Item Details

Crimson Rose [2] ( Crimson_Rose )

ID 32302 Crimson Rose [2]
Crimson Rose [2] Precio de compra: 20 zeny Precio de venta: 10 zeny Peso: 70 Ranuras: 2
Tipo: Objeto de arma. Subtipo: Revólver Género: Ambos Ubicaciones: Mano_Derecha + Mano_Izquierda
Ataque: 150 Ataque mágico: No especificado Alcance: 7 Defensa: No especificado
Nivel de arma: 4 Nivel de armadura: No especificado Nivel de Equipamiento (Mín.): 100 Nivel de Equipamiento (Máx.): No especificado
Refinable: 1 Graduable: No especificado Elemento: Neutral Clases: No especificado

Arma usada pelo lendário Jaguatirica Revólver. De acordo com suas palavras, seis disparos eram mais do que o suficiente para abater qualquer alvo que se movesse.
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A cada 2 refinos:
ATQ +10.
A cada 3 refinos:
Velocidade de ataque +3%.
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Refino +7 ou mais:
ATQ da arma +5%.
Velocidade de ataque +1.
Refino +9 ou mais:
Dano crítico +20%.
Refino +11 ou mais:
Ao usar [Furor], ativa o [Efeito 1] por 60 segundos.
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Efeito 1:
CRIT +20.
Dano físico a distância +15%.
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Conjunto
[Botas Ancestrais]
Ao realizar ataques físicos:
3% de chance de ativar um [Efeito 2] por 7 segundos.
--------------------------
Efeito 2:
DES +20.
Dano físico a distância +10%.
--------------------------
Tipo: Pistola
ATQ: 150 ATQM: 0
Peso: 70
Nível da arma: 4
Nível necessário: 100
Classes: Insurgentes

Pistol dengan hiasan mawar putih yang menjadi merah karena darah lawannya.
Memiliki kekuatan tersembunyi saat dipakai dengan Ancient Hero Boots.

Setiap 2 Tingkat Tempa, ATK +10.
Setiap 3 Tingkat Tempa, ASPD +3%.
Saat Tingkat Tempa +7, ASPD +1, ATK +5%.
Saat Tingkat Tempa +9, Crit Damage +20%.
Saat Tingkat Tempa +11, Crit +20, Serangan Fisik Jarak Jauh +15% selama 60 detik saat menggunakan Heat Barrel.

Saat dikenakan dengan Ancient Hero Boots,
Saat menyerang secara fisik, chance DEX+20 dan Serangan Fisik Jarak Jauh +10% Selama 7 detik.

Jenis : Pistol Attack : 150
Berat : 70
Senjata Lv : 4
Syarat Lv : 100
Job : Rebellion

The revolver decorated with red roses used by those who have reached the master's level.
It seems to resonate with the boots of an ancient hero.

ATK + 10 per 2 refine rate.
Reduce delay after attack by 3% per 3 refine rate.
When refined to +7 or higher, ASPD + 1, ATK + 5%.
When refined to +9 or higher, increase critical damage by 20%.
When refined to +11 or higher, when using Hit Barrel, increase ranged physical damage by 15%, CRI + 20 for 60s
Type : Revolver Attack : 150
Weight : 70
Weapon level : 4
Required level : 100
Class : Rebellion

Account Bound.
A weapon of famed Rebel Lavinia.
Her marksmanship was legendary. It was said that she could hit a man's heart anywhere you like. Just name the auricle - or the ventricle.
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[For each 2 refine lv]
ATK +10.
[For each 3 refine lv]
ASPD +3%.
[If refine lv is 7 or higher]
ATK +5%.
ASPD +1.
[If refine lv is 9 or higher]
Critical damage +20%
[If refine lv is 11 or higher]
Has a chance of activating effects for 60 seconds when using [Hit Barrel]:
Long-range physical damage +15%.
CRIT +20.
-------------
[Ancient Hero Set]
Ancient Hero Boots22171
Crimson_Rose32302
Has a chance to activate effects for 7 seconds when dealing physical damage:
DEX +20.
Long-range physical damage +10%.
-------------
Class: Pistol
Attack: 150
Weight: 70
Weapon Lv: 4
Required Level: 100
Jobs: Rebellion Jobs

No especificado

Banderas
¿Puede agregarse a una tienda de compra de jugador? No
¿Invoca un monstruo? No
¿Forma parte de un contenedor? No
¿Tiene pila única? No
¿Se vincula al equipar? No
¿Anuncia el drop? No
¿Se consume al usarlo?
¿Tiene efecto al caer? No
Apilamiento
No especificado
Uso
No especificado
Comercio
Sobrescribir No especificado
¿Puede soltarse?
¿Puede comerciarse?
¿Puede comerciarse con la pareja?
¿Puede venderse a NPC?
¿Puede colocarse en el carrito?
¿Puede colocarse en el almacén?
¿Puede colocarse en el almacén de guild?
¿Puede enviarse por correo?
¿Puede ponerse en subasta?
Retraso
No especificado
.@r = getrefine();
bonus bBaseAtk,10*(.@r/2);
bonus bAspdRate,3*(.@r/3);
if (.@r >= 7) {
   bonus bAspd,1;
   bonus bAtkRate,5;
   if (.@r >= 9) {
      bonus bCritAtkRate,20;
      if (.@r >= 11) {
         autobonus3 "{ bonus bCritical,20; bonus bLongAtkRate,15; }",1000,60000,"RL_HEAT_BARREL";
      }
   }
}
Referencias del Script
getrefine Comando
getrefine
Firma:
getrefine()
Descripción:
function is called. This function is intended for use in item scripts.
bBaseAtk Bono de Ítem
bBaseAtk
Firma:
bonus bBaseAtk,n;
Descripción:
Basic attack power + n
bAspdRate Bono de Ítem
bAspdRate
Firma:
bonus bAspdRate,n;
Descripción:
Attack speed + n%
if Comando
if
Firma:
if (<condition>) <statement>;
Descripción:
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.
Ejemplo:
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;
bAspd Bono de Ítem
bAspd
Firma:
bonus bAspd,n;
Descripción:
Attack speed + n
bAtkRate Bono de Ítem
bAtkRate
Firma:
bonus bAtkRate,n;
Descripción:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
bCritAtkRate Bono de Ítem
bCritAtkRate
Firma:
bonus bCritAtkRate,n;
Descripción:
Increases critical damage by +n%
autobonus3 Comando
autobonus3
Firma:
autobonus3 <bonus script>,<rate>,<duration>,<skill id>,{<other script>};
autobonus3 <bonus script>,<rate>,<duration>,"<skill name>",{<other script>};
Descripción:
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.
Ejemplo:
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; }";
bCritical Bono de Ítem
bCritical
Firma:
bonus bCritical,n;
Descripción:
Critical + n
bLongAtkRate Bono de Ítem
bLongAtkRate
Firma:
bonus bLongAtkRate,n;
Descripción:
Increases damage of long ranged attacks by n%
No especificado
Referencias del Script

No se detectaron referencias documentadas en este script.

No especificado
Referencias del Script

No se detectaron referencias documentadas en este script.

No especificado

No especificado

No especificado

No especificado

ID Ítem activador Ítems base Materiales Roles Detalles
#15 Ancient Hero's Release Cube 38 0 rodatabase.base_item Detalles
#79 +11 Ancient Hero Armor Opening Cube 38 0 rodatabase.base_item Detalles
Refinado Grupo Nivel del objeto Refinable Nivel de arma Nivel de armadura Detalles
Refinado Arma 4 4 No especificado Detalles

No especificado