Mercury Suit-LT [1] ( Mercury_Suits_LT )
| ID 450389 |
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Precio de compra: zeny | Precio de venta: 0 zeny | Peso: 30 | Ranuras: 1 | ||||||||||||||||||||||||||||||||||||
| Tipo: Equipamiento. | Subtipo: No especificado | Género: Ambos | Ubicaciones: Armadura | |||||||||||||||||||||||||||||||||||||
| Ataque: No especificado | Ataque mágico: No especificado | Alcance: No especificado | Defensa: 30 | |||||||||||||||||||||||||||||||||||||
| Nivel de arma: No especificado | Nivel de armadura: 2 | Nivel de Equipamiento (Mín.): 150 | Nivel de Equipamiento (Máx.): No especificado | |||||||||||||||||||||||||||||||||||||
| Refinable: 1 | Graduable: 1 | Elemento: Neutral | Clases: No especificado | |||||||||||||||||||||||||||||||||||||
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ATK/MATK +120. Todo No especificado
Banderas
Apilamiento
No especificado
Uso
No especificado
Comercio
Retraso
No especificado
.@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;
}
}
Referencias del Script
getrefine
Comando
getrefine
Firma:
Descripción:
function is called.
This function is intended for use in item scripts.
getenchantgrade
Comando
getenchantgrade
Firma:
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:
Descripción:
Basic attack power + n
bMatk
Bono de Ítem
bMatk
Firma:
Descripción:
Magical attack power + n
bSkillAtk
Bono de Ítem
bSkillAtk
Firma:
Descripción:
Increases damage of skill sk by n%
bMagicAtkEle
Bono de Ítem
bMagicAtkEle
Firma:
Descripción:
Increases damage of e element magic by x%
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:
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%
bAddRace
Bono de Ítem
bAddRace
Firma:
Descripción:
+x% physical damage against race r
bMagicAddRace
Bono de Ítem
bMagicAddRace
Firma:
Descripción:
+x% magical damage against race r
bDelayrate
Bono de Ítem
bDelayrate
Firma:
Descripción:
Increases skill delay by n%
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:
bDef
Bono de Ítem
bDef
Firma:
Descripción:
Equipment DEF + n
bMdef
Bono de Ítem
bMdef
Firma:
Descripción:
Equipment MDEF + n
bAddSize
Bono de Ítem
bAddSize
Firma:
Descripción:
+x% physical damage against size s
bMagicAddSize
Bono de Ítem
bMagicAddSize
Firma:
Descripción:
+x% magical damage against size s
bPAtk
Bono de Ítem
bPAtk
Firma:
Descripción:
PAtk + n
bSMatk
Bono de Ítem
bSMatk
Firma:
Descripción:
SMatk + n
bAddEle
Bono de Ítem
bAddEle
Firma:
Descripción:
+x% physical damage against element e with trigger criteria bf
bMagicAddEle
Bono de Ítem
bMagicAddEle
Firma:
Descripción:
+x% magical damage against element e
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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