Item Details

Glorious Bloody Roar ( Krieger_Katar1 )

ID 1281 Glorious Bloody Roar
Glorious Bloody Roar Kaufpreis: 20 zeny Verkaufspreis: 10 zeny Gewicht: 0 Slots: Nicht angegeben
Typ: Waffengegenstand. Untertyp: Katar Geschlecht: Beide Orte: Rechte Hand + Linke Hand
Angriff: 140 Magie Angriff: Nicht angegeben Reichweite: 1 Verteidigung: Nicht angegeben
Waffenlevel: 4 Rüstungslevel: Nicht angegeben Min. Ausrüstungslevel: 80 Max. Ausrüstungslevel: Nicht angegeben
Veredelbar: 1 Gradierbar: Nicht angegeben Element: Neutral Klassen: Nicht angegeben

Katar fabricado no Reino Maroll.
Indestrutível em batalha.
Duplica a chance de causar um ataque crítico.
Dano físico contra as raças Humanoide e Humano +70%.
Ignora 20% da DEF das raças Humanoide e Humano.
Refino +6 ou mais:
Ignora +5% adicional da DEF das raças Humanoide e Humano.
Ativa [Carniceiro] nv. 1.
Refino +9 ou mais:
Ao realizar ataques físicos, chance de ativar [velocidade de ataque +100%] por 3 segundos.
[Carniceiro] nv. 1
Aumenta o dano físico contra as raças Humanoide e Humano de acordo com o refino.
Refino +6: 4%.
Refino +7: 9%.
Refino +8: 16%.
Refino +9: 25%.
Refino +10: 36%.
Refino +11: 49%.
Refino +12: 64%.
Refino +13: 81%.
Refino +14: 100%.
Tipo: Katar
Ataque: 140
Peso: 0
Nível da arma: 4
Nível necessário: 80
Classes: Mercenários e evoluções

Kekuatan serangan fisik meningkat terhadap monster Demihuman sebesar 70%.
Mengabaikan pertahanan fisik monster Demihuman sebesar 20%.
Tidak dapat dirusak.
* Penambahan fungsi senjata dari level upgrade
+6 Upgrade
5% Meningkatkan dalam pengabaian pertahanan fisik dari monster Demihuman
[Slaughter] Lv 1
+9 Upgrade
Meningkatkan kecepatan serang selama 3 detik (mengurangi delay setelah menyerang sebesar 100%). ketika melakukan serangan fisik pada saat tertentu.
Jenis : Katar
Attack : 140
Berat : 0
Senjata Level : 4
Level Persyaratan : 80
Profesi : Assassin

A weapon that has been designed specifically for battles against humans.
Account Bound
Class: Katar
Attack: 140
Property: Neutral
Weight: 0
Weapon Level: 4
Requires Level: 80
Usable By: Assassin Jobs
Increases physical damage on Demi-Human race targets by 70%.
Bypass 20% of hard defense of Demi-Human race targets when performing a physical attack.
Increases physical damage on Human Player race targets by 70%.
Bypass 20% of hard defense of Human Player race targets when performing a physical attack.
This item is indestructible in battle.
If upgrade level is +6 or higher,
Bypass an additional 5% of hard defense of Demi-Human race targets when performing a physical attack.
Bypass an additional 5% of hard defense of Human Player race targets when performing a physical attack.
Enables Level 1 Slaughter
If upgrade level is +9 or higher,
Adds a 7% chance of buffing the user for 5 seconds when performing a physical attack; Aspd + 100%.

Character Bound.
Ignores physical defense of Human and Demihuman enemies +20%.
Weapon damage to Human and Demi-Humans by formula +(70%+([refine lv - 4] *[refine lv - 4]))
Indestructable
-------------
[If refine lv +6]
Physical defense of Human and Demihuman enemies -5%.
-------------
[If refine lv +9]
Has a chance ASPD +100% for 3 sec. when performing a physical attack.
-------------
[If refine lv +15 and higher]
There are no additions to the characteristics
-------------
Class: Katar
Attack: 140
Weight: 0
Weapon Level: 4
Required Level: 80
Jobs: Assassin Jobs

