Item Details

Brooch of Matador [1] ( Brooch_Of_Matador_TH )

ID 490316 Brooch of Matador [1]
Brooch of Matador [1] Prix d'achat: zeny Prix de vente: 0 zeny Poids: 10 Emplacements: 1
Type: Armure/Vêtement/Bottes/Coiffure/Accessoire. Sous-type: Non spécifié Genre: Les deux Lieux: Accessoire_Droit + Accessoire_Gauche
Attaque: Non spécifié Attaque magique: Non spécifié Portée: Non spécifié Défense: Non spécifié
Niveau d'arme: Non spécifié Niveau d'armure: 1 Niveau d'équipement min.: 100 Niveau d'équipement max.: Non spécifié
Affûtage: Non spécifié Améliorable: Non spécifié Élément: Neutre Classes: Non spécifié

After Cast-delay -5%
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Damage serangan fisik ke semua jenis musuh +10%
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Jika mempelajari skill "Feint Bomb Lv. 10":
Damage dari skill "Fatal Manace" +5%
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Jika digunakan pada posisi kiri:
Damage dari skill "Fatal Manace" +1% per 9 BASE Level
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Jika digunakan pada posisi kanan:
After Cast-delay -7%

Ketika mengalahkan monster dengan serangan fisik:
Recover HP +300, SP +30.

Ketika dilepas:
HP -5000, SP -500
------------------------
Jenis : Aksesoris
DEF : 0
Berat : 10
Syarat Lv : 100
Job : Semua Job

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
.@p = getitempos();
bonus bDelayrate,-5;
bonus bAtkRate,10;
bonus bMatkRate,10;
if (getskilllv("SC_FEINTBOMB") == 10)
   bonus2 bSkillAtk,"SC_FATALMENACE",5;
if (getskilllv("SC_ESCAPE") == 5)
   bonus2 bSkillCooldown,("SC_ESCAPE"),-500;
if (.@p == EQP_ACC_L) {
   bonus bDelayrate,-7;
   bonus bHPGainValue,300;
   bonus bSPGainValue,30;
}
if (.@p == EQP_ACC_R)
   bonus2 bSkillAtk,"SC_FATALMENACE",BaseLevel/9;
Références du Script
getitempos Commande
getitempos
Signature:
getitempos()
Description:
function is called. (see EQP_* constants) This function is intended for use in item scripts. // 2,1.- End of item-related commands. //
bDelayrate Bonus d’Objet
bDelayrate
Signature:
bonus bDelayrate,n;
Description:
Increases skill delay by n%
bAtkRate Bonus d’Objet
bAtkRate
Signature:
bonus bAtkRate,n;
Description:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
bMatkRate Bonus d’Objet
bMatkRate
Signature:
bonus bMatkRate,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;
getskilllv Commande
getskilllv
Signature:
getskilllv(<skill id>)
getskilllv("<skill name>")
Description:
character has. If they don't have the skill, 0 will be returned. The full list of character skills is available in ''. There are two main uses for this function, it can check whether the character has a skill or not, and it can tell you if the level is high enough. Example 1: Example 2:
Exemple:
if (getskilllv(152))
mes "You have got the skill Throw Stone";
else
mes "You don't have Throw Stone";
close;
if (getskilllv(28) >= 5)
mes "Your heal lvl is 5 or more";
else if (getskilllv(28) == 10)
mes "Your heal lvl has been maxed";
else
mes "You heal skill is below lvl 5";
close;
bSkillAtk Bonus d’Objet
bSkillAtk
Signature:
bonus2 bSkillAtk,sk,n;
Description:
Increases damage of skill sk by n%
bSkillCooldown Bonus d’Objet
bSkillCooldown
Signature:
bonus2 bSkillCooldown,sk,t;
Description:
Increases cooldown of skill sk by t milliseconds
bHPGainValue Bonus d’Objet
bHPGainValue
Signature:
bonus bHPGainValue,n;
Description:
Heals +n HP when killing an enemy with a melee-physical attack
bSPGainValue Bonus d’Objet
bSPGainValue
Signature:
bonus bSPGainValue,n;
Description:
Heals +n SP when killing an enemy with a melee-physical attack
Non spécifié
Références du Script

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

heal -5000,-500;
Références du Script
heal Commande
heal
Signature:
heal <hp>,<sp>{,<char_id>};
Description:
This command will heal a set amount of HP and/or SP on the invoking character. character and produces no other output whatsoever.
Exemple:
heal 30000,0; // This will heal 30,000 HP
heal 0,30000; // This will heal 30,000 SP
heal 300,300; // This will heal 300 HP and 300 SP

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

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