Item Details

Hunting Knife [1] ( Matagi_Swordaxe )

ID 28491 Hunting Knife [1]
Hunting Knife [1] Prix d'achat: 20 zeny Prix de vente: 10 zeny Poids: 40 Emplacements: 1
Type: Armure/Vêtement/Bottes/Coiffure/Accessoire. Sous-type: Non spécifié Genre: Les deux Lieux: Accessoire_Droit + Accessoire_Gauche
Attaque: Non spécifié Attaque magique: Non spécifié Portée: Non spécifié Défense: Non spécifié
Niveau d'arme: Non spécifié Niveau d'armure: 1 Niveau d'équipement min.: 90 Niveau d'équipement max.: Non spécifié
Affûtage: Non spécifié Améliorable: Non spécifié Élément: Neutre Classes: Non spécifié

Um punhal multiuso portado pelos Matagis, caçadores que vivem nos arredores de Amatsu. Se você for um aficionado pelo estilo de vida da caça e sobrevivência, esta é a arma ideal.
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SOR +2.
Precisão +10.
CRIT +5 a distância.
Habilita [Esconderijo] nv. 1.
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SOR base 100 ou mais:
Precisão +5 adicional.
CRIT +10 a distância adicional.
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Conjunto
[Faro Aguçado 1]
Precisão +15 adicional.
CRIT +10 a distância adicional.
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Conjunto
[Faro Aguçado 2]
Precisão +15 adicional.
CRIT +10 a distância adicional.
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Tipo: Acessório
DEF: 0 DEFM: 0
Peso: 40
Nível necessário: 90
Classes: Todas

Crit +5, Saat melakukan serangan fisik jarak jauh.
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LUK +2 , HIT +10.
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Dapat menggunakan Hiding Lv 1.
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Apabila base Luk pemain 100 atau lebih,
HIT +5,
Tambahan Crit +10 saat melakukan serangan fisik jarak jauh.
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Saat dikenakan dengan [Sharp1],
HIT + 15,
Crit +10, Saat melakukan serangan fisik jarak jauh.
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Saat dikenakan dengan [Sharp2],
HIT + 15,
Crit +10, Saat melakukan serangan fisik jarak jauh.
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Jenis : Accessory
Berat : 40
Syarat Lv : 90
Job : All Job

A dagger with a wide variety of applications. Particularly useful for hunting in the mountains.
Class: Accessory
Weight: 40
Requires Level: 90
Usable By: All Jobs
Luk + 2
Hit + 10
Crit + 5 when performing a long-ranged attack.
Enables Level 1 Hiding.
If the users base Luk is 100 or higher,
Additional Hit + 5
Additional Crit + 10 when performing a long-ranged attack.

Set Bonus
Sharp 1
Hunting Knife [1]
Hit + 15
Crit + 10 when performing a long-ranged attack.

Set Bonus
Sharp 2
Hunting Knife [1]
Hit + 15
Crit + 10 when performing a long-ranged attack.

A dagger with a wide variety of applications. Particularly useful for hunting in the mountains.
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LUK + 2
HIT + 10
CRI + 5 when performing a long-ranged attack.
Enables use of [Hiding] Lv 1.

If pure LUK is 100 or higher:
HIT + 5
CRI + 10 when performing a long-ranged attack additionally.

When equiped with Fatal Lv 1
HIT + 15
CRI + 10 when performing a long-ranged attack.

When equiped with Fatal Lv 2
HIT + 15
CRI + 10 when performing a long-ranged attack.
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Class : Accessory
Defense : 0
Weight : 40
Required Level : 90
Jobs: All Jobs

Tous

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Drapeaux
Peut-il être ajouté à une boutique d'achat de joueur ? Non
Invoque un monstre ? Non
Fait partie d'un conteneur ? Non
Possède une pile unique ? Non
Se lie à l'équipement ? Non
Annonce le drop ? Non
Est consommé à l'utilisation ? Oui
A un effet au sol ? Non
Empilement
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Utilisation
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Commerce
Remplacer Non spécifié
Peut être jeté ? Oui
Peut être échangé ? Oui
Peut être échangé avec le partenaire ? Oui
Peut être vendu à un PNJ ? Oui
Peut être placé dans le chariot ? Oui
Peut être placé dans le stockage ? Oui
Peut être placé dans le stockage de guilde ? Oui
Peut être envoyé par courrier ? Oui
Peut être mis aux enchères ? Oui
Délai
Non spécifié
bonus bLuk,2;
bonus bHit,10;
bonus bCriticalLong,5;
skill "TF_HIDING",1;
if (readparam(bLuk)>=100) {
   bonus bHit,5;
   bonus bCriticalLong,10;
}
Références du Script
bLuk Bonus d’Objet
bLuk
Signature:
bonus bLuk,n;
Description:
LUK + n
bHit Bonus d’Objet
bHit
Signature:
bonus bHit,n;
Description:
Hit + n
bCriticalLong Bonus d’Objet
bCriticalLong
Signature:
bonus bCriticalLong,n;
Description:
Critical + n for normal long ranged attack (won't be shown in status window)
if Commande
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.
Exemple:
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;
readparam Commande
readparam
Signature:
readparam(<parameter number>{,"<character name>"})
readparam(<parameter number>{,<char_id>})
Description:
This function will return the specified stat of the invoking character, or, if a character name or character id is specified, of that player. The stat can either be a number or parameter name, defined in ''. Some example parameters: StatusPoint, BaseLevel, SkillPoint, Class, Upper, Zeny, Sex, Weight, MaxWeight, JobLevel, BaseExp, JobExp, NextBaseExp, NextJobExp, Hp, MaxHp, Sp, MaxSp, BaseJob, Karma, Manner, bVit, bDex, bAgi, bStr, bInt, bLuk, Ap, MaxAp All of these also behave as variables, but don't expect to be able to just 'set' them - some will not work for various internal reasons. Example 1: Using this particular information as a function call is not required. Typing this will return the same result: Example 2: You can also use this command to get stat values.
Exemple:
// Returns how many status points you haven't spent yet.
mes "Unused status points: " + readparam(9);
mes "Unused status points: " + StatusPoint;
if (readparam(bVit) > 77)
mes "Only people with over 77 Vit are reading this!";
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Références du Script

Aucune référence documentée n’a été détectée dans ce script.

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Références du Script

Aucune référence documentée n’a été détectée dans ce script.

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Raffinage Groupe Niveau de l'objet Affûtage Niveau d'arme Niveau d'armure Détails
Raffinage Armure 1 Non Non spécifié 1 Détails

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