Nicht angegeben

Flaggen
Kann einem Ankaufsstand eines Spielers hinzugefugt werden? Nein
Beschwört ein Monster? Nein
Teil eines Behälters? Nein
Hat einen einzigartigen Stapel? Nein
Bindet beim Anlegen? Nein
Kündigt den Drop an? Nein
Wird bei Benutzung verbraucht? Ja
Hat einen Drop-Effekt? Nein
Stapelung
Nicht angegeben
Verwendung
Nicht angegeben
Handel
Überschreiben Nicht angegeben
Kann fallengelassen werden? Nein
Kann gehandelt werden? Nein
Kann mit dem Partner gehandelt werden? Ja
Kann an NPC verkauft werden? Ja
Kann in den Karren gelegt werden? Nein
Kann im Lager abgelegt werden? Nein
Kann im Gildenlager abgelegt werden? Nein
Kann per Post versendet werden? Nein
Kann versteigert werden? Nein
Verzögerung
Nicht angegeben
bonus2 bAddRace,RC_DemiHuman,70;
bonus2 bAddRace,RC_Player_Human,70;
bonus2 bIgnoreDefRaceRate,RC_DemiHuman,20;
bonus2 bIgnoreDefRaceRate,RC_Player_Human,20;
bonus bUnbreakableWeapon;
.@r = getrefine();
if (.@r>5) {
   bonus2 bAddRace,RC_DemiHuman,pow(min(14,.@r)-4,2);
   bonus2 bAddRace,RC_Player_Human,pow(min(14,.@r)-4,2);
   bonus2 bIgnoreDefRaceRate,RC_DemiHuman,5;
   bonus2 bIgnoreDefRaceRate,RC_Player_Human,5;
}
if (.@r>8)
   autobonus "{ bonus bAspdRate,100; }",70,3000,BF_WEAPON,"{ specialeffect2 EF_POTION_BERSERK; }";
Skriptreferenzen
bAddRace Gegenstandsbonus
bAddRace
Signatur:
bonus2 bAddRace,r,x;
Beschreibung:
+x% physical damage against race r
bIgnoreDefRaceRate Gegenstandsbonus
bIgnoreDefRaceRate
Signatur:
bonus2 bIgnoreDefRaceRate,r,n;
Beschreibung:
Disregard n% of the target's DEF if the target belongs to race r
bUnbreakableWeapon Gegenstandsbonus
bUnbreakableWeapon
Signatur:
bonus bUnbreakableWeapon;
Beschreibung:
Weapon cannot be damaged/broken by any means
getrefine Befehl
getrefine
Signatur:
getrefine()
Beschreibung:
function is called. This function is intended for use in item scripts.
if Befehl
if
Signatur:
if (<condition>) <statement>;
Beschreibung:
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.
Beispiel:
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;
pow Befehl
pow
Signatur:
pow(<number>,<power>)
Beschreibung:
Returns the result of the calculation. Example:
Beispiel:
.@i = pow(2,3); // .@i will be 8
bAspdRate Gegenstandsbonus
bAspdRate
Signatur:
bonus bAspdRate,n;
Beschreibung:
Attack speed + n%
specialeffect2 Befehl
specialeffect2
Signatur:
specialeffect2 <effect number>{,<send_target>{,"<Player Name>"}};
Beschreibung:
This command behaves identically to 'specialeffect', but the effect will be centered on the invoking character's sprite. <Player name> parameter will display <effect number> on another Player than the one currently attached to the script. Like with specialeffect, when specifying a player, <send_target> must be supplied, specifying AREA will retain the default behavior of the command.
Nicht angegeben
Skriptreferenzen

Für dieses Skript wurden keine dokumentierten Referenzen erkannt.

Nicht angegeben
Skriptreferenzen

Für dieses Skript wurden keine dokumentierten Referenzen erkannt.

Nicht angegeben

Nicht angegeben

Nicht angegeben

Nicht angegeben

Nicht angegeben

Nicht angegeben

Veredelung Gruppe Gegenstandsstufe Veredelbar Waffenlevel Rüstungslevel Details
Veredelung Waffe 4 Ja 4 Nicht angegeben Details

Nicht angegeben