Item Details

Ninja Shadow Shield ( S_Ninja_Shield )

ID 24314 Ninja Shadow Shield
Ninja Shadow Shield Buy Price: 10 zeny Sell Price: 5 zeny Weight: 0 Slots: Not specified
Type: Shadow Equipment item. Sub Type: Not specified Gender: Both Locations: Shadow Shield
Attack: Not specified Magic Attack: Not specified Range: Not specified Defense: Not specified
Weapon Level: Not specified Armor Level: Not specified Min. Equip Level: 1 Max. Equip Level: Not specified
Refineable: 1 Gradable: Not specified Element: Neutral Classes: Not specified

Peça adicional de escudo usada para complementar um escudo convencional.
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Velocidade de ataque +1.
A cada refino:
HP máx +10.
Ignora 4% da DEF e DEFM de monstros normais.
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Refino +7 ou mais:
Ignora 10% da DEF e DEFM de monstros normais.
Refino +9 ou mais:
Ignora 10% adicional da DEF e DEFM de monstros normais.
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A cada nível de [Prática de Arremesso de Shuriken]:
ATQ +3.
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Ao usar [Aura Ninja]:
Ativa um [efeito] por 50 segundos.
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Efeito:
Velocidade de ataque +1 adicional.
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Tipo: Equip. Sombrio
Posição: Escudo
Peso: 0 Nv. mín.: 1
Classes: Ninjas e evoluções

Shadow Shield yang bisa dipasang di lengan. Dapat digunakan sendiri-sendiri atau set, tetapi memiliki efek pertahanan yang lebih sedikit saat tidak satu set.
Hanya bisa dipakai oleh Ninja Class.
¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª
ASPD + 1.
Tiap level dari skill [Dagger Throwing Practice] Atk +3.
Saat menggunakan [Ninja Aura] Mendapatkan Aspd+1 selama 50 Detik.
Tiap tingkat tempa mengabaikan 4% defense fisik dan magic Monster Normal
Jika tingkat tempa 7 atau lebih, Tambahan pengabaian 10% defense fisik dan magic Monster Normal.
Jika tingkat tempa 9 atau lebih, Tambahan pengabaian 10% defense fisik dan magic Monster Normal.
¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª
Jika digunakan bersamaan dengan Ninja Shadow Weapon kamu akan mendapatkan efek tambahan.
All Stat + 3, MaxHP + 2%, MaxSP + 2%.
Mengurangi SP Consumption 10% saat menggunakan skill.
Jenis : Shadow Equipment
Posisi : Shield
Berat : 0
Lv Minimal : 1
Job : Ninja Class

An additional defense effect can be obtained with a small shield that can be attached to the arm. Can be used singly, but has less defense effect.. Only for Ninja Classes ¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª ASPD + 1. Each the skill point of [Dagger Throwing Practice] ATK + 3. Using [Ninja Aura], add ASPD + 1 for 50 secounds. Each refine rate ignores 4% of general enemy's physical and magic defense. Refine +7, Ignores 10% physical and magic defense of normal enemies additionally. Refine +9, Ignores 10% physical and magic defense of normal enemies additionally. ¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª¡ª With Ninja Shadow Weapon, can get the below effect. All State + 3, MaxHP + 2%, MaxSP + 2%. When using the skill, reduces SP consumption 10%. Type : Shadow Equipment Location : Shield Weight : 0 Required Level : 1 Jobs : Ninja Classes
Attack: 0
Weight: 0
Weapon Level: 0

Account Bound.
Shadow Shield that grants bonuses to the Ninja's skills.
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ASPD +1.
[For each level of[Dagger Throwing Practice]]
ATK +3.
[For each refine lv]
Max HP +10.
Ignores 4% of defense and magic defense of normal monsters.
[If refine lv +7 or higher]
Ignores 10% of defense and magic defense of normal monsters.
[If refine lv is 9 or higher]
Ignores 10% of defense and magic defense of normal monsters.
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When using[Ninja Aura]:
ASPD +1 for 50 sec.
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[Shadow Set]
Sh. Ninja Shield24314
Sh. Ninja Gloves24285
All stats +3.
Max HP/SP +2%.
SP consumption -10%.
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Class: Shadow Equipment
Location: Shield
Defense: 0
Weight: 0
Required Lv.: 1
Job: Ninja

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? Yes
Can be traded? Yes
Can be traded with partner? Yes
Can be sold to NPC? Yes
Can be placed in cart? Yes
Can be placed in storage? Yes
Can be placed in guild storage? Yes
Can be sent by mail? Yes
Can be put in auction? Yes
Delay
Not specified
.@r = getrefine();
bonus bMaxHP,.@r*10;
bonus bAspd,1;
bonus bBaseAtk,(3*getskilllv("NJ_TOBIDOUGU"));
autobonus3 "{ bonus bAspd,1; }",1000,50000,"NJ_NEN";
.@val = 4 * .@r;
if (.@r >= 7) {
   .@val += 10;
   if (.@r >= 9) {
      .@val += 10;
   }
}
bonus2 bIgnoreDefClassRate,Class_Normal,.@val;
bonus2 bIgnoreMdefClassRate,Class_Normal,.@val;
Script References
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
bMaxHP Item Bonus
bMaxHP
Signature:
bonus bMaxHP,n;
Description:
MaxHP + n
bAspd Item Bonus
bAspd
Signature:
bonus bAspd,n;
Description:
Attack speed + n
bBaseAtk Item Bonus
bBaseAtk
Signature:
bonus bBaseAtk,n;
Description:
Basic attack power + n
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;
autobonus3 Command
autobonus3
Signature:
autobonus3 <bonus script>,<rate>,<duration>,<skill id>,{<other script>};
autobonus3 <bonus script>,<rate>,<duration>,"<skill name>",{<other script>};
Description:
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.
Example:
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; }";
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;
bIgnoreDefClassRate Item Bonus
bIgnoreDefClassRate
Signature:
bonus2 bIgnoreDefClassRate,c,n;
Description:
Disregard n% of the target's DEF if the target belongs to class c
bIgnoreMdefClassRate Item Bonus
bIgnoreMdefClassRate
Signature:
bonus2 bIgnoreMdefClassRate,c,n;
Description:
Disregard n% of the target's MDEF if the target belongs to class c
Not specified
Script References

No documented script references were detected.

Not specified
Script References

No documented script references were detected.

Not specified

Not specified

Item Group Sub Group Random Option Group Details
CLASS_SHADOW_BOX_SHIELD 1 Class Shadow Box Shield Details

Not specified

Not specified

Not specified

Not specified