Item Details

Reinforced Knife [1] ( Avd_Knife )

ID 510021 Reinforced Knife [1]
Reinforced Knife [1] Precio de compra: zeny Precio de venta: 0 zeny Peso: 10 Ranuras: 1
Tipo: Objeto de arma. Subtipo: Daga Género: Ambos Ubicaciones: Arma
Ataque: 100 Ataque mágico: No especificado Alcance: 1 Defensa: No especificado
Nivel de arma: 5 Nivel de armadura: No especificado Nivel de Equipamiento (Mín.): No especificado Nivel de Equipamiento (Máx.): No especificado
Refinable: 1 Graduable: No especificado Elemento: Neutral Clases: No especificado

A reinforced Knife.
POW, SPL, STA, WIS, CON, and CRT +1
If Magic or better, POW +1 for every upgrade level
If Rare or better, SPL +1 for every upgrade level
If Epic or better, STA +1, P. ATK +2, S. MATK +2, and C. Rate +1 for every upgrade level
Class: Dagger
ATK: 100
Weight: 10
Weapon Level: 5
Required Level: 1
Job: Swordsman/Archer/Thief/Mage/Merchant/Ninja/Soul Linker Classes

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
.@g = getenchantgrade();
.@r = getrefine();
bonus bAllTraitStats,1;
if (.@g>=ENCHANTGRADE_D) {
   bonus bPow,.@r;
}
if (.@g>=ENCHANTGRADE_C) {
   bonus bSpl,.@r;
}
if (.@g>=ENCHANTGRADE_B) {
   bonus bSta,.@r;
   bonus bPAtk,.@r*2;
   bonus bSMatk,.@r*2;
   bonus bCRate,.@r;
}
Referencias del Script
getenchantgrade Comando
getenchantgrade
Firma:
getenchantgrade({<equipment slot>,<char_id>})
Descripción:
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 Comando
getrefine
Firma:
getrefine()
Descripción:
function is called. This function is intended for use in item scripts.
bAllTraitStats Bono de Ítem
bAllTraitStats
Firma:
bonus bAllTraitStats,n;
Descripción:
POW + n, STA + n, WIS + n, SPL + n, CON + n, CRT + 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;
bPow Bono de Ítem
bPow
Firma:
bonus bPow,n;
Descripción:
POW + n
bSpl Bono de Ítem
bSpl
Firma:
bonus bSpl,n;
Descripción:
SPL + n
bSta Bono de Ítem
bSta
Firma:
bonus bSta,n;
Descripción:
STA + n
bPAtk Bono de Ítem
bPAtk
Firma:
bonus bPAtk,n;
Descripción:
PAtk + n
bSMatk Bono de Ítem
bSMatk
Firma:
bonus bSMatk,n;
Descripción:
SMatk + n
bCRate Bono de Ítem
bCRate
Firma:
bonus bCRate,n;
Descripción:
CRate + 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.

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ID Ítem activador Ítems base Materiales Roles Detalles
#1 IDTest Special 11 17 rodatabase.base_item Detalles
Refinado Grupo Nivel del objeto Refinable Nivel de arma Nivel de armadura Detalles
Refinado Arma 5 5 No especificado Detalles

No especificado