Item Details

Moonlight Bell [1] ( Moonlight_Bell_TH )

ID 480446 Moonlight Bell [1]
Moonlight Bell [1] Kaufpreis: zeny Verkaufspreis: 0 zeny Gewicht: 150 Slots: 1
Typ: Rüstung/Umhang/Schuhe/Kopfbedeckung/Accessoire-Gegenstand. Untertyp: Nicht angegeben Geschlecht: Beide Orte: Umhang/Robe
Angriff: Nicht angegeben Magie Angriff: Nicht angegeben Reichweite: Nicht angegeben Verteidigung: 55
Waffenlevel: Nicht angegeben Rüstungslevel: 1 Min. Ausrüstungslevel: 100 Max. Ausrüstungslevel: Nicht angegeben
Veredelbar: 1 Gradierbar: Nicht angegeben Element: Neutral Klassen: Nicht angegeben

O sino da Flor do Luar que emite um som diferenciado quando exposto à luz da lua.
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Exibe o visual nas costas do personagem.
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Dano físico contra todos os tamanhos +10%.
A cada 10 níveis de base:
Dano de [Canhão de Prótons] +2%.
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Refino +7 ou mais:
Custo de SP de [Canhão de Prótons] -20.
Refino +9 ou mais:
Pós-conjuração -12%.
Refino +11 ou mais:
Dano físico contra monstros chefes +15%.
Refino +13 ou mais:
Dano físico a distância +20%.
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Ao usar [Propulsão do Carrinho]:
Transforma-se em Flor do Luar por 60 segundos.
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Tipo: Capa
DEF: 55 DEFM: 0
Peso: 150
Nível necessário: 100
Classes: Todas

Fisikal damage ke all size monster +3%
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Saat menggunakan skill "Geneticist Cart Boost"
Berubah menjadi Moonlight selama 60 detik.
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Per 15 Base Lv.
Damage dari skill "Cart Cannon" +1%
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Jika tingkat tempa +9 atau lebih,
Konsumsi SP dari skill "Cart Cannon" -20
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Jika tingkat tempa +12 atau lebih,
After cast-delay -5%
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Jika tingkat tempa +13 atau lebih,
Fisikal damage ke boss monster +10%
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Jika tingkat tempa +14 atau lebih,
Damage serangan fisikal jarak-jauh +6%
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Jenis : Garment
DEF : 55
Berat : 150
Syarat Lv : 100
Job : Semua job

Bell of the Moonlight Flower. The wearer can feel the power of the Moonlight Flower.
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When using Cart Boost Skill, transform into Moonlight Flower for 60 seconds.

Increase ranged physical damage by 20%.
Increase physical damage to all size enemies by 10%.
For every 10 base level, increase Cart Cannon damage by 2%.
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When refined +7 or higher, reduce Cart Cannon SP consumption by 20.
When refined +9 or higher, reduce delay after skill by 12%.
When refined +11 or higher, increase physical damage to Boss monster by 15%.
When refined +13 or higher, increase ranged physical damage by 20%.
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Class : Garment
Def : 55
Weight : 150
Armor Level: 1
Required Level : 100
Jobs : All Jobs

