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Item scripts based on RMS's ?

Author Topic: Item scripts based on RMS's ?  (Read 1039 times)

Marsh Vi Britannia

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  • Too busy saving lives. *On Hiatus*
  • Main: ~Lady Luck Marsh~
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Item scripts based on RMS's ?
« on: January 11, 2012, 12:36:39 am »
Like for headgears, some of their descriptions on our item shop is not exactly the same with the RMS's. But i figured it might be a typo or sumtin else, so is the effect of an item is still based on the item script on RMS?

for example,

{ bonus bAgi,3; bonus bBaseAtk,5; bonus bMatkRate,5; if (getrefine()>4) { bonus bBaseAtk,getrefine()-4; bonus bMatkRate,getrefine()-4; } },{},{}

wat does this script mean?

is it MATK+5% or just MATK +5.

Thanks in advance  :-X

p/s: also some slotted items in our item shop are not displayed properly the [1]s.

"Bury me standing, I have been on my feet my whole life dancing"
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rolover

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Re: Item scripts based on RMS's ?
« Reply #1 on: January 11, 2012, 04:26:05 pm »
Its almost always the RMS script, we don't USUALLY change item functions after implementation WITHOUT notification.

If you want to double check on any specific item though, you should probably just submit a ticket saying that 1 of the 2 is wrong, and they will just fix it or tell you if its been changed.
Spoiler for stuff:

Item Class : Card
Compound on : Armor
Weight : 1


B>
S>
T>
Soul Ring   [ 0 ]   [Upper Head]   Item ID# 5257 (Soulless_Ring)
A halo and a pair of wings that are floating above a head. The item makes the wearer to look like a spirit that is walking on the earth.
MDEF + 2
Add a 1% chance of auto casting Level 1 Assumptio on the user when the user receives Physical Damage.
[+ Mobbing]
May cause mental retardation and loss of common sense