Item Details

Hunting Knife [1] ( Matagi_Swordaxe )

ID 28491 Hunting Knife [1]
Hunting Knife [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: 90 Max. Ausrüstungslevel: Nicht angegeben
Veredelbar: Nicht angegeben Gradierbar: Nicht angegeben Element: Neutral Klassen: Nicht angegeben

Um punhal multiuso portado pelos Matagis, caçadores que vivem nos arredores de Amatsu. Se você for um aficionado pelo estilo de vida da caça e sobrevivência, esta é a arma ideal.
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SOR +2.
Precisão +10.
CRIT +5 a distância.
Habilita [Esconderijo] nv. 1.
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SOR base 100 ou mais:
Precisão +5 adicional.
CRIT +10 a distância adicional.
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Conjunto
[Faro Aguçado 1]
Precisão +15 adicional.
CRIT +10 a distância adicional.
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Conjunto
[Faro Aguçado 2]
Precisão +15 adicional.
CRIT +10 a distância adicional.
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Tipo: Acessório
DEF: 0 DEFM: 0
Peso: 40
Nível necessário: 90
Classes: Todas

Crit +5, Saat melakukan serangan fisik jarak jauh.
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LUK +2 , HIT +10.
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Dapat menggunakan Hiding Lv 1.
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Apabila base Luk pemain 100 atau lebih,
HIT +5,
Tambahan Crit +10 saat melakukan serangan fisik jarak jauh.
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Saat dikenakan dengan [Sharp1],
HIT + 15,
Crit +10, Saat melakukan serangan fisik jarak jauh.
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Saat dikenakan dengan [Sharp2],
HIT + 15,
Crit +10, Saat melakukan serangan fisik jarak jauh.
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Jenis : Accessory
Berat : 40
Syarat Lv : 90
Job : All Job

A dagger with a wide variety of applications. Particularly useful for hunting in the mountains.
Class: Accessory
Weight: 40
Requires Level: 90
Usable By: All Jobs
Luk + 2
Hit + 10
Crit + 5 when performing a long-ranged attack.
Enables Level 1 Hiding.
If the users base Luk is 100 or higher,
Additional Hit + 5
Additional Crit + 10 when performing a long-ranged attack.

Set Bonus
Sharp 1
Hunting Knife [1]
Hit + 15
Crit + 10 when performing a long-ranged attack.

Set Bonus
Sharp 2
Hunting Knife [1]
Hit + 15
Crit + 10 when performing a long-ranged attack.

A dagger with a wide variety of applications. Particularly useful for hunting in the mountains.
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LUK + 2
HIT + 10
CRI + 5 when performing a long-ranged attack.
Enables use of [Hiding] Lv 1.

If pure LUK is 100 or higher:
HIT + 5
CRI + 10 when performing a long-ranged attack additionally.

When equiped with Fatal Lv 1
HIT + 15
CRI + 10 when performing a long-ranged attack.

When equiped with Fatal Lv 2
HIT + 15
CRI + 10 when performing a long-ranged attack.
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Class : Accessory
Defense : 0
Weight : 40
Required Level : 90
Jobs: All Jobs

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
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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
bonus bLuk,2;
bonus bHit,10;
bonus bCriticalLong,5;
skill "TF_HIDING",1;
if (readparam(bLuk)>=100) {
   bonus bHit,5;
   bonus bCriticalLong,10;
}
Skriptreferenzen
bLuk Gegenstandsbonus
bLuk
Signatur:
bonus bLuk,n;
Beschreibung:
LUK + n
bHit Gegenstandsbonus
bHit
Signatur:
bonus bHit,n;
Beschreibung:
Hit + n
bCriticalLong Gegenstandsbonus
bCriticalLong
Signatur:
bonus bCriticalLong,n;
Beschreibung:
Critical + n for normal long ranged attack (won't be shown in status window)
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;
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!";
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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

Nicht angegeben