Agent Launcher [3] ( Agent_Launcher )
| ID 840039 |
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Kaufpreis: zeny | Verkaufspreis: 0 zeny | Gewicht: 320 | Slots: 3 | ||||||||||||||||||||||||||||||||||||||||||||||||
| Typ: Waffengegenstand. | Untertyp: Granatwerfer | Geschlecht: Beide | Orte: Rechte Hand + Linke Hand | |||||||||||||||||||||||||||||||||||||||||||||||||
| Angriff: 420 | Magie Angriff: Nicht angegeben | Reichweite: 9 | Verteidigung: Nicht angegeben | |||||||||||||||||||||||||||||||||||||||||||||||||
| Waffenlevel: 5 | Rüstungslevel: Nicht angegeben | Min. Ausrüstungslevel: 265 | Max. Ausrüstungslevel: Nicht angegeben | |||||||||||||||||||||||||||||||||||||||||||||||||
| Veredelbar: 1 | Gradierbar: 1 | Element: Neutral | Klassen: Third Klassen (keine Transcendent-Third oder Third-Baby Klassen). | |||||||||||||||||||||||||||||||||||||||||||||||||
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Flaggen
Stapelung
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Verwendung
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Handel
Verzögerung
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.@g = getenchantgrade();
.@r = getrefine();
bonus2 bSkillAtk,"NW_MIDNIGHT_FALLEN",20+5*(.@r/3);
bonus bAtkRate,(.@r/3);
bonus bBaseAtk,25*(.@r/3);
if (.@r>=7) {
bonus2 bSkillAtk,"NW_MIDNIGHT_FALLEN",15;
if (.@r>=9) {
bonus bNonCritAtkRate,15;
bonus bPAtk,7;
if (.@r>=12) {
bonus2 bSkillAtk,"NW_MIDNIGHT_FALLEN",15;
if (.@g>=ENCHANTGRADE_A) {
if (getskilllv("NW_WILD_FIRE")>=5) {
autobonus3 "{ .@r = getrefine(); bonus bNonCritAtkRate,15; bonus4 bAutoSpellOnSkill,\"NW_SPIRAL_SHOOTING\",\"NW_WILD_FIRE\",5,1000; bonus2 bSkillAtk,\"NW_SPIRAL_SHOOTING\",5*.@r; bonus2 bSkillAtk,\"NW_WILD_FIRE\",5*.@r; }",1000,150000,"NW_HIDDEN_CARD";
}
}
}
}
}
if (.@g>=ENCHANTGRADE_D) {
bonus bVariableCastrate,-10;
if (.@g>=ENCHANTGRADE_C) {
bonus bNonCritAtkRate,10;
bonus bLongAtkRate,15;
if (.@g>=ENCHANTGRADE_B) {
bonus bVariableCastrate,-5;
bonus2 bSkillAtk,"NW_MIDNIGHT_FALLEN",10;
if (.@g>=ENCHANTGRADE_A) {
bonus bPAtk,15;
if (.@r>=12) {
bonus2 bSkillCooldown,"NW_MIDNIGHT_FALLEN",-200;
}
}
}
}
}
Skriptreferenzen
getenchantgrade
Befehl
getenchantgrade
Signatur:
Beschreibung:
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'.
getrefine
Befehl
getrefine
Signatur:
Beschreibung:
function is called.
This function is intended for use in item scripts.
bSkillAtk
Gegenstandsbonus
bSkillAtk
Signatur:
Beschreibung:
Increases damage of skill sk by n%
bAtkRate
Gegenstandsbonus
bAtkRate
Signatur:
Beschreibung:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
bBaseAtk
Gegenstandsbonus
bBaseAtk
Signatur:
Beschreibung:
Basic attack power + n
if
Befehl
if
Signatur:
Beschreibung:
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.
Beispiel:
bNonCritAtkRate
Gegenstandsbonus
bNonCritAtkRate
Signatur:
Beschreibung:
Increases non-critical damage by +n%
bPAtk
Gegenstandsbonus
bPAtk
Signatur:
Beschreibung:
PAtk + n
getskilllv
Befehl
getskilllv
Signatur:
Beschreibung:
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:
Beispiel:
autobonus3
Befehl
autobonus3
Signatur:
Beschreibung:
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.
Beispiel:
bAutoSpellOnSkill
Gegenstandsbonus
bAutoSpellOnSkill
Signatur:
Beschreibung:
Adds a n/10% chance to autospell skill x at level y when using skill sk
bVariableCastrate
Gegenstandsbonus
bVariableCastrate
Signatur:
Beschreibung:
Increases variable cast time of skill sk by n% (If RENEWAL_CAST is NOT defined, this bonus is equal to bCastrate)
bLongAtkRate
Gegenstandsbonus
bLongAtkRate
Signatur:
Beschreibung:
Increases damage of long ranged attacks by n%
bSkillCooldown
Gegenstandsbonus
bSkillCooldown
Signatur:
Beschreibung:
Increases cooldown of skill sk by t milliseconds
Nicht angegeben SkriptreferenzenFür dieses Skript wurden keine dokumentierten Referenzen erkannt. Nicht angegeben SkriptreferenzenFür dieses Skript wurden keine dokumentierten Referenzen erkannt. Nicht angegeben Nicht angegeben Nicht angegeben Nicht angegeben Nicht angegeben Nicht angegeben
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