Combo d'Objets Détails

Combo d'Objets #6345

Taille du Combo: 2
Objets du Combo
Poenitentia Sol [2]
Poenitentia_Sol
Poenitentia Jana [2]
Poenitentia_Jana
Effet du Combo
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bMatkRate,10;
bonus2 bSkillAtk,"SS_RAIDENPOU",10;
bonus2 bSkillAtk,"SS_KINRYUUHOU",10;
bonus2 bSkillAtk,"NJ_KOUENKA",3*(.@r/2);
bonus2 bSkillAtk,"NJ_HYOUSENSOU",3*(.@r/2);
bonus2 bSkillAtk,"NJ_HUUJIN",3*(.@r/2);
if (.@r>=7) {
   bonus bVariableCastrate,-10;
}
if (.@r>=9) {
   bonus2 bSkillAtk,"NJ_KOUENKA",30;
   bonus2 bSkillAtk,"NJ_HYOUSENSOU",30;
   bonus2 bSkillAtk,"NJ_HUUJIN",30;
}
if (.@r>=11) {
   bonus2 bMagicAddRace,RC_Plant,20;
   bonus2 bMagicAddRace,RC_Undead,20;
   bonus2 bMagicAddRace,RC_Formless,20;
   bonus2 bMagicAddRace,RC_Angel,20;
   bonus2 bMagicAddRace,RC_Dragon,20;
   bonus2 bMagicAddRace,RC_Fish,20;
   bonus2 bMagicAddRace,RC_Insect,20;
   bonus2 bMagicAddRace,RC_Brute,20;
   bonus2 bMagicAddRace,RC_Demon,20;
   bonus2 bMagicAddRace,RC_DemiHuman,20;
}
if (.@g>=ENCHANTGRADE_D) {
   bonus2 bSkillAtk,"SS_RAIDENPOU",5;
   bonus2 bSkillAtk,"SS_KINRYUUHOU",5;
}
if (.@g>=ENCHANTGRADE_C) {
   bonus2 bSkillAtk,"SS_RAIDENPOU",8;
   bonus2 bSkillAtk,"SS_KINRYUUHOU",8;
   bonus bSMatk,1;
}
if (.@g>=ENCHANTGRADE_B) {
   bonus2 bSkillAtk,"SS_RAIDENPOU",12;
   bonus2 bSkillAtk,"SS_KINRYUUHOU",12;
   bonus bSpl,1;
}
Références du Script
getequiprefinerycnt Commande
getequiprefinerycnt
Signature:
getequiprefinerycnt(<equipment slot>{,<char_id>})
Description:
slot. For a list of equipment slots see 'getequipid'. Can be used to check if you have reached a maximum refine value, default for this is +10:
Exemple:
if (getequiprefinerycnt(EQI_HEAD_TOP) < 10)
mes "I will now upgrade your " + getequipname(EQI_HEAD_TOP);
else
mes "Sorry, it's not possible to refine hats better than +10";
close;
getenchantgrade Commande
getenchantgrade
Signature:
getenchantgrade({<equipment slot>,<char_id>})
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'.
bMatkRate Bonus d’Objet
bMatkRate
Signature:
bonus bMatkRate,n;
Description:
Magical attack power + n%
bSkillAtk Bonus d’Objet
bSkillAtk
Signature:
bonus2 bSkillAtk,sk,n;
Description:
Increases damage of skill sk by n%
if Commande
if
Signature:
if (<condition>) <statement>;
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.
Exemple:
if (1)  mes "This will always print.";
if (0)  mes "And this will never print.";
if (5)  mes "This will also always print.";
if (-1) mes "Funny as it is, this will also print just fine.";
if (strcharinfo(0) == "Daniel Jackson") mes "It is true, you are Daniel!";
.@answer = 1;
input .@input;
if (.@input == .@answer)
close;
mes "Sorry, your answer is incorrect.";
close;
.@answer = 1;
input .@input;
if (.@input != .@answer)
mes "Sorry, your answer is incorrect.";
close;
.@count++;
mes "[Forgetful Man]";
if (.@count == 1) mes "This is the first time you have talked to me.";
if (.@count == 2) mes "This is the second time you have talked to me.";
if (.@count == 3) mes "This is the third time you have talked to me.";
if (.@count == 4) {
mes "This is the fourth time you have talked to me.";
mes "I think I am getting amnesia, I have forgotten about you...";
.@count = 0;
}
close;
mes "[Quest Person]";
if (countitem(512) < 1) {  // 512 is the item ID for Apple, found in db/item_db.yml
mes "Can you please bring me an apple?";
close;
}
mes "Oh, you brought an Apple!";
mes "I didn't want it, I just wanted to see one.";
close;
mes "[Person Checker]";
if ($@name$ == "") {  // global variable not yet set
mes "Please tell me someones name";
next;
input $@name$;
$@name2$ = strcharinfo(0);
mes "[Person Checker]";
mes "Thank you.";
close;
}
if ($@name$ == strcharinfo(0)) {  // player name matches $@name$
mes "You are the person that " + $@name2$ + " just mentioned.";
mes "Nice to meet you!";
// reset the global variables
$@name$ = "";
$@name2$ = "";
close;
}
mes "You are not the person that " + $name2$ + " mentioned.";
close;
mes "[Multiple Checks]";
if (@queststarted == 1 && countitem(512) >= 5) {
mes "Well done, you have started the quest and brought me 5 Apples.";
@queststarted = 0;
delitem 512,5;
close;
}
mes "Please bring me 5 apples.";
@queststarted = 1;
close;
if (<condition>)
dothis;
else
dothat;
if (<condition>) {
dothis1;
dothis2;
} else {
dothat1;
dothat2;
dothat3;
}
if (<condition 1>)
dothis;
else if (<condition 2>) {
dothat;
end;
} else
dothis;
bVariableCastrate Bonus d’Objet
bVariableCastrate
Signature:
bonus2 bVariableCastrate,sk,n;
Description:
Increases variable cast time of skill sk by n% (If RENEWAL_CAST is NOT defined, this bonus is equal to bCastrate)
bMagicAddRace Bonus d’Objet
bMagicAddRace
Signature:
bonus2 bMagicAddRace,r,x;
Description:
+x% magical damage against race r
bSMatk Bonus d’Objet
bSMatk
Signature:
bonus bSMatk,n;
Description:
SMatk + n
bSpl Bonus d’Objet
bSpl
Signature:
bonus bSpl,n;
Description:
SPL + n