Item Details

Pompano ( Saurel )

ID 13068 Pompano
Pompano Prix d'achat: zeny Prix de vente: 0 zeny Poids: 0 Emplacements: Non spécifié
Type: Arme. Sous-type: Dague Genre: Les deux Lieux: Arme
Attaque: 160 Attaque magique: 100 Portée: 3 Défense: Non spécifié
Niveau d'arme: 1 Niveau d'armure: Non spécifié Niveau d'équipement min.: 50 Niveau d'équipement max.: Non spécifié
Affûtage: Non spécifié Améliorable: Non spécifié Élément: Neutre Classes: Non spécifié

Item de aluguel
Peixe do mar que pode ser trabalhado em formas diferentes. Está muito congelado.
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Ao realizar ataques físicos:
1,5% de chance de ativar [ATQ +30] por 7 segundos.
Ao realizar ataques mágicos:
1,5% de chance de ativar [ATQM +20] por 7 segundos.
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Nv. base 100 ou mais:
ATQ e ATQM +10.
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Tipo: Adaga
ATQ: 160 ATQM: 100
Peso: 0
Nível da arma: 1
Nível necessário: 50
Classes: Espadachins, Magos, Arqueiros, Gatunos, Mercadores, Ninjas, Espiritualistas e evoluções

barang rental
Ikan laut. Bisa dimasak dalam berbagai masakan. Dibekukan hingga mengeras.
MATK + 100.
Ketika menyerang dengan jarak dekat, kemungkinan ATK +30 selama 7 detik.
Ketika menggunakan serangan magic kemungkinan MATK +20 selama 7 detik.
Ketika base level lebih dari 100 akan mendambahkan ATK + 10, MATK + 10.
Jenis : Pisau Serangan : 160
Berat : 0
Senjata Lv : 1
Untuk karakter Lv : 50
Job : Sword Man/Magician/Archer/Merchant/Thief/Soul Linker/Ninja

Rental Item
A Seahorse looking fish that can be used in different cuisines it is frozen solid.
MATK + 100.
When melee attacking, gives ATK +30 for 7 sec with certain rate.
When magical attacking, MATK +20 for 7 sec with certain rate.
When base Lv is over Lv 100, add ATK + 10, MATK + 10.
Class : Dagger Attack : 160
Weight : 0
Weapon Level : 1
Required Level : 50
Job : Sword Man Class/Magician Class/Archer Class/Merchant Class/Thief Class/Soul Linker/Ninja

Account Bound.
Rental Item
A Seahorse looking fish that can be used in different cuisines it is frozen solid.
MATK + 100.
When melee attacking, gives ATK +30 for 7 sec with certain rate.
When magical attacking, MATK +20 for 7 sec with certain rate.
When base Lv is over Lv 100, add ATK + 10, MATK + 10.
Class: Dagger
Attack: 160
Weight: 0
Weapon Level: 1
Required Level: 50
Job: Sword Man Class/Magician Class/Archer Class/Merchant Class/Thief Class/Soul Linker/Ninja

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Drapeaux
Peut-il être ajouté à une boutique d'achat de joueur ? Non
Invoque un monstre ? Non
Fait partie d'un conteneur ? Non
Possède une pile unique ? Non
Se lie à l'équipement ? Non
Annonce le drop ? Non
Est consommé à l'utilisation ? Oui
A un effet au sol ? Non
Empilement
Non spécifié
Utilisation
Non spécifié
Commerce
Remplacer Non spécifié
Peut être jeté ? Non
Peut être échangé ? Non
Peut être échangé avec le partenaire ? Oui
Peut être vendu à un PNJ ? Non
Peut être placé dans le chariot ? Non
Peut être placé dans le stockage ? Non
Peut être placé dans le stockage de guilde ? Non
Peut être envoyé par courrier ? Non
Peut être mis aux enchères ? Non
Délai
Non spécifié
bonus bAgi,3;
bonus bUnbreakableWeapon;
autobonus "{ bonus bBaseAtk,30; }",15,7000,BF_NORMAL,"{ specialeffect2 EF_ENHANCE; }";
autobonus "{ bonus bMatk,20; }",15,7000,BF_MAGIC,"{ specialeffect2 EF_SPELLBREAKER; }";
if (BaseLevel>99) {
   bonus bBaseAtk,10;
   bonus bMatk,10;
}
Références du Script
bAgi Bonus d’Objet
bAgi
Signature:
bonus bAgi,n;
Description:
AGI + n
bUnbreakableWeapon Bonus d’Objet
bUnbreakableWeapon
Signature:
bonus bUnbreakableWeapon;
Description:
Weapon cannot be damaged/broken by any means
bBaseAtk Bonus d’Objet
bBaseAtk
Signature:
bonus bBaseAtk,n;
Description:
Basic attack power + n
specialeffect2 Commande
specialeffect2
Signature:
specialeffect2 <effect number>{,<send_target>{,"<Player Name>"}};
Description:
This command behaves identically to 'specialeffect', but the effect will be centered on the invoking character's sprite. <Player name> parameter will display <effect number> on another Player than the one currently attached to the script. Like with specialeffect, when specifying a player, <send_target> must be supplied, specifying AREA will retain the default behavior of the command.
bMatk Bonus d’Objet
bMatk
Signature:
bonus bMatk,n;
Description:
Magical attack power + n
if Commande
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.
Exemple:
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;
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Références du Script

Aucune référence documentée n’a été détectée dans ce script.

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Références du Script

Aucune référence documentée n’a été détectée dans ce script.

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Raffinage Groupe Niveau de l'objet Affûtage Niveau d'arme Niveau d'armure Détails
Raffinage Arme 1 Non 1 Non spécifié Détails

Non spécifié