Item Details

Asteria's Armor-LT [1] ( Astraea_Armor_LT )

ID 450385 Asteria's Armor-LT [1]
Asteria's Armor-LT [1] Precio de compra: zeny Precio de venta: 0 zeny Peso: 50 Ranuras: 1
Tipo: Equipamiento. Subtipo: No especificado Género: Ambos Ubicaciones: Armadura
Ataque: No especificado Ataque mágico: No especificado Alcance: No especificado Defensa: 100
Nivel de arma: No especificado Nivel de armadura: 2 Nivel de Equipamiento (Mín.): 150 Nivel de Equipamiento (Máx.): No especificado
Refinable: 1 Graduable: No especificado Elemento: Neutral Clases: No especificado

Reduce damage taken from enemies of all sizes by 5%.
MaxHP +20%.
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Every 2 refine level, VIT +6, ATK & MATK +20.
Every 3 refine level, Max HP +1200.
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When refined to +7 or higher, global cooldown reduced by 12%.

When refined to +9 or higher, physical/magic damage to enemies of all properties +15%.

When refined to +11,
if WIS is 90 or higher, reduces melee physical damage taken by 18%,
if STA is 90 or higher, reduces ranged physical damage taken by 18%.
if WIS and STA are both 90 or higher, increase melee & ranged physical damage taken by 10%.

When refined to +13 or higher, increases physical/magic damage to enemies of all sizes +15%.
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Set Bonus:
Astraea Armor-LT
Evil Druid Card

increases physical/magic damage to all class enemies (Normal/Boss Monsters) by 15%,
Max HP +8% every 2 Armor refine (up to +14).
------------------------
Set Bonus:
Astraea Armor-LT
Arch Bishop Margaretha Card

Increases physical/magic damage to enemies of all class by 25% (Normal/Boss Monsters),
when Armor refined to +10 or higher, increases Max HP by (Refinement Value -4) * (Refinement Value -4) % (up to +14).
------------------------
Set Bonus:
Astraea Armor-LT
Astraea Shoes-LT
Astraea Cloak-LT

