Item Details

Dimensions Night Launcher [2] ( Dimen_NW_Launcher )

ID 840032 Dimensions Night Launcher [2]
Dimensions Night Launcher [2] Precio de compra: zeny Precio de venta: 0 zeny Peso: 280 Ranuras: 2
Tipo: Objeto de arma. Subtipo: Lanzagranadas Género: Ambos Ubicaciones: Mano_Derecha + Mano_Izquierda
Ataque: 360 Ataque mágico: No especificado Alcance: 9 Defensa: No especificado
Nivel de arma: 5 Nivel de armadura: No especificado Nivel de Equipamiento (Mín.): 250 Nivel de Equipamiento (Máx.): No especificado
Refinable: 1 Graduable: 1 Elemento: Neutral Clases: Tercero, Cuarta clases.

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?
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 bAtkRate,3+(.@r/2);
bonus2 bSkillAtk,"NW_WILD_FIRE",15+5*(.@r/3);
bonus bBaseAtk,25*(.@r/2);
if (.@r>=7) {
   bonus bLongAtkRate,25;
   if (.@r>=9) {
      bonus bDelayrate,-10;
      bonus bPAtk,7;
      if (.@r>=11) {
         bonus2 bSkillAtk,"NW_WILD_FIRE",15;
      }
   }
}
if (.@g>=ENCHANTGRADE_D) {
   bonus bPAtk,5;
   if (.@g>=ENCHANTGRADE_C) {
      bonus2 bSkillAtk,"NW_WILD_FIRE",15;
      if (.@g>=ENCHANTGRADE_B) {
         bonus bLongAtkRate,10;
         if (.@g>=ENCHANTGRADE_A) {
            bonus bPAtk,3*(.@r/2);
         }
      }
   }
}
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.
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)
bSkillAtk Bono de Ítem
bSkillAtk
Firma:
bonus2 bSkillAtk,sk,n;
Descripción:
Increases damage of skill sk by n%
bBaseAtk Bono de Ítem
bBaseAtk
Firma:
bonus bBaseAtk,n;
Descripción:
Basic attack power + 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;
bLongAtkRate Bono de Ítem
bLongAtkRate
Firma:
bonus bLongAtkRate,n;
Descripción:
Increases damage of long ranged attacks by n%
bDelayrate Bono de Ítem
bDelayrate
Firma:
bonus bDelayrate,n;
Descripción:
Increases skill delay by n%
bPAtk Bono de Ítem
bPAtk
Firma:
bonus bPAtk,n;
Descripción:
PAtk + 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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# Ítems objetivo Roles Ranuras Detalles
#133 38 rodatabase.target_item 2 Detalles
ID Ítem activador Ítems base Materiales Roles Detalles
#87 Dimensions Weapon Refinement Device 38 190 rodatabase.base_item Ítem resultado Detalles
Refinado Grupo Nivel del objeto Refinable Nivel de arma Nivel de armadura Detalles
Refinado Arma 5 5 No especificado Detalles

No especificado