Item Details

Physical Weapon (Shadow) ( S_Physical_Weapon )

ID 24019 Physical Weapon (Shadow)
Physical Weapon (Shadow) Kaufpreis: zeny Verkaufspreis: 0 zeny Gewicht: 0 Slots: Nicht angegeben
Typ: Schattenausrüstungsgegenstand. Untertyp: Nicht angegeben Geschlecht: Beide Orte: Schatten Waffe
Angriff: Nicht angegeben Magie Angriff: Nicht angegeben Reichweite: Nicht angegeben Verteidigung: Nicht angegeben
Waffenlevel: Nicht angegeben Rüstungslevel: Nicht angegeben Min. Ausrüstungslevel: 1 Max. Ausrüstungslevel: Nicht angegeben
Veredelbar: 1 Gradierbar: Nicht angegeben Element: Neutral Klassen: Nicht angegeben

Luvas usadas como complemento para o manejo de armas convencionais.
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ATQ +10.
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A cada refino:
ATQ e ATQM +1.
Refino +7 ou mais:
Dano físico +1%.
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Conjunto
[Colar Sombrio Físico]
[Brinco Sombrio Físico]
A cada refino de cada peça do conjunto:
ATQ +1.
Soma dos refinos 23 ou mais:
Dano físico +1% adicional.
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Tipo: Equip. Sombrio
Posição: Luvas
Peso: 0 Nv. mín.: 1
Classes: Todas

Sarung tangan yang dipakai untuk memegang senjata yang meningkatkan kemampuan penggunanya.
ATK + 10.
Jika tingkat tempa mencapai 7, meningkatkan ATK sebesar 1%.
Jika dipakai bersamaan dengan Physical Shadow (Weapon, Earring, Pendant), meningkatkan ATK sesuai dengan jumlah tingkat tempa dari Set Item.
Jika total tingkat tempa mencapai 23, ekstra ATK +1%.
Jenis : Shadow Equipment
Posisi : Weapon Berat : 0
Lv Minimal : 1
Job : All Job

A glove worn to enhance physical attack.
Class: Shadow Weapon
Weight: 0
Requires Level: 1
Usable By: All Jobs
ATK + 10
Additional ATK + 1 per upgrade level of the item.
If upgrade level is +7 or higher,
ATK + 1%
Set Bonus
Physical Shadow Earring
Physical Shadow Pendant
Physical Shadow Weapon
ATK + 1 per upgrade level of Physical Shadow Earring, Physical Shadow Pendant, and Physical Shadow Weapon.
If the combined upgrade levels of Physical Shadow Earring, Physical Shadow Pendant and Physical Shadow Weapon are +23 or higher,
ATK + 1%

Account Bound.
There are many legends about Chevalier d'Ombrage.
It is said that his fingers and wrists were covered in invisible steel.
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ATK +10.
[For each refine lv]
ATK & MATK +1.
[If refined to +7 or higher]
Physical weapon damage +1%.
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Shadow Set
Sh. Swordsman Gloves24019
Sh. Swordsman Ring24018
Sh. Swordsman Pendant24020
[For each refine lv of set items]
ATK +1.
[If total refine lv of set items +23 or higher]
Physical weapon damage +1%.
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Class: Shadow Armor
Location: Weapon
Weight: 0
Required Level: 1
Job: All

Alle

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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
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Verwendung
Nicht angegeben
Handel
Überschreiben Nicht angegeben
Kann fallengelassen werden? Ja
Kann gehandelt werden? Ja
Kann mit dem Partner gehandelt werden? Ja
Kann an NPC verkauft werden? Ja
Kann in den Karren gelegt werden? Ja
Kann im Lager abgelegt werden? Ja
Kann im Gildenlager abgelegt werden? Ja
Kann per Post versendet werden? Ja
Kann versteigert werden? Ja
Verzögerung
Nicht angegeben
.@r = getrefine();
bonus bMatk,.@r;
bonus bBaseAtk,10+.@r;
if (.@r>=7) {
   bonus2 bAddClass,Class_All,1;
}
Skriptreferenzen
getrefine Befehl
getrefine
Signatur:
getrefine()
Beschreibung:
function is called. This function is intended for use in item scripts.
bMatk Gegenstandsbonus
bMatk
Signatur:
bonus bMatk,n;
Beschreibung:
Magical attack power + n
bBaseAtk Gegenstandsbonus
bBaseAtk
Signatur:
bonus bBaseAtk,n;
Beschreibung:
Basic attack power + n
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;
bAddClass Gegenstandsbonus
bAddClass
Signatur:
bonus2 bAddClass,c,x;
Beschreibung:
+x% physical damage against class c
Nicht angegeben
Skriptreferenzen

Für dieses Skript wurden keine dokumentierten Referenzen erkannt.

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Skriptreferenzen

Für dieses Skript wurden keine dokumentierten Referenzen erkannt.

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