Item Details

Rebellion's Scarf [1] ( Scarf_Of_Rebellion )

ID 28484 Rebellion's Scarf [1]
Rebellion's Scarf [1] Kaufpreis: 20 zeny Verkaufspreis: 10 zeny Gewicht: 40 Slots: 1
Typ: Rüstung/Umhang/Schuhe/Kopfbedeckung/Accessoire-Gegenstand. Untertyp: Nicht angegeben Geschlecht: Beide Orte: Rechtes Accessoire + Linkes Accessoire
Angriff: Nicht angegeben Magie Angriff: Nicht angegeben Reichweite: Nicht angegeben Verteidigung: Nicht angegeben
Waffenlevel: Nicht angegeben Rüstungslevel: 1 Min. Ausrüstungslevel: 100 Max. Ausrüstungslevel: Nicht angegeben
Veredelbar: Nicht angegeben Gradierbar: Nicht angegeben Element: Neutral Klassen: Nicht angegeben

Pertenceu a um Insurgente que, após causar muita destruição, se amargurou com o que fez e abandonou essa vida, bem como este acessório.
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ATQ da arma +5%.
Conjuração variável -10%.
Custo de SP de [Descarregar Tambor] -5.
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A cada nível de [Lançar Míssil]:
Dano crítico +3%.
A cada nível de [Reação Ilimitada]:
Dano de [Saque Rápido] +5%.
A cada nível de [Disparo Labareda]:
Pós-conjuração -1%.
Dano de [Disparo Labareda] +5%.
Custo de SP de [Disparo Labareda] -4.
A cada nível de [Rajada Estilhaçante]:
Recarga de [Furor] -4 segundos.
Dano de [Rajada Estilhaçante] +10%.
Recarga de [Rajada Estilhaçante] -0,1 segundo.
A cada nível de [Espiral Perfurante]:
Velocidade de ataque +2%.
Dano de [Espiral Perfurante] +5%.
Custo de SP de [Espiral Perfurante] -2.
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Ao aprender [Lançar Míssil] nv. 1:
Ao usar [Marcar em Brasa], 100% de chance de ativar um [efeito] por 50 segundos.
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Efeito:
Tem 50 segundos de recarga.
Ao realizar ataques físicos com Lança-Granadas:
Chance de autoconjurar [Lançar Míssil] nv. 1 ou no nível aprendido.
A cada nível de [Lançar Míssil]:
Chance de autoconjurar [Lançar Míssil] +1%.
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Tipo: Acessório
DEF: 0 DEFM: 0
Peso: 40
Nível necessário: 100
Classes: Todas

ATK +5%
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ASPD +2% per tingkat level dari skill Mass Spiral
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Variable Cast-time -10%
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After Cast-delay -1% per tingkat level dari skill Fire Rain
Mengurangi Cooldown skill Hit Barrel sebesar 4 detik per tingkat level skill Shattering Storm
Mengurangi Cooldown skill Shattering Storm sebesar 0,1 detik per tingkat level skill Shattering Storm
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Crit Damage +3% per tingkat level skill Dragon Tail
Damage skill Fire Rain +5% per tingkat level skill Fire Rain
Damage skill Mass Spiral +5% per tingkat level skill Mass Spiral
Damage skill Quick Draw Shot +5% per tingkat level skill Eternal Chain
Damage skill Shattering Storm +10% per tingkat level skill Shattering Storm
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Biaya konsumsi SP dari skill Fire Dance -5
Biaya konsumsi SP dari skill Fire Rain -4 per tingkat level skill Fire Rain
Biaya konsumsi SP dari skill Mass Spiral -2 per tingkat level skill Mass Spiral
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Memberikan 100% peluang untuk memberikan buff selama 50 detik pada saat menggunakan skill Crimson Marker:
Memiliki 1% peluang untuk autocast skill "Dragon Tail Lv1 atau level tertinggi yang dikuasai" pada target saat melakukan serangan fisik.
Pemain harus menggunakan Grenade Launcher
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Jenis : Equipment
Posisi : Aksesoris
Def : 0
Berat : 40
Syarat Lv : 100
Job : Semua Job

