Item Details

Frontier Moonlight Fūma Shuriken [3] ( Frontier_SS_Humma )

ID 650058 Frontier Moonlight Fūma Shuriken [3]
Frontier Moonlight Fūma Shuriken [3] Kaufpreis: zeny Verkaufspreis: 0 zeny Gewicht: 350 Slots: 3
Typ: Waffengegenstand. Untertyp: Fuuma-Shuriken Geschlecht: Beide Orte: Rechte Hand + Linke Hand
Angriff: 420 Magie Angriff: Nicht angegeben Reichweite: 1 Verteidigung: Nicht angegeben
Waffenlevel: 5 Rüstungslevel: Nicht angegeben Min. Ausrüstungslevel: 265 Max. Ausrüstungslevel: Nicht angegeben
Veredelbar: 1 Gradierbar: 1 Element: Neutral Klassen: Third Klassen (keine Transcendent-Third oder Third-Baby Klassen).

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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? Nein
Kann gehandelt werden? Nein
Kann mit dem Partner gehandelt werden? Ja
Kann an NPC verkauft werden? Ja
Kann in den Karren gelegt werden? Nein
Kann im Lager abgelegt werden? Ja
Kann im Gildenlager abgelegt werden? Nein
Kann per Post versendet werden? Nein
Kann versteigert werden? Nein
Verzögerung
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.@g = getenchantgrade();
.@r = getrefine();
bonus bUnbreakableWeapon;
bonus bPAtk,5;
bonus2 bSkillAtk,"SS_KUNAIKAITEN",5+5*(.@r/3);
bonus bAtkRate,(.@r/2);
bonus bBaseAtk,25*(.@r/2);
if (.@r>=9) {
   bonus bLongAtkRate,15;
   bonus bPAtk,7;
   if (.@r>=11) {
      bonus2 bSkillAtk,"SS_KUNAIKAITEN",30;
      if (.@r>=12) {
         if (getskilllv("SS_KUNAIKAITEN")>=5) {
            bonus4 bAutoSpellOnSkill,"SS_KUNAIKUSSETSU","SS_KUNAIKAITEN",5,1000;
         }
         bonus2 bSkillAtk,"SS_KUNAIKUSSETSU",25;
      }
   }
}
if (.@g>=ENCHANTGRADE_D) {
   bonus bLongAtkRate,10;
   bonus bPAtk,7;
   if (.@g>=ENCHANTGRADE_C) {
      bonus2 bSkillAtk,"SS_KUNAIKAITEN",15;
      if (.@g>=ENCHANTGRADE_B) {
         bonus bNonCritAtkRate,15;
         if (.@g>=ENCHANTGRADE_A) {
            bonus bPAtk,3*(.@r/2);
         }
      }
   }
}
Skriptreferenzen
getenchantgrade Befehl
getenchantgrade
Signatur:
getenchantgrade({<equipment slot>,<char_id>})
Beschreibung:
function is called or the specified equipment slot. If nothing is equipped there, it returns -1. Valid equipment slots are: EQI_COMPOUND_ON - Item slot that calls this script (In context of item script) (default) For a list of others equipment slots see 'getequipid'.
getrefine Befehl
getrefine
Signatur:
getrefine()
Beschreibung:
function is called. This function is intended for use in item scripts.
bUnbreakableWeapon Gegenstandsbonus
bUnbreakableWeapon
Signatur:
bonus bUnbreakableWeapon;
Beschreibung:
Weapon cannot be damaged/broken by any means
bPAtk Gegenstandsbonus
bPAtk
Signatur:
bonus bPAtk,n;
Beschreibung:
PAtk + n
bSkillAtk Gegenstandsbonus
bSkillAtk
Signatur:
bonus2 bSkillAtk,sk,n;
Beschreibung:
Increases damage of skill sk by n%
bAtkRate Gegenstandsbonus
bAtkRate
Signatur:
bonus bAtkRate,n;
Beschreibung:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
bBaseAtk Gegenstandsbonus
bBaseAtk
Signatur:
bonus bBaseAtk,n;
Beschreibung:
Basic attack power + 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;
bLongAtkRate Gegenstandsbonus
bLongAtkRate
Signatur:
bonus bLongAtkRate,n;
Beschreibung:
Increases damage of long ranged attacks by n%
getskilllv Befehl
getskilllv
Signatur:
getskilllv(<skill id>)
getskilllv("<skill name>")
Beschreibung:
character has. If they don't have the skill, 0 will be returned. The full list of character skills is available in ''. There are two main uses for this function, it can check whether the character has a skill or not, and it can tell you if the level is high enough. Example 1: Example 2:
Beispiel:
if (getskilllv(152))
mes "You have got the skill Throw Stone";
else
mes "You don't have Throw Stone";
close;
if (getskilllv(28) >= 5)
mes "Your heal lvl is 5 or more";
else if (getskilllv(28) == 10)
mes "Your heal lvl has been maxed";
else
mes "You heal skill is below lvl 5";
close;
bAutoSpellOnSkill Gegenstandsbonus
bAutoSpellOnSkill
Signatur:
bonus5 bAutoSpellOnSkill,sk,x,y,n,i;
Beschreibung:
Adds a n/10% chance to autospell skill x at level y when using skill sk
bNonCritAtkRate Gegenstandsbonus
bNonCritAtkRate
Signatur:
bonus bNonCritAtkRate,n;
Beschreibung:
Increases non-critical damage 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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ID Auslöser-Item Basisitems Materialien Rollen Details
#110 Tuning of the Boundary (Frontier Moonlight Fuma S 1 5 Ergebnisitem Details
Veredelung Gruppe Gegenstandsstufe Veredelbar Waffenlevel Rüstungslevel Details
Veredelung Waffe 5 Ja 5 Nicht angegeben Details

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