Item Details

Tristan Imperial Cape-LT [1] ( Tristan_Cape_LT )

ID 480453 Tristan Imperial Cape-LT [1]
Tristan Imperial Cape-LT [1] Kaufpreis: zeny Verkaufspreis: 0 zeny Gewicht: 10 Slots: 1
Typ: Rüstung/Umhang/Schuhe/Kopfbedeckung/Accessoire-Gegenstand. Untertyp: Nicht angegeben Geschlecht: Beide Orte: Umhang/Robe
Angriff: Nicht angegeben Magie Angriff: Nicht angegeben Reichweite: Nicht angegeben Verteidigung: 20
Waffenlevel: Nicht angegeben Rüstungslevel: 2 Min. Ausrüstungslevel: 190 Max. Ausrüstungslevel: Nicht angegeben
Veredelbar: 1 Gradierbar: 1 Element: Neutral Klassen: Nicht angegeben

Cannot be Knocked back.
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Every 2 refine level, ATK +10, CON +1, CRT +1.

Every 3 refine level, Increases Long range physical damage and critical damage by 5%.
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When refined to +7 or higher, ATK +15%, ASPD +10%.

When refined to +9 or higher, Increases physical attack to all property by 12%.

When refined to +11 or higher, CRI +20.

When refined to +13 or higher, additional increases long range physical damage by 10%, C.RATE +7.
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Set Bonus:
Tristan Imperial Cape-LT [1]
Old Casket of Protection [1]

Every 3 level refine of garment, increases Vanishing Point & Cannon Spear damage by 25%.

When garment refined to +13 or higher, reduces Cannon Spear cooldown by 1.5 seconds.
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Set Bonus:
Tristan Imperial Cape-LT [1]
Beelzebub Card

Increases physical damage to BOSS Monsters by 30%.

Enable to use Reflect Damage Lv.3.

Reduces damage taken from Undead race by 50%.

Increases damage taken from Ghost property by 30%.
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[Grade Bonus]
[Grade D] ATK +80.
[Grade C] CRI +10.
[Grade B] Increases physical damage to all size by 12%.
[Grade A] Reduce after skill delay by 7%.
If refined to +13, increases physical damage to all race by 12%.
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Type: Garment
Def: 20
Weight: 10
Armor Level: 2
Required Level: 190
Class: All Jobs

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
Nicht angegeben
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();
.@g = getenchantgrade();
bonus bNoKnockback;
bonus bBaseAtk,10*(.@r/2);
bonus bCon,.@r/2;
bonus bCrt,.@r/2;
bonus bLongAtkRate,5*(.@r/3);
bonus bCritAtkRate,5*(.@r/3);
if (.@r>=7) {
   bonus bAtkRate,15;
   bonus bAspdRate,10;
   if (.@r>=9) {
       bonus2 bAddEle,Ele_All,12;
       if (.@r>=11) {
            bonus bCritical,20;
            if (.@r>=13) {
                bonus bCRate,7;
                bonus bLongAtkRate,10;
            }
       }
   }
}
if (.@g>=ENCHANTGRADE_D) {
   bonus bBaseAtk,80;
   if (.@g>=ENCHANTGRADE_C) {
       bonus bCritical,10;
       if (.@g>=ENCHANTGRADE_B) {
            bonus2 bAddSize,Size_All,12;
            if (.@g>=ENCHANTGRADE_A) {
                bonus bDelayrate,-7;
                if (.@r>=13) {
                    bonus2 bAddRace,RC_All,12;
                }
            }
       }
   }
}
Skriptreferenzen
getrefine Befehl
getrefine
Signatur:
getrefine()
Beschreibung:
function is called. This function is intended for use in item scripts.
getenchantgrade Befehl
getenchantgrade
Signatur:
getenchantgrade({<equipment slot>,<char_id>})
Beschreibung:
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'.
bNoKnockback Gegenstandsbonus
bNoKnockback
Signatur:
bonus bNoKnockback;
Beschreibung:
Character is no longer knocked back by enemy skills with such effect
bBaseAtk Gegenstandsbonus
bBaseAtk
Signatur:
bonus bBaseAtk,n;
Beschreibung:
Basic attack power + n
bCon Gegenstandsbonus
bCon
Signatur:
bonus bCon,n;
Beschreibung:
CON + n
bCrt Gegenstandsbonus
bCrt
Signatur:
bonus bCrt,n;
Beschreibung:
CRT + n
bLongAtkRate Gegenstandsbonus
bLongAtkRate
Signatur:
bonus bLongAtkRate,n;
Beschreibung:
Increases damage of long ranged attacks by n%
bCritAtkRate Gegenstandsbonus
bCritAtkRate
Signatur:
bonus bCritAtkRate,n;
Beschreibung:
Increases critical damage by +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;
bAtkRate Gegenstandsbonus
bAtkRate
Signatur:
bonus bAtkRate,n;
Beschreibung:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
bAspdRate Gegenstandsbonus
bAspdRate
Signatur:
bonus bAspdRate,n;
Beschreibung:
Attack speed + n%
bAddEle Gegenstandsbonus
bAddEle
Signatur:
bonus3 bAddEle,e,x,bf;
Beschreibung:
+x% physical damage against element e with trigger criteria bf
bCritical Gegenstandsbonus
bCritical
Signatur:
bonus bCritical,n;
Beschreibung:
Critical + n
bCRate Gegenstandsbonus
bCRate
Signatur:
bonus bCRate,n;
Beschreibung:
CRate + n
bAddSize Gegenstandsbonus
bAddSize
Signatur:
bonus2 bAddSize,s,x;
Beschreibung:
+x% physical damage against size s
bDelayrate Gegenstandsbonus
bDelayrate
Signatur:
bonus bDelayrate,n;
Beschreibung:
Increases skill delay by n%
bAddRace Gegenstandsbonus
bAddRace
Signatur:
bonus2 bAddRace,r,x;
Beschreibung:
+x% physical damage against race r
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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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Veredelung Gruppe Gegenstandsstufe Veredelbar Waffenlevel Rüstungslevel Details
Veredelung Rüstung 2 Ja Nicht angegeben 2 Details

Nicht angegeben