All basic status +3, Max HP+15%.
Reduces physical damage taken from enemies of all sizes by 10%.
If both shoes and Cloak are 'A grade', you will not be affected by Freezing, Stone Curse, Stun, Sleep, or Curse status.
------------------------
[Grade Bonus]
[Grade D] Every 2 refine level, VIT +2, Max HP +500.
[Grade C] Reduces physical damage taken from enemies of all sizes by 8%, increases physical/magic damage to enemies of all races by 15%.
[Grade B] When attacked by physical attack, there is a 30% chance to Stone Curse the target.
[Grade A] When attacking with a melee/ranged physical attack, there's a 10% chance to put the target in Lex Aeterna status.
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Type: Armor
Def: 100
Weight: 50
Armor Level: 2
Required Level: 150
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();
bonus2 bSubSize,Size_All,5;
bonus bMaxHPrate,20;
bonus bVit,6*(.@r/2);
bonus bBaseAtk,20*(.@r/2);
bonus bMatk,20*(.@r/2);
bonus bMaxHP,1200*(.@r/3);
if (.@r>=7) {
   bonus bDelayrate,-12;
   if (.@r>=9) {
       bonus2 bAddEle,Ele_All,15;
       bonus2 bMagicAddEle,Ele_All,15;
       if (.@r>=11) {
            if (readparam(bWis)>=90)
                bonus bNearAtkDef,18;
            if (readparam(bSta)>=90)
                bonus bLongAtkDef,18;
            if (readparam(bWis)>=90 && readparam(bSta)>=90) {
                bonus bNearAtkDef,10;
                bonus bLongAtkDef,10;
            }
            if (.@r>=13) {
                bonus2 bAddSize,Size_All,15;
                bonus2 bMagicAddSize,Size_All,15;
            }
       }
   }
}
if (.@g>=ENCHANTGRADE_D) {
   bonus bVit,2*(.@r/2);
   bonus bMaxHP,500*(.@r/2);
   if (.@g>=ENCHANTGRADE_C) {
       bonus2 bSubSize,Size_All,8;
       bonus2 bAddRace,RC_All,15;
       bonus2 bMagicAddRace,RC_All,15;
       if (.@g>=ENCHANTGRADE_B) {
            bonus2 bAddEffWhenHit,Eff_Stone,3000;
            if (.@g>=ENCHANTGRADE_A) {
                bonus3 bAutoSpellWhenHit,"PR_LEXAETERNA",1,100;
            }
       }
   }
}
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'.
bSubSize Bono de Ítem
bSubSize
Firma:
bonus2 bSubSize,s,x;
Descripción:
+x% damage reduction against size s
bMaxHPrate Bono de Ítem
bMaxHPrate
Firma:
bonus bMaxHPrate,n;
Descripción:
MaxHP + n%
bVit Bono de Ítem
bVit
Firma:
bonus bVit,n;
Descripción:
VIT + n
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
bMaxHP Bono de Ítem
bMaxHP
Firma:
bonus bMaxHP,n;
Descripción:
MaxHP + 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;
bDelayrate Bono de Ítem
bDelayrate
Firma:
bonus bDelayrate,n;
Descripción:
Increases skill delay by n%
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
readparam Comando
readparam
Firma:
readparam(<parameter number>{,"<character name>"})
readparam(<parameter number>{,<char_id>})
Descripción:
This function will return the specified stat of the invoking character, or, if a character name or character id is specified, of that player. The stat can either be a number or parameter name, defined in ''. Some example parameters: StatusPoint, BaseLevel, SkillPoint, Class, Upper, Zeny, Sex, Weight, MaxWeight, JobLevel, BaseExp, JobExp, NextBaseExp, NextJobExp, Hp, MaxHp, Sp, MaxSp, BaseJob, Karma, Manner, bVit, bDex, bAgi, bStr, bInt, bLuk, Ap, MaxAp All of these also behave as variables, but don't expect to be able to just 'set' them - some will not work for various internal reasons. Example 1: Using this particular information as a function call is not required. Typing this will return the same result: Example 2: You can also use this command to get stat values.
Ejemplo:
// Returns how many status points you haven't spent yet.
mes "Unused status points: " + readparam(9);
mes "Unused status points: " + StatusPoint;
if (readparam(bVit) > 77)
mes "Only people with over 77 Vit are reading this!";
bWis Bono de Ítem
bWis
Firma:
bonus bWis,n;
Descripción:
WIS + n
bNearAtkDef Bono de Ítem
bNearAtkDef
Firma:
bonus bNearAtkDef,n;
Descripción:
Adds n% damage reduction against melee physical attacks
bSta Bono de Ítem
bSta
Firma:
bonus bSta,n;
Descripción:
STA + n
bLongAtkDef Bono de Ítem
bLongAtkDef
Firma:
bonus bLongAtkDef,n;
Descripción:
Adds n% damage reduction against ranged physical attacks
bAddSize Bono de Ítem
bAddSize
Firma:
bonus2 bAddSize,s,x;
Descripción:
+x% physical damage against size s
bMagicAddSize Bono de Ítem
bMagicAddSize
Firma:
bonus2 bMagicAddSize,s,x;
Descripción:
+x% magical damage against size s
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
bAddEffWhenHit Bono de Ítem
bAddEffWhenHit
Firma:
bonus4 bAddEffWhenHit,eff,n,atf,t;
Descripción:
Adds a n/100% chance to cause status eff for t milliseconds on the target when being hit by physical damage
bAutoSpellWhenHit Bono de Ítem
bAutoSpellWhenHit
Firma:
bonus5 bAutoSpellWhenHit,sk,y,n,bf,i;
Descripción:
Adds a n/10% chance to cast skill sk of level y when being hit by a direct attack with trigger criteria bf
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