Item Details

High-tech Shield [1] ( Hightech_Shield_US )

ID 460096 High-tech Shield [1]
High-tech Shield [1] Prix d'achat: zeny Prix de vente: 0 zeny Poids: 50 Emplacements: 1
Type: Armure/Vêtement/Bottes/Coiffure/Accessoire. Sous-type: Non spécifié Genre: Les deux Lieux: Bouclier
Attaque: Non spécifié Attaque magique: Non spécifié Portée: Non spécifié Défense: 50
Niveau d'arme: Non spécifié Niveau d'armure: 2 Niveau d'équipement min.: 100 Niveau d'équipement max.: Non spécifié
Affûtage: 1 Améliorable: 1 Élément: Neutre Classes: Non spécifié

A multipurpose high-tech shield used by genetics.
It can provide a powerful boost to the user.
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Reflects 25% of incoming physical damage.
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Increase long-range physical damage by 15%.
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For every 2 refine level, POW + 3, CON + 3.
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For every 3 refine level, MHP + 5%, After Cast Delay - 2%.
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When refined to +10 or higher, ATK + 15%.
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When refined to +11 or higher, increase Cart Cannon damage by 50%.
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When refined to +12 or higher, increase Spore Explosion damage by 50%.
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When refined to +13 or higher, increase long-range physical damage by additional 20%.
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When refined to +14 or higher, increase Cart Cannon damage and Spore Explosion damage by additional 80%.
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Set Bonus:
High-tech Shield [1]
Poison Spore Egg

When pet relation is Loyal, increase movement speed, increase Spore Explosion damage by 40%.
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Set Bonus:
High-tech Shield [1]
Child Admin Beta Egg

When pet relation is Loyal, increase movement speed, increase Cart Cannon damage by 40%.
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[Grade Bonus]
[Grade C] POW + 3, CON + 3.
[Grade B] Increase long-range physical damage by 20%.
[Grade A] All Talent Status + 10.
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Type : Shield
Def : 50
Weight : 50
Armor Level : 2
Required Level : 100
Class : All Jobs

