Item Details

Sealed Clown Card ( SLD_Clown_Card )

ID 27213 Sealed Clown Card
Sealed Clown Card Kaufpreis: zeny Verkaufspreis: 0 zeny Gewicht: 1 Slots: Nicht angegeben
Typ: Kartengegenstand. Untertyp: Nicht angegeben Geschlecht: Beide Orte: Rüstung
Angriff: Nicht angegeben Magie Angriff: Nicht angegeben Reichweite: Nicht angegeben Verteidigung: Nicht angegeben
Waffenlevel: Nicht angegeben Rüstungslevel: Nicht angegeben Min. Ausrüstungslevel: Nicht angegeben Max. Ausrüstungslevel: Nicht angegeben
Veredelbar: Nicht angegeben Gradierbar: Nicht angegeben Element: Neutral Klassen: Nicht angegeben

Nos refinos entre 0 e +14:
-
Esquiva +10.
Habilita [Poema de Bragi] nv.5 com chicotes.
VIT base 110 ou mais:
Esquiva +10 adicional.
--------------------------
Refino +15 ou mais:
-
Esquiva +15.
Habilita [Poema de Bragi] nv.7 com chicotes.
VIT base 110 ou mais:
Esquiva +15 adicional.
--------------------------
Tipo: Carta
Equipa em: Armadura
Peso: 1

Membuat pemain dapat menggunakan Level 5 Magic Strings, apabila pemain menggunakan Musical Instrument/Whip.
FLEE + 10. Tambahan Flee + 10, apabila Vit pemain 110 atau lebih.
Apabila level tempa equipment +15 atau lebih,
Membuat pemain dapat menggunakan Level 7 Magic Strings, apabila pemain menggunakan Musical Instrument/Whip.
Bonus menjadi FLEE + 15. Tambahan Flee + 15, apabila Vit pemain 110 atau lebih.
Jenis : Card
Posisi : Armor
Berat : 1

Class: Card
Compounds On: Weapon
Weight: 1
Enables Level 5 Magic Strings, if the user has a Musical Instrument/Whip equipped.
FLEE + 10. Additional Flee + 10, if the user's base Vit is 110 or higher.
If compounded equipment is refined to +15 or above,
Enables Level 7 Magic Strings, if the user has a Musical Instrument/Whip equipped.
FLEE + 15 instead. Additional Flee + 15 instead, if the user's base Vit is 110 or higher.

