Item Details

Exotic Temporal Armor-LT [1] ( Temporal_Armor_TW_LT )

ID 450299 Exotic Temporal Armor-LT [1]
Exotic Temporal Armor-LT [1] Precio de compra: zeny Precio de venta: 0 zeny Peso: 200 Ranuras: 1
Tipo: Equipamiento. Subtipo: No especificado Género: Ambos Ubicaciones: Armadura
Ataque: No especificado Ataque mágico: No especificado Alcance: No especificado Defensa: 120
Nivel de arma: No especificado Nivel de armadura: 2 Nivel de Equipamiento (Mín.): 190 Nivel de Equipamiento (Máx.): No especificado
Refinable: 1 Graduable: 1 Elemento: Neutral Clases: No especificado

ATK & MATK +150.
MDEF +10.
------------------------
For every 2 refine level, MATK +15.

For every 3 refine level, ATK & MATK +2%.
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When refine level 7 or more,
ignores physical/magical defense for all races by 30%.

When refine level 9 or more,
reduces after skill delay by 10%.

When refine level 11 or more,
increses melee and long range physical damage by 10%,
increses all property magic damage by 10%.

When refine level 12 or more,
armor will be indestructible in battle.

When refine level 13 or more,
increases physical and magical damage to all property enemies by 15%.
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Set Bonus:
Exotic Temporal Armor-LT [1]
Exotic Temporal Manteau-LT [1]

If the sum of refinement is 22 or higher,
increases physical and magical damage to all size enemies by 12%.
------------------------
Set Bonus:
Exotic Temporal Armor-LT [1]
Exotic Temporal Boots-LT [1]

ATK & MATK +80.
If the sum of refinement is 22 or higher,
increases physical and magical damage to all class enemies by 10%.
------------------------
Set Bonus:
Exotic Temporal Armor-LT [1]
Exotic Temporal Manteau-LT [1]
Exotic Temporal Boots-LT [1]

If the sum of refinement is 37 or higher,
reduces after cast delay by 10%,
if both Shoes and Cloak are [A grade], P.ATK & S.MATK +10.
------------------------
[Grade Bonus]
[Grade D] Every 2 refine level, ATK & MATK +3%.
[Grade C] Every 2 refine level, melee/ranged physical damage +3%, all property magical damage +3%.
[Grade B] Every 2 refine level, P.ATK & S.MATK +1.
[Grade A] Every 2 refine level, physical/magical damage to all race +2%.
------------------------
Type : Armor
Def : 120
Weight : 200
Armor Level : 2
Required Level : 190
Class : All Jobs