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();
.@g = getenchantgrade();
bonus bShortWeaponDamageReturn,25;
bonus bLongAtkRate,15;
bonus bPow,3*(.@r/2);
bonus bCon,3*(.@r/2);
bonus bMaxHPrate,5*(.@r/3);
bonus bDelayrate,-2*(.@r/3);
if (.@r>=10) {
   bonus2 bAddClass,Class_All,15;
   if (.@r>=11) {
       bonus2 bSkillAtk,"GN_CARTCANNON",50;
       if (.@r>=12) {
            bonus2 bSkillAtk,"GN_SPORE_EXPLOSION",50;
            if (.@r>=13) {
                bonus bLongAtkRate,20;
                if (.@r>=14) {
                    bonus2 bSkillAtk,"GN_CARTCANNON",80;
                    bonus2 bSkillAtk,"GN_SPORE_EXPLOSION",80;
                }
            }
       }
   }
}
if (getpetinfo(PETINFO_EGGID) == 9013) {
   if (getpetinfo(PETINFO_INTIMATE) >= PET_INTIMATE_LOYAL) {
       bonus bSpeedRate,25;
       bonus2 bSkillAtk,"GN_SPORE_EXPLOSION",40;
   }
}
if (getpetinfo(PETINFO_EGGID) == 9123) {
   if (getpetinfo(PETINFO_INTIMATE) >= PET_INTIMATE_LOYAL) {
       bonus bSpeedRate,25;
       bonus2 bSkillAtk,"GN_CARTCANNON",40;
   }
}
if (.@g>=ENCHANTGRADE_C) {
   bonus bPow,3;
   bonus bCon,3;
   if (.@g>=ENCHANTGRADE_B) {
       bonus bLongAtkRate,20;
       if (.@g>=ENCHANTGRADE_A) {
            bonus bAllTraitStats,10;
       }
   }
}
Références du Script
getrefine Commande
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
getenchantgrade Commande
getenchantgrade
Signature:
getenchantgrade({<equipment slot>,<char_id>})
Description:
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'.
bShortWeaponDamageReturn Bonus d’Objet
bShortWeaponDamageReturn
Signature:
bonus bShortWeaponDamageReturn,n;
Description:
Reflects n% of received melee damage back to the enemy that caused it
bLongAtkRate Bonus d’Objet
bLongAtkRate
Signature:
bonus bLongAtkRate,n;
Description:
Increases damage of long ranged attacks by n%
bPow Bonus d’Objet
bPow
Signature:
bonus bPow,n;
Description:
POW + n
bCon Bonus d’Objet
bCon
Signature:
bonus bCon,n;
Description:
CON + n
bMaxHPrate Bonus d’Objet
bMaxHPrate
Signature:
bonus bMaxHPrate,n;
Description:
MaxHP + n%
bDelayrate Bonus d’Objet
bDelayrate
Signature:
bonus bDelayrate,n;
Description:
Increases skill delay by 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;
bAddClass Bonus d’Objet
bAddClass
Signature:
bonus2 bAddClass,c,x;
Description:
+x% physical damage against class c
bSkillAtk Bonus d’Objet
bSkillAtk
Signature:
bonus2 bSkillAtk,sk,n;
Description:
Increases damage of skill sk by n%
getpetinfo Commande
getpetinfo
Signature:
getpetinfo(<type>{,<char_id>})
Description:
currently has active. Valid types are: PETINFO_ID - Pet unique ID PETINFO_CLASS - Pet class number as per '' - will tell you what kind of a pet it is. PETINFO_NAME - Pet name. Will return "null" if there's no pet. PETINFO_INTIMATE - Pet friendly level (intimacy score). 1000 is full loyalty. PETINFO_HUNGRY - Pet hungry level. 100 is full hunger. PETINFO_RENAMED - Pet rename flag. 0 means this pet has not been named yet. PETINFO_LEVEL - Pet level PETINFO_BLOCKID - Pet Game ID PETINFO_EGGID - Pet egg item ID PETINFO_FOODID - Pet food item ID PETINFO_INTIMATE can be used with the following constants for checking values: PET_INTIMATE_NONE = 0 PET_INTIMATE_AWKWARD = 1 ~ 99 PET_INTIMATE_SHY = 100 ~ 249 PET_INTIMATE_NEUTRAL = 250 ~ 749 PET_INTIMATE_CORDIAL = 750 ~ 909 PET_INTIMATE_LOYAL = 910 ~ 1000 PETINFO_HUNGRY can be used with the following constants for checking values: PET_HUNGRY_NONE = 0 PET_HUNGRY_VERY_HUNGRY = 1 ~ 10 PET_HUNGRY_HUNGRY = 11 ~ 25 PET_HUNGRY_NEUTRAL = 26 ~ 75 PET_HUNGRY_SATISFIED = 76 ~ 90 PET_HUNGRY_STUFFED = 91 ~ 100 Example: These commands will only work if the invoking character has a pet, and are meant to be executed from pet scripts. They will modify the pet AI decision-making for the current pet of the invoking character, and will NOT have any independent effect by themselves, which is why only one of them each may be in effect at any time for a specific pet. A pet may have 'petloot', 'petskillbonus', 'petskillattack' OR 'petpetskillattack2' and 'petskillsupport'. the specified duration of seconds, with a delay of the specified number of seconds between activations. Rates are a chance of the effect occurring and are given in percent. 'bonusratebattle_athena.conf'. from the egg. Other commands usable in item scripts (see 'bonusre essentially on your own here.
Exemple:
mes "[Vet]";
mes "Your pet + " getpetinfo(PETINFO_NAME);
if (getpetinfo(PETINFO_INTIMATE) < PET_INTIMATE_LOYAL)
mes "has some growing to do on you!";
else
mes "seems to love you very much!";
close;
bSpeedRate Bonus d’Objet
bSpeedRate
Signature:
bonus bSpeedRate,n;
Description:
Movement speed + n% (only the highest among all is applied, won't be stacked with SC_SPEEDUP0, SC_SPEEDUP1)
bAllTraitStats Bonus d’Objet
bAllTraitStats
Signature:
bonus bAllTraitStats,n;
Description:
POW + n, STA + n, WIS + n, SPL + n, CON + n, CRT + n
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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 2 Oui Non spécifié 2 Détails

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