Lust Boom [2] ( Ep172_1h_Grenade )
| ID 840000 |
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Цена покупки: zeny | Цена продажи: 0 zeny | Вес: 240 | Слоты: 2 | ||||||||||||||||||||||||||||||||||||||||||||||||||||
| Тип: Оружие. | Подтип: Гранатомет | Пол: Оба | Локации: Правая_рука + Левая_рука | |||||||||||||||||||||||||||||||||||||||||||||||||||||
| Атака: 330 | Магическая атака: Не указано | Диапазон: 9 | Защита: Не указано | |||||||||||||||||||||||||||||||||||||||||||||||||||||
| Уровень оружия: 4 | Уровень брони: Не указано | Мин. Уровень Снаряжения: 150 | Макс. Уровень Снаряжения: Не указано | |||||||||||||||||||||||||||||||||||||||||||||||||||||
| Поддается улучшению: 1 | Оцениваемый: Не указано | Элемент: Нейтральный | Классы: Не указано | |||||||||||||||||||||||||||||||||||||||||||||||||||||
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Grenade Launcher yang digunakan mercenaries untuk menjaga mansion, A Grenade Launcher wielded by the mercenaries who used to guard the mansion. A Grenade Launcher wielded by the mercenaries who used to guard the mansion.
Флаги
Стакирование
Не указано
Использование
Не указано
Торговля
Задержка
Не указано
.@r = getrefine();
bonus2 bSkillAtk,"RL_H_MINE",10;
bonus bAspdRate,3*(.@r/3);
bonus bBaseAtk,6*(.@r/3);
if (.@r>=7) {
bonus2 bSkillAtk,"RL_D_TAIL",10;
bonus2 bSkillAtk,"RL_H_MINE",10;
}
if (.@r>=9) {
bonus2 bSkillCooldown,"RL_D_TAIL",-1000;
bonus2 bSkillCooldown,"RL_H_MINE",-1000;
}
if (.@r>=11) {
autobonus3 "{ bonus2 bSkillAtk,\"RL_D_TAIL\",25; }",1000,10000,"RL_C_MARKER";
bonus2 bSkillAtk,"RL_H_MINE",25;
}
Справка по Скрипту
getrefine
Команда
getrefine
Сигнатура:
Описание:
function is called.
This function is intended for use in item scripts.
bSkillAtk
Бонус Предмета
bSkillAtk
Сигнатура:
Описание:
Increases damage of skill sk by n%
bAspdRate
Бонус Предмета
bAspdRate
Сигнатура:
Описание:
Attack speed + n%
bBaseAtk
Бонус Предмета
bBaseAtk
Сигнатура:
Описание:
Basic attack power + n
if
Команда
if
Сигнатура:
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:
bSkillCooldown
Бонус Предмета
bSkillCooldown
Сигнатура:
Описание:
Increases cooldown of skill sk by t milliseconds
autobonus3
Команда
autobonus3
Сигнатура:
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:
Не указано Справка по СкриптуДля этого скрипта не найдено документированных справок. Не указано Справка по СкриптуДля этого скрипта не найдено документированных справок. Не указано Не указано
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