||||||||||||||||||||||||||||||||||||
| Weapon Level: Not specified | Armor Level: 1 | Min. Equip Level: 100 | Max. Equip Level: Not specified | |||||||||||||||||||||||||||||||||||||
| Refineable: 1 | Gradable: Not specified | Element: Neutral | Classes: Fourth classes., All Third classes. | |||||||||||||||||||||||||||||||||||||
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An armor modeled after one of the twelve legendary pantheon. A spiked armor that belonged to the protector of the Flameworld. Not specified
Flags
Stacking
Not specified
Usage
Not specified
Trade
Delay
Not specified
.@r = getrefine();
autobonus3 "{ bonus bAspd,2; }",1000,10000,"TF_BACKSLIDING","{ specialeffect2 EF_HASTEUP; }";
bonus bDex,3*(.@r/4);
bonus bMaxHPrate,3*(.@r/4);
bonus2 bIgnoreDefRaceRate,RC_DemiHuman,15;
bonus2 bIgnoreDefRaceRate,RC_Player_Human,15;
bonus2 bIgnoreDefRaceRate,RC_Brute,15;
bonus2 bIgnoreDefRaceRate,RC_Player_Doram,15;
if (.@r>=12) {
bonus2 bSkillCooldown,"GC_DARKCROW",-5000;
bonus2 bSkillAtk,"SC_TRIANGLESHOT",2*(getskilllv("AC_DOUBLE"));
}
Script References
getrefine
Command
getrefine
Signature:
Description:
function is called.
This function is intended for use in item scripts.
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:
bAspd
Item Bonus
bAspd
Signature:
Description:
Attack speed + n
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.
bDex
Item Bonus
bDex
Signature:
Description:
DEX + n
bMaxHPrate
Item Bonus
bMaxHPrate
Signature:
Description:
MaxHP + n%
bIgnoreDefRaceRate
Item Bonus
bIgnoreDefRaceRate
Signature:
Description:
Disregard n% of the target's DEF if the target belongs to race r
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:
bSkillCooldown
Item Bonus
bSkillCooldown
Signature:
Description:
Increases cooldown of skill sk by t milliseconds
bSkillAtk
Item Bonus
bSkillAtk
Signature:
Description:
Increases damage of skill sk by n%
getskilllv
Command
getskilllv
Signature:
Description:
character has. If they don't have the skill, 0 will be returned. The full list
of character skills is available in ''.
There are two main uses for this function, it can check whether the character
has a skill or not, and it can tell you if the level is high enough.
Example 1:
Example 2:
Example:
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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