Latent Release (Guillotine Cross) ( Latent_Release_GC_JP )
| ID 310332 |
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Harga Beli: zeny | Harga Jual: 0 zeny | Berat: 0 | Slot: Tidak ditentukan | ||||||||||||||||||||||||||||||||||||
| Tipe: Item kartu. | Sub Tipe: Kartu Enchant | Gender: Keduanya | Lokasi: Tidak ditentukan | |||||||||||||||||||||||||||||||||||||
| Serangan: Tidak ditentukan | Serangan Sihir: Tidak ditentukan | Jangkauan: Tidak ditentukan | Pertahanan: Tidak ditentukan | |||||||||||||||||||||||||||||||||||||
| Tingkat Senjata: Tidak ditentukan | Level Armor: Tidak ditentukan | Min. Level Equip: Tidak ditentukan | Max. Level Equip: Tidak ditentukan | |||||||||||||||||||||||||||||||||||||
| Bisa Ditempa: Tidak ditentukan | Dapat Di-upgrade: Tidak ditentukan | Elemen: Netral | Kelas: Tidak ditentukan | |||||||||||||||||||||||||||||||||||||
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Semua Tidak ditentukan
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Penumpukan
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bonus2 bSubRace,RC_Player_Doram,12;
bonus2 bSubRace,RC_Player_Human,12;
bonus bRestartFullRecover;
if (eaclass()&EAJL_THIRD && BaseJob == Job_Assassin)
autobonus3 "{ bonus bFlee2,100; }",1000,3000,"ASC_METEORASSAULT";
Referensi Skrip
bSubRace
Bonus Item
bSubRace
Tanda Tangan:
Deskripsi:
+x% damage reduction against race r with trigger criteria bf
bRestartFullRecover
Bonus Item
bRestartFullRecover
Tanda Tangan:
Deskripsi:
When reviving, HP and SP are fully healed
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:
eaclass
Perintah
eaclass
Tanda Tangan:
Deskripsi:
This commands returns the "eA job-number" corresponding to the given class, and
uses the invoking player's class if none is given. The eA job-number is also a
class number system, but it's one that comes with constants which make it easy
to convert among classes. The command will return -1 if you pass it a job number
which doesn't have an eA job-number equivalent.
Contoh:
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:
bFlee2
Bonus Item
bFlee2
Tanda Tangan:
Deskripsi:
Perfect Dodge + n
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 Tidak ditentukan Tidak ditentukan |
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