Item Details

Vecer Axe [2] ( Vecer_Axe )

ID 1311 Vecer Axe [2]
Vecer Axe [2] Precio de compra: 20 zeny Precio de venta: 10 zeny Peso: 150 Ranuras: 2
Tipo: Objeto de arma. Subtipo: Hacha de Una Mano Género: Ambos Ubicaciones: Arma
Ataque: 140 Ataque mágico: No especificado Alcance: 1 Defensa: No especificado
Nivel de arma: 3 Nivel de armadura: No especificado Nivel de Equipamiento (Mín.): 50 Nivel de Equipamiento (Máx.): No especificado
Refinable: 1 Graduable: No especificado Elemento: Neutral Clases: Trascendente, Cuarta clases., Todo Trascendente, Todo Tercero

Um machado luxuoso, decorado na cor vermelha. Ele emite um som único quando brandido.
Indestrutível em batalha.
SOR base 90 ou mais:
ATQ +20.
DES base 90 ou mais:
CRIT +5.
SOR e DES base 90 ou mais:
Dano de [Mammonita] +15%.
Tipo: Machado
Ataque: 140
Peso: 150
Nível da arma: 3
Nível necessário: 50
Classes: Transcendentais de Espadachins, Mercadores e evoluções

Sebuah Kapak elegan terhias dengan warna merah. Mengakibatkan hembusan angin dengan suara unik ketika mengibaskannya.
Ketika LUK lebih dari 90, ATK +20. Ketika DEX lebih dari 90, CRI +5. Ketika LUK dan DEX lebih dari 90, memberikan serangan tambahan skill 'Mammonite' sebesar 15%.
Jenis : One-Handed Axe Serangan : 140
Berat : 150
Senjata Level: 3
Level Persyaratan : 50
Profesi : High Swordman dan High Merchant

A luxurious axe decorated in red. It creates wind with a unique sound when you wave it.
Class: One-Handed Axe
Attack: 140
Property: Neutral
Weight: 150
Weapon Level: 3
Requires Level: 50
Usable By: Lord Knight Jobs, Master Smith Jobs, Paladin Jobs, Biochemist Jobs
ATK + 20, if the users base Luk is 90 or higher.
Crit + 5, if the users base Dex is 90 or higher.
Increases the damage of Mammonite by an additional 15%, if the users base Dex and Luk is 90 or higher.
This item is indestructible in battle.

A luxurious axe decorated in red. It creates wind with a unique sound when you wave it.
-------------
Type: Weapon
Class: One-Handed Axe
Attack: 140
Property: Neutral
Weight: 150
Weapon Level: 3
Required Level: 50
Jobs: Transcendent Swordsman Jobs, Transcendent Merchant Jobs
-------------
This item is indestructible in battle.
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If base DEX is 90 or higher,
CRIT + 5.
-------------
If base LUK is 90 or higher,
ATK + 20.
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If base DEX, LUK is 90 or higher,
Increases the damage of Mammonite by 15%.

Banderas
¿Puede agregarse a una tienda de compra de jugador? No
¿Invoca un monstruo? No
¿Forma parte de un contenedor? No
¿Tiene pila única? No
¿Se vincula al equipar? No
¿Anuncia el drop? No
¿Se consume al usarlo?
¿Tiene efecto al caer? No
Apilamiento
No especificado
Uso
No especificado
Comercio
Sobrescribir No especificado
¿Puede soltarse?
¿Puede comerciarse?
¿Puede comerciarse con la pareja?
¿Puede venderse a NPC?
¿Puede colocarse en el carrito?
¿Puede colocarse en el almacén?
¿Puede colocarse en el almacén de guild?
¿Puede enviarse por correo?
¿Puede ponerse en subasta?
Retraso
No especificado
if (readparam(bLuk)>=90) {
   bonus bBaseAtk,20;
}
if (readparam(bDex)>=90) {
   bonus bCritical,5;
}
if (readparam(bDex)>=90 && readparam(bLuk)>=90) {
   bonus2 bSkillAtk,"MC_MAMMONITE",15;
}
Referencias del Script
if Comando
if
Firma:
if (<condition>) <statement>;
Descripción:
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.
Ejemplo:
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;
readparam Comando
readparam
Firma:
readparam(<parameter number>{,"<character name>"})
readparam(<parameter number>{,<char_id>})
Descripción:
This function will return the specified stat of the invoking character, or, if a character name or character id is specified, of that player. The stat can either be a number or parameter name, defined in ''. Some example parameters: StatusPoint, BaseLevel, SkillPoint, Class, Upper, Zeny, Sex, Weight, MaxWeight, JobLevel, BaseExp, JobExp, NextBaseExp, NextJobExp, Hp, MaxHp, Sp, MaxSp, BaseJob, Karma, Manner, bVit, bDex, bAgi, bStr, bInt, bLuk, Ap, MaxAp All of these also behave as variables, but don't expect to be able to just 'set' them - some will not work for various internal reasons. Example 1: Using this particular information as a function call is not required. Typing this will return the same result: Example 2: You can also use this command to get stat values.
Ejemplo:
// Returns how many status points you haven't spent yet.
mes "Unused status points: " + readparam(9);
mes "Unused status points: " + StatusPoint;
if (readparam(bVit) > 77)
mes "Only people with over 77 Vit are reading this!";
bLuk Bono de Ítem
bLuk
Firma:
bonus bLuk,n;
Descripción:
LUK + n
bBaseAtk Bono de Ítem
bBaseAtk
Firma:
bonus bBaseAtk,n;
Descripción:
Basic attack power + n
bDex Bono de Ítem
bDex
Firma:
bonus bDex,n;
Descripción:
DEX + n
bCritical Bono de Ítem
bCritical
Firma:
bonus bCritical,n;
Descripción:
Critical + n
bSkillAtk Bono de Ítem
bSkillAtk
Firma:
bonus2 bSkillAtk,sk,n;
Descripción:
Increases damage of skill sk by n%
No especificado
Referencias del Script

No se detectaron referencias documentadas en este script.

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Referencias del Script

No se detectaron referencias documentadas en este script.

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Refinado Grupo Nivel del objeto Refinable Nivel de arma Nivel de armadura Detalles
Refinado Arma 3 3 No especificado Detalles

No especificado