Item Details

Major Auto Spell Shadow Earring ( S_M_AutoSpell_Earring )

ID 24730 Major Auto Spell Shadow Earring
Major Auto Spell Shadow Earring Buy Price: zeny Sell Price: 0 zeny Weight: 0 Slots: Not specified
Type: Shadow Equipment item. Sub Type: Not specified Gender: Both Locations: Shadow Accessory Right (Earring)
Attack: Not specified Magic Attack: Not specified Range: Not specified Defense: Not specified
Weapon Level: Not specified Armor Level: Not specified Min. Equip Level: Not specified Max. Equip Level: Not specified
Refineable: 1 Gradable: Not specified Element: Neutral Classes: Not specified

Brinco usado como complemento para os acessórios convencionais.
--------------------------
HP máx. +10 por refino.
--------------------------
ATQ da arma +3%.
A cada 2 refinos:
Dano físico corpo a corpo +1%.
Refino +9 ou mais:
Velocidade de ataque +1.
Refino +10 ou mais:
Ao realizar ataques físicos corpo a corpo, 7% de chance de autoconjurar [Ofensiva Fatal] nv.7 ou no maior nível aprendido.
--------------------------
Conjunto
[Colar Sombrio de Automagia]
ATQ da arma +2% adicional.
Soma dos refinos 18 ou mais:
Ao realizar ataques físicos corpo a corpo, 4% de chance de autoconjurar [Brandir Machado] nv.4 ou no maior nível aprendido.
Soma dos refinos 20 ou mais:
Chance de autoconjuração +4% adicional.
Autoconjura [Brandir Machado] nv.8 ou no maior nível aprendido.
--------------------------
Tipo: Equip. Sombrio
Posição: Brinco
Peso: 0 Nível mín.: 100
Classes: Todas

ATK + 3%.

Increases melee physical damage by 1% per 2 refine rate.

If refine rate is 9 or higher, ASPD + 1.

If refine rate is 10 or higher, has a 7% chance to auto-cast Fatal Menace level 7 when dealing normal melee physical damage (If user has higher level. That level will be cast instead).

Set Bonus:
Major Auto Spell Shadow Earring
Major Auto Spell Shadow Pendant

ATK +2%,

if the sum of refine rate of set is 18 or higher, has a 4% chance to auto-cast Power Swing level 4 when dealing normal melee physical damage (If user has higher level. That level will be cast instead),

if the sum of refine rate of set is 20 or higher, has a 8% chance to auto-cast Power Swing level 8 when dealing normal melee physical damage (If user has higher level. That level will be cast instead).
------------------------
Class: Shadow Equipment
Location: Shadow Earring
Weight: 0
Required Lv: 1
Class: All Class

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();
bonus bMaxHP,.@r*10;
bonus bAtkRate,3;
bonus bShortAtkRate,(.@r/2);
if (.@r>=9) {
   bonus bAspd,1;
   if (.@r>=10) {
      bonus5 bAutoSpell,"SC_FATALMENACE",max(getskilllv("SC_FATALMENACE"),7),70,BF_SHORT|BF_NORMAL,1;
   }
}
Script References
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
bMaxHP Item Bonus
bMaxHP
Signature:
bonus bMaxHP,n;
Description:
MaxHP + 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)
bShortAtkRate Item Bonus
bShortAtkRate
Signature:
bonus bShortAtkRate,n;
Description:
Increases damage of short ranged attacks by n%
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;
bAspd Item Bonus
bAspd
Signature:
bonus bAspd,n;
Description:
Attack speed + n
bonus5 Command
bonus5
Signature:
bonus5 <bonus type>,<val1>,<val2>,<val3>,<val4>,<val5>;
Description:
These commands are meant to be used in item scripts. They will probably work outside item scripts, but the bonus will not persist for long. They, as expected, refer only to an invoking character. kind in ''.
bAutoSpell Item Bonus
bAutoSpell
Signature:
bonus5 bAutoSpell,sk,y,n,bf,i;
Description:
Adds a n/10% chance to cast skill sk of level y when attacking with trigger criteria bf
getskilllv Command
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:
Example:
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;
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

ID Trigger Item Base Items Materials Roles Details
#33 Shadow Changer 50 50 rodatabase.base_item Result Item Details

Not specified

Not specified