Crimson Rose [2] ( Crimson_Rose )
| ID 32302 |
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Precio de compra: 20 zeny | Precio de venta: 10 zeny | Peso: 70 | Ranuras: 2 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Tipo: Objeto de arma. | Subtipo: Revólver | Género: Ambos | Ubicaciones: Mano_Derecha + Mano_Izquierda | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Ataque: 150 | Ataque mágico: No especificado | Alcance: 7 | Defensa: No especificado | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Nivel de arma: 4 | Nivel de armadura: No especificado | Nivel de Equipamiento (Mín.): 100 | Nivel de Equipamiento (Máx.): No especificado | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Refinable: 1 | Graduable: No especificado | Elemento: Neutral | Clases: No especificado | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Arma usada pelo lendário Jaguatirica Revólver. De acordo com suas palavras, seis disparos eram mais do que o suficiente para abater qualquer alvo que se movesse. Pistol dengan hiasan mawar putih yang menjadi merah karena darah lawannya. The revolver decorated with red roses used by those who have reached the master's level. Account Bound. No especificado
Banderas
Apilamiento
No especificado
Uso
No especificado
Comercio
Retraso
No especificado
.@r = getrefine();
bonus bBaseAtk,10*(.@r/2);
bonus bAspdRate,3*(.@r/3);
if (.@r >= 7) {
bonus bAspd,1;
bonus bAtkRate,5;
if (.@r >= 9) {
bonus bCritAtkRate,20;
if (.@r >= 11) {
autobonus3 "{ bonus bCritical,20; bonus bLongAtkRate,15; }",1000,60000,"RL_HEAT_BARREL";
}
}
}
Referencias del Script
getrefine
Comando
getrefine
Firma:
Descripción:
function is called.
This function is intended for use in item scripts.
bBaseAtk
Bono de Ítem
bBaseAtk
Firma:
Descripción:
Basic attack power + n
bAspdRate
Bono de Ítem
bAspdRate
Firma:
Descripción:
Attack speed + n%
if
Comando
if
Firma:
Descripción:
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.
Ejemplo:
bAspd
Bono de Ítem
bAspd
Firma:
Descripción:
Attack speed + n
bAtkRate
Bono de Ítem
bAtkRate
Firma:
Descripción:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
bCritAtkRate
Bono de Ítem
bCritAtkRate
Firma:
Descripción:
Increases critical damage by +n%
autobonus3
Comando
autobonus3
Firma:
Descripción:
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.
Ejemplo:
bCritical
Bono de Ítem
bCritical
Firma:
Descripción:
Critical + n
bLongAtkRate
Bono de Ítem
bLongAtkRate
Firma:
Descripción:
Increases damage of long ranged attacks by n%
No especificado Referencias del ScriptNo se detectaron referencias documentadas en este script. No especificado Referencias del ScriptNo se detectaron referencias documentadas en este script. No especificado No especificado
No especificado No especificado
No especificado |
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