Item Details

Thief Figure ( Thief_Figure )

ID 2770 Thief Figure
Thief Figure Buy Price: zeny Sell Price: 0 zeny Weight: 0 Slots: Not specified
Type: Armor/Garment/Boots/Headgear/Accessory item. Sub Type: Not specified Gender: Both Locations: Right_Accessory + Left_Accessory
Attack: Not specified Magic Attack: Not specified Range: Not specified Defense: Not specified
Weapon Level: Not specified Armor Level: 1 Min. Equip Level: Not specified Max. Equip Level: Not specified
Refineable: Not specified Gradable: Not specified Element: Neutral Classes: Not specified

Uma bela estatueta de um Gatuno.
AGI +1, efeito extra de VelAtq +3% quando equipada em Gatuno e evoluções.
Classe: Acessório
Defesa: 0
Peso: 0
Classes: Todas

Figur seorang Thief, yang mempunyai senyuman licik.
AGI+1, Efek Tambahan : Thief Job ASPD+ 3%.
Class : Aksesoris
Defense : 0
Berat : 0
Jobs : All

A fine figure of a Thief, which has a mischievous smile on it.
Character Bound
Class: Accessory
Weight: 0
Requires Level: 1
Usable By: All Jobs
Agi + 1
Thief Bonus
Aspd + 3%

Account Bound.
A fine figure of a Thief with a mischievous smile on his face.
Agi +1
[If used by Thieves]
Aspd +3%
Class: Accessory
Defense: 0
Weight: 0
Required Level: 1
Jobs: All

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? No
Can be traded? No
Can be traded with partner? Yes
Can be sold to NPC? Yes
Can be placed in cart? No
Can be placed in storage? No
Can be placed in guild storage? No
Can be sent by mail? No
Can be put in auction? No
Delay
Not specified
bonus bAgi,1;
if (BaseClass == Job_Thief)
   bonus bAspdRate,3;
Script References
bAgi Item Bonus
bAgi
Signature:
bonus bAgi,n;
Description:
AGI + 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;
bAspdRate Item Bonus
bAspdRate
Signature:
bonus bAspdRate,n;
Description:
Attack speed + n%
Not specified
Script References

No documented script references were detected.

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Script References

No documented script references were detected.

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Refine Group Item Level Refineable Weapon Level Armor Level Details
Refine Armor 1 No Not specified 1 Details

Not specified