Item Details

Royal Payon Cape [1] ( Royal_Payon_US )

ID 480504 Royal Payon Cape [1]
Royal Payon Cape [1] Kaufpreis: zeny Verkaufspreis: 0 zeny Gewicht: 70 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: 100
Waffenlevel: Nicht angegeben Rüstungslevel: 2 Min. Ausrüstungslevel: 100 Max. Ausrüstungslevel: Nicht angegeben
Veredelbar: 1 Gradierbar: 1 Element: Neutral Klassen: Nicht angegeben

A cloak worn by Payon Royal Guards.
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Immune to Knockback.
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Increase long-range physical damage by 20%.
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For every 2 refine level, ATK + 20, CON + 2, POW + 2.
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For every 3 refine level, increase long-range physical damage and Critical damage by 7%.
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When refined to +7 or higher, increase long-range physical damage by 15%, ASPD + 10%.
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When refined to +9 or higher, increase physical damage against all property enemies by 20%.
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When refined to +10 or higher, CRI + 20.
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When refined to +11 or higher, All Basic Status + 15.
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When refined to +12 or higher, increase long-range physical damage by additional 15%, CON +10.
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When refined to +13 or higher, increase Arrow Storm and Severe Rainstorm damage by 50%.
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When refined to +14 or higher, enable to use Lv.3 Shield Spell.
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Set Bonus:
Royal Payon Cape [1]
Stormy Knight Card

Increase physical damage against Boss class enemies by 40%.

When Garment refined to +14 or higher, there's 5% chance to gain STR + 250, DEX + 250, and LUK + 250 for 10 seconds when performing physical attack.
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Set Bonus:
Royal Payon Cape [1]
Abysmal Merman Card

MHP + 15%.
Increase long-range physical damage by 15%.

When Garment refined to +10 or higher, recover 250 HP and 25 SP when defeating enemies using physical attack.
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[Grade Bonus]
[Grade D] ATK + 100.
[Grade C] After Cast Delay - 15%.
[Grade B] P.ATK + 20.
[Grade A] When refined to +14 or higher, increase Arrow Storm and Severe Rainstorm damage by 70%.
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Type : Garment
Def : 100
Weight : 70
Armor Level : 2
Required Level : 100
Class : All Jobs

Alle

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? 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 bLongAtkRate,20+(7*(.@r/3));
bonus bBaseAtk,20*(.@r/2);
bonus bCon,2*(.@r/2);
bonus bPow,2*(.@r/2);
bonus bCritAtkRate,7*(.@r/3);
if (.@r>=7) {
   bonus bAspdRate,10;
   bonus bLongAtkRate,15;
   if (.@r>=9) {
       bonus2 bAddEle,Ele_All,20;
       if (.@r>=10) {
            bonus bCritical,20;
            if (.@r>=11) {
                bonus bAllStats,15;
                if (.@r>=12) {
                    bonus bLongAtkRate,15;
                    bonus bCon,10;
                    if (.@r>=13) {
                        bonus2 bSkillAtk,"RA_ARROWSTORM",50;
                        bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",50;
                        if (.@r>=14) {
                             skill "LG_SHIELDSPELL",3;
                        }
                    }
                }
            }
       }
   }
}
if (.@g>=ENCHANTGRADE_D)
   bonus bBaseAtk,100;
if (.@g>=ENCHANTGRADE_C)
   bonus bDelayrate,-15;
if (.@g>=ENCHANTGRADE_B)
   bonus bPAtk,20;
if (.@g>=ENCHANTGRADE_A) {
   if (.@r>=14) {
       bonus2 bSkillAtk,"RA_ARROWSTORM",70;
       bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",70;
   }
}
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
bLongAtkRate Gegenstandsbonus
bLongAtkRate
Signatur:
bonus bLongAtkRate,n;
Beschreibung:
Increases damage of long ranged attacks by n%
bBaseAtk Gegenstandsbonus
bBaseAtk
Signatur:
bonus bBaseAtk,n;
Beschreibung:
Basic attack power + n
bCon Gegenstandsbonus
bCon
Signatur:
bonus bCon,n;
Beschreibung:
CON + n
bPow Gegenstandsbonus
bPow
Signatur:
bonus bPow,n;
Beschreibung:
POW + 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;
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
bAllStats Gegenstandsbonus
bAllStats
Signatur:
bonus bAllStats,n;
Beschreibung:
STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n
bSkillAtk Gegenstandsbonus
bSkillAtk
Signatur:
bonus2 bSkillAtk,sk,n;
Beschreibung:
Increases damage of skill sk by n%
bDelayrate Gegenstandsbonus
bDelayrate
Signatur:
bonus bDelayrate,n;
Beschreibung:
Increases skill delay by n%
bPAtk Gegenstandsbonus
bPAtk
Signatur:
bonus bPAtk,n;
Beschreibung:
PAtk + n
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

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Veredelung Gruppe Gegenstandsstufe Veredelbar Waffenlevel Rüstungslevel Details
Veredelung Rüstung 2 Ja Nicht angegeben 2 Details

Nicht angegeben