装备道具
组合ID | 组合道具 | 组合效果 |
---|---|---|
组合 1349 |
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bonus2 bSubDefEle,Ele_Water,2; bonus2 bMagicSubDefEle,Ele_Water,2; |
组合 1350 |
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bonus2 bSubDefEle,Ele_Earth,2; bonus2 bMagicSubDefEle,Ele_Earth,2; |
组合 1351 |
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bonus2 bSubDefEle,Ele_Fire,2; bonus2 bMagicSubDefEle,Ele_Fire,2; |
组合 1352 |
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bonus2 bSubDefEle,Ele_Wind,2; bonus2 bMagicSubDefEle,Ele_Wind,2; |
组合 1353 |
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bonus2 bSubDefEle,Ele_Poison,2; bonus2 bMagicSubDefEle,Ele_Poison,2; |
组合 1354 |
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bonus2 bSubDefEle,Ele_Holy,2; bonus2 bMagicSubDefEle,Ele_Holy,2; |
组合 1355 |
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bonus2 bSubDefEle,Ele_Ghost,2; bonus2 bMagicSubDefEle,Ele_Ghost,2; |
组合 1356 |
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bonus2 bSubDefEle,Ele_Undead,2; bonus2 bMagicSubDefEle,Ele_Undead,2; |
组合 1357 |
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bonus bFlee,5; if(getequiprefinerycnt(EQI_SHADOW_SHOES)+getequiprefinerycnt(EQI_SHADOW_ARMOR)>=15) bonus bSpeedAddRate,3; |
组合 1358 |
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bonus bFlee,5; if ((getequiprefinerycnt(EQI_SHADOW_ARMOR) + getequiprefinerycnt(EQI_SHADOW_SHOES)) >= 15) { bonus bSpeedRate,25; /* unknown value */ } |
组合 1359 |
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bonus2 bExpAddRace,RC_All,((getequiprefinerycnt(EQI_SHADOW_SHOES)+getequiprefinerycnt(EQI_SHADOW_SHIELD))>=15?10:1); |
组合 1360 |
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bonus2 bExpAddRace,RC_All,((getequiprefinerycnt(EQI_SHADOW_SHOES)+getequiprefinerycnt(EQI_SHADOW_SHIELD))>=15?20:10); |
组合 1361 |
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bonus2 bExpAddRace,RC_All,((getequiprefinerycnt(EQI_SHADOW_SHOES)+getequiprefinerycnt(EQI_SHADOW_SHIELD))>=15?10:5); |
组合 1362 |
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bonus2 bExpAddRace,RC_All,((getequiprefinerycnt(EQI_SHADOW_SHOES)+getequiprefinerycnt(EQI_SHADOW_SHIELD))>=15?4:2); |
组合 1363 |
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if(getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_ACC_L)>=15) bonus bAspd,1; |
组合 1364 |
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.@r = getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_ACC_L); if(.@r>=25) {bonus2 bAddClass,Class_All,2;} else if(.@r>=20) {bonus2 bAddClass,Class_All,1;} bonus2 bAddClass,Class_All,1; |
组合 1365 |
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.@r = getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_ACC_L); if(.@r>=25) {bonus2 bAddClass,Class_All,2;} else if(.@r>=20) {bonus2 bAddClass,Class_All,1;} bonus bAtk2,10; |
组合 1366 |
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.@r = getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_ACC_L); if (.@r >= 25) { bonus2 bAddClass,Class_All,2; } else if (.@r >= 20) { bonus2 bAddClass,Class_All,1; } bonus bBaseAtk,10; |
组合 1367 |
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.@r = getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_ACC_L); if(.@r>=25) {bonus bMatkRate,2;} else if(.@r>=20) {bonus bMatkRate,1;} bonus bMatkRate,1; |
组合 1368 |
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.@r = getequiprefinerycnt(EQI_SHADOW_WEAPON)+getequiprefinerycnt(EQI_SHADOW_ACC_R)+getequiprefinerycnt(EQI_SHADOW_ACC_L); if(.@r>=25) {bonus bMatkRate,2;} else if(.@r>=20) {bonus bMatkRate,1;} bonus bMatk,10; |
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