Item Details

Patent Crimson Rose [2] ( Up_Crimson_Rose )

ID 800002 Patent Crimson Rose [2]
Patent Crimson Rose [2] Kaufpreis: 20 zeny Verkaufspreis: 10 zeny Gewicht: 100 Slots: 2
Typ: Waffengegenstand. Untertyp: Revolver Geschlecht: Beide Orte: Rechte Hand + Linke Hand
Angriff: 200 Magie Angriff: Nicht angegeben Reichweite: 7 Verteidigung: Nicht angegeben
Waffenlevel: 4 Rüstungslevel: Nicht angegeben Min. Ausrüstungslevel: 150 Max. Ausrüstungslevel: Nicht angegeben
Veredelbar: 1 Gradierbar: Nicht angegeben Element: Neutral Klassen: Nicht angegeben

Arma purificada dos poderes ancestrais e que agora emana energia mais jovem.
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A cada 2 refinos:
ATQ +10.
A cada 3 refinos:
Dano de [Descarregar Tambor] +2%.
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Refino +7 ou mais:
ATQ da arma +5%.
Dano físico a distância +10%.
Refino +9 ou mais:
Dano de [Descarregar Tambor] +25%.
Ao usar [Furor], ativa um [Efeito] por 60 segundos.
Refino +11 ou mais:
Pós-conjuração -10%.
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[Efeito]
Dano físico a distância +20%.
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Conjunto
[Botas Primordiais]
DES +10.
ATQ da arma +7% adicional.
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Tipo: Pistola
ATQ: 200 ATQM: 0
Peso: 100
Nível da arma: 4
Nível necessário: 150
Classes: Insurgentes e evoluções

Pistol milik Pahlawan Legendaris yang bangkit dari kekalahan.
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Tiap 2 level tempa, ATK +10.
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Tiap 3 level tempa, Menambah Fire Dance damage + 2%.
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Saat level tempa +7 atau lebih, ATK +5%, Long range physical damage 10%.
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Saat level tempa +9 atau lebih, Tambahan Fire dance damage +25%, menambah Long range physical damage 20% selama 60 detik saat menggunakan Heat Barrel .
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Saat level tempa +11 atau lebih, reduce delay after skill 10%.
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Saat digunakan dengan Great Hero Boots, Dex +10, ATK +7%.
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Jenis: Pistol
Attack: 200
Berat: 100
Weapon Lv: 4
Syarat Lv: 150
Job: Rebellion

A revolver decorated with red roses used by those who reached the level of the master.
Looking at the condition of the red rose, he started to show his natural power.
It seems to resonate with the boots of the great hero.

ATK + 10 per 2 refine rates.
Increase damage of Fire Dance by 2% per 3 refine rates.
When refined to +7 or higher, ATK + 5%, increase ranged physical damage by 10%.
When refined to +9 or higher, increase damage of Fire Dance by 25%, when using Hit Barrel, increase ranged physical damage by 20% for 60 sec
When refined to +11 or higher, reduce global cooltime by 10%.
When equipped with Great Hero's Boots, DEX + 10, ATK + 7%.
Type: Revolver Attack: 200
Weight: 100
Weapon Level: 4
Required Level: 150
Class: Rebellion

A weapon of famed Rebel Lavinia. Her marksmanship was legendary. It was said that she could hit a man's heart anywhere you like. Just name the auricle - or the ventricle.
The weapon's former power is restored making it as dangerous as many centuries ago.
It seems to be mystically connected to Great Hero's Boots.

ATK +10 for every 2 refine levels.
Increases Fire Dance damage by additional +2% per 3 refine rate.
If refine rate is +7 or higher, ATK +5%, ranged physical damage +10%.
If refine rate is +9 or higher, increases Fire Dance damage by 25%, ranged physical damage +20% for 60 sec.
If refine rate is +11, cooldown of all skills -10%.
If equipped with Great Hero's Boots, DEX +10, ATK +7%.
Class: Revolver ATK: 200
Weight: 100
Weapon level: 4
Required Level: 150
Jobs: Rebellion

