Record of Archer
| Item ID | 490400 | Name | Record of Archer |
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Decreases After Skill Delay by 5%.
_______________________ For each 2 Levels of Improve Concentration: Increases Ranged Physical Damage by 3%. _______________________ When equipped with Old Camouflage Bunny Hood: Increases Critical Damage by 15%. Increases damage of Sharp Shooting by 30%. Enables the use of Level 1 Cicada Skin Shed. Increases Cicada Skin Shed skill cooldown by 10 seconds. _______________________ When equipped with Old Maestro Song's Hat or Old Dying Swan: Increases Physical Damage against enemies of every size by 15%. Increases damage of Severe Rainstorm by 30%. Decreases Severe Rainstorm skill cooldown by 1.5 seconds. _______________________ Type: Accessory Position: Right Defense: 0 Weight: 10 Armor Level: 1 _______________________ Requirement: Base Level 100 3rd Archer classes |
|---|---|---|---|---|---|
| Weapon Level | 0 | Identifier | Record_Archer_TH | ||
| Attack | 0 | Type | Armor | ||
| MATK | 0 | Equip Locations | Accessory Right | ||
| Defense | 0 | Equippable Jobs | Hunter, Bard / Dancer | ||
| Range | 0 | Equip Gender | Both (Male and Female) | ||
| Slots | 1 | Equip Upper | Third, Third Upper, Third Baby | ||
| Weight | 10 | Min Equip Level | 100 | ||
| NPC Buy | 0 | Max Equip Level | None | ||
| NPC Sell | 0 | Refineable | No | ||
| Credit Price | None | Trade restriction | None | ||
| Item Script |
bonus bDelayrate,-5;
bonus bLongAtkRate,3*(getskilllv("AC_CONCENTRATION")/2);
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| Set | Script | ||||||
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bonus bCritAtkRate,15; bonus2 bSkillAtk,"SN_SHARPSHOOTING",30; skill "NJ_UTSUSEMI",1; bonus2 bSkillCooldown,"NJ_UTSUSEMI",10000; |
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bonus2 bAddSize,Size_All,15; bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",30; bonus2 bSkillCooldown,"WM_SEVERE_RAINSTORM",-1500; |
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bonus2 bAddSize,Size_All,15; bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",30; bonus2 bSkillCooldown,"WM_SEVERE_RAINSTORM",-1500; |
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if (eaclass()&EAJL_THIRD && BaseJob == Job_Hunter)
bonus2 bSkillCooldown,"RA_UNLIMIT",-90000;
if ((eaclass()&EAJL_THIRD) && (BaseJob == Job_Bard || BaseJob == Job_Dancer)) {
bonus2 bSkillUseSPrate,"WM_SEVERE_RAINSTORM",60;
bonus2 bSkillCooldown,"WM_SEVERE_RAINSTORM",-2000;
}
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if (eaclass()&EAJL_THIRD && BaseJob == Job_Hunter)
bonus2 bSkillCooldown,"RA_UNLIMIT",-90000;
if ((eaclass()&EAJL_THIRD) && (BaseJob == Job_Bard || BaseJob == Job_Dancer)) {
bonus2 bSkillUseSPrate,"WM_SEVERE_RAINSTORM",60;
bonus2 bSkillCooldown,"WM_SEVERE_RAINSTORM",-2000;
}
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.@r = getequiprefinerycnt(EQI_HEAD_TOP); bonus bAtkRate,3*(.@r/3); bonus2 bSkillAtk,"SN_SHARPSHOOTING",10*(.@r/3); |
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.@r = getequiprefinerycnt(EQI_HEAD_TOP); bonus bAtkRate,3*(.@r/3); bonus2 bSkillAtk,"SN_SHARPSHOOTING",10*(.@r/3); |
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.@r = getequiprefinerycnt(EQI_HEAD_TOP); bonus bAtkRate,3*(.@r/3); bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",10*(.@r/3); |
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.@r = getequiprefinerycnt(EQI_HEAD_TOP); bonus bAtkRate,3*(.@r/3); bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",10*(.@r/3); |
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.@r = getequiprefinerycnt(EQI_HEAD_TOP); bonus bAtkRate,3*(.@r/3); bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",10*(.@r/3); |
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.@r = getequiprefinerycnt(EQI_HEAD_TOP); bonus bAtkRate,3*(.@r/3); bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",10*(.@r/3); |