Item Details

Mars Armor [1] ( Mars_Armor_TW )

ID 15363 Mars Armor [1]
Mars Armor [1] Цена покупки: zeny Цена продажи: 0 zeny Вес: 30 Слоты: 1
Тип: Броня/Одежда/Сапоги/Головной убор/Аксессуар. Подтип: Не указано Пол: Оба Локации: Броня
Атака: Не указано Магическая атака: Не указано Диапазон: Не указано Защита: Не указано
Уровень оружия: Не указано Уровень брони: 1 Мин. Уровень Снаряжения: 100 Макс. Уровень Снаряжения: Не указано
Поддается улучшению: 1 Оцениваемый: Не указано Элемент: Нейтральный Классы: Четвертые классы., Все Third классы.

An armor modeled after one of the twelve legendary pantheon.
You can feel Mars divine power coming from it.
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When using Back Slide, ASPD + 2 for 10 seconds.
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For every 4 refine level, DEX + 3, MaxHP + 3%,
ignore physical defense of Brute, Demihuman, and Human/Doram Player enemies by 15%.
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When refined to +12 or higher,
Reduce Dark Claw cooldown by 5 seconds.
For every level of Double Strafe learned, increase Triangle Shot damage by 2%.
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Set Bonus:
Mars Armor [1]
Giant Whisper Card

FLEE + 20, ATK + 30.
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Set Bonus:
Mars Armor [1]
Kades Card

Reduce damage taken from Holy and Ghost property attacks by 20%.
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Type : Armor
Def : 0
Weight : 30
Required Level : 100
Class : 3rd Thief Classes

A spiked armor that belonged to the protector of the Flameworld.
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ASPD +2 for 10 sec. after using [Back Slide].

[For every 4 refine levels]
DEX +3.
Max HP +3%.
Ignore armor of enemy players, Demi-Human monsters and Brute race monsters -15%.

[If refined to +12 or higher]
Reduces the cooldown of [Dark Claw] by 5 sec.
[Triangle Shot] damage +2% for every [Double Strafe] LV.

[If equipped with Giant Whisper Card]
Flee +20, ATK +30.

[If equipped with Kades Card]
Protection from Saint and Fire property +20%.
-------------
Class: Armor
Defense: 0
Weight: 30
Required Level: 100
Jobs: Guillotine Cross Jobs, Shadow Chaser Jobs

Не указано

Флаги
Можно добавить в скупочную лавку игрока? Нет
Призывает монстра? Нет
Является частью контейнера? Нет
Имеет уникальный стек? Нет
Привязывается при надевании? Нет
Объявляет выпадение? Нет
Расходуется при использовании? Да
Имеет эффект при падении? Нет
Стакирование
Не указано
Использование
Не указано
Торговля
Переопределить Не указано
Можно выбросить? Да
Можно обменять? Да
Можно обменять с партнером? Да
Можно продать NPC? Да
Можно поместить в тележку? Да
Можно поместить в хранилище? Да
Можно поместить в хранилище гильдии? Да
Можно отправить по почте? Да
Можно выставить на аукцион? Да
Задержка
Не указано
.@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"));
}
Справка по Скрипту
getrefine Команда
getrefine
Сигнатура:
getrefine()
Описание:
function is called. This function is intended for use in item scripts.
autobonus3 Команда
autobonus3
Сигнатура:
autobonus3 <bonus script>,<rate>,<duration>,<skill id>,{<other script>};
autobonus3 <bonus script>,<rate>,<duration>,"<skill name>",{<other script>};
Описание:
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.
Пример:
BF_SHORT:  Trigger on melee attack
BF_LONG:   Trigger on ranged attack
Default:   BF_SHORT+BF_LONG
BF_WEAPON: Trigger on weapon skills
BF_MAGIC:  Trigger on magic skills
BF_MISC:   Trigger on misc skills
Default:   BF_WEAPON
BF_NORMAL: Trigger on normal attacks
BF_SKILL:  Trigger on skills
default:   If the attack type is BF_WEAPON (only) BF_NORMAL is used,
otherwise BF_SKILL+BF_NORMAL is used.
autobonus "{ bonus bAllStats,10; }",10,10000,BF_WEAPON|BF_MISC,"{ specialeffect2 EF_FIRESPLASHHIT; }";
bAspd Бонус Предмета
bAspd
Сигнатура:
bonus bAspd,n;
Описание:
Attack speed + n
specialeffect2 Команда
specialeffect2
Сигнатура:
specialeffect2 <effect number>{,<send_target>{,"<Player Name>"}};
Описание:
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 Бонус Предмета
bDex
Сигнатура:
bonus bDex,n;
Описание:
DEX + n
bMaxHPrate Бонус Предмета
bMaxHPrate
Сигнатура:
bonus bMaxHPrate,n;
Описание:
MaxHP + n%
bIgnoreDefRaceRate Бонус Предмета
bIgnoreDefRaceRate
Сигнатура:
bonus2 bIgnoreDefRaceRate,r,n;
Описание:
Disregard n% of the target's DEF if the target belongs to race r
if Команда
if
Сигнатура:
if (<condition>) <statement>;
Описание:
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.
Пример:
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;
bSkillCooldown Бонус Предмета
bSkillCooldown
Сигнатура:
bonus2 bSkillCooldown,sk,t;
Описание:
Increases cooldown of skill sk by t milliseconds
bSkillAtk Бонус Предмета
bSkillAtk
Сигнатура:
bonus2 bSkillAtk,sk,n;
Описание:
Increases damage of skill sk by n%
getskilllv Команда
getskilllv
Сигнатура:
getskilllv(<skill id>)
getskilllv("<skill name>")
Описание:
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:
Пример:
if (getskilllv(152))
mes "You have got the skill Throw Stone";
else
mes "You don't have Throw Stone";
close;
if (getskilllv(28) >= 5)
mes "Your heal lvl is 5 or more";
else if (getskilllv(28) == 10)
mes "Your heal lvl has been maxed";
else
mes "You heal skill is below lvl 5";
close;
Не указано
Справка по Скрипту

Для этого скрипта не найдено документированных справок.

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Справка по Скрипту

Для этого скрипта не найдено документированных справок.

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Улучшение Группа Уровень предмета Поддается улучшению Уровень оружия Уровень брони Детали
Улучшение Броня 1 Да Не указано 1 Детали

Не указано