Item Details

YSF01 Plate [1] ( YSF01_Plate )

ID 15212 YSF01 Plate [1]
YSF01 Plate [1] Buy Price: zeny Sell Price: 0 zeny Weight: 210 Slots: 1
Type: Armor/Garment/Boots/Headgear/Accessory item. Sub Type: Not specified Gender: Both Locations: Armor
Attack: Not specified Magic Attack: Not specified Range: Not specified Defense: 78
Weapon Level: Not specified Armor Level: 1 Min. Equip Level: 170 Max. Equip Level: Not specified
Refineable: 1 Gradable: Not specified Element: Neutral Classes: Not specified

Peças de equipamento da cobaia Y.S.F.01.
Existe uma magia contida, isolada do resto do mundo.
Você pode ser consumido pela magia se usar indiscriminadamente.
Código de identificação: Ymir project Sample Final.
--------------------------
Refino +8 ou mais:
ATQ da arma +5%.
Refino +11 ou mais:
ATQ da arma +2% adicional.
Refino +13 ou mais:
ATQ da arma +4% adicional.
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FOR base 125 ou mais:
A cada refino:
ATQ da arma +1%.
--------------------------
Conjunto
[Grevas YSF01]
[Manteau YSF01]
Soma dos refinos do conjunto +39 ou mais:
Ao realizar ataques físicos, 5% de chance de se transformar em Seyren Windsor por 5 segundos.
--------------------------
Durante a transformação:
Ignora 100% a DEF de todas as raças de monstros.
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Tipo: Armadura
DEF: 78 DEFM: 0
Peso: 210
Nível necessário: 170
Classes: Todas

The plate used by Werner's experiment. Beware, you may be consumed by its power.

ATK + 1% per upgrade level of the item,
if the users base Str is 125 or higher.
If upgrade level is +8 or higher,
Additional ATK + 5%
If upgrade level is +11 or higher,
Additional ATK + 2%
If upgrade level is +13 or higher,
Additional ATK + 4%

SET BONUS
YSF01 Greaves
YSF01 Plate
Aspd + 1% per upgrade level of YSF01 Greaves.

SET BONUS
YSF01 Greaves
YSF01 Manteau
YSF01 Plate
If the combined upgrade levels of YSF01 Greaves,
YSF01 Manteau and YSF01 Plate are +39 or higher,
Adds a 5% chance of buffing the user for
5 seconds when performing a physical attack;
Bypass 100% of hard defense of normal monsters
and boss monsters when performing a physical attack.

SET BONUS
YSF01 Manteau
YSF01 Plate
Reduces the after cast delay of skills by
1% per upgrade level of YSF01 Manteau.

Class: Armor
Defense: 78
Weight: 210
Requires Level: 170
Usable By: All Jobs

The plate used by Werner's experiment. Beware, you may be consumed by it's power.
Class: Armor
Defense: 78
Weight: 210
Requires Level: 170
Usable By: All Jobs
Atk + 1% per upgrade level of the item, if the users base Str is 125 or higher.
If upgrade level is +8 or higher,
Additional Atk + 5%
If upgrade level is +11 or higher,
Additional Atk + 2%
If upgrade level is +13 or higher,
Additional Atk + 4%
Set Bonus
YSF01 Greaves
YSF01 Plate
Aspd + 1% per upgrade level of YSF01 Greaves.
Set Bonus
YSF01 Greaves
YSF01 Manteau
YSF01 Plate
If the combined upgrade levels of YSF01 Greaves, YSF01 Manteau and YSF01 Plate are +39 or higher,
Adds a 5% chance of buffing the user for 5 seconds when performing a physical attack; Bypass 100% of hard defense of normal monsters and boss monsters when performing a physical attack.
Set Bonus
YSF01 Manteau
YSF01 Plate
Reduces the cast delay of skills by 1% per upgrade level of YSF01 Manteau.

All

Not specified

Flags
Can be added to a player buying store? No
Summons monster? No
Is part of a container? No
Has unique stack? No
Binds on equip? No
Announces drop? No
Is consumed on use? Yes
Has drop effect? No
Stacking
Not specified
Usage
Not specified
Trade
Override Not specified
Can be dropped? Yes
Can be traded? Yes
Can be traded with partner? Yes
Can be sold to NPC? Yes
Can be placed in cart? Yes
Can be placed in storage? Yes
Can be placed in guild storage? Yes
Can be sent by mail? Yes
Can be put in auction? Yes
Delay
Not specified
.@r = getrefine();
if (.@r >= 13) {
   .@val = 11;
} else if (.@r >= 11) {
   .@val = 7;
} else if (.@r >= 8) {
   .@val = 5;
}
if (readparam(bStr) >= 125) {
   .@val += .@r;
}
if (.@val) {
   bonus bAtkRate,.@val;
}
Script References
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
if Command
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.
Example:
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 Command
readparam
Signature:
readparam(<parameter number>{,"<character name>"})
readparam(<parameter number>{,<char_id>})
Description:
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.
Example:
// 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!";
bStr Item Bonus
bStr
Signature:
bonus bStr,n;
Description:
STR + n
bAtkRate Item Bonus
bAtkRate
Signature:
bonus bAtkRate,n;
Description:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
Not specified
Script References

No documented script references were detected.

Not specified
Script References

No documented script references were detected.

Not specified

Not specified

Not specified

Not specified

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Refine Group Item Level Refineable Weapon Level Armor Level Details
Refine Armor 1 Yes Not specified 1 Details

Not specified