Item Details

Hissatsu: Falling Bloom [1] ( Ninja_Sheild )

ID 460093 Hissatsu: Falling Bloom [1]
Hissatsu: Falling Bloom [1] Precio de compra: zeny Precio de venta: 0 zeny Peso: 50 Ranuras: 1
Tipo: Equipamiento. Subtipo: No especificado Género: Ambos Ubicaciones: Escudo
Ataque: No especificado Ataque mágico: No especificado Alcance: No especificado Defensa: 100
Nivel de arma: No especificado Nivel de armadura: 2 Nivel de Equipamiento (Mín.): 100 Nivel de Equipamiento (Máx.): No especificado
Refinable: 1 Graduable: 1 Elemento: Neutral Clases: Cuarta clases., Todo Tercero

'If the flying kunai were like blooming flowers, how beautiful it would be.'
Under a cherry blossom, a ninja was muttering to himself as he put a mark of secret technique.
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MHP + 5%.
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Reduce After Cast Delay by 8%.
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For every 3 refine level, increase Kunai Explosion and Kunai Splash damage by 20%.
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When refined to +9 or higher, MHP + 5%, reduce physical and magic damage taken from all size enemies by 5%.
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When refined to +11 or higher, ATK + 100, long-range physical damage + 15%.
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When refined to +13 or higher, reduce Kunai Explosion cooldown by 3 seconds.
When using Kunai Explosion, auto cast Lv.1 Kunai Splash (higher skill level and required material is applied).
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[Grade Bonus]
[Grade D] For every 4 refine level, increase Kunai - Distortion, Rotation, Refraction, and Nightmare damage by 8%.
[Grade C] When refined to +9 or higher, increase physical damage against all property enemies by 15%.
[Grade B] When refined to +11 or higher, reduce After Cast Delay by 8%, enables to use Lv.5 Empty Shadow and Lv.5 Distorted Crescent.
[Grade A] When refined to +13 or higher and Base Level is 200 or higher, there's a 35% chance to auto cast Lv.1 Kunai - Rotation and Lv.1 Kunai - Refraction (higher skill level and required material is applied) when using Kunai - Distortion.
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Type : Shield
Def : 100
Weight : 50
Armor Level : 2
Required Level : 100
Class : Ninja

