Item Details

Cursed Diabolical Armor [1] ( Diabolic_Armor_US )

ID 450427 Cursed Diabolical Armor [1]
Cursed Diabolical Armor [1] Цена покупки: zeny Цена продажи: 0 zeny Вес: 20 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: 120
Уровень оружия: Не указано Уровень брони: 2 Мин. Уровень Снаряжения: 100 Макс. Уровень Снаряжения: Не указано
Поддается улучшению: 1 Оцениваемый: 1 Элемент: Нейтральный Классы: Не указано

An armor from ancient times that covered in miasma of curses.
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Cannot be destroyed in battle.
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For every 2 refine level, P.ATK + 3.
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For every 3 refine level, ATK + 50.
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When refined to +10 or higher, immune to Curse, Perfect Dodge + 20.
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When refined to +11 or higher, increase Savage Impact and Overslash damage by 30%.
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When refined to +12 or higher, increase physical damage against all property enemies by 20%.
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When refined to +13 or higher, enable to use Lv.5 Aura Blade.
When casting Aura Blade, increase physical damage against all property enemies by 30% for 20 seconds.
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Set Bonus:
Cursed Diabolical Armor [1]
Phreeoni Card

STR +30, POW + 30.

Increase physical damage against all property enemies by 30%.
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[Grade Bonus]
[Grade D] MHP +15%, MSP +15%.
[Grade C] Reduce Variable Casting Time by 15%.
[Grade B] Reduce After Cast Delay by 20%.
[Grade A] Increase Savage Impact and Overslash damage by 50%.
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Type : Armor
Def : 120
Weight : 20
Armor Level : 2
Required Level : 100
Class : All Jobs

Все

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();
.@g = getenchantgrade();
bonus bUnbreakableArmor;
bonus bPAtk,3*(.@r/2);
bonus bBaseAtk,50*(.@r/3);
if (.@r>=10) {
   bonus2 bResEff,Eff_Curse,10000;
   bonus bFlee2,20;
   if (.@r>=11) {
       bonus2 bSkillAtk,"SHC_SAVAGE_IMPACT",30;
       bonus2 bSkillAtk,"IG_OVERSLASH",30;
       if (.@r>=12) {
            bonus2 bAddEle,Ele_All,20;
            if (.@r>=13) {
                skill "LK_AURABLADE",5;
                autobonus3 "{ bonus2 bAddEle,Ele_All,30; }",1000,20000,"LK_AURABLADE";
            }
       }
   }
}
if (.@g>=ENCHANTGRADE_D) {
   bonus bMaxHPrate,15;
   bonus bMaxSPrate,15;
   if (.@g>=ENCHANTGRADE_C) {
       bonus bVariableCastrate,-15;
       if (.@g>=ENCHANTGRADE_B) {
            bonus bDelayrate,-20;
            if (.@g>=ENCHANTGRADE_A) {
                bonus2 bSkillAtk,"SHC_SAVAGE_IMPACT",50;
                bonus2 bSkillAtk,"IG_OVERSLASH",50;
            }
       }
   }
}
Справка по Скрипту
getrefine Команда
getrefine
Сигнатура:
getrefine()
Описание:
function is called. This function is intended for use in item scripts.
getenchantgrade Команда
getenchantgrade
Сигнатура:
getenchantgrade({<equipment slot>,<char_id>})
Описание:
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'.
bUnbreakableArmor Бонус Предмета
bUnbreakableArmor
Сигнатура:
bonus bUnbreakableArmor;
Описание:
Armor cannot be damaged/broken by any means
bPAtk Бонус Предмета
bPAtk
Сигнатура:
bonus bPAtk,n;
Описание:
PAtk + n
bBaseAtk Бонус Предмета
bBaseAtk
Сигнатура:
bonus bBaseAtk,n;
Описание:
Basic attack power + n
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;
bResEff Бонус Предмета
bResEff
Сигнатура:
bonus2 bResEff,eff,n;
Описание:
Adds a n/100% tolerance to status eff
bFlee2 Бонус Предмета
bFlee2
Сигнатура:
bonus bFlee2,n;
Описание:
Perfect Dodge + n
bSkillAtk Бонус Предмета
bSkillAtk
Сигнатура:
bonus2 bSkillAtk,sk,n;
Описание:
Increases damage of skill sk by n%
bAddEle Бонус Предмета
bAddEle
Сигнатура:
bonus3 bAddEle,e,x,bf;
Описание:
+x% physical damage against element e with trigger criteria bf
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; }";
bMaxHPrate Бонус Предмета
bMaxHPrate
Сигнатура:
bonus bMaxHPrate,n;
Описание:
MaxHP + n%
bMaxSPrate Бонус Предмета
bMaxSPrate
Сигнатура:
bonus bMaxSPrate,n;
Описание:
MaxSP + n%
bVariableCastrate Бонус Предмета
bVariableCastrate
Сигнатура:
bonus2 bVariableCastrate,sk,n;
Описание:
Increases variable cast time of skill sk by n% (If RENEWAL_CAST is NOT defined, this bonus is equal to bCastrate)
bDelayrate Бонус Предмета
bDelayrate
Сигнатура:
bonus bDelayrate,n;
Описание:
Increases skill delay by n%
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 2 Да Не указано 2 Детали

Не указано