Item Details

Patent Demon Slayer Shot [2] ( Up_Demon_S_Shot )

ID 820001 Patent Demon Slayer Shot [2]
Patent Demon Slayer Shot [2] Buy Price: zeny Sell Price: 0 zeny Weight: 230 Slots: 2
Type: Weapon item. Sub Type: Shotgun Gender: Both Locations: Right_Hand + Left_Hand
Attack: 295 Magic Attack: Not specified Range: 9 Defense: Not specified
Weapon Level: 4 Armor Level: Not specified Min. Equip Level: 150 Max. Equip Level: Not specified
Refineable: 1 Gradable: Not specified Element: Neutral Classes: Not specified

Arma purificada dos poderes ancestrais e que agora emana energia mais jovem.
--------------------------
Mantém [Espalhar Dano] ativo.
--------------------------
A cada 2 refinos:
Dano físico a distância +3%.
A cada 3 refinos:
SP máx. +2%.
--------------------------
Refino +7 ou mais:
Dano físico contra Chefes +15%.
Dano físico contra as raças Demônio e Morto-Vivo +15%.
Refino +9 ou mais:
Ao usar [Proteção de Platina], ativa um [Efeito] por 90 segundos.
Refino +11 ou mais:
Dano de [Tiro Neutralizante] e [Rajada Estilhaçante] +35%.
--------------------------
[Efeito]
ATQ +50.
Dano físico a distância +10%.
--------------------------
Conjunto
[Botas Primordiais]
DES +10.
Dano físico a distância +5%.
--------------------------
Tipo: Espingarda
ATQ: 295 ATQM: 0
Peso: 230
Nível da arma: 4
Nível necessário: 150
Classes: Insurgentes e evoluções

Splash Attack
------------------------
Damage serangan jarak-jauh +3% per 2 tingkat tempa
------------------------
MaxSP +2% per 3 tingkat tempa
------------------------
Jika tingkat tempa +7 atau lebih,
Damage fisik ke Boss, Demon, & Undead monster +15%
------------------------
Jika tingkat tempa +9 atau lebih,
ATK +50
Damage serangan jarak-jauh +10% selama 90 detik saat menggunakan skill "Platinum Altar"
------------------------
Jika tingkat tempa +11 atau lebih,
Damage dari skill "Vanishing Buster & Shatter Storm" +35%
------------------------
Set Bonus
Patent Demon Slayer Shot [2]
Great Hero Boots

DEX +10
Damage serangan jarak-jauh +5%
------------------------
Jenis: Shotgun
ATK: 295
Berat: 230
Senjata Lv: 4
Lv min.: 150
Job: Rebellion

The one who can handle all guns skillfully is the devil-fighting shotgun used by the master.
He started to show his natural power by looking at the cool shooting.
It seems to resonate with the boots of the great hero.

Splash Attack.
Increase ranged physical damage by 3% per 2 refine rates.
MSP + 2% per 3 refine rates.
When refined to +7 or higher, increase physical damage to boss, devil, undead type monsters by 15%.
When refined to +9 or higher, when using platinum alter, increase ATK + 50, ranged physical damage by 10% for 90 sec.
When refined to +11 or higher, increase damage of Vanishing Buster and Shatter Storm by 35%.
When equipped with Great Hero's Boots, DEX + 10, increase ranged physical damage by 5%.
Type: Shotgun Attack: 295
Weight: 230
Weapon Level: 4
Required Level: 150
Class: Rebellion

The weapon of Rebel nicknamed the Rekenber Devil. This mercenary claimed that Satan Morroc was weak and once went to fight him. He did not return back.
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.

Splash attack damage,
Ranged physical damage +3% for every 2 refine levels.
Max SP Recovery +2% per 3 upgrade levels of the item.
If refine rate is +7 or higher, physical damage inflicted on Boss, Demon and Undead type monsters +15%.
If refine rate is +9 or higher, when using Platinum Altar ATK +50%, ranged physical damage +10% for 90 sec.
If refine rate is +11 or higher, Vanishing Buster, Shattering Storm damage +35%.
If equipped with Great Hero's Boots, DEX +10, ranged physical damage +5%.
Class: Shotgun ATK: 295
Weight: 230
Weapon level: 4
Required Level: 150
Jobs: Rebellion

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 bSplashRange,1;
bonus bLongAtkRate,3*(.@r/2);
bonus bMaxSPrate,2*(.@r/3);
if (.@r>=7) {
   bonus2 bAddClass,Class_Boss,15;
   bonus2 bAddRace,RC_Undead,15;
   bonus2 bAddRace,RC_Demon,15;
}
if (.@r>=9) {
   autobonus3 "{ bonus bBaseAtk,50; bonus bLongAtkRate,10; }",1000,90000,"RL_P_ALTER";
}
if (.@r>=11) {
   bonus2 bSkillAtk,"RL_BANISHING_BUSTER",35;
   bonus2 bSkillAtk,"RL_S_STORM",35;
}
Script References
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
bSplashRange Item Bonus
bSplashRange
Signature:
bonus bSplashRange,n;
Description:
Splash attack radius + n (only the highest among all is applied)
bLongAtkRate Item Bonus
bLongAtkRate
Signature:
bonus bLongAtkRate,n;
Description:
Increases damage of long ranged attacks by n%
bMaxSPrate Item Bonus
bMaxSPrate
Signature:
bonus bMaxSPrate,n;
Description:
MaxSP + 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;
bAddClass Item Bonus
bAddClass
Signature:
bonus2 bAddClass,c,x;
Description:
+x% physical damage against class c
bAddRace Item Bonus
bAddRace
Signature:
bonus2 bAddRace,r,x;
Description:
+x% physical damage against race r
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; }";
bBaseAtk Item Bonus
bBaseAtk
Signature:
bonus bBaseAtk,n;
Description:
Basic attack power + n
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
#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 Result Item Details
#31 Hero's Weapon Modification Box VI 12 0 rodatabase.base_item Details
#79 +11 Ancient Hero Armor Opening Cube 38 0 Result Item Details
Refine Group Item Level Refineable Weapon Level Armor Level Details
Refine Weapon 4 Yes 4 Not specified Details

Not specified