Item Details

Green Whistle [1] ( Green_Whistle )

ID 1930 Green Whistle [1]
Green Whistle [1] Precio de compra: 20 zeny Precio de venta: 10 zeny Peso: 80 Ranuras: 1
Tipo: Objeto de arma. Subtipo: Instrumento Musical Género: Masculino Ubicaciones: Arma
Ataque: 170 Ataque mágico: 50 Alcance: 1 Defensa: No especificado
Nivel de arma: 3 Nivel de armadura: No especificado Nivel de Equipamiento (Mín.): 102 Nivel de Equipamiento (Máx.): No especificado
Refinable: 1 Graduable: No especificado Elemento: Neutral Clases: Cuarta clases., Todo Tercero

Uma flauta feita a partir de uma grossa raiz.
Conjuração variável de [Melodia de Morfeu] e [Sinfonia dos Ventos] -2 segundos
A cada refino a partir do +6:
Custo de SP de [Melodia de Morfeu] e [Sinfonia dos Ventos] -4.
Tipo: Instrumento Musical
ATQ: 170 ATQM: 50
Peso: 80
Nível da arma: 3
Nível necessário: 102
Classes: Trovadores e evoluções

Flute yang terbuat dari stem
Mengurangi waktu Casting Lullaby dan Rush to Windmill sebanyak 2 detik. SP setiap skill akan berkurang 4 setiap upgrade diatas +6
MATK + 50
Jenis : Instrument Serangan : 170
Berat : 80
Senjata Level : 3
Level Persyaratan : 102
Untuk Profesi : Minstrel

A flute made of sturdy plant stem.
Class: Musical Instrument
Attack: 170
Magic Attack: 50
Property: Neutral
Weight: 80
Weapon Level: 3
Requires Level: 102
Usable By: Minstrel Jobs
Reduces the variable casting time of Lullaby and Windmill Rush by 2 seconds.
Reduces the SP cost of Lullaby and Windmill Rush by 4 per upgrade level of the item past the upgrade level of 5.

A flute made of sturdy plant stem.
-------------
Type: Weapon
Class: Instrument
Attack: 170
Property: Neutral
Weight: 80
Weapon Level: 3
Required Level: 102
Jobs: Minstrel Jobs
-------------
MATK + 50
Variable Casting Time - 2 for Lullaby and Windmill Rush.
Reduces the SP cost of Lullaby and Windmill Rush by 4 per upgrade level of the item past the upgrade level of 6.

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
.@r = getrefine();
if (.@r>5) {
   bonus2 bSkillUseSP,"MI_RUSH_WINDMILL",(.@r-5)*4;
   bonus2 bSkillUseSP,"WM_LULLABY_DEEPSLEEP",(.@r-5)*4;
}
bonus2 bSkillVariableCast,"MI_RUSH_WINDMILL",-2000;
bonus2 bSkillVariableCast,"WM_LULLABY_DEEPSLEEP",-2000;
Referencias del Script
getrefine Comando
getrefine
Firma:
getrefine()
Descripción:
function is called. This function is intended for use in item scripts.
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;
bSkillUseSP Bono de Ítem
bSkillUseSP
Firma:
bonus2 bSkillUseSP,sk,n;
Descripción:
Decreases SP consumption of skill sk by n
bSkillVariableCast Bono de Ítem
bSkillVariableCast
Firma:
bonus2 bSkillVariableCast,sk,t;
Descripción:
Increases variable cast time of skill sk by t milliseconds
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