No especificado

Banderas
¿Puede agregarse a una tienda de compra de jugador? No
¿Invoca un monstruo? No
¿Forma parte de un contenedor? No
¿Tiene pila única? No
¿Se vincula al equipar? No
¿Anuncia el drop? No
¿Se consume al usarlo?
¿Tiene efecto al caer? No
Apilamiento
No especificado
Uso
No especificado
Comercio
Sobrescribir No especificado
¿Puede soltarse?
¿Puede comerciarse?
¿Puede comerciarse con la pareja?
¿Puede venderse a NPC?
¿Puede colocarse en el carrito?
¿Puede colocarse en el almacén?
¿Puede colocarse en el almacén de guild?
¿Puede enviarse por correo?
¿Puede ponerse en subasta?
Retraso
No especificado
.@r = getrefine();
.@g = getenchantgrade();
bonus bMaxHPrate,5;
bonus bDelayrate,-8;
bonus2 bSkillAtk,"KO_BAKURETSU",20*(.@r/3);
bonus2 bSkillAtk,"KO_HAPPOKUNAI",20*(.@r/3);
if (.@r>=9) {
   bonus bMaxHPrate,5;
   bonus2 bSubSize,Size_All,5;
   if (.@r>=11) {
       bonus bBaseAtk,100;
       bonus bLongAtkRate,15;
       if (.@r>=13) {
            bonus2 bSkillCooldown,"KO_BAKURETSU",-3000;
            bonus4 bAutoSpellOnSkill,"KO_BAKURETSU","KO_HAPPOKUNAI",max(getskilllv("KO_HAPPOKUNAI"),1),1000;
       }
   }
}
if (.@g>=ENCHANTGRADE_D) {
   bonus2 bSkillAtk,"SS_KUNAIWAIKYOKU",8*(.@r/4);
   bonus2 bSkillAtk,"SS_KUNAIKAITEN",8*(.@r/4);
   bonus2 bSkillAtk,"SS_KUNAIKUSSETSU",8*(.@r/4);
   bonus2 bSkillAtk,"SS_HITOUAKUMU",8*(.@r/4);
}
if (.@g>=ENCHANTGRADE_C) {
   if (.@r>=9) {
       bonus2 bAddEle,Ele_All,15;
   }
}
if (.@g>=ENCHANTGRADE_B) {
   if (.@r>=11) {
       bonus bDelayrate,-8;
       skill "KG_KYOMU",5;
       skill "OB_ZANGETSU",5;
   }
}
if (.@g>=ENCHANTGRADE_A) {
   if (.@r>=13) {
       if (BaseLevel>=200) {
            bonus4 bAutoSpellOnSkill,"SS_KUNAIWAIKYOKU","SS_KUNAIKAITEN",max(getskilllv("KO_HAPPOKUNAI"),1),350;
            bonus4 bAutoSpellOnSkill,"SS_KUNAIWAIKYOKU","SS_KUNAIKUSSETSU",max(getskilllv("KO_HAPPOKUNAI"),1),350;
       }
   }
}
Referencias del Script
getrefine Comando
getrefine
Firma:
getrefine()
Descripción:
function is called. This function is intended for use in item scripts.
getenchantgrade Comando
getenchantgrade
Firma:
getenchantgrade({<equipment slot>,<char_id>})
Descripción:
function is called or the specified equipment slot. If nothing is equipped there, it returns -1. Valid equipment slots are: EQI_COMPOUND_ON - Item slot that calls this script (In context of item script) (default) For a list of others equipment slots see 'getequipid'.
bMaxHPrate Bono de Ítem
bMaxHPrate
Firma:
bonus bMaxHPrate,n;
Descripción:
MaxHP + n%
bDelayrate Bono de Ítem
bDelayrate
Firma:
bonus bDelayrate,n;
Descripción:
Increases skill delay by n%
bSkillAtk Bono de Ítem
bSkillAtk
Firma:
bonus2 bSkillAtk,sk,n;
Descripción:
Increases damage of skill sk by n%
if Comando
if
Firma:
if (<condition>) <statement>;
Descripción:
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.
Ejemplo:
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;
bSubSize Bono de Ítem
bSubSize
Firma:
bonus2 bSubSize,s,x;
Descripción:
+x% damage reduction against size s
bBaseAtk Bono de Ítem
bBaseAtk
Firma:
bonus bBaseAtk,n;
Descripción:
Basic attack power + n
bLongAtkRate Bono de Ítem
bLongAtkRate
Firma:
bonus bLongAtkRate,n;
Descripción:
Increases damage of long ranged attacks by n%
bSkillCooldown Bono de Ítem
bSkillCooldown
Firma:
bonus2 bSkillCooldown,sk,t;
Descripción:
Increases cooldown of skill sk by t milliseconds
bAutoSpellOnSkill Bono de Ítem
bAutoSpellOnSkill
Firma:
bonus5 bAutoSpellOnSkill,sk,x,y,n,i;
Descripción:
Adds a n/10% chance to autospell skill x at level y when using skill sk
getskilllv Comando
getskilllv
Firma:
getskilllv(<skill id>)
getskilllv("<skill name>")
Descripción:
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:
Ejemplo:
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;
bAddEle Bono de Ítem
bAddEle
Firma:
bonus3 bAddEle,e,x,bf;
Descripción:
+x% physical damage against element e with trigger criteria bf
No especificado
Referencias del Script

No se detectaron referencias documentadas en este script.

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Referencias del Script

No se detectaron referencias documentadas en este script.

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Refinado Grupo Nivel del objeto Refinable Nivel de arma Nivel de armadura Detalles
Refinado Armadura 2 No especificado 2 Detalles

No especificado