.:Renewal Combo Item Database:. | ||
{ bonus bVariableCastrate,-10;
bonus bMatkRate,10; } { bonus bInt,5; bonus
bMaxSPrate,10; bonus bDef,100; bonus2 bMagicAtkEle,Ele_Water,10; bonus2 bMagicAtkEle,Ele_Earth,10; bonus2 bMagicAt ... { bonus2
bSkillAtk,"SO_PSYCHIC_WAVE",10; .@eq = getequiprefinerycnt( ... { .@matk = 100; .@recovery = 20;
.@weapon = getequiprefinerycnt(EQI_ ... { bonus bSpeedRate,25; /* unknown
speed value */ bonus bHealPower,10 ... { .@r =
getequiprefinerycnt(EQI_HAND_R); bonus bAspdRate,8; bonus bC ... { bonus bBaseAtk,40; .@eq =
getequiprefinerycnt(EQI_SHOES); .@weapon ... { bonus bAspdRate,8; .@eq =
getequiprefinerycnt(EQI_SHOES); .@weapon ... { .@r =
getequiprefinerycnt(EQI_HAND_R); bonus bAspdRate,8; bonus bC ... { .@weapon =
getequiprefinerycnt(EQI_HAND_R); .@eq = getequiprefiner ... { bonus bMatk,50; .@eq =
getequiprefinerycnt(EQI_GARMENT); .@weapon ... { bonus bLongAtkRate,3; .@eq =
getequiprefinerycnt(EQI_SHOES); .@wea ... { bonus bBaseAtk,40; .@eq =
getequiprefinerycnt(EQI_SHOES); .@weapon ... { bonus bBaseAtk,50; .@eq =
getequiprefinerycnt(EQI_HEAD_TOP); .@we ... { .@weapon =
getequiprefinerycnt(EQI_HAND_R); .@eq = getequiprefiner ... { bonus2
bSkillDelay,"LG_OVERBRAND",-2000; bonus bLongAtkRate,getski ... { bonus2
bSkillVariableCast,"CR_GRANDCROSS" ,-1500; bonus2 bSkillAtk, ... { .@atk = 40; .@aspd = 3; .@dmg =
2; .@agi = readparam(bAgi); if (.@ ... { .@r =
getequiprefinerycnt(EQI_HAND_R); bonus2 bSkillAtk,"LG_SHIELD ... { bonus2
bSkillAtk,"LG_RAYOFGENESIS",10; bonus2 bSkillAtk,"CR_GRANDC ... { .@r =
getequiprefinerycnt(EQI_HAND_R)/2* 7; bonus2 bSkillAtk,"LG_CA ... { bonus2
bSkillAtk,"LG_BANISHINGPOINT",20; bonus2 bSkillAtk,"LG_CANNONSPEAR",20; bonus2 bSkillAtk,"LG_ ... { bonus2
bSkillUseSP,"LG_BANISHINGPOINT",15 ; bonus2 bSkillUseSP,"LG_CANNONSPEAR",10; bonus2 bSkillUseSP,"CR_GRANDCROSS",30; bonus2 bSkil ... { bonus2 bAddClass,Class_All,10;
bonus bMatkRate,10; } { bonus2 bAddClass,Class_All,10;
bonus bMatkRate,10; } { bonus2 bAddClass,Class_All,10;
bonus bMatkRate,10; } { bonus2 bAddClass,Class_All,10;
bonus bMatkRate,10; } { bonus2 bAddClass,Class_All,1; if
(getequiprefinerycnt(EQI_SHADOW_A ... { bonus bBaseAtk,20; bonus bLuk,3;
} { bonus bBaseAtk,5;
if(getequiprefinerycnt(EQI_SHADOW_ WEAPON)+getequiprefinerycnt(EQI_SH ADOW_ACC_R)+ge ... back to top |
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