The scarf of a gunman who killed the four great gun masters. It is said he felt great remorse after he finished killing, so much so that he destroyed his gun and vanished.
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Physical damage against all class enemies + 5%
Aspd + 2% per level of Mass Spiral known.
Reduces the variable casting time of skills by 10%.
Reduces the cast delay of skills by 1% per level of Fire Rain known.
Reduces the cooldown of Hit Barrel by 4 seconds per level of Shattering Storm known.
Reduces the cooldown of Shattering Storm by 0.1 seconds per level of Shattering Storm known.
Increases critical damage on targets by 3% per level of Dragon Tail known.
Increases the damage of Fire Rain by 5% per level of Fire Rain known.
Increases the damage of Mass Spiral by 5% per level of Mass Spiral known.
Increases the damage of Quick Draw Shot by 5% per level of Eternal Chain known.
Increases the damage of Shattering Storm by 10% per level of Shattering Storm known.
Reduces the SP cost of Fire Dance by 5.
Reduces the SP cost of Fire Rain by 4 per level of Fire Rain known.
Reduces the SP cost of Mass Spiral by 2 per level of Mass Spiral known.
Adds a 100% chance of buffing the user for 50 seconds when using Crimson Marker; Adds a 1% chance of casting Level 1 Dragon Tail on the target when performing a physical attack per level of Dragon Tail known, if a higher level of this skill is known, it will be cast instead, if the user has a Grenade Launcher equipped.
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Class: Accessory
Weight: 40
Requires Level: 100
Usable By: All Jobs

The scarf of a gunman who killed the four great gun masters. It is said he felt great remorse after he finished killing, so much so that he destroyed his gun and vanished.
Class: Accessory
Weight: 40
Requires Level: 100
Usable By: All Jobs
Atk + 5%
Aspd + 2% per level of Mass Spiral known.
Reduces the variable casting time of skills by 10%.
Reduces the cast delay of skills by 1% per level of Fire Rain known.
Reduces the cooldown of Hit Barrel by 4 seconds per level of Shattering Storm known.
Reduces the cooldown of Shattering Storm by 0.1 seconds per level of Shattering Storm known.
Increases critical damage on targets by 3% per level of Dragon Tail known.
Increases the damage of Fire Rain by 5% per level of Fire Rain known.
Increases the damage of Mass Spiral by 5% per level of Mass Spiral known.
Increases the damage of Quick Draw Shot by 5% per level of Eternal Chain known.
Increases the damage of Shattering Storm by 10% per level of Shattering Storm known.
Reduces the SP cost of Fire Dance by 5.
Reduces the SP cost of Fire Rain by 4 per level of Fire Rain known.
Reduces the SP cost of Mass Spiral by 2 per level of Mass Spiral known.
Adds a 100% chance of buffing the user for 50 seconds when using Crimson Marker; Adds a 1% chance of casting Level 1 Dragon Tail on the target when performing a physical attack per level of Dragon Tail known, if a higher level of this skill is known, it will be cast instead, if the user has a Grenade Launcher equipped.