Alle

Nicht angegeben

Flaggen
Kann einem Ankaufsstand eines Spielers hinzugefugt werden? Ja
Beschwört ein Monster? Nein
Teil eines Behälters? Nein
Hat einen einzigartigen Stapel? Nein
Bindet beim Anlegen? Nein
Kündigt den Drop an? Nein
Wird bei Benutzung verbraucht? Ja
Hat einen Drop-Effekt? Ja
Stapelung
Nicht angegeben
Verwendung
Nicht angegeben
Handel
Überschreiben Nicht angegeben
Kann fallengelassen werden? Ja
Kann gehandelt werden? Ja
Kann mit dem Partner gehandelt werden? Ja
Kann an NPC verkauft werden? Ja
Kann in den Karren gelegt werden? Ja
Kann im Lager abgelegt werden? Ja
Kann im Gildenlager abgelegt werden? Ja
Kann per Post versendet werden? Ja
Kann versteigert werden? Ja
Verzögerung
Nicht angegeben
if (getrefine()>=15) {
   .@a = 7;
   .@b = 15;
}
else {
   .@a = 5;
   .@b = 10;
}
if (getiteminfo(getequipid(EQI_HAND_R), ITEMINFO_VIEW) == W_MUSICAL || getiteminfo(getequipid(EQI_HAND_R), ITEMINFO_VIEW) == W_WHIP) {
   skill "BA_POEMBRAGI2",.@a;
}
bonus bFlee,(readparam(bVit)>=110) ? (.@b*2) : .@b;
Skriptreferenzen
if Befehl
if
Signatur:
if (<condition>) <statement>;
Beschreibung:
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.
Beispiel:
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 Befehl
getrefine
Signatur:
getrefine()
Beschreibung:
function is called. This function is intended for use in item scripts.
getiteminfo Befehl
getiteminfo
Signatur:
getiteminfo(<item ID>,<type>)
getiteminfo(<item name>,<type>)
getiteminfo(<aegis item name>,<type>)
Beschreibung:
and return the info set by TYPE argument. It will return -1 if there is no such item or "" if the aegis item name is requested. Valid types are: Returned values and their constants (constant = value), one can use either the value or the constants for your checks:
Beispiel:
ITEMINFO_BUY              -  Buy Price
ITEMINFO_SELL             -  Sell Price
ITEMINFO_TYPE             -  Type
ITEMINFO_MAXCHANCE        -  maxchance (max drop chance of this item, e.g. 1 = 0.01%)
if = 0, then monsters don't drop it at all (rare or a quest item)
if = 10000, then this item is sold in NPC shops only
ITEMINFO_GENDER           -  Gender
ITEMINFO_LOCATIONS        -  Location(s)
ITEMINFO_WEIGHT           -  Weight
ITEMINFO_ATTACK           -  ATK
ITEMINFO_DEFENSE          -  DEF
ITEMINFO_RANGE            -  Range
ITEMINFO_SLOT             -  Slot
ITEMINFO_VIEW             -  View
ITEMINFO_EQUIPLEVELMIN    -  equipment LV
ITEMINFO_WEAPONLEVEL      -  weapon LV
ITEMINFO_ALIASNAME        -  AliasName
ITEMINFO_EQUIPLEVELMAX    -  equipment LV Max
ITEMINFO_MAGICATTACK      -  matk if RENEWAL is defined
ITEMINFO_ID               -  item ID
ITEMINFO_AEGISNAME        -  aegis item name
ITEMINFO_ARMORLEVEL       -  armor LV
ITEMINFO_SUBTYPE          -  Subtype
ITEMINFO_TYPE:
IT_HEALING
IT_UNKNOWN
IT_USABLE
IT_ETC
IT_ARMOR
IT_WEAPON
IT_CARD
IT_PETEGG
IT_PETARMOR
IT_UNKNOWN2
IT_AMMO
IT_DELAYCONSUME
IT_SHADOWGEAR
IT_CASH
ITEMINFO_SUBTYPE:
W_FIST //Bare hands
W_DAGGER
W_1HSWORD
W_2HSWORD
W_1HSPEAR
W_2HSPEAR
W_1HAXE
W_2HAXE
W_MACE
W_2HMACE
W_STAFF
W_BOW
W_KNUCKLE
W_MUSICAL
W_WHIP
W_BOOK
W_KATAR
W_REVOLVER
W_RIFLE
W_GATLING
W_SHOTGUN
W_GRENADE
W_HUUMA
W_2HSTAFF
W_DOUBLE_DD // 2 daggers
W_DOUBLE_SS // 2 swords
W_DOUBLE_AA // 2 axes
W_DOUBLE_DS // dagger + sword
W_DOUBLE_DA // dagger + axe
W_DOUBLE_SA // sword + axe
AMMO_NONE
AMMO_ARROW
AMMO_DAGGER
AMMO_BULLET
AMMO_SHELL
AMMO_GRENADE
AMMO_SHURIKEN
AMMO_KUNAI
AMMO_CANNONBALL
AMMO_THROWWEAPON
ITEMINFO_GENDER:
SEX_FEMALE
SEX_MALE
SEX_BOTH
ITEMINFO_LOCATIONS:
EQP_HEAD_LOW
EQP_HEAD_MID
EQP_HEAD_TOP
EQP_HAND_R
EQP_HAND_L
EQP_ARMOR
EQP_SHOES
EQP_GARMENT
EQP_ACC_R
EQP_ACC_L
EQP_COSTUME_HEAD_TOP
EQP_COSTUME_HEAD_MID
EQP_COSTUME_HEAD_LOW
EQP_COSTUME_GARMENT
EQP_COSTUME_FLOOR
EQP_AMMO
EQP_SHADOW_ARMOR
EQP_SHADOW_WEAPON
EQP_SHADOW_SHIELD
EQP_SHADOW_SHOES
EQP_SHADOW_ACC_R
EQP_SHADOW_ACC_L
// Combined
EQP_ACC_RL (EQP_ACC_R + EQP_ACC_L)
EQP_SHADOW_ACC_RL (EQP_SHADOW_ACC_R + EQP_SHADOW_ACC_L)
getequipid Befehl
getequipid
Signatur:
