Item Details

True Howard Alt-Eisen Card ( Real_Harword_Card )

ID 4688 True Howard Alt-Eisen Card
True Howard Alt-Eisen Card Buy Price: 20 zeny Sell Price: 10 zeny Weight: 1 Slots: Not specified
Type: Card item. Sub Type: Not specified Gender: Both Locations: Weapon
Attack: Not specified Magic Attack: Not specified Range: Not specified Defense: Not specified
Weapon Level: Not specified Armor Level: Not specified Min. Equip Level: Not specified Max. Equip Level: Not specified
Refineable: Not specified Gradable: Not specified Element: Neutral Classes: Not specified

Dano de [Fúria do Furacão] +20%.
Refino +10 ou mais:
Dano de [Fúria do Furacão] +20% adicional.
--------------------------
Em armas de nível 4:
Dano de [Fúria do Furacão] +20% adicional.
--------------------------
Tipo: Carta
Equipa em: Arma
Peso: 1

Damage Axe Tornado meningkat 20%.
Bila digunakan di Senjata Lv.4, Axe Tornado mendapat tambahan damage 20%.
Bila Refine +10 atau lebih, Axe Tornado mendapat tambahan damage 20%.
Jenis : Kartu
Digunakan di : Senjata
Berat : 1

Class: Card
Compounds On: Weapon
Weight: 1
Increases the damage of Axe Tornado by 20%.
Increases the damage of Axe Tornado by an additional 20% when compounded to a level 4 weapon.
If upgrade level is +10 or higher,
Increases the damage of Axe Tornado by an additional 20%.
Set Bonus
Mechanic Howard Card
True Howard Alt-Eisen Card
Adds a 3% chance of buffing the user for 6 seconds when performing a physical attack; ATK + 100.

[Axe Tornado] damage +20%.
[If weapon Lv4]
Additional [Axe Tornado] damage +20%.
[If refine level is +10 or higher]
Additional [Axe Tornado] damage +20%.
Card set bonus
Mechanic Howard Card
true Howard Alt-Eisen Card
Adds a chance of buffing the user for 6 seconds when performing a physical attack; Atk + 100.
Class: Card
Compounds On: Weapon
Weight: 1

All

Flags
Can be added to a player buying store? Yes
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? Yes
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
if (getrefine() > 9)
   .@b += 20;
if (getequipweaponlv() == 4)
   .@b += 20;
bonus2 bSkillAtk,"NC_AXETORNADO",20+.@b;
Script References
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;
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
getequipweaponlv Command
getequipweaponlv
Signature:
getequipweaponlv({<equipment slot>{,<char_id>}})
Description:
equipment slot on the invoking character. For a list of equipment slots see 'getequipid'. Only EQI_HAND_L and EQI_HAND_R normally make sense, since only weapons have a weapon level. If no item is equipped in this slot, or if it doesn't have a weapon level according to the database, 0 will be returned. Examples:
Example:
switch (getequipweaponlv(EQI_HAND_R)) {
case 1: mes "You are holding a lvl 1 weapon."; break;
case 2: mes "You are holding a lvl 2 weapon."; break;
case 3: mes "You are holding a lvl 3 weapon."; break;
case 4: mes "You are holding a lvl 4 weapon."; break;
case 5: mes "You are holding a lvl 5 weapon."; break;
case 6: mes "You are holding a lvl 6 weapon, hm, must be a custom design..."; break;
default: mes "Seems you don't have a weapon on."; break;
}
if (getequipid(EQI_HAND_L) == 0) {
mes "Seems you have nothing equipped here.";
close;
}
switch (getequipweaponlv(EQI_HAND_L)) {
case 0: mes "You are not holding a weapon, so it doesn't have a level."; break;
case 1: mes "You are holding a lvl 1 weapon."; break;
case 2: mes "You are holding a lvl 2 weapon."; break;
case 3: mes "You are holding a lvl 3 weapon."; break;
case 4: mes "You are holding a lvl 4 weapon."; break;
case 5: mes "You are holding a lvl 5 weapon."; break;
case 6: mes "You are holding a lvl 6 weapon, hm, must be a custom design..."; break;
}
bSkillAtk Item Bonus
bSkillAtk
Signature:
bonus2 bSkillAtk,sk,n;
Description:
Increases damage of skill sk by n%
Not specified
Script References

No documented script references were detected.

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Script References

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