Item Details

Narcissus Bow-LT [2] ( Narcis_Bow_LT )

ID 700049 Narcissus Bow-LT [2]
Narcissus Bow-LT [2] Buy Price: zeny Sell Price: 0 zeny Weight: 100 Slots: 2
Type: Weapon item. Sub Type: Bow Gender: Both Locations: Right_Hand + Left_Hand
Attack: 210 Magic Attack: Not specified Range: 5 Defense: Not specified
Weapon Level: 5 Armor Level: Not specified Min. Equip Level: 190 Max. Equip Level: Not specified
Refineable: 1 Gradable: 1 Element: Neutral Classes: Fourth classes., All Third classes.

ATK +5%.
When base level is 210 or higher, POW +2, P.ATK +1.
For every 2 refine level, ATK +15.
For every 3 refine level, increases long range physical damage by 4%.

When refined to +7 or higher, increases Severe Rainstorm damage by 25%, reduces cooldown of Severe Rainstorm by 2 seconds.

When refined to +9 or higher, increases Severe Rainstorm damage by additional 30%, reduces variable casting time by 10%.

When refined to +11 or higher, reduces physical and magic damage from all size enemies by 20%. increases physical damage against all size enemies by 15%.
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Set Bonus:
Narcis Bow-LT [2]
Hero Boots-LT [1]

ATK +10%, P.ATK +2.
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[Bonus by Grade]
[Grade D] ATK +3%.
[Grade C] Increases long ranged physical damage by 15%, P.ATK +1.
[Grade B] POW +3, P.ATK +2.
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Class: Bow
Attack: 210
Weight: 100
Weapon Lv: 5
Required Lv: 190
Jobs: Archer classes, Rogue classes

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
.@g = getenchantgrade();
.@r = getrefine();
bonus bAtkRate,5;
if (BaseLevel>=210) {
   bonus bPAtk,1;
   bonus bPow,2;
}
if (.@r>=7) {
   bonus2 bSkillCooldown,"WM_SEVERE_RAINSTORM",-2000;
   bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",25;
   if (.@r>=9) {
      bonus bVariableCastrate,-10;
      bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",30;
      if (.@r>=11) {
         bonus2 bSubSize,Size_All,20;
         bonus2 bAddSize,Size_All,15;
      }
   }
}
if (.@g >= ENCHANTGRADE_D) {
   bonus bAtkRate,3;
   if (.@g >= ENCHANTGRADE_C) {
      bonus bLongAtkRate,15;
      bonus bPAtk,1;
      if (.@g >= ENCHANTGRADE_B) {
         bonus bPAtk,2;
         bonus bPow,3;
      }
   }
}
bonus bBaseAtk,15*(.@r/2);
bonus bLongAtkRate,4*(.@r/3);
Script References
getenchantgrade Command
getenchantgrade
Signature:
getenchantgrade({<equipment slot>,<char_id>})
Description:
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 Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
bAtkRate Item Bonus
bAtkRate
Signature:
bonus bAtkRate,n;
Description:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
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;
bPAtk Item Bonus
bPAtk
Signature:
bonus bPAtk,n;
Description:
PAtk + n
bPow Item Bonus
bPow
Signature:
bonus bPow,n;
Description:
POW + n
bSkillCooldown Item Bonus
bSkillCooldown
Signature:
bonus2 bSkillCooldown,sk,t;
Description:
Increases cooldown of skill sk by t milliseconds
bSkillAtk Item Bonus
bSkillAtk
Signature:
bonus2 bSkillAtk,sk,n;
Description:
Increases damage of skill sk by n%
bVariableCastrate Item Bonus
bVariableCastrate
Signature:
bonus2 bVariableCastrate,sk,n;
Description:
Increases variable cast time of skill sk by n% (If RENEWAL_CAST is NOT defined, this bonus is equal to bCastrate)
bSubSize Item Bonus
bSubSize
Signature:
bonus2 bSubSize,s,x;
Description:
+x% damage reduction against size s
bAddSize Item Bonus
bAddSize
Signature:
bonus2 bAddSize,s,x;
Description:
+x% physical damage against size s
bLongAtkRate Item Bonus
bLongAtkRate
Signature:
bonus bLongAtkRate,n;
Description:
Increases damage of long ranged attacks by n%
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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ID Trigger Item Base Items Materials Roles Details
#12 Weapon Modification Box (Lower) 37 111 Result Item Details
#13 Weapon Modification Box (Middle) 37 111 Result Item Details
#14 Weapon Modification Box (Upper) 37 148 Result Item Details
#25 Hero's Weapon Modification Box IV 5 0 Result Item Details
#26 Modified Hero's Weapon Refinement Hammer IV 5 5 rodatabase.base_item Result Item Details
#96 +7 Refine Hammer for NPC 324 648 rodatabase.base_item Result Item Details
Refine Group Item Level Refineable Weapon Level Armor Level Details
Refine Weapon 5 Yes 5 Not specified Details

Not specified