Item Details

God-Devouring Demonic Shield-LT [1] ( GEMS_DarkBlood_LT )

ID 460078 God-Devouring Demonic Shield-LT [1]
God-Devouring Demonic Shield-LT [1] Prix d'achat: zeny Prix de vente: 0 zeny Poids: 80 Emplacements: 1
Type: Armure/Vêtement/Bottes/Coiffure/Accessoire. Sous-type: Non spécifié Genre: Les deux Lieux: Bouclier
Attaque: Non spécifié Attaque magique: Non spécifié Portée: Non spécifié Défense: 100
Niveau d'arme: Non spécifié Niveau d'armure: 2 Niveau d'équipement min.: 100 Niveau d'équipement max.: Non spécifié
Affûtage: 1 Améliorable: 1 Élément: Neutre Classes: Non spécifié

No Knockback.
------------------------
MDEF +10, ASPD +2.
ATK and MATK +10%.
Reduces SP consumption when using skills by 15%.
------------------------
Every 3 refine levels, reduces physical damage taken from monsters of all sizes by 2%.

When refined to +7 or higher, ASPD +20%.
When refined to +9 or higher, reduces global cooldown by 5%.
When refined to +11 or higher, increases melee/ranged physical damage by 10%, increases all properties magic damage by 10%.
------------------------
Set Bonus:
God-Devouring Demonic Shield-LT [1]
Mysteltainn/Ogretooth/Executioner Card

Increases physical/magic damage to enemies of all sizes by 25%.
------------------------
[Grade Bonus]
[Grade D] DEF +100, MDEF +20.
[Grade C] POW, SPL, CON +3.
[Grade B] Increases physical/magic damage to enemies of all races by 15%.
[Grade A] Ignores 70% of physical/magic defense of all races (excluding player).
------------------------
Type: Shield
Def: 100
Weight: 80
Armor Level: 2
Required Level: 100
Class: All Jobs

Tous

Non spécifié

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 ? Oui
Peut être échangé ? Oui
Peut être échangé avec le partenaire ? Oui
Peut être vendu à un PNJ ? Oui
Peut être placé dans le chariot ? Oui
Peut être placé dans le stockage ? Oui
Peut être placé dans le stockage de guilde ? Oui
Peut être envoyé par courrier ? Oui
Peut être mis aux enchères ? Oui
Délai
Non spécifié
.@r = getrefine();
.@g = getenchantgrade();
bonus bNoKnockback;
bonus bMdef,10;
bonus bAspd,2;
bonus2 bAddClass,Class_All,10;
bonus bMatkRate,10;
bonus bUseSPrate,-15;
bonus2 bSubSize,Size_All,2*(.@r/3);
if (.@r>=7) {
   bonus bAspdRate,20;
   if (.@r>=9) {
       bonus bDelayrate,-5;
       if (.@r>=11) {
            bonus bShortAtkRate,10;
            bonus bLongAtkRate,10;
            bonus2 bMagicAtkEle,Ele_All,10;
       }
   }
}
if (.@g>=ENCHANTGRADE_D) {
   bonus bDef,100;
   bonus bMdef,20;
   if (.@g>=ENCHANTGRADE_C) {
       bonus bPow,3;
       bonus bSpl,3;
       bonus bCon,3;
       if (.@g>=ENCHANTGRADE_B) {
            bonus2 bAddRace,RC_All,15;
            bonus2 bMagicAddRace,RC_All,15;
            if (.@g>=ENCHANTGRADE_A) {
                bonus2 bIgnoreDefRaceRate,RC_All,70;
                bonus2 bIgnoreMdefRaceRate,RC_All,70;
                bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-70;
                bonus2 bIgnoreDefRaceRate,RC_Player_Human,-70;
                bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-70;
                bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-70;
            }
       }
   }
}
Références du Script
getrefine Commande
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
getenchantgrade Commande
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'.
bNoKnockback Bonus d’Objet
bNoKnockback
Signature:
bonus bNoKnockback;
Description:
Character is no longer knocked back by enemy skills with such effect
bMdef Bonus d’Objet
bMdef
Signature:
bonus bMdef,n;
Description:
Equipment MDEF + n
bAspd Bonus d’Objet
bAspd
Signature:
bonus bAspd,n;
Description:
Attack speed + n
bAddClass Bonus d’Objet
bAddClass
Signature:
bonus2 bAddClass,c,x;
Description:
+x% physical damage against class c
bMatkRate Bonus d’Objet
bMatkRate
Signature:
bonus bMatkRate,n;
Description:
Magical attack power + n%
bUseSPrate Bonus d’Objet
bUseSPrate
Signature:
bonus bUseSPrate,n;
Description:
SP consumption + n%
bSubSize Bonus d’Objet
bSubSize
Signature:
bonus2 bSubSize,s,x;
Description:
+x% damage reduction against size s
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;
bAspdRate Bonus d’Objet
bAspdRate
Signature:
bonus bAspdRate,n;
Description:
Attack speed + n%
bDelayrate Bonus d’Objet
bDelayrate
Signature:
bonus bDelayrate,n;
Description:
Increases skill delay by n%
bShortAtkRate Bonus d’Objet
bShortAtkRate
Signature:
bonus bShortAtkRate,n;
Description:
Increases damage of short ranged attacks by n%
bLongAtkRate Bonus d’Objet
bLongAtkRate
Signature:
bonus bLongAtkRate,n;
Description:
Increases damage of long ranged attacks by n%
bMagicAtkEle Bonus d’Objet
bMagicAtkEle
Signature:
bonus2 bMagicAtkEle,e,x;
Description:
Increases damage of e element magic by x%
bDef Bonus d’Objet
bDef
Signature:
bonus bDef,n;
Description:
Equipment DEF + n
bPow Bonus d’Objet
bPow
Signature:
bonus bPow,n;
Description:
POW + n
bSpl Bonus d’Objet
bSpl
Signature:
bonus bSpl,n;
Description:
SPL + n
bCon Bonus d’Objet
bCon
Signature:
bonus bCon,n;
Description:
CON + n
bAddRace Bonus d’Objet
bAddRace
Signature:
bonus2 bAddRace,r,x;
Description:
+x% physical damage against race r
bMagicAddRace Bonus d’Objet
bMagicAddRace
Signature:
bonus2 bMagicAddRace,r,x;
Description:
+x% magical damage against race r
bIgnoreDefRaceRate Bonus d’Objet
bIgnoreDefRaceRate
Signature:
bonus2 bIgnoreDefRaceRate,r,n;
Description:
Disregard n% of the target's DEF if the target belongs to race r
bIgnoreMdefRaceRate Bonus d’Objet
bIgnoreMdefRaceRate
Signature:
bonus2 bIgnoreMdefRaceRate,r,n;
Description:
Disregard n% of the target's MDEF if the target belongs to race r
Non spécifié
Références du Script

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

Non spécifié
Références du Script

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

Non spécifié

Non spécifié

Non spécifié

Non spécifié

Non spécifié

Non spécifié

Raffinage Groupe Niveau de l'objet Affûtage Niveau d'arme Niveau d'armure Détails
Raffinage Armure 2 Oui Non spécifié 2 Détails

Non spécifié