Item Details

The Black [2] ( The_Black_Gatling )

ID 28258 The Black [2]
The Black [2] Buy Price: 20 zeny Sell Price: 10 zeny Weight: 270 Slots: 2
Type: Weapon item. Sub Type: Gatling Gun Gender: Both Locations: Right_Hand + Left_Hand
Attack: 205 Magic Attack: Not specified Range: 9 Defense: Not specified
Weapon Level: 4 Armor Level: Not specified Min. Equip Level: 100 Max. Equip Level: Not specified
Refineable: 1 Gradable: Not specified Element: Neutral Classes: Not specified

Quando o tambor desta arma começar a girar, é melhor que os seus inimigos comecem a rezar pro Santo da Esquiva!
--------------------------
A cada 2 refinos:
ATQ +10.
A cada 3 refinos:
Dano físico a distância +2%.
--------------------------
Refino +7 ou mais:
Dano de [Expurgar] +15%.
Custo de SP de [Expurgar] +10%.
Refino +9 ou mais:
Ao usar [Proteção de Platina], ativa o [Efeito 1] por 90 segundos.
Refino +11 ou mais:
Dano de [Expurgar] +15%.
--------------------------
Efeito 1:
ATQ +50.
Dano físico a distância +10% adicional.
--------------------------
Conjunto
[Botas Ancestrais]
Ao realizar ataques físicos:
3% de chance de ativar o [Efeito 2] por 7 segundos.
--------------------------
Efeito 2:
DES +20.
Dano físico a distância +10%.
--------------------------
Tipo: Metralhadora
ATQ: 205 ATQM: 0
Peso: 270
Nível da arma: 4
Nível necessário: 100
Classes: Insurgentes

Menurut rumor, warna hitam di senjata ini adalah Darah dari lawannya yang telah kering berabad abad.
Kekuatannya akan bereaksi terhadap Ancient Hero Boots.
------------------------
Tiap 2 level tempa, ATK +10.
------------------------
Tiap 3 level tempa, menambah serangan fisik jarak jauh +2%.
------------------------
Saat level tempa +7 atau lebih, menambah damage Round Trip +15% (Konsumsi SP Round Trip +10%).
------------------------
Saat level tempa +9 atau lebih, ATK +50 dan serangan fisik jarak jauh +10% selama 90 detik saat menggunakan Platinum Altar.
------------------------
Saat level tempa +11 atau lebih, tambahan damage Round Trip +15%.
------------------------
Saat dikenakan dengan Ancient Hero Boots, saat melakukan serangan fisik, chance DEX+20
dan serangan fisik jarak jauh +10% selama 7 detik.
------------------------
Jenis: Gatling Gun
Attack: 205
Berat: 270
Weapon Lv: 4
Syarat Lv: 100
Job: Rebellion

Black gatling gun used by those who have reached the master's level.
It seems to resonate with the boots of an ancient hero.

ATK + 10 per 2 refine rate.
Increase ranged physical attack by 2% per 3 refine rate.
When refined to +7 or higher, increase damage of Round Trip damage by 15%, SP consumption of it by 10%.
When refined to +9 or higher, increase ATK by 50, ranged physical damage by 10% when using Platinum Altar.
When refined to +11 or higher, increase damage of Round Trip by 15%.
When equipped with ancient hero boots, adds a chance to DEX+20, ranged physical damage by 10% for 7s when physical attack.
Type : Gatling Gun Attack : 205
Weight : 270
Weapon level : 4
Required level : 100
Class : Rebellion

Account Bound.
A firearm invented and created by Guttling, the famous glutton Rebel.
Equipped with a multiple barrels in a rotating cluster.
-------------
[For each 2 refine lv]
ATK +10.
[For each 3 refine lv]
Long-range physical damage +2%.
[If refine lv is 7 or higher]
[Round Trip] damage +15%.
[Round Trip] SP consumption +10%.
[If refine lv is 9 or higher]
Has a chance of activating effects for 90 seconds when using [Platinum Altar]:
Long-range physical damage +10%.
ATK +50.
[If refine lv is 11 or higher]
[Round Trip] damage +15%.
-------------
[Ancient Hero Set]
Ancient Hero Boots22171
Guttling Gun28258
Has a chance to activate effects for 7 seconds when dealing physical damage:
DEX +20.
Long-range physical damage +10%.
-------------
Class: Gatling Gun
Attack: 205
Weight: 270
Weapon Lv: 4
Required Level: 100
Jobs: Rebellion Jobs

Not specified

Flags
Can be added to a player buying store? No
Summons monster? No
Is part of a container? No
Has unique stack? No
Binds on equip? No
Announces drop? No
Is consumed on use? Yes
Has drop effect? No
Stacking
Not specified
Usage
Not specified
Trade
Override Not specified
Can be dropped? Yes
Can be traded? Yes
Can be traded with partner? Yes
Can be sold to NPC? Yes
Can be placed in cart? Yes
Can be placed in storage? Yes
Can be placed in guild storage? Yes
Can be sent by mail? Yes
Can be put in auction? Yes
Delay
Not specified
.@r = getrefine();
bonus bLongAtkRate,2*(.@r/3);
bonus bBaseAtk,10*(.@r/2);
if (.@r >= 7) {
   .@val = 15;
   bonus2 bSkillUseSPrate,"RL_R_TRIP",-10;
   if (.@r >= 9) {
      autobonus3 "{ bonus bBaseAtk,50; bonus bLongAtkRate,10; }",1000,90000,"RL_P_ALTER";
      if (.@r >= 11) {
         .@val += 15;
      }
   }
   bonus2 bSkillAtk,"RL_R_TRIP",.@val;
}
Script References
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
bLongAtkRate Item Bonus
bLongAtkRate
Signature:
bonus bLongAtkRate,n;
Description:
Increases damage of long ranged attacks by n%
bBaseAtk Item Bonus
bBaseAtk
Signature:
bonus bBaseAtk,n;
Description:
Basic attack power + n
if Command
if
Signature:
if (<condition>) <statement>;
Description:
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.
Example:
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;
bSkillUseSPrate Item Bonus
bSkillUseSPrate
Signature:
bonus2 bSkillUseSPrate,sk,n;
Description:
Decreases SP consumption of skill sk by n%
autobonus3 Command
autobonus3
Signature:
autobonus3 <bonus script>,<rate>,<duration>,<skill id>,{<other script>};
autobonus3 <bonus script>,<rate>,<duration>,"<skill name>",{<other script>};
Description:
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.
Example:
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; }";
bSkillAtk Item Bonus
bSkillAtk
Signature:
bonus2 bSkillAtk,sk,n;
Description:
Increases damage of skill sk by n%
Not specified
Script References

No documented script references were detected.

Not specified
Script References

No documented script references were detected.

Not specified

Not specified

Not specified

Not specified

ID Trigger Item Base Items Materials Roles Details
#15 Ancient Hero's Release Cube 38 0 rodatabase.base_item Details
#79 +11 Ancient Hero Armor Opening Cube 38 0 rodatabase.base_item Details
Refine Group Item Level Refineable Weapon Level Armor Level Details
Refine Weapon 4 Yes 4 Not specified Details

Not specified