Moonlight Bell [1] ( Moonlight_Bell_TH )
| ID 480446 |
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Buy Price: zeny | Sell Price: 0 zeny | Weight: 150 | 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: 55 | |||||||||||||||||||||||||||||||||||||
| 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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O sino da Flor do Luar que emite um som diferenciado quando exposto à luz da lua. Fisikal damage ke all size monster +3% Bell of the Moonlight Flower. The wearer can feel the power of the Moonlight Flower. All Not specified
Flags
Stacking
Not specified
Usage
Not specified
Trade
Delay
Not specified
.@r = getrefine();
autobonus3 "{ }",1000,60000,"GN_CARTBOOST","{ active_transform 1150,60000; }";
bonus2 bAddSize,Size_All,10;
bonus2 bSkillAtk,"GN_CARTCANNON",2*(BaseLevel/10);
if (.@r>=7)
bonus2 bSkillUseSP,"GN_CARTCANNON",20;
if (.@r>=9)
bonus bDelayrate,-12;
if (.@r>=11)
bonus2 bAddClass,Class_Boss,15;
if (.@r>=13)
bonus bLongAtkRate,20;
Script References
getrefine
Command
getrefine
Signature:
Description:
function is called.
This function is intended for use in item scripts.
autobonus3
Command
autobonus3
Signature:
Description:
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.
Example:
active_transform
Command
active_transform
Signature:
Description:
a SC attribute effect while transformed. Note that players cannot be transformed
during War of Emperium or if already disguised.
Can only be removed when you die or the duration ends.
'transform' and 'active_transform' can stack on each other but using 'transform' or
'active_transform' twice will not stack (it will cancel the previous bonus for the new).
'active_transform' will take priority over transform for its duration.
\\
4,3 Marriage-related commands
\\
bAddSize
Item Bonus
bAddSize
Signature:
Description:
+x% physical damage against size s
bSkillAtk
Item Bonus
bSkillAtk
Signature:
Description:
Increases damage of skill sk by 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:
bSkillUseSP
Item Bonus
bSkillUseSP
Signature:
Description:
Decreases SP consumption of skill sk by n
bDelayrate
Item Bonus
bDelayrate
Signature:
Description:
Increases skill delay by n%
bAddClass
Item Bonus
bAddClass
Signature:
Description:
+x% physical damage against class c
bLongAtkRate
Item Bonus
bLongAtkRate
Signature:
Description:
Increases damage of long ranged attacks by n%
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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