Item Details

Patent The Black [2] ( Up_The_Black_Gatling )

ID 830002 Patent The Black [2]
Patent The Black [2] Kaufpreis: zeny Verkaufspreis: 0 zeny Gewicht: 300 Slots: 2
Typ: Waffengegenstand. Untertyp: Gatling Gun Geschlecht: Beide Orte: Rechte Hand + Linke Hand
Angriff: 225 Magie Angriff: Nicht angegeben Reichweite: 9 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 +15.
A cada 3 refinos:
Dano físico a distância +4%.
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Refino +7 ou mais:
Dano de [Expurgar] +20%.
Custo de SP de [Expurgar] +10%.
Refino +9 ou mais:
Dano de [Expurgar] +15% adicional.
Ao usar [Proteção de Platina], ativa um [Efeito] por 90 segundos.
Refino +11 ou mais:
Dano físico contra todos os Tamanhos +15%.
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[Efeito]
ATQ +50.
Dano físico a distância +15%.
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Conjunto
[Botas Primordiais]
DES +10.
Dano físico a distância +5%.
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Tipo: Metralhadora
ATQ: 225 ATQM: 0
Peso: 300
Nível da arma: 4
Nível necessário: 150
Classes: Insurgentes e evoluções

Gatling Gun milik Pahlawan Legendaris yang bangkit dari kekalahan.
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Tiap 2 level tempa, ATK +15.
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Tiap 3 level tempa, Long range Physical damage + 4%.
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Saat level tempa +7 atau lebih, Menambah damage Round Trip 20%, Konsumsi SP Round trip +10%.
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Saat level tempa +9 atau lebih, Tambahan damage Round Trip +15%, ATK +50 dan menambah Long range Physical damage +15% selama 90 detik saat menggunakan Platinum Altar .
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Saat level tempa +11 atau lebih, Menambah damage ke all size enemy sebesar 15%.
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Saat digunakan dengan Great Hero Boots, Dex +10, Long range physical damage +5%.
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Jenis: Gatling Gun
Attack: 225
Berat: 300
Weapon Lv: 4
Syarat Lv: 150
Job: Rebellion

He can handle all guns skillfully] The black Gatling gun used by those who reached the level of the master.
He started to show his natural power through the strength and grip of the total heat.
It seems to resonate with the boots of the great hero.

ATK + 15 per 2 refine rates.
increase ranged physical damage by 4% per 3 refine rates.
When refined to +7 or higher, increase damage of round trip by 20%, reduce SP consumption of Round Trip by 10%.
When refined to +9 or higher, increase damage of round trip by 15%, increase ATK + 50, ranged physical damage by 10% for 90 sec.
When refined to +11 or higher, increase physical damage to all size monsters by 15%.
When equipped with Great Hero's Boots, DEX + 10, increase ranged physical damage by 5%.
Type: Gatling Gun Attack: 225
Weight: 300
Weapon Level: 4
Required Level: 150
Class: Rebellion

A firearm invented and created by Guttling, the famous glutton Rebel. Equipped with a multiple barrels in a rotating cluster.
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 +15 for every 2 refine levels.
Ranged physical damage +4% for every 3 refine levels.
If refine rate is +7, Round Trip (Circle Dance) damage +20%, reduces SP cost of Round Trip (Circle Dance) by 10%.
If refine rate is +9, additionally Round Trip (Circle Dance) damage +15%. When using Platinum Altar, ATK +50% for 90 sec., ranged physical damage +15%.
If refine rate is +11 or higher, physical damage inflicted on enemies of any size +15%.
If equipped with Great Hero's Boots, DEX +10, ranged physical damage +5%.
Class: Gatling Gun ATK: 225
Weight: 300
Weapon level: 4
Required Level: 150
Jobs: Rebellion

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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
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.@r = getrefine();
bonus bBaseAtk,15*(.@r/2);
bonus bLongAtkRate,4*(.@r/3);
if (.@r>=7) {
   bonus2 bSkillAtk,"RL_R_TRIP",20;
   bonus2 bSkillUseSPrate,"RL_R_TRIP",-10;
}
if (.@r>=9) {
   bonus2 bSkillAtk,"RL_R_TRIP",15;
   autobonus3 "{ bonus bBaseAtk,50; bonus bLongAtkRate,10; }",1000,90000,"RL_P_ALTER";
}
if (.@r>=11) {
   bonus2 bAddSize,Size_All,15;
}
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
bLongAtkRate Gegenstandsbonus
bLongAtkRate
Signatur:
bonus bLongAtkRate,n;
Beschreibung:
Increases damage of long ranged attacks 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;
bSkillAtk Gegenstandsbonus
bSkillAtk
Signatur:
bonus2 bSkillAtk,sk,n;
Beschreibung:
Increases damage of skill sk by n%
bSkillUseSPrate Gegenstandsbonus
bSkillUseSPrate
Signatur:
bonus2 bSkillUseSPrate,sk,n;
Beschreibung:
Decreases SP consumption of skill sk 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; }";
bAddSize Gegenstandsbonus
bAddSize
Signatur:
bonus2 bAddSize,s,x;
Beschreibung:
+x% physical damage against size s
Nicht angegeben
Skriptreferenzen

Für dieses Skript wurden keine dokumentierten Referenzen erkannt.

Nicht angegeben
Skriptreferenzen

Für dieses Skript wurden keine dokumentierten Referenzen erkannt.

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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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