Item Details

Dark Triad [1] ( Dark_Triad )

ID 450214 Dark Triad [1]
Dark Triad [1] Prix d'achat: zeny Prix de vente: 0 zeny Poids: 100 Emplacements: 1
Type: Armure/Vêtement/Bottes/Coiffure/Accessoire. Sous-type: Non spécifié Genre: Les deux Lieux: Armure
Attaque: Non spécifié Attaque magique: Non spécifié Portée: Non spécifié Défense: 100
Niveau d'arme: Non spécifié Niveau d'armure: 1 Niveau d'équipement min.: 1 Niveau d'équipement max.: Non spécifié
Affûtage: 1 Améliorable: Non spécifié Élément: Neutre Classes: Non spécifié

Sobretudo de uma organização criminosa que almejava roubar o Museu de Artes de Brasilis.
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HP e SP máx. +10%.
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Refino +5 ou mais:
Precisão perfeita +10.
Refino +7 ou mais:
Precisão perfeita +15 adicional.
Refino +10 ou mais:
DES +30.
Torna a armadura indestrutível em batalha.
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A cada nível de [Disparo Triplo]:
Dano físico contra todas as raças +2%.
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A cada nível de [Redemoinho de Absorção]:
AGI +10. ATQ +50.
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Ao aprender [Desejo das Sombras] nv.10:
Ao usar [Disparo Triplo], 3% de chance de ativar o efeito de [Ilimitar] nv.5 por 5 segundos.
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Desequipar o item cancela o efeito de [Ilimitar].
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Tipo: Armadura
DEF: 100 DEFM: 0
Peso: 100
Nível necessário: 100
Classes: Todas

MaxHP +10%, MaxSP +10%.
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Jika skill "Shadow Spell" mencapai Lv 10,
Terdapat 3% peluang auto-cast buff "Lv 5 No Limits" selama 5 detik saat menggunakan skill "Triangle Shot",
Buff No Limits akan hilang jika armor dilepas.
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Damage fisik ke semua Race Monster (Termasuk Player) +7% per 1 level skill "Triangle Shot".
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Per 1 level skill "Maelstrom":
AGI +10
ATK +50
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Jika tingkat tempa +9 atau lebih,
Perfect HIT +25
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Jika tingkat tempa +11 atau lebih,
Perfect HIT +25
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Jenis: Equiptment
Def: 100
Posisi: Armor
Berat: 100
Syarat Lv: 1
Job: Semua Job

Robes kept in a Great Wizard's mansion. When equipped, it is possible to perform actions beyond physical limitations.

MaxHP + 10%, MaxSP + 10%.
When Shadow Spell is level 10 or higher and when using Triangle Shot, adds 3% chance to give No Limits buff for 5 seconds.
When item is unequipped, cancels effects of No Limits.
Increase physical damage to all monster race by 7% per 1 skill level of Triangle Shot learned.
Agi + 10 and ATK + 50 per each level of Maelstrom learned.

If refine rate is 5 or higher, Perfect Hit + 25.
If refine rate is 7 or higher, Perfect Hit + 25.

Type : Armor Defense : 100
Weight : 100
Required level : 1
Class : All

Tous

Non spécifié

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
Non spécifié
Utilisation
Non spécifié
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
.@r = getrefine();
bonus bMaxHPrate,10;
bonus bMaxSPrate,10;
if (getskilllv("SC_AUTOSHADOWSPELL")>=10)
   autobonus3 "{}",30,100,"SC_TRIANGLESHOT","{ sc_start SC_UNLIMIT,5000,5; }";
bonus2 bAddRace,RC_All,7*getskilllv("SC_TRIANGLESHOT");
bonus bAgi,10*getskilllv("SC_MAELSTROM");
bonus bBaseAtk,50*getskilllv("SC_MAELSTROM");
if (.@r>=5)
   bonus bPerfectHitAddRate,25;
if (.@r>=7)
   bonus bPerfectHitAddRate,25;
if (.@r>=10) {
   bonus bDex,30;
   bonus bUnbreakableArmor;
}
Références du Script
getrefine Commande
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
bMaxHPrate Bonus d’Objet
bMaxHPrate
Signature:
bonus bMaxHPrate,n;
Description:
MaxHP + n%
bMaxSPrate Bonus d’Objet
bMaxSPrate
Signature:
bonus bMaxSPrate,n;
Description:
MaxSP + n%
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;
getskilllv Commande
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:
Exemple:
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;
autobonus3 Commande
autobonus3
Signature:
autobonus3 <bonus script>,<rate>,<duration>,<skill id>,{<other script>};
autobonus3 <bonus script>,<rate>,<duration>,"<skill name>",{<other script>};
Description:
These commands are meant to be used in item scripts only! See 'petautobonus' for pet usage. What these commands do is 'attach' a script to the player which will get executed on attack (or when attacked in the case of autobonus2). Rate is the trigger rate of the script (1000 = 100%). Duration is the time in milliseconds that the bonus will last for since the script has triggered. Skill ID/skill name the skill which will be used as trigger to start the bonus. (autobonus3) The optional argument 'flag' is used to classify the type of attack where the script can trigger (it shares the same flags as the bAutoSpell bonus script): Range criteria: Attack type criteria: Skill criteria: The difference between the optional argument 'other script' and the 'bonus script' is that, the former one triggers only when attacking(or attacked) and the latter one runs on status calculation as well, which makes sure, within the duration, the "bonus" that get lost on status calculation is restored. So, 'bonus script' is technically supposed to accept "bonus" command only. And we usually use 'other script' to show visual effects. In all cases, when the script triggers, the attached player will be the one who holds the bonus. There is currently no way of knowing within this script who was the other character (the attacker in autobonus2, or the target in autobonus and autobonus3). //Grants a 1% chance of starting the state "all stats +10" for 10 seconds when //using weapon or misc attacks (both melee and ranged skills) and shows a special //effect when the bonus is active.
Exemple:
BF_SHORT:  Trigger on melee attack
BF_LONG:   Trigger on ranged attack
Default:   BF_SHORT+BF_LONG
BF_WEAPON: Trigger on weapon skills
BF_MAGIC:  Trigger on magic skills
BF_MISC:   Trigger on misc skills
Default:   BF_WEAPON
BF_NORMAL: Trigger on normal attacks
BF_SKILL:  Trigger on skills
default:   If the attack type is BF_WEAPON (only) BF_NORMAL is used,
otherwise BF_SKILL+BF_NORMAL is used.
autobonus "{ bonus bAllStats,10; }",10,10000,BF_WEAPON|BF_MISC,"{ specialeffect2 EF_FIRESPLASHHIT; }";
bAddRace Bonus d’Objet
bAddRace
Signature:
bonus2 bAddRace,r,x;
Description:
+x% physical damage against race r
bAgi Bonus d’Objet
bAgi
Signature:
bonus bAgi,n;
Description:
AGI + n
bBaseAtk Bonus d’Objet
bBaseAtk
Signature:
bonus bBaseAtk,n;
Description:
Basic attack power + n
bPerfectHitAddRate Bonus d’Objet
bPerfectHitAddRate
Signature:
bonus bPerfectHitAddRate,n;
Description:
On-target impact attack probability + n%
bDex Bonus d’Objet
bDex
Signature:
bonus bDex,n;
Description:
DEX + n
bUnbreakableArmor Bonus d’Objet
bUnbreakableArmor
Signature:
bonus bUnbreakableArmor;
Description:
Armor cannot be damaged/broken by any means
Non spécifié
Références du Script

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

sc_end SC_UNLIMIT;
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 Oui Non spécifié 1 Détails

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