getequipid({<equipment slot>,<char_id>})
Beschreibung:
on the invoking character or the specified equipment slot. If nothing is equipped there, it returns -1. Valid equipment slots are: EQI_COMPOUND_ON (-1) - Item slot that calls this script (In context of item script) - exclusive to getequipid EQI_ACC_L (0) - Accessory 1 EQI_ACC_R (1) - Accessory 2 EQI_SHOES (2) - Footgear (shoes, boots) EQI_GARMENT (3) - Garment (mufflers, hoods, manteaux) EQI_HEAD_LOW (4) - Lower Headgear (beards, some masks) EQI_HEAD_MID (5) - Middle Headgear (masks, glasses) EQI_HEAD_TOP (6) - Upper Headgear EQI_ARMOR (7) - Armor (jackets, robes) EQI_HAND_L (8) - Left hand (weapons, shields) EQI_HAND_R (9) - Right hand (weapons) EQI_COSTUME_HEAD_TOP (10) - Upper Costume Headgear EQI_COSTUME_HEAD_MID (11) - Middle Costume Headgear EQI_COSTUME_HEAD_LOW (12) - Lower Costume Headgear EQI_COSTUME_GARMENT (13) - Costume Garment EQI_AMMO (14) - Arrow/Ammunition EQI_SHADOW_ARMOR (15) - Shadow Armor EQI_SHADOW_WEAPON (16) - Shadow Weapon EQI_SHADOW_SHIELD (17) - Shadow Shield EQI_SHADOW_SHOES (18) - Shadow Shoes EQI_SHADOW_ACC_R (19) - Shadow Accessory 2 EQI_SHADOW_ACC_L (20) - Shadow Accessory 1 Notice that a few items occupy several equipment slots, and if the character is wearing such an item, 'getequipid' will return its ID number for either slot. Can be used to check if you have something equipped, or if you haven't got something equipped: You can also use it to make sure people don't pass a point before removing an item totally from them. Let's say you don't want people to wear Legion Plate armor, but also don't want them to equip if after the check, you would do this:
Beispiel:
if (getequipid(EQI_HEAD_TOP) == 2234)
mes "What a lovely Tiara you have on";
else
mes "Come back when you have a Tiara on";
close;
if (getequipid(EQI_ARMOR) == 2341 || getequipid(EQI_ARMOR) == 2342) {
mes "You are wearing some Legion Plate Armor, please drop that in your stash before continuing";
close;
}
// the || is used as an or argument, there is 2341 and 2342 cause there are
// two different legion plate armors, one with a slot one without.
if (countitem(2341) > 0 || countitem(2432) > 0) {
mes "You have some Legion Plate Armor in your inventory, please drop that in your stash before continuing";
close;
}
mes "I will lets you pass.";
close2;
warp "place",50,50;
end;
bFlee Gegenstandsbonus
bFlee
Signatur:
bonus bFlee,n;
Beschreibung:
Flee + n
readparam Befehl
readparam
Signatur:
readparam(<parameter number>{,"<character name>"})
readparam(<parameter number>{,<char_id>})
Beschreibung:
This function will return the specified stat of the invoking character, or, if a character name or character id is specified, of that player. The stat can either be a number or parameter name, defined in ''. Some example parameters: StatusPoint, BaseLevel, SkillPoint, Class, Upper, Zeny, Sex, Weight, MaxWeight, JobLevel, BaseExp, JobExp, NextBaseExp, NextJobExp, Hp, MaxHp, Sp, MaxSp, BaseJob, Karma, Manner, bVit, bDex, bAgi, bStr, bInt, bLuk, Ap, MaxAp All of these also behave as variables, but don't expect to be able to just 'set' them - some will not work for various internal reasons. Example 1: Using this particular information as a function call is not required. Typing this will return the same result: Example 2: You can also use this command to get stat values.
Beispiel:
// Returns how many status points you haven't spent yet.
mes "Unused status points: " + readparam(9);
mes "Unused status points: " + StatusPoint;
if (readparam(bVit) > 77)
mes "Only people with over 77 Vit are reading this!";
bVit Gegenstandsbonus
bVit
Signatur:
bonus bVit,n;
Beschreibung:
VIT + n
Nicht angegeben
Skriptreferenzen

Für dieses Skript wurden keine dokumentierten Referenzen erkannt.

Nicht angegeben
Skriptreferenzen

Für dieses Skript wurden keine dokumentierten Referenzen erkannt.

Nicht angegeben

Nicht angegeben

Nicht angegeben

Nicht angegeben

Nicht angegeben

Nicht angegeben

Nicht angegeben

Nicht angegeben