Todo

No especificado

Banderas
¿Puede agregarse a una tienda de compra de jugador? No
¿Invoca un monstruo? No
¿Forma parte de un contenedor? No
¿Tiene pila única? No
¿Se vincula al equipar? No
¿Anuncia el drop? No
¿Se consume al usarlo?
¿Tiene efecto al caer? No
Apilamiento
No especificado
Uso
No especificado
Comercio
Sobrescribir No especificado
¿Puede soltarse?
¿Puede comerciarse?
¿Puede comerciarse con la pareja?
¿Puede venderse a NPC?
¿Puede colocarse en el carrito?
¿Puede colocarse en el almacén?
¿Puede colocarse en el almacén de guild?
¿Puede enviarse por correo?
¿Puede ponerse en subasta?
Retraso
No especificado
.@r = getrefine();
.@g = getenchantgrade();
bonus bBaseAtk,150+(15*(.@r/2));
bonus bMatk,150+(15*(.@r/2));
bonus bAtkRate,2*(.@r/3);
bonus bMatkRate,2*(.@r/3);
if (.@r>=7) {
   bonus2 bIgnoreDefRaceRate,RC_All,30;
   bonus2 bIgnoreMdefRaceRate,RC_All,30;
   if (.@r>=9) {
       bonus bDelayrate,-10;
       if (.@r>=11) {
           bonus bShortAtkRate,10;
           bonus bLongAtkRate,10;
           bonus2 bMagicAtkEle,Ele_All,10;
           if (.@r>=12) {
               bonus bUnbreakableArmor;
               if (.@r>=13) {
                   bonus2 bAddEle,Ele_All,15;
                   bonus2 bMagicAddEle,Ele_All,15;
               }
           }
       }
   }
}
if (.@g>=ENCHANTGRADE_D) {
   bonus bAtkRate,3*(.@r/2);
   bonus bMatkRate,3*(.@r/2);
}
if (.@g>=ENCHANTGRADE_C) {
   bonus bShortAtkRate,3*(.@r/2);
   bonus bLongAtkRate,3*(.@r/2);
   bonus2 bMagicAtkEle,Ele_All,3*(.@r/2);
}
if (.@g>=ENCHANTGRADE_B) {
   bonus bPAtk,.@r/2;
   bonus bSMatk,.@r/2;
}
if (.@g>=ENCHANTGRADE_A) {
   bonus2 bAddRace,RC_All,2*(.@r/2);
   bonus2 bMagicAddRace,RC_All,2*(.@r/2);
}
Referencias del Script
getrefine Comando
getrefine
Firma:
getrefine()
Descripción:
function is called. This function is intended for use in item scripts.
getenchantgrade Comando
getenchantgrade
Firma:
getenchantgrade({<equipment slot>,<char_id>})
Descripción:
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 Bono de Ítem
bBaseAtk
Firma:
bonus bBaseAtk,n;
Descripción:
Basic attack power + n
bMatk Bono de Ítem
bMatk
Firma:
bonus bMatk,n;
Descripción:
Magical attack power + n
bAtkRate Bono de Ítem
bAtkRate
Firma:
bonus bAtkRate,n;
Descripción:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
bMatkRate Bono de Ítem
bMatkRate
Firma:
bonus bMatkRate,n;
Descripción:
Magical attack power + n%
if Comando
if
Firma:
if (<condition>) <statement>;
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:
if (1)  mes "This will always print.";
if (0)  mes "And this will never print.";
if (5)  mes "This will also always print.";
if (-1) mes "Funny as it is, this will also print just fine.";
if (strcharinfo(0) == "Daniel Jackson") mes "It is true, you are Daniel!";
.@answer = 1;
input .@input;
if (.@input == .@answer)
close;
mes "Sorry, your answer is incorrect.";
close;
.@answer = 1;
input .@input;
if (.@input != .@answer)
mes "Sorry, your answer is incorrect.";
close;
.@count++;
mes "[Forgetful Man]";
if (.@count == 1) mes "This is the first time you have talked to me.";
if (.@count == 2) mes "This is the second time you have talked to me.";
if (.@count == 3) mes "This is the third time you have talked to me.";
if (.@count == 4) {
mes "This is the fourth time you have talked to me.";
mes "I think I am getting amnesia, I have forgotten about you...";
.@count = 0;
}
close;
mes "[Quest Person]";
if (countitem(512) < 1) {  // 512 is the item ID for Apple, found in db/item_db.yml
mes "Can you please bring me an apple?";
close;
}
mes "Oh, you brought an Apple!";
mes "I didn't want it, I just wanted to see one.";
close;
mes "[Person Checker]";
if ($@name$ == "") {  // global variable not yet set
mes "Please tell me someones name";
next;
input $@name$;
$@name2$ = strcharinfo(0);
mes "[Person Checker]";
mes "Thank you.";
close;
}
if ($@name$ == strcharinfo(0)) {  // player name matches $@name$
mes "You are the person that " + $@name2$ + " just mentioned.";
mes "Nice to meet you!";
// reset the global variables
$@name$ = "";
$@name2$ = "";
close;
}
mes "You are not the person that " + $name2$ + " mentioned.";
close;
mes "[Multiple Checks]";
if (@queststarted == 1 && countitem(512) >= 5) {
mes "Well done, you have started the quest and brought me 5 Apples.";
@queststarted = 0;
delitem 512,5;
close;
}
mes "Please bring me 5 apples.";
@queststarted = 1;
close;
if (<condition>)
dothis;
else
dothat;
if (<condition>) {
dothis1;
dothis2;
} else {
dothat1;
dothat2;
dothat3;
}
if (<condition 1>)
dothis;
else if (<condition 2>) {
dothat;
end;
} else
dothis;
bIgnoreDefRaceRate Bono de Ítem
bIgnoreDefRaceRate
Firma:
bonus2 bIgnoreDefRaceRate,r,n;
Descripción:
Disregard n% of the target's DEF if the target belongs to race r
bIgnoreMdefRaceRate Bono de Ítem
bIgnoreMdefRaceRate
Firma:
bonus2 bIgnoreMdefRaceRate,r,n;
Descripción:
Disregard n% of the target's MDEF if the target belongs to race r
bDelayrate Bono de Ítem
bDelayrate
Firma:
bonus bDelayrate,n;
Descripción:
Increases skill delay by n%
bShortAtkRate Bono de Ítem
bShortAtkRate
Firma:
bonus bShortAtkRate,n;
Descripción:
Increases damage of short ranged attacks by n%
bLongAtkRate Bono de Ítem
bLongAtkRate
Firma:
bonus bLongAtkRate,n;
Descripción:
Increases damage of long ranged attacks by n%
bMagicAtkEle Bono de Ítem
bMagicAtkEle
Firma:
bonus2 bMagicAtkEle,e,x;
Descripción:
Increases damage of e element magic by x%
bUnbreakableArmor Bono de Ítem
bUnbreakableArmor
Firma:
bonus bUnbreakableArmor;
Descripción:
Armor cannot be damaged/broken by any means
bAddEle Bono de Ítem
bAddEle
Firma:
bonus3 bAddEle,e,x,bf;
Descripción:
+x% physical damage against element e with trigger criteria bf
bMagicAddEle Bono de Ítem
bMagicAddEle
Firma:
bonus2 bMagicAddEle,e,x;
Descripción:
+x% magical damage against element e
bPAtk Bono de Ítem
bPAtk
Firma:
bonus bPAtk,n;
Descripción:
PAtk + n
bSMatk Bono de Ítem
bSMatk
Firma:
bonus bSMatk,n;
Descripción:
SMatk + n
bAddRace Bono de Ítem
bAddRace
Firma:
bonus2 bAddRace,r,x;
Descripción:
+x% physical damage against race r
bMagicAddRace Bono de Ítem
bMagicAddRace
Firma:
bonus2 bMagicAddRace,r,x;
Descripción:
+x% magical damage against race r
No especificado
Referencias del Script

No se detectaron referencias documentadas en este script.

No especificado
Referencias del Script

No se detectaron referencias documentadas en este script.

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Refinado Grupo Nivel del objeto Refinable Nivel de arma Nivel de armadura Detalles
Refinado Armadura 2 No especificado 2 Detalles

No especificado