Ring of the Blue Dragon [1] ( BlueDragonRing_TW )
| ID 28595 |
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Buy Price: zeny | Sell Price: 0 zeny | Weight: 20 | Slots: 1 | ||||||||||||||||||||||||||||||||||||
| Type: Armor/Garment/Boots/Headgear/Accessory item. | Sub Type: Not specified | Gender: Both | Locations: Accessory Right | |||||||||||||||||||||||||||||||||||||
| Attack: Not specified | Magic Attack: Not specified | Range: Not specified | Defense: Not specified | |||||||||||||||||||||||||||||||||||||
| Weapon Level: Not specified | Armor Level: 1 | Min. Equip Level: 1 | Max. Equip Level: Not specified | |||||||||||||||||||||||||||||||||||||
| Refineable: Not specified | Gradable: Not specified | Element: Neutral | Classes: Not specified | |||||||||||||||||||||||||||||||||||||
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A magical ring that hung on the foot of the legendary blue dragon. All Not specified
Flags
Stacking
Not specified
Usage
Not specified
Trade
Delay
Not specified
bonus bAllStats,1;
bonus bMdef,10;
if (BaseClass == Job_Swordman) {
bonus bMaxHPrate,7;
bonus2 bSkillAtk,"RK_SONICWAVE",50;
autobonus3 "{ bonus bAspd,2; }",1000,30000,"PA_SACRIFICE";
}
if (BaseClass == Job_Mage) {
bonus bMatkRate,5;
bonus5 bAutoSpellOnSkill,"WL_FROSTMISTY","MG_SAFETYWALL",5,1000,1;
bonus5 bAutoSpellOnSkill,"PF_FOGWALL","MG_SAFETYWALL",5,1000,1;
}
if (BaseClass == Job_Thief) {
bonus bFlee,10;
bonus2 bSkillCooldown,"GC_HALLUCINATIONWALK",-60000;
bonus2 bVariableCastrate,"SC_MANHOLE",-100;
}
if (BaseClass == Job_Acolyte) {
bonus bDelayrate,-5;
autobonus3 "{ bonus bMaxHPrate,25; bonus bDelayrate,-20; }",1000,30000,"AB_OFFERTORIUM";
autobonus3 "{ bonus bMaxHPrate,25; bonus bDelayrate,-20; }",1000,10000,"SR_RAISINGDRAGON";
}
if (BaseClass == Job_Archer) {
bonus bAspd,1;
autobonus3 "{ bonus bVariableCastrate,-100; }",1000,5000,"RA_WUGBITE";
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",BaseLevel*2;
}
if (BaseClass == Job_Merchant) {
bonus bAtkRate,5;
bonus2 bSkillAtk,"GN_CART_TORNADO",20;
bonus5 bAutoSpellOnSkill,"NC_SELFDESTRUCTION","GN_CARTBOOST",5,1000,1;
}
if (BaseClass == Job_Novice || BaseClass == Job_Taekwon || Class == Job_Ninja || Class == Job_Gunslinger) {
bonus bAtkRate,5;
bonus bMatkRate,5;
}
Script References
bAllStats
Item Bonus
bAllStats
Signature:
Description:
STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n
bMdef
Item Bonus
bMdef
Signature:
Description:
Equipment MDEF + n
if
Command
if
Signature:
Description:
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.
Example:
bMaxHPrate
Item Bonus
bMaxHPrate
Signature:
Description:
MaxHP + n%
bSkillAtk
Item Bonus
bSkillAtk
Signature:
Description:
Increases damage of skill sk by n%
autobonus3
Command
autobonus3
Signature:
Description:
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.
Example:
bAspd
Item Bonus
bAspd
Signature:
Description:
Attack speed + n
bMatkRate
Item Bonus
bMatkRate
Signature:
Description:
Magical attack power + n%
bonus5
Command
bonus5
Signature:
Description:
These commands are meant to be used in item scripts. They will probably work
outside item scripts, but the bonus will not persist for long. They, as
expected, refer only to an invoking character.
kind in ''.
bAutoSpellOnSkill
Item Bonus
bAutoSpellOnSkill
Signature:
Description:
Adds a n/10% chance to autospell skill x at level y when using skill sk
bFlee
Item Bonus
bFlee
Signature:
Description:
Flee + n
bSkillCooldown
Item Bonus
bSkillCooldown
Signature:
Description:
Increases cooldown of skill sk by t milliseconds
bVariableCastrate
Item Bonus
bVariableCastrate
Signature:
Description:
Increases variable cast time of skill sk by n% (If RENEWAL_CAST is NOT defined, this bonus is equal to bCastrate)
bDelayrate
Item Bonus
bDelayrate
Signature:
Description:
Increases skill delay by n%
bAtkRate
Item Bonus
bAtkRate
Signature:
Description:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
Not specified Script ReferencesNo documented script references were detected. Not specified Script ReferencesNo documented script references were detected. Not specified Not specified Not specified Not specified Not specified Not specified Not specified Not specified |
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