Item Details

Hippie Rope [2] ( Hippie_Rope )

ID 26200 Hippie Rope [2]
Hippie Rope [2] Buy Price: zeny Sell Price: 0 zeny Weight: 100 Slots: 2
Type: Weapon item. Sub Type: Whip Gender: Female Locations: Weapon
Attack: 140 Magic Attack: Not specified Range: 2 Defense: Not specified
Weapon Level: 3 Armor Level: Not specified Min. Equip Level: 100 Max. Equip Level: Not specified
Refineable: 1 Gradable: Not specified Element: Neutral Classes: Fourth classes., All Third classes.

Chicote feito de Tipiti, um material indígena.
É bastante flexível.
[A cada nível de [Lições de Dança], velocidade de ataque +1%.
Refino +7 ou mais, a cada nível de [Lições de Dança], ATQ+5.
Refino +9 ou mais: velocidade de ataque +1.
Tipo: Chicote ATQ: 140
Peso:100
Nv. da arma: 3
Nv. necessário: 100
Classes: Musas e evoluções

Cambuk yang mencerminkan keinginan untuk hidup bebas
Terlihat tua dan usang, tetapi lebih fleksibel dari cambuk yang baru
------------------------
Per level Dance Lesson
ASPD +1%
------------------------
Jika tingkat tempa +7 atau lebih
ATK +5, per level Dance Lesson
------------------------
Jika tingkat tempa +9 atau lebih
ASPD +1.
------------------------
Set Bonus
Hippie Clothes
Hippie Feather
Hippie Rope

ATK +30
------------------------
Jenis : Whip
ATK : 140
Properti : Netral
Berat : 100
Weapon Lv : 3
Syarat Lv : 100
Job : Wanderer

Rope that embodies the wielder's yearning for personal freedom. Old and worn, it bends and thrashes more flexibly than new rope.
Class: Whip
Attack: 140
Property: Neutral
Weight: 100
Weapon Level: 3
Required Level: 100
Required Jobs: Wanderer
Aspd + 1% per level of Dance Lessons known.
If upgrade level is +7 or higher,
ATK + 5 per level of Dance Lessons known.
If upgrade level is +9 or higher,
Aspd + 1
Set Bonus
Hippie Clothes
Hippie Feather
Hippie Rope
ATK + 30
Aspd + 1
Increases critical damage on targets by 20%.

Rope that embodies the wielder's yearning for personal freedom. Old and worn, it bends and thrashes more flexibly than new rope.
[For each Lv of Dance Lessons.]
Aspd +1%
[If refine Lv 7 or higher]
For each Lv of Dance Lessons.
ATK +5
[If refine Lv 9 or higher]
Aspd +1
[Set bonus]
Hippie Clothes
Hippie Feather
Hippie Rope
ATK +30
Aspd +1
Critical damage +20%.
Class: Whip
Attack: 140
Property: Neutral
Weight: 100
Weapon Level: 3
Required Level: 100
Required Jobs: Wanderer

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();
.@lvl = getskilllv("WM_LESSON");
bonus bAspdRate,.@lvl;
if (.@r>=7)
   bonus bBaseAtk,(5*.@lvl);
if (.@r>=9)
   bonus bAspd,1;
Script References
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
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;
bAspdRate Item Bonus
bAspdRate
Signature:
bonus bAspdRate,n;
Description:
Attack speed + 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;
bBaseAtk Item Bonus
bBaseAtk
Signature:
bonus bBaseAtk,n;
Description:
Basic attack power + n
bAspd Item Bonus
bAspd
Signature:
bonus bAspd,n;
Description:
Attack speed + n
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

Not specified

Not specified

Refine Group Item Level Refineable Weapon Level Armor Level Details
Refine Weapon 3 Yes 3 Not specified Details

Not specified