Old Tatenasi Armor
| Item ID | 15136 | Name | Old Tatenasi Armor |
|
A durable armor said that doesn't requires any shield to defend from incoming attack, thus its named "Tatenashi".
Because of its old age, it has loss its true ability. _______________________ MaxHP +100 _______________________ When equipped with Anolian Card, Yellow Novus Card, Baby Leopard Card, Geographer Card, Old Stove Card, Solider Card or Loli Ruri Card: Refine Level +5: Old Tatenashi Armor becomes Earth elemental _______________________ Refine Level +6: Old Tatenashi Armor becomes Water elemental _______________________ Refine Level +7: Old Tatenashi Armor becomes Wind elemental _______________________ Refine Level +8: Old Tatenashi Armor becomes Fire elemental _______________________ Refine Level +9: Old Tatenashi Armor becomes Shadow elemental _______________________ Refine Level +10: Old Tatenashi Armor becomes Holy elemental. _______________________ When equipped with Archdam Card: For each Refine Level: Increases damage of Shield Chain and Sacrifice by 5%. _______________________ Type: Armor Defense: 0 Weight: 60 Armor Level: 1 _______________________ Requirement: None |
|---|---|---|---|---|---|
| Weapon Level | 0 | Identifier | Tatenasi_Armor | ||
| Attack | 0 | Type | Armor | ||
| MATK | 0 | Equip Locations | Armor | ||
| Defense | 0 | Equippable Jobs | None | ||
| Range | 0 | Equip Gender | Both (Male and Female) | ||
| Slots | 1 | Equip Upper | None | ||
| Weight | 60 | Min Equip Level | 1 | ||
| NPC Buy | 0 | Max Equip Level | None | ||
| NPC Sell | 0 | Refineable | Yes | ||
| Credit Price | None | Trade restriction | None | ||
| Item Script |
bonus bMaxHP,100; |
||||
| Set | Script | ||||
|---|---|---|---|---|---|
|
.@r = getequiprefinerycnt(EQI_ARMOR);
if (.@r == 5) {
bonus bDefEle,Ele_Earth;
}
else if (.@r == 6) {
bonus bDefEle,Ele_Water;
}
else if (.@r == 7) {
bonus bDefEle,Ele_Wind;
}
else if (.@r == 8) {
bonus bDefEle,Ele_Fire;
}
else if (.@r == 9) {
bonus bDefEle,Ele_Dark;
}
else if (.@r >= 10) {
bonus bDefEle,Ele_Holy;
}
|
||||
|
.@r = getequiprefinerycnt(EQI_ARMOR);
if (.@r == 5) {
bonus bDefEle,Ele_Earth;
}
else if (.@r == 6) {
bonus bDefEle,Ele_Water;
}
else if (.@r == 7) {
bonus bDefEle,Ele_Wind;
}
else if (.@r == 8) {
bonus bDefEle,Ele_Fire;
}
else if (.@r == 9) {
bonus bDefEle,Ele_Dark;
}
else if (.@r >= 10) {
bonus bDefEle,Ele_Holy;
}
|
||||
|
.@r = getequiprefinerycnt(EQI_ARMOR);
if (.@r == 5) {
bonus bDefEle,Ele_Earth;
}
else if (.@r == 6) {
bonus bDefEle,Ele_Water;
}
else if (.@r == 7) {
bonus bDefEle,Ele_Wind;
}
else if (.@r == 8) {
bonus bDefEle,Ele_Fire;
}
else if (.@r == 9) {
bonus bDefEle,Ele_Dark;
}
else if (.@r >= 10) {
bonus bDefEle,Ele_Holy;
}
|
||||
|
.@r = getequiprefinerycnt(EQI_ARMOR);
if (.@r == 5) {
bonus bDefEle,Ele_Earth;
}
else if (.@r == 6) {
bonus bDefEle,Ele_Water;
}
else if (.@r == 7) {
bonus bDefEle,Ele_Wind;
}
else if (.@r == 8) {
bonus bDefEle,Ele_Fire;
}
else if (.@r == 9) {
bonus bDefEle,Ele_Dark;
}
else if (.@r >= 10) {
bonus bDefEle,Ele_Holy;
}
|
||||
|
.@r = getequiprefinerycnt(EQI_ARMOR);
if (.@r == 5) {
bonus bDefEle,Ele_Earth;
}
else if (.@r == 6) {
bonus bDefEle,Ele_Water;
}
else if (.@r == 7) {
bonus bDefEle,Ele_Wind;
}
else if (.@r == 8) {
bonus bDefEle,Ele_Fire;
}
else if (.@r == 9) {
bonus bDefEle,Ele_Dark;
}
else if (.@r >= 10) {
bonus bDefEle,Ele_Holy;
}
|
||||
|
.@r = getequiprefinerycnt(EQI_ARMOR);
if (.@r == 5) {
bonus bDefEle,Ele_Earth;
}
else if (.@r == 6) {
bonus bDefEle,Ele_Water;
}
else if (.@r == 7) {
bonus bDefEle,Ele_Wind;
}
else if (.@r == 8) {
bonus bDefEle,Ele_Fire;
}
else if (.@r == 9) {
bonus bDefEle,Ele_Dark;
}
else if (.@r >= 10) {
bonus bDefEle,Ele_Holy;
}
|
||||
|
.@r = getequiprefinerycnt(EQI_ARMOR); bonus2 bSkillAtk,"PA_SHIELDCHAIN",5*(.@r/2); bonus2 bSkillAtk,"CR_DEVOTION",5*(.@r/2); |
||||
|
.@r = getrefine();
if (.@r == 5) {
bonus bDefEle,Ele_Earth;
}
if (.@r == 6) {
bonus bDefEle,Ele_Water;
}
if (.@r == 7) {
bonus bDefEle,Ele_Wind;
}
if (.@r == 8) {
bonus bDefEle,Ele_Fire;
}
if (.@r == 9) {
bonus bDefEle,Ele_Dark;
}
if (.@r >= 10) {
bonus bDefEle,Ele_Holy;
}
|
||||
|
.@r = getequiprefinerycnt(EQI_ARMOR); if (.@r==5) bonus bDefEle,Ele_Earth; else if (.@r==6) bonus bDefEle,Ele_Water; else if (.@r==7) bonus bDefEle,Ele_Wind; else if (.@r==8) bonus bDefEle,Ele_Fire; else if (.@r==9) bonus bDefEle,Ele_Dark; else if (.@r>=10) bonus bDefEle,Ele_Holy; |