|
@@ -2774,8 +2774,8 @@ This function is intended for use in item scripts.
|
|
|
|
|
|
---------------------------------------
|
|
---------------------------------------
|
|
|
|
|
|
-*getnameditem(<item id>,"<name to inscribe>");
|
|
|
|
-*getnameditem("<item name>","<name to inscribe>");
|
|
|
|
|
|
+*getnameditem(<item id>,"<name to inscribe>"|<char id>);
|
|
|
|
+*getnameditem("<item name>","<name to inscribe>"|<char id>);
|
|
|
|
|
|
This function is equivalent to using 'getitem', however, it will not just give
|
|
This function is equivalent to using 'getitem', however, it will not just give
|
|
the character an item object, but will also inscribe it with a specified
|
|
the character an item object, but will also inscribe it with a specified
|
|
@@ -5158,7 +5158,8 @@ a rate and flag.
|
|
|
|
|
|
'sc_start2' and 'sc_start4' allow extra parameters to be passed, and are used only
|
|
'sc_start2' and 'sc_start4' allow extra parameters to be passed, and are used only
|
|
for effects that require them. The meaning of the extra values vary depending on the
|
|
for effects that require them. The meaning of the extra values vary depending on the
|
|
-effect type.
|
|
|
|
|
|
+effect type. For more infos, read status_change.txt containing a list of all Status Changes
|
|
|
|
+and theirs val1, val2, val3, and val4 usage in source.
|
|
|
|
|
|
'sc_end' will remove a specified status effect. If SC_ALL (-1) is given, it will
|
|
'sc_end' will remove a specified status effect. If SC_ALL (-1) is given, it will
|
|
perform a complete removal of all statuses (although permanent ones will re-apply).
|
|
perform a complete removal of all statuses (although permanent ones will re-apply).
|
|
@@ -5168,12 +5169,14 @@ Examples:
|
|
sc_start SC_POISON,600000,0,5000;
|
|
sc_start SC_POISON,600000,0,5000;
|
|
|
|
|
|
// This will bestow the effect of Level 10 Blessing.
|
|
// This will bestow the effect of Level 10 Blessing.
|
|
- sc_start 10,240000,10;
|
|
|
|
-
|
|
|
|
- // Elemental armor defense takes the following four values:
|
|
|
|
- // val1 is the first element, val2 is the resistance to the element val1.
|
|
|
|
- // val3 is the second element, val4 is the resistance to the element val3.
|
|
|
|
- sc_start4 SC_DefEle,60000,Ele_Fire,20,Ele_Water,-15;
|
|
|
|
|
|
+ sc_start SC_BLESSING,240000,10;
|
|
|
|
+
|
|
|
|
+ // Adjust element resistance by percentage. Sample with Resist_Fire item script:
|
|
|
|
+ // val1: Water resistance
|
|
|
|
+ // val2: Earth resistance
|
|
|
|
+ // val3: Fire resistance
|
|
|
|
+ // val4: Wind resistance
|
|
|
|
+ sc_start4 SC_ARMOR_ELEMENT,1200000,-15,0,20,0;
|
|
|
|
|
|
// This will end the Freezing status for the invoking character.
|
|
// This will end the Freezing status for the invoking character.
|
|
sc_end SC_FREEZE;
|
|
sc_end SC_FREEZE;
|