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();
bonus bBaseAtk,.@r/2*10;
bonus2 bSkillAtk,"RL_FIREDANCE",.@r/3*2;
if (.@r>=7) {
   bonus bAtkRate,5;
   bonus bLongAtkRate,10;
}
if (.@r>=9) {
   bonus2 bSkillAtk,"RL_FIREDANCE",25;
   autobonus3 "{ bonus bLongAtkRate,20; }",1000,60000,"RL_HEAT_BARREL";
}
if (.@r>=11) {
   bonus bDelayrate,-10;
}
Skriptreferenzen
getrefine Befehl
getrefine
Signatur:
getrefine()
Beschreibung:
function is called. This function is intended for use in item scripts.
bBaseAtk Gegenstandsbonus
bBaseAtk
Signatur:
bonus bBaseAtk,n;
Beschreibung:
Basic attack power + n
bSkillAtk Gegenstandsbonus
bSkillAtk
Signatur:
bonus2 bSkillAtk,sk,n;
Beschreibung:
Increases damage of skill sk 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)
bLongAtkRate Gegenstandsbonus
bLongAtkRate
Signatur:
bonus bLongAtkRate,n;
Beschreibung:
Increases damage of long ranged attacks by n%
autobonus3 Befehl
autobonus3
Signatur:
autobonus3 <bonus script>,<rate>,<duration>,<skill id>,{<other script>};
autobonus3 <bonus script>,<rate>,<duration>,"<skill name>",{<other script>};
Beschreibung:
These commands are meant to be used in item scripts only! See 'petautobonus' for pet usage. What these commands do is 'attach' a script to the player which will get executed on attack (or when attacked in the case of autobonus2). Rate is the trigger rate of the script (1000 = 100%). Duration is the time in milliseconds that the bonus will last for since the script has triggered. Skill ID/skill name the skill which will be used as trigger to start the bonus. (autobonus3) The optional argument 'flag' is used to classify the type of attack where the script can trigger (it shares the same flags as the bAutoSpell bonus script): Range criteria: Attack type criteria: Skill criteria: The difference between the optional argument 'other script' and the 'bonus script' is that, the former one triggers only when attacking(or attacked) and the latter one runs on status calculation as well, which makes sure, within the duration, the "bonus" that get lost on status calculation is restored. So, 'bonus script' is technically supposed to accept "bonus" command only. And we usually use 'other script' to show visual effects. In all cases, when the script triggers, the attached player will be the one who holds the bonus. There is currently no way of knowing within this script who was the other character (the attacker in autobonus2, or the target in autobonus and autobonus3). //Grants a 1% chance of starting the state "all stats +10" for 10 seconds when //using weapon or misc attacks (both melee and ranged skills) and shows a special //effect when the bonus is active.
Beispiel:
BF_SHORT:  Trigger on melee attack
BF_LONG:   Trigger on ranged attack
Default:   BF_SHORT+BF_LONG
BF_WEAPON: Trigger on weapon skills
BF_MAGIC:  Trigger on magic skills
BF_MISC:   Trigger on misc skills
Default:   BF_WEAPON
BF_NORMAL: Trigger on normal attacks
BF_SKILL:  Trigger on skills
default:   If the attack type is BF_WEAPON (only) BF_NORMAL is used,
otherwise BF_SKILL+BF_NORMAL is used.
autobonus "{ bonus bAllStats,10; }",10,10000,BF_WEAPON|BF_MISC,"{ specialeffect2 EF_FIRESPLASHHIT; }";
bDelayrate Gegenstandsbonus
bDelayrate
Signatur:
bonus bDelayrate,n;
Beschreibung:
Increases skill delay by 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

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ID Auslöser-Item Basisitems Materialien Rollen Details
#12 Weapon Modification Box (Lower) 37 111 rodatabase.base_item Details
#13 Weapon Modification Box (Middle) 37 111 rodatabase.base_item Details
#14 Weapon Modification Box (Upper) 37 148 rodatabase.base_item Details
#15 Ancient Hero's Release Cube 38 0 Ergebnisitem Details
#31 Hero's Weapon Modification Box VI 12 0 rodatabase.base_item Details
#79 +11 Ancient Hero Armor Opening Cube 38 0 Ergebnisitem Details
Veredelung Gruppe Gegenstandsstufe Veredelbar Waffenlevel Rüstungslevel Details
Veredelung Waffe 4 Ja 4 Nicht angegeben Details

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