Item Details

Fallen Warrior's Shield [1] ( Fallen_Shield_TH )

ID 28977 Fallen Warrior's Shield [1]
Fallen Warrior's Shield [1] Buy Price: zeny Sell Price: 0 zeny Weight: 350 Slots: 1
Type: Armor/Garment/Boots/Headgear/Accessory item. Sub Type: Not specified Gender: Both Locations: Shield
Attack: Not specified Magic Attack: Not specified Range: Not specified Defense: 120
Weapon Level: Not specified Armor Level: 1 Min. Equip Level: 100 Max. Equip Level: Not specified
Refineable: 1 Gradable: Not specified Element: Neutral Classes: Not specified

Shield tidak bisa dihancurkan.
------------------------
Mdef -15.
Mengurangi damage dari Monster Normal (Termasuk Player) dan Demon sebesar 10%.
------------------------
Jika tingkat tempa +7 atau lebih,
ASPD +2
------------------------
Jika tingkat tempa +12 atau lebih,
Saat digunakan oleh Job Rune Knight,
Mengurangi Cooldown Hundred Spear 1 detik.

Saat digunakan oleh Job Royal Guard,
Mengurangi Variable Cast Time Earth Drive 100%.
------------------------
Jika tingkat tempa +13 atau lebih,
Hit +40,
Menambah physical damage ke all enemy 5%.
------------------------
Set Bonus
Fallen Warrior Shield
Record of Swordman
Old Rune Circlet
Saat level skill Hundred Spear Lv 10.
Pemain dapat menggunakan skill [Shield Spell] Lv 1

Apabila level skill Ignition Break lv 1,
ATK -120.

Jika total level tempa set 22 atau lebih,
After Cast Delay -5%.
ASPD +10%.

Jika total level tempa set 24 atau lebih,
Reduce Cooldown Hundred Spear 0.5 detik.
------------------------
Set Bonus
Fallen Warrior Shield
Record of Swordman
Old Casket of Protection
Saat level skill Shield Press lv 5,
Reduce After Cast Delay 10%.

Saat level skill Over Brand lv 1,
Penambahan After Cast Delay 30%

Jika total tempa set 22 atau lebih,
Menambah damage Earth Drive dan Shield Press Sebesar 25%.

Jika total tempa set 24 atau lebih,
Mengurangi Cooldown Earth Drive 0,5 detik
------------------------
Jenis : Equipment
Posisi : Shield
Def : 120
Berat : 350
Syarat Lv : 100
Job : Semua Job

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 bUnbreakableShield;
bonus bMdef,-15;
bonus2 bSubRace,RC_Demon,10;
bonus2 bSubRace,RC_Player_Human,10;
bonus2 bSubRace,RC_Player_Doram,10;
if (.@r>=7) {
   bonus bAspd,2;
}
if (.@r>=10) {
   if (eaclass()&EAJL_THIRD && BaseJob == Job_Knight)
       bonus2 bSkillCooldown,"RK_HUNDREDSPEAR",-1000;
   if (eaclass()&EAJL_THIRD && BaseJob == Job_Crusader)
       bonus2 bFixedCastrate,"LG_EARTHDRIVE",-100;
}
if (.@r>=12) {
   bonus bHit,40;
   bonus bAtkRate,5;
}
Script References
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
bUnbreakableShield Item Bonus
bUnbreakableShield
Signature:
bonus bUnbreakableShield;
Description:
Shield cannot be damaged/broken by any means
bMdef Item Bonus
bMdef
Signature:
bonus bMdef,n;
Description:
Equipment MDEF + n
bSubRace Item Bonus
bSubRace
Signature:
bonus3 bSubRace,r,x,bf;
Description:
+x% damage reduction against race r with trigger criteria bf
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
eaclass Command
eaclass
Signature:
eaclass({<job number>,<char_id>})
Description:
This commands returns the "eA job-number" corresponding to the given class, and uses the invoking player's class if none is given. The eA job-number is also a class number system, but it's one that comes with constants which make it easy to convert among classes. The command will return -1 if you pass it a job number which doesn't have an eA job-number equivalent.
Example:
.@eac = eaclass();
if ((.@eac&EAJ_BASEMASK) == EAJ_SWORDMAN)
mes "Your base job is Swordman.";
if (.@eac&EAJL_UPPER)
mes "You are a rebirth job.";
if ((.@eac&EAJ_UPPERMASK) == EAJ_SWORDMAN)
mes "You must be a Swordman, Baby Swordman or High Swordman.";
bSkillCooldown Item Bonus
bSkillCooldown
Signature:
bonus2 bSkillCooldown,sk,t;
Description:
Increases cooldown of skill sk by t milliseconds
bFixedCastrate Item Bonus
bFixedCastrate
Signature:
bonus2 bFixedCastrate,sk,n;
Description:
Increases fixed cast time of skill sk by n% (has effect in RENEWAL_CAST only)
bHit Item Bonus
bHit
Signature:
bonus bHit,n;
Description:
Hit + 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

Not specified

Not specified

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

Not specified