Skin of Lindwyrm [1] ( Skin_Of_Lindwurm )
| ID 20836 |
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Buy Price: 1000 zeny | Sell Price: 500 zeny | Weight: 60 | Slots: 1 | ||||||||||||||||||||||||||||||||||||
| Type: Armor/Garment/Boots/Headgear/Accessory item. | Sub Type: Not specified | Gender: Both | Locations: Garment/Robe | |||||||||||||||||||||||||||||||||||||
| Attack: Not specified | Magic Attack: Not specified | Range: Not specified | Defense: 15 | |||||||||||||||||||||||||||||||||||||
| Weapon Level: Not specified | Armor Level: 1 | Min. Equip Level: 100 | Max. Equip Level: Not specified | |||||||||||||||||||||||||||||||||||||
| Refineable: 1 | Gradable: Not specified | Element: Neutral | Classes: Not specified | |||||||||||||||||||||||||||||||||||||
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Uma Capa Espinhosa, pontiaguda, rígida, distorcida, desconfortável, densa, perigosa e com cheirinho de lavanda com o aroma pétalas de rosas. The skin of a dragon whose scales were as strong as steel, but light as a feather. The skin of a dragon whose scales were as strong as steel, All Not specified
Flags
Stacking
Not specified
Usage
Not specified
Trade
Delay
Not specified
bonus bAgiVit,5;
bonus bMdef,10;
bonus2 bSubEle,Ele_Fire,5;
bonus2 bSubEle,Ele_Water,5;
bonus2 bSubRace,RC_Dragon,5;
bonus2 bSubRace,RC_DemiHuman,5;
bonus2 bSubRace,RC_Player_Human,5;
.@r = getrefine();
.@val = (readparam(bAgi)+readparam(bVit))/20;
if (.@r>=7) {
skill "TF_HIDING",1;
if (.@r>=8) {
bonus bMaxHPrate,.@val;
bonus bVariableCastrate,-2*.@val;
if (.@r>=9) {
skill "AS_CLOAKING",1;
}
}
}
Script References
bAgiVit
Item Bonus
bAgiVit
Signature:
Description:
AGI + n, VIT + n
bMdef
Item Bonus
bMdef
Signature:
Description:
Equipment MDEF + n
bSubEle
Item Bonus
bSubEle
Signature:
Description:
+x% damage reduction against attack element e with trigger criteria bf
bSubRace
Item Bonus
bSubRace
Signature:
Description:
+x% damage reduction against race r with trigger criteria bf
getrefine
Command
getrefine
Signature:
Description:
function is called.
This function is intended for use in item scripts.
readparam
Command
readparam
Signature:
Description:
This function will return the specified stat of the invoking character, or, if a
character name or character id is specified, of that player. The stat can either
be a number or parameter name, defined in ''.
Some example parameters:
StatusPoint, BaseLevel, SkillPoint, Class, Upper, Zeny, Sex, Weight, MaxWeight,
JobLevel, BaseExp, JobExp, NextBaseExp, NextJobExp, Hp, MaxHp, Sp, MaxSp,
BaseJob, Karma, Manner, bVit, bDex, bAgi, bStr, bInt, bLuk, Ap, MaxAp
All of these also behave as variables, but don't expect to be able to just 'set'
them - some will not work for various internal reasons.
Example 1:
Using this particular information as a function call is not required. Typing this
will return the same result:
Example 2:
You can also use this command to get stat values.
Example:
bAgi
Item Bonus
bAgi
Signature:
Description:
AGI + n
bVit
Item Bonus
bVit
Signature:
Description:
VIT + 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:
bMaxHPrate
Item Bonus
bMaxHPrate
Signature:
Description:
MaxHP + n%
bVariableCastrate
Item Bonus
bVariableCastrate
Signature:
Description:
Increases variable cast time of skill sk by n% (If RENEWAL_CAST is NOT defined, this bonus is equal to bCastrate)
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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