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CYCLOPS EYE EFFECT PLEASE HELP


Question

Posted
How to add this effect ? 

 

 

+5 to all stats

+5% to Max HP & SP

Inflict 5% more dmg to demi humans

Reduce 5% dmg taken from demi humans 

[^00FF00 Swordman Class ^000000]

MaxHP +3%

[^00FF00 Mage Class ^000000]

Matk +3%

[^00FF00 Archer Class ^000000]

Bow Damage +3%

[^00FF00 Acolyte Class ^000000]

Reflects melee damage by 3%

[^00FF00 Merchant Class ^000000]

Atk Rate +3%

[^00FF00 Thief Class ^000000]

Flee +4

PD +4

[^00FF00 Gunslinger Class ^000000]

MaxHP +3%

Reduce damage taken from Demi Human by 3%

[^00FF00 Star Gladiator Class ^000000]

Increase damage on holy property enemies by 6%

6 answers to this question

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Posted
function	script	f_jobBonus	{

       bonus bAllStats,5; 
       bonus bMaxHPrate,5;
       bonus bMaxSPrate,5; 
       bonus2 bSubRace,RC_DemiHuman,5;
       bonus2 bAddRace,RC_DemiHuman,5;
       switch(BaseClass: {
       case Job_Swordman: 
       bonus bMaxHPrate,5;  
       break;	   
       case Job_Mage:
       bonus bMatkRate,3; 
       break;	   
       case Job_Archer: 
       bonus bLongAtkRate,3; 
       break;	   
       case Job_Acolyte: 
       bonus bShortWeaponDamageReturn,3; 
       break;	   
       case Job_Merchant: 
       bonus bAtkRate,3; case Job_Thief:
       bonus bFlee,4; bonus bFlee2,4; 
       break;	   
       case Job_Gunslinger: 
       bonus bMaxHPrate,3; 
       bonus2 bSubRace,RC_DemiHuman,3;
       break;	   
       case Job_Star_Gladiator: 
       bonus2 bAddEle,Ele_Holy,6;
       break;

	}
}

Then have your item use this in the script

callfunc "f_jobBonus";
Posted

as cusom npc 

function	script	f_jobBonus	{

       bonus bAllStats,5; 
       bonus bMaxHPrate,5;
       bonus bMaxSPrate,5; 
       bonus2 bSubRace,RC_DemiHuman,5;
       bonus2 bAddRace,RC_DemiHuman,5;
       switch(BaseClass: {
       case Job_Swordman: 
       bonus bMaxHPrate,5;  
       break;	   
       case Job_Mage:
       bonus bMatkRate,3; 
       break;	   
       case Job_Archer: 
       bonus bLongAtkRate,3; 
       break;	   
       case Job_Acolyte: 
       bonus bShortWeaponDamageReturn,3; 
       break;	   
       case Job_Merchant: 
       bonus bAtkRate,3; case Job_Thief:
       bonus bFlee,4; bonus bFlee2,4; 
       break;	   
       case Job_Gunslinger: 
       bonus bMaxHPrate,3; 
       bonus2 bSubRace,RC_DemiHuman,3;
       break;	   
       case Job_Star_Gladiator: 
       bonus2 bAddEle,Ele_Holy,6;
       break;

	}
}

and in your item

1201,Knife,Knife,4,50,,400,17,,1,3,0xFE9F7EEF,7,2,2,1,1,1,1,{ callfunc "f_jobBonus";  },{},{}
Posted

1201,Knife,Knife,4,50,,400,17,,1,3,0xFE9F7EEF,7,2,2,1,1,1,1,{ bonus bAllStats,5; bonus bMaxHPrate,5; bonus bMaxSPrate,5; bonus2 bSubRace,RC_DemiHuman,5; bonus2 bAddRace,RC_DemiHuman,5 if(BaseClass==Job_Swordman) { bonus bMaxHPrate,5; } else if (BaseJob==Job_Mage) { bonus bMatkRate,3; } else if (BaseJob==Job_Archer) { bonus bLongAtkRate,3; } else if (BaseJob==Job_Acolyte) { bonus bShortWeaponDamageReturn,3; } else if (BaseJob==Job_Merchant) { bonus bAtkRate,3; } else if (BaseJob==Job_Thief){ bonus bFlee,4; bonus bFlee2,4; } else if (BaseJob==Job_Gunslinger) { bonus bMaxHPrate,3; bonus2 bSubRace,RC_DemiHuman,3; }else if (BaseJob==Job_Star_Gladiator) { bonus2 bAddEle,Ele_Holy,6; },{},{}

I have it does not tested but should go

 

who do not google yourself or wait   /meh

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