Item Details

Tuna ( Tuna )

ID 16016 Tuna
Tuna Buy Price: zeny Sell Price: 0 zeny Weight: 0 Slots: Not specified
Type: Weapon item. Sub Type: Mace Gender: Both Locations: Weapon
Attack: 180 Magic Attack: Not specified Range: 1 Defense: Not specified
Weapon Level: 1 Armor Level: Not specified Min. Equip Level: 50 Max. Equip Level: Not specified
Refineable: Not specified Gradable: Not specified Element: Neutral Classes: Not specified

Item de aluguel
Um grande peixe do mar. Muito popular, pode ser usado em diversas receitas. Está muito congelado.
Indestrutível em batalha.
Ao realizar ataques físicos:
1% de chance de infligir Hipotermia no usuário.
15% de chance de infligir Atordoamento no oponente.
2% de chance de autoconjurar [Golpe Fulminante] nv. 5.
Nv. base 100 ou mais:
ATQ +20.
Tipo: Maça
Ataque: 180
Peso: 0
Nível da arma: 1
Nível necessário: 50
Classes: Espadachins, Noviços, Mercadores e evoluções

Barang rental
Seekor ikan laut besar. Ikan dengan kualitas tinggi, digunakan di seluruh dunia. Dibekukan hingga mengeras.
Ketika menyerang dengan serangan jarak dekat, dengan kemungkinan tinggi memberikan stun atau auto spell Bash Lv 5.(Jika skill yang dipelajari lebih dari Lv 5, maka akan cast sesuai yang telah dipelajari)
dan memberikan status freeze kepada diri sendiri dengan kemungkinan yang kecil.
jika base lv lebih dari Lv 100, menambahkan ATK + 20.
Jenis : Mace Serangan : 180
Berat : 0
Senjata Lv : 1
Untuk karakter Lv : 50
Job : Sword Man/Acolyte/Merchant

Rental Item
A high quality fish that is being used as a club since it is frozen solid.
When melee Attacking, it casts stun or autocasts bash level 5 (If higher level of Bash is learned uses that level instead.)
Has a chance to freeze its wearer at low rate.
if base Lv is over Lv 100, add ATK + 20.
Class : Mace Attack : 180
Weight : 0
Weapon Level : 1
Required Level : 50
Job : Sword Man Class/AcolyteClass/Merchant Class

Account Bound.
Rental Item
A high quality fish that is being used as a club since it is frozen solid.
When melee Attacking, it casts stun or autocasts bash level 5 (If higher level of Bash is learned uses that level instead.)
Has a chance to freeze its wearer at low rate.
if base Lv is over Lv 100, add ATK + 20.
Class: Mace
Attack: 180
Weight: 0
Weapon Level: 1
Required Level: 50
Job: Sword Man Class/AcolyteClass/Merchant Class

Not specified

Flags
Can be added to a player buying store? No
Summons monster? No
Is part of a container? No
Has unique stack? No
Binds on equip? No
Announces drop? No
Is consumed on use? Yes
Has drop effect? No
Stacking
Not specified
Usage
Not specified
Trade
Override Not specified
Can be dropped? No
Can be traded? No
Can be traded with partner? Yes
Can be sold to NPC? No
Can be placed in cart? No
Can be placed in storage? No
Can be placed in guild storage? No
Can be sent by mail? No
Can be put in auction? No
Delay
Not specified
bonus bUnbreakableWeapon;
bonus2 bAddEff,Eff_Stun,1500;
bonus3 bAutoSpell,"SM_BASH",max(getskilllv("SM_BASH"),5),20;
bonus2 bAddEff2,Eff_Freezing,100;
if (BaseLevel>99)
   bonus bBaseAtk,20;
Script References
bUnbreakableWeapon Item Bonus
bUnbreakableWeapon
Signature:
bonus bUnbreakableWeapon;
Description:
Weapon cannot be damaged/broken by any means
bAddEff Item Bonus
bAddEff
Signature:
bonus4 bAddEff,eff,n,atf,t;
Description:
Adds a n/100% chance to cause status eff for t milliseconds on the target when attacking
bAutoSpell Item Bonus
bAutoSpell
Signature:
bonus5 bAutoSpell,sk,y,n,bf,i;
Description:
Adds a n/10% chance to cast skill sk of level y when attacking with trigger criteria bf
getskilllv Command
getskilllv
Signature:
getskilllv(<skill id>)
getskilllv("<skill name>")
Description:
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:
Example:
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;
bAddEff2 Item Bonus
bAddEff2
Signature:
bonus2 bAddEff2,eff,n;
Description:
Adds a n/100% chance to cause status eff on self when attacking
if Command
if
Signature:
if (<condition>) <statement>;
Description:
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.
Example:
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;
bBaseAtk Item Bonus
bBaseAtk
Signature:
bonus bBaseAtk,n;
Description:
Basic attack power + n
Not specified
Script References

No documented script references were detected.

Not specified
Script References

No documented script references were detected.

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Refine Group Item Level Refineable Weapon Level Armor Level Details
Refine Weapon 1 No 1 Not specified Details

Not specified