Alle

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Flaggen
Kann einem Ankaufsstand eines Spielers hinzugefugt werden? Nein
Beschwört ein Monster? Nein
Teil eines Behälters? Nein
Hat einen einzigartigen Stapel? Nein
Bindet beim Anlegen? Nein
Kündigt den Drop an? Nein
Wird bei Benutzung verbraucht? Ja
Hat einen Drop-Effekt? Nein
Stapelung
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Verwendung
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Handel
Überschreiben Nicht angegeben
Kann fallengelassen werden? Ja
Kann gehandelt werden? Ja
Kann mit dem Partner gehandelt werden? Ja
Kann an NPC verkauft werden? Ja
Kann in den Karren gelegt werden? Ja
Kann im Lager abgelegt werden? Ja
Kann im Gildenlager abgelegt werden? Ja
Kann per Post versendet werden? Ja
Kann versteigert werden? Ja
Verzögerung
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.@r = getrefine();
autobonus3 "{ }",1000,60000,"GN_CARTBOOST","{ active_transform 1150,60000; }";
bonus2 bAddSize,Size_All,10;
bonus2 bSkillAtk,"GN_CARTCANNON",2*(BaseLevel/10);
if (.@r>=7)
   bonus2 bSkillUseSP,"GN_CARTCANNON",20;
if (.@r>=9)
   bonus bDelayrate,-12;
if (.@r>=11)
   bonus2 bAddClass,Class_Boss,15;
if (.@r>=13)
   bonus bLongAtkRate,20;
Skriptreferenzen
getrefine Befehl
getrefine
Signatur:
getrefine()
Beschreibung:
function is called. This function is intended for use in item scripts.
autobonus3 Befehl
autobonus3
Signatur:
autobonus3 <bonus script>,<rate>,<duration>,<skill id>,{<other script>};
autobonus3 <bonus script>,<rate>,<duration>,"<skill name>",{<other script>};
Beschreibung:
These commands are meant to be used in item scripts only! See 'petautobonus' for pet usage. What these commands do is 'attach' a script to the player which will get executed on attack (or when attacked in the case of autobonus2). Rate is the trigger rate of the script (1000 = 100%). Duration is the time in milliseconds that the bonus will last for since the script has triggered. Skill ID/skill name the skill which will be used as trigger to start the bonus. (autobonus3) The optional argument 'flag' is used to classify the type of attack where the script can trigger (it shares the same flags as the bAutoSpell bonus script): Range criteria: Attack type criteria: Skill criteria: The difference between the optional argument 'other script' and the 'bonus script' is that, the former one triggers only when attacking(or attacked) and the latter one runs on status calculation as well, which makes sure, within the duration, the "bonus" that get lost on status calculation is restored. So, 'bonus script' is technically supposed to accept "bonus" command only. And we usually use 'other script' to show visual effects. In all cases, when the script triggers, the attached player will be the one who holds the bonus. There is currently no way of knowing within this script who was the other character (the attacker in autobonus2, or the target in autobonus and autobonus3). //Grants a 1% chance of starting the state "all stats +10" for 10 seconds when //using weapon or misc attacks (both melee and ranged skills) and shows a special //effect when the bonus is active.
Beispiel:
BF_SHORT:  Trigger on melee attack
BF_LONG:   Trigger on ranged attack
Default:   BF_SHORT+BF_LONG
BF_WEAPON: Trigger on weapon skills
BF_MAGIC:  Trigger on magic skills
BF_MISC:   Trigger on misc skills
Default:   BF_WEAPON
BF_NORMAL: Trigger on normal attacks
BF_SKILL:  Trigger on skills
default:   If the attack type is BF_WEAPON (only) BF_NORMAL is used,
otherwise BF_SKILL+BF_NORMAL is used.
autobonus "{ bonus bAllStats,10; }",10,10000,BF_WEAPON|BF_MISC,"{ specialeffect2 EF_FIRESPLASHHIT; }";
active_transform Befehl
active_transform
Signatur:
active_transform <monster ID>,<duration>{,<sc type>,<val1>,<val2>,<val3>,<val4>};
active_transform "<monster name>",<duration>{,<sc type>,<val1>,<val2>,<val3>,<val4>};
Beschreibung:
a SC attribute effect while transformed. Note that players cannot be transformed during War of Emperium or if already disguised. Can only be removed when you die or the duration ends. 'transform' and 'active_transform' can stack on each other but using 'transform' or 'active_transform' twice will not stack (it will cancel the previous bonus for the new). 'active_transform' will take priority over transform for its duration. \\ 4,3 Marriage-related commands \\
bAddSize Gegenstandsbonus
bAddSize
Signatur:
bonus2 bAddSize,s,x;
Beschreibung:
+x% physical damage against size s
bSkillAtk Gegenstandsbonus
bSkillAtk
Signatur:
bonus2 bSkillAtk,sk,n;
Beschreibung:
Increases damage of skill sk by n%