Alle

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Flaggen
Kann einem Ankaufsstand eines Spielers hinzugefugt werden? Nein
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? Nein
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
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.@M = getskilllv("RL_MASS_SPIRAL");
.@F = getskilllv("RL_FIRE_RAIN");
.@S = getskilllv("RL_S_STORM");
.@D = getskilllv("RL_D_TAIL");
.@E = getskilllv("RL_E_CHAIN");
bonus bAtkRate,5;
bonus bAspdRate,2*.@M;
bonus bVariableCastrate,-10;
bonus bDelayrate,-(.@F);
bonus2 bSkillCooldown,"RL_HEAT_BARREL",-4000*.@S;
bonus2 bSkillCooldown,"RL_S_STORM",-100*.@S;
bonus bCritAtkRate,3*.@D;
bonus2 bSkillAtk,"RL_FIRE_RAIN",5*.@F;
bonus2 bSkillAtk,"RL_MASS_SPIRAL",5*.@M;
bonus2 bSkillAtk,"RL_QD_SHOT",5*.@E;
bonus2 bSkillAtk,"RL_S_STORM",5*.@S;
bonus2 bSkillUseSP,"RL_FIREDANCE",10;
bonus2 bSkillUseSP,"RL_FIRE_RAIN",4*.@F;
bonus2 bSkillUseSP,"RL_MASS_SPIRAL",2*.@M;
if (.@D > 0) {
   autobonus3 "{ .@a = getskilllv(\"RL_D_TAIL\"); bonus3 bAutoSpell,\"RL_D_TAIL\",.@a,10*(1+.@a); }",1000,50000,"RL_C_MARKER","{ specialeffect2 EF_POTION_BERSERK; }";
}
Skriptreferenzen
getskilllv Befehl
getskilllv
Signatur:
getskilllv(<skill id>)
getskilllv("<skill name>")
Beschreibung:
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:
Beispiel:
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;
bAtkRate Gegenstandsbonus
bAtkRate
Signatur:
bonus bAtkRate,n;
Beschreibung:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
bAspdRate Gegenstandsbonus
bAspdRate
Signatur:
bonus bAspdRate,n;
Beschreibung:
Attack speed + n%
bVariableCastrate Gegenstandsbonus
bVariableCastrate
Signatur:
bonus2 bVariableCastrate,sk,n;
Beschreibung:
Increases variable cast time of skill sk by n% (If RENEWAL_CAST is NOT defined, this bonus is equal to bCastrate)
bDelayrate Gegenstandsbonus
bDelayrate
Signatur:
bonus bDelayrate,n;
Beschreibung:
Increases skill delay by n%
bSkillCooldown Gegenstandsbonus
bSkillCooldown
Signatur:
bonus2 bSkillCooldown,sk,t;
Beschreibung:
Increases cooldown of skill sk by t milliseconds
bCritAtkRate Gegenstandsbonus
bCritAtkRate
Signatur:
bonus bCritAtkRate,n;
Beschreibung:
Increases critical damage by +n%
bSkillAtk Gegenstandsbonus
bSkillAtk
Signatur:
bonus2 bSkillAtk,sk,n;
Beschreibung:
Increases damage of skill sk by n%
bSkillUseSP Gegenstandsbonus
bSkillUseSP
Signatur:
bonus2 bSkillUseSP,sk,n;
Beschreibung:
Decreases SP consumption of skill sk by n
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;
autobonus3 Befehl
autobonus3
Signatur:
autobonus3 <bonus script>,<rate>,<duration>,<skill id>,{<other script>};
autobonus3 <bonus script>,<rate>,<duration>,"<skill name>",{<other script>};
Beschreibung:
These commands are meant to be used in item scripts only! See 'petautobonus' for pet usage. What these commands do is 'attach' a script to the player which will get executed on attack (or when attacked in the case of autobonus2). Rate is the trigger rate of the script (1000 = 100%). Duration is the time in milliseconds that the bonus will last for since the script has triggered. Skill ID/skill name the skill which will be used as trigger to start the bonus. (autobonus3) The optional argument 'flag' is used to classify the type of attack where the script can trigger (it shares the same flags as the bAutoSpell bonus script): Range criteria: Attack type criteria: Skill criteria: The difference between the optional argument 'other script' and the 'bonus script' is that, the former one triggers only when attacking(or attacked) and the latter one runs on status calculation as well, which makes sure, within the duration, the "bonus" that get lost on status calculation is restored. So, 'bonus script' is technically supposed to accept "bonus" command only. And we usually use 'other script' to show visual effects. In all cases, when the script triggers, the attached player will be the one who holds the bonus. There is currently no way of knowing within this script who was the other character (the attacker in autobonus2, or the target in autobonus and autobonus3). //Grants a 1% chance of starting the state "all stats +10" for 10 seconds when //using weapon or misc attacks (both melee and ranged skills) and shows a special //effect when the bonus is active.
Beispiel:
BF_SHORT:  Trigger on melee attack
BF_LONG:   Trigger on ranged attack
Default:   BF_SHORT+BF_LONG
BF_WEAPON: Trigger on weapon skills
BF_MAGIC:  Trigger on magic skills
BF_MISC:   Trigger on misc skills
Default:   BF_WEAPON
BF_NORMAL: Trigger on normal attacks
BF_SKILL:  Trigger on skills
default:   If the attack type is BF_WEAPON (only) BF_NORMAL is used,
otherwise BF_SKILL+BF_NORMAL is used.
autobonus "{ bonus bAllStats,10; }",10,10000,BF_WEAPON|BF_MISC,"{ specialeffect2 EF_FIRESPLASHHIT; }";
bAutoSpell Gegenstandsbonus
bAutoSpell
Signatur:
bonus5 bAutoSpell,sk,y,n,bf,i;
Beschreibung:
Adds a n/10% chance to cast skill sk of level y when attacking with trigger criteria bf
specialeffect2 Befehl
specialeffect2
Signatur:
specialeffect2 <effect number>{,<send_target>{,"<Player Name>"}};
Beschreibung:
This command behaves identically to 'specialeffect', but the effect will be centered on the invoking character's sprite. <Player name> parameter will display <effect number> on another Player than the one currently attached to the script. Like with specialeffect, when specifying a player, <send_target> must be supplied, specifying AREA will retain the default behavior of the command.
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Skriptreferenzen

Für dieses Skript wurden keine dokumentierten Referenzen erkannt.

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Skriptreferenzen

Für dieses Skript wurden keine dokumentierten Referenzen erkannt.

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Veredelung Gruppe Gegenstandsstufe Veredelbar Waffenlevel Rüstungslevel Details
Veredelung Rüstung 1 Nein Nicht angegeben 1 Details

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