Item Details

True Howard Alt-Eisen Card ( Real_Harword_Card )

ID 4688 True Howard Alt-Eisen Card
True Howard Alt-Eisen 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: Arme
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

Dano de [Fúria do Furacão] +20%.
Refino +10 ou mais:
Dano de [Fúria do Furacão] +20% adicional.
--------------------------
Em armas de nível 4:
Dano de [Fúria do Furacão] +20% adicional.
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Tipo: Carta
Equipa em: Arma
Peso: 1

Damage Axe Tornado meningkat 20%.
Bila digunakan di Senjata Lv.4, Axe Tornado mendapat tambahan damage 20%.
Bila Refine +10 atau lebih, Axe Tornado mendapat tambahan damage 20%.
Jenis : Kartu
Digunakan di : Senjata
Berat : 1

Class: Card
Compounds On: Weapon
Weight: 1
Increases the damage of Axe Tornado by 20%.
Increases the damage of Axe Tornado by an additional 20% when compounded to a level 4 weapon.
If upgrade level is +10 or higher,
Increases the damage of Axe Tornado by an additional 20%.
Set Bonus
Mechanic Howard Card
True Howard Alt-Eisen Card
Adds a 3% chance of buffing the user for 6 seconds when performing a physical attack; ATK + 100.

[Axe Tornado] damage +20%.
[If weapon Lv4]
Additional [Axe Tornado] damage +20%.
[If refine level is +10 or higher]
Additional [Axe Tornado] damage +20%.
Card set bonus
Mechanic Howard Card
true Howard Alt-Eisen Card
Adds a chance of buffing the user for 6 seconds when performing a physical attack; Atk + 100.
Class: Card
Compounds On: Weapon
Weight: 1

Tous

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
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
if (getrefine() > 9)
   .@b += 20;
if (getequipweaponlv() == 4)
   .@b += 20;
bonus2 bSkillAtk,"NC_AXETORNADO",20+.@b;
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;
getrefine Commande
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
getequipweaponlv Commande
getequipweaponlv
Signature:
getequipweaponlv({<equipment slot>{,<char_id>}})
Description:
equipment slot on the invoking character. For a list of equipment slots see 'getequipid'. Only EQI_HAND_L and EQI_HAND_R normally make sense, since only weapons have a weapon level. If no item is equipped in this slot, or if it doesn't have a weapon level according to the database, 0 will be returned. Examples:
Exemple:
switch (getequipweaponlv(EQI_HAND_R)) {
case 1: mes "You are holding a lvl 1 weapon."; break;
case 2: mes "You are holding a lvl 2 weapon."; break;
case 3: mes "You are holding a lvl 3 weapon."; break;
case 4: mes "You are holding a lvl 4 weapon."; break;
case 5: mes "You are holding a lvl 5 weapon."; break;
case 6: mes "You are holding a lvl 6 weapon, hm, must be a custom design..."; break;
default: mes "Seems you don't have a weapon on."; break;
}
if (getequipid(EQI_HAND_L) == 0) {
mes "Seems you have nothing equipped here.";
close;
}
switch (getequipweaponlv(EQI_HAND_L)) {
case 0: mes "You are not holding a weapon, so it doesn't have a level."; break;
case 1: mes "You are holding a lvl 1 weapon."; break;
case 2: mes "You are holding a lvl 2 weapon."; break;
case 3: mes "You are holding a lvl 3 weapon."; break;
case 4: mes "You are holding a lvl 4 weapon."; break;
case 5: mes "You are holding a lvl 5 weapon."; break;
case 6: mes "You are holding a lvl 6 weapon, hm, must be a custom design..."; break;
}
bSkillAtk Bonus d’Objet
bSkillAtk
Signature:
bonus2 bSkillAtk,sk,n;
Description:
Increases damage of skill sk by n%
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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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