if Befehl
if
Signatur:
if (<condition>) <statement>;
Beschreibung:
This is the basic conditional statement command, and just about the only one available in this scripting language. The condition can be any expression. All expressions resulting in a non-zero value will be considered True, including negative values. All expressions resulting in a zero are false. If the expression results in True, the statement will be executed. If it isn't true, nothing happens and we move on to the next line of the script. For more information on conditional operators see the operators section above. bothering to store it in a specific variable: More examples of using the 'if' command in the real world: Example 1: Example 2: Notice that examples 1 and 2 have the same effect. Example 3: Example 4: Example 5: See 'strcharinfo' for an explanation of what this function does. Example 6: Using complex conditions. The script engine also supports nested 'if' statements: If the condition isn't met, it'll do the action following the 'else'. We can also group several actions depending on a condition: Remember that if you plan to do several actions upon the condition being false, and you forget to use the curly braces (the { } ), the second action will be executed regardless the output of the condition, unless of course, you stop the execution of the script if the condition is true (that is, in the first grouping using a return; , and end; or a close; ) Also, you can have multiple conditions nested or chained.
Beispiel:
if (1)  mes "This will always print.";
if (0)  mes "And this will never print.";
if (5)  mes "This will also always print.";
if (-1) mes "Funny as it is, this will also print just fine.";
if (strcharinfo(0) == "Daniel Jackson") mes "It is true, you are Daniel!";
.@answer = 1;
input .@input;
if (.@input == .@answer)
close;
mes "Sorry, your answer is incorrect.";
close;
.@answer = 1;
input .@input;
if (.@input != .@answer)
mes "Sorry, your answer is incorrect.";
close;
.@count++;
mes "[Forgetful Man]";
if (.@count == 1) mes "This is the first time you have talked to me.";
if (.@count == 2) mes "This is the second time you have talked to me.";
if (.@count == 3) mes "This is the third time you have talked to me.";
if (.@count == 4) {
mes "This is the fourth time you have talked to me.";
mes "I think I am getting amnesia, I have forgotten about you...";
.@count = 0;
}
close;
mes "[Quest Person]";
if (countitem(512) < 1) {  // 512 is the item ID for Apple, found in db/item_db.yml
mes "Can you please bring me an apple?";
close;
}
mes "Oh, you brought an Apple!";
mes "I didn't want it, I just wanted to see one.";
close;
mes "[Person Checker]";
if ($@name$ == "") {  // global variable not yet set
mes "Please tell me someones name";
next;
input $@name$;
$@name2$ = strcharinfo(0);
mes "[Person Checker]";
mes "Thank you.";
close;
}
if ($@name$ == strcharinfo(0)) {  // player name matches $@name$
mes "You are the person that " + $@name2$ + " just mentioned.";
mes "Nice to meet you!";
// reset the global variables
$@name$ = "";
$@name2$ = "";
close;
}
mes "You are not the person that " + $name2$ + " mentioned.";
close;
mes "[Multiple Checks]";
if (@queststarted == 1 && countitem(512) >= 5) {
mes "Well done, you have started the quest and brought me 5 Apples.";
@queststarted = 0;
delitem 512,5;
close;
}
mes "Please bring me 5 apples.";
@queststarted = 1;
close;
if (<condition>)
dothis;
else
dothat;
if (<condition>) {
dothis1;
dothis2;
} else {
dothat1;
dothat2;
dothat3;
}
if (<condition 1>)
dothis;
else if (<condition 2>) {
dothat;
end;
} else
dothis;
bSkillUseSP Gegenstandsbonus
bSkillUseSP
Signatur:
bonus2 bSkillUseSP,sk,n;
Beschreibung:
Decreases SP consumption of skill sk by n
bDelayrate Gegenstandsbonus
bDelayrate
Signatur:
bonus bDelayrate,n;
Beschreibung:
Increases skill delay by n%
bAddClass Gegenstandsbonus
bAddClass
Signatur:
bonus2 bAddClass,c,x;
Beschreibung:
+x% physical damage against class c
bLongAtkRate Gegenstandsbonus
bLongAtkRate
Signatur:
bonus bLongAtkRate,n;
Beschreibung:
Increases damage of long ranged attacks by n%
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Skriptreferenzen

Für dieses Skript wurden keine dokumentierten Referenzen erkannt.

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Skriptreferenzen

Für dieses Skript wurden keine dokumentierten Referenzen erkannt.

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Veredelung Gruppe Gegenstandsstufe Veredelbar Waffenlevel Rüstungslevel Details
Veredelung Rüstung 1 Ja Nicht angegeben 1 Details

Nicht angegeben