High-tech Shield [1] ( Hightech_Shield_US )
| ID 460096 |
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Buy Price: zeny | Sell Price: 0 zeny | Weight: 50 | Slots: 1 | ||||||||||||||||||||||||||||||||||||
| Type: Armor/Garment/Boots/Headgear/Accessory item. | Sub Type: Not specified | Gender: Both | Locations: Shield | |||||||||||||||||||||||||||||||||||||
| Attack: Not specified | Magic Attack: Not specified | Range: Not specified | Defense: 50 | |||||||||||||||||||||||||||||||||||||
| Weapon Level: Not specified | Armor Level: 2 | Min. Equip Level: 100 | Max. Equip Level: Not specified | |||||||||||||||||||||||||||||||||||||
| Refineable: 1 | Gradable: 1 | Element: Neutral | Classes: Not specified | |||||||||||||||||||||||||||||||||||||
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A multipurpose high-tech shield used by genetics. All Not specified
Flags
Stacking
Not specified
Usage
Not specified
Trade
Delay
Not specified
.@r = getrefine();
.@g = getenchantgrade();
bonus bShortWeaponDamageReturn,25;
bonus bLongAtkRate,15;
bonus bPow,3*(.@r/2);
bonus bCon,3*(.@r/2);
bonus bMaxHPrate,5*(.@r/3);
bonus bDelayrate,-2*(.@r/3);
if (.@r>=10) {
bonus2 bAddClass,Class_All,15;
if (.@r>=11) {
bonus2 bSkillAtk,"GN_CARTCANNON",50;
if (.@r>=12) {
bonus2 bSkillAtk,"GN_SPORE_EXPLOSION",50;
if (.@r>=13) {
bonus bLongAtkRate,20;
if (.@r>=14) {
bonus2 bSkillAtk,"GN_CARTCANNON",80;
bonus2 bSkillAtk,"GN_SPORE_EXPLOSION",80;
}
}
}
}
}
if (getpetinfo(PETINFO_EGGID) == 9013) {
if (getpetinfo(PETINFO_INTIMATE) >= PET_INTIMATE_LOYAL) {
bonus bSpeedRate,25;
bonus2 bSkillAtk,"GN_SPORE_EXPLOSION",40;
}
}
if (getpetinfo(PETINFO_EGGID) == 9123) {
if (getpetinfo(PETINFO_INTIMATE) >= PET_INTIMATE_LOYAL) {
bonus bSpeedRate,25;
bonus2 bSkillAtk,"GN_CARTCANNON",40;
}
}
if (.@g>=ENCHANTGRADE_C) {
bonus bPow,3;
bonus bCon,3;
if (.@g>=ENCHANTGRADE_B) {
bonus bLongAtkRate,20;
if (.@g>=ENCHANTGRADE_A) {
bonus bAllTraitStats,10;
}
}
}
Script References
getrefine
Command
getrefine
Signature:
Description:
function is called.
This function is intended for use in item scripts.
getenchantgrade
Command
getenchantgrade
Signature:
Description:
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'.
bShortWeaponDamageReturn
Item Bonus
bShortWeaponDamageReturn
Signature:
Description:
Reflects n% of received melee damage back to the enemy that caused it
bLongAtkRate
Item Bonus
bLongAtkRate
Signature:
Description:
Increases damage of long ranged attacks by n%
bPow
Item Bonus
bPow
Signature:
Description:
POW + n
bCon
Item Bonus
bCon
Signature:
Description:
CON + n
bMaxHPrate
Item Bonus
bMaxHPrate
Signature:
Description:
MaxHP + n%
bDelayrate
Item Bonus
bDelayrate
Signature:
Description:
Increases skill delay by 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:
bAddClass
Item Bonus
bAddClass
Signature:
Description:
+x% physical damage against class c
bSkillAtk
Item Bonus
bSkillAtk
Signature:
Description:
Increases damage of skill sk by n%
getpetinfo
Command
getpetinfo
Signature:
Description:
currently has active. Valid types are:
PETINFO_ID - Pet unique ID
PETINFO_CLASS - Pet class number as per '' - will tell you what kind of a pet it is.
PETINFO_NAME - Pet name. Will return "null" if there's no pet.
PETINFO_INTIMATE - Pet friendly level (intimacy score). 1000 is full loyalty.
PETINFO_HUNGRY - Pet hungry level. 100 is full hunger.
PETINFO_RENAMED - Pet rename flag. 0 means this pet has not been named yet.
PETINFO_LEVEL - Pet level
PETINFO_BLOCKID - Pet Game ID
PETINFO_EGGID - Pet egg item ID
PETINFO_FOODID - Pet food item ID
PETINFO_INTIMATE can be used with the following constants for checking values:
PET_INTIMATE_NONE = 0
PET_INTIMATE_AWKWARD = 1 ~ 99
PET_INTIMATE_SHY = 100 ~ 249
PET_INTIMATE_NEUTRAL = 250 ~ 749
PET_INTIMATE_CORDIAL = 750 ~ 909
PET_INTIMATE_LOYAL = 910 ~ 1000
PETINFO_HUNGRY can be used with the following constants for checking values:
PET_HUNGRY_NONE = 0
PET_HUNGRY_VERY_HUNGRY = 1 ~ 10
PET_HUNGRY_HUNGRY = 11 ~ 25
PET_HUNGRY_NEUTRAL = 26 ~ 75
PET_HUNGRY_SATISFIED = 76 ~ 90
PET_HUNGRY_STUFFED = 91 ~ 100
Example:
These commands will only work if the invoking character has a pet, and are meant
to be executed from pet scripts. They will modify the pet AI decision-making for
the current pet of the invoking character, and will NOT have any independent
effect by themselves, which is why only one of them each may be in effect at any
time for a specific pet. A pet may have 'petloot', 'petskillbonus',
'petskillattack' OR 'petpetskillattack2' and 'petskillsupport'.
the specified duration of seconds, with a delay of the specified number of
seconds between activations. Rates are a chance of the effect occurring and are
given in percent. 'bonusratebattle_athena.conf'.
from the egg. Other commands usable in item scripts (see 'bonusre essentially on your own here.
Example:
bSpeedRate
Item Bonus
bSpeedRate
Signature:
Description:
Movement speed + n% (only the highest among all is applied, won't be stacked with SC_SPEEDUP0, SC_SPEEDUP1)
bAllTraitStats
Item Bonus
bAllTraitStats
Signature:
Description:
POW + n, STA + n, WIS + n, SPL + n, CON + n, CRT + n
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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