Item Details

Ranger Cecil Card ( Ranger_Card )

ID 4676 Ranger Cecil Card
Ranger Cecil Card Prix d'achat: 20 zeny Prix de vente: 10 zeny Poids: 1 Emplacements: Non spécifié
Type: Carte. Sous-type: Non spécifié Genre: Les deux Lieux: Vêtement/Robe
Attaque: Non spécifié Attaque magique: Non spécifié Portée: Non spécifié Défense: Non spécifié
Niveau d'arme: Non spécifié Niveau d'armure: Non spécifié Niveau d'équipement min.: Non spécifié Niveau d'équipement max.: Non spécifié
Affûtage: Non spécifié Améliorable: Non spécifié Élément: Neutre Classes: Non spécifié

Sentinelas e evoluções:
CRIT +20.
Em armas do tipo Arco:
Dano físico a distância +15%.
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Refino +10 ou mais:
Todos os atributos +10.
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Nv. base 175 ou mais:
Todos os atributos +10 adicional.
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Conjunto
[Carta Alma de Cecil]
Ao realizar ataques físicos:
3% de chance de se transformar em Cecil Damon por 6 segundos.
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Durante a transformação:
ATQ +100.
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Tipo: Carta
Equipa em: Capa
Peso: 1

Bila digunakan Ranger, CRI +20, meningkatkan serangan fisik +15% ketika menggunakan Bow.
Bila Base Lv. 175 atau lebih, All Stat +10.
Bila Refine +10 atau lebih, All Stat +10.
Bila digunakan bersama True Cecil Damon Card,
3% kemungkinan selama 6 detik pemain akan dirasuki oleh jiwa Cecil Damon ketika menggunakan serangan fisik.
Ketika dirasuki pemain akan mendapatkan tambahan ATK + 100.
Jenis : Kartu
Digunakan di : Garment
Berat : 1

Class: Card
Compounds On: Garment
Weight: 1
If used by Ranger,
Crit + 20
Increases physical damage on targets by 15% when using a bow.
If the users base level is 175 or higher,
All Stat + 10
If upgrade level is +10 or higher,
All Stat + 10
Set Bonus
Ranger Cecil Card
True Cecil Damon Card
Adds a 3% chance of buffing the user for 6 seconds when performing a physical attack; ATK + 100.

[When used by Ranger]
Crit + 20
[If character Lv 175 or higher]
All stats +10
[If refine Lv 10 or higher]
All stats +10
Card set bonus
Ranger Cecil Card
true Cecil Damon Card
Adds a chance of buffing the user for 6 seconds when performing a physical attack; Atk + 100.
Class: Card
Compounds On: Garment
Weight: 1

Tous

Ranger Cecil (0.01%)
Drapeaux
Peut-il être ajouté à une boutique d'achat de joueur ? Oui
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 ? Oui
Empilement
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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
if (eaclass()&EAJL_THIRD && BaseJob == Job_Hunter) {
   bonus bCritical,20;
   bonus2 bWeaponDamageRate,W_BOW,15;
}
if (BaseLevel>174)
   bonus bAllStats,10;
if (getrefine()>9)
   bonus bAllStats,10;
Références du Script
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;
eaclass Commande
eaclass
Signature:
eaclass({<job number>,<char_id>})
Description:
This commands returns the "eA job-number" corresponding to the given class, and uses the invoking player's class if none is given. The eA job-number is also a class number system, but it's one that comes with constants which make it easy to convert among classes. The command will return -1 if you pass it a job number which doesn't have an eA job-number equivalent.
Exemple:
.@eac = eaclass();
if ((.@eac&EAJ_BASEMASK) == EAJ_SWORDMAN)
mes "Your base job is Swordman.";
if (.@eac&EAJL_UPPER)
mes "You are a rebirth job.";
if ((.@eac&EAJ_UPPERMASK) == EAJ_SWORDMAN)
mes "You must be a Swordman, Baby Swordman or High Swordman.";
bCritical Bonus d’Objet
bCritical
Signature:
bonus bCritical,n;
Description:
Critical + n
bWeaponDamageRate Bonus d’Objet
bWeaponDamageRate
Signature:
bonus2 bWeaponDamageRate,w,n;
Description:
Adds n% damage to normal attacks when weapon of type w is equipped
bAllStats Bonus d’Objet
bAllStats
Signature:
bonus bAllStats,n;
Description:
STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n
getrefine Commande
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
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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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