Item Details

Illusion Butcher [2] ( Butcher_IL )

ID 28254 Illusion Butcher [2]
Illusion Butcher [2] Precio de compra: 20 zeny Precio de venta: 10 zeny Peso: 250 Ranuras: 2
Tipo: Objeto de arma. Subtipo: Ametralladora Género: Ambos Ubicaciones: Mano_Derecha + Mano_Izquierda
Ataque: 210 Ataque mágico: No especificado Alcance: 9 Defensa: No especificado
Nivel de arma: 4 Nivel de armadura: No especificado Nivel de Equipamiento (Mín.): 120 Nivel de Equipamiento (Máx.): No especificado
Refinable: 1 Graduable: No especificado Elemento: Neutral Clases: No especificado

Uma Metralhadora Gatling que carrega enorme poder destrutivo.
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A cada 15 de FOR base:
Dano físico a distância +2%.
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A cada refino:
ATQ +10.
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Refino +7 ou mais:
Dano de [Disparo Labareda] +20%.
Refino +9 ou mais:
Dano de [Expurgar] +15%.
Refino +11 ou mais:
Dano físico contra as raças Bruto e Demônio +30%.
--------------------------
Conjunto
[Bota Ilusional]
ATQ da arma +10%.
Arma e Calçado refinados no +7 ou mais:
Dano físico a distância +5%.
Soma dos refinos 18 ou mais:
Recarga de [Disparo Labareda] -2 segundos.
Dano de [Disparo Labareda] +20% adicional.
Soma dos refinos 22 ou mais:
Ao usar [Expurgar], 5% de chance de ativar um [efeito] por 10 segundos.
--------------------------
Efeito:
ATQ +50.
Dano físico contra as raças Bruto e Demônio +50% adicional.
--------------------------
Tipo: Metralhadora
ATQ: 210 ATQM: 0
Peso: 250
Nível da arma: 4
Nível necessário: 120
Classes: Justiceiros e evoluções

Serangan fisik jarak-jauh +2% per 15 BASE STR
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ATK +10 per 1 tingkat tempa
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Jika tingkat tempa +7 atau lebih,
Damage dari skill "Fire Rain" +20%
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Jika tingkat tempa +9 atau lebih,
Damage dari skill "Round Trip" +15%
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Jika tingkat tempa +11 atau lebih,
Damage serangan fisik ke monster Brute dan Demon +30%
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Set Bonus
Illusion Butcher [2]
Illusion Boots [1]

ATK +10%

Jika tingkat tempa kedua item +7 atau lebih,
Serangan fisik jarak-jauh +5%

Jika total tingkat tempa dari kedua item +18 atau lebih,
Damage dari skill "Fire Rain" +20%
Cooldown-time dari skill "Fire Rain" -2 detik

Jika total tingkat tempa dari kedua item +22 atau lebih,
Saat menggunakan skill "Round Trip",
Terdapat peluang ATK +50 dan Damage ke monster Brute & Demon +50% selama 10 detik
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Jenis : Weapon
Posisi : Gatling Gun
ATK : 210
Berat : 250
Weapon Lv : 4
Syarat Lv : 120
Job : Gunslinger

A Gatling Gun imbued with enormous destructive power.
Its power was so great that it was given the name Butcher.
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For every 15 base STR, increase long ranged physical damage by 2%.
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For every refine level, ATK + 10.
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When refined to +7 or higher, increase Fire Rain damage by 20%.
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When refined to +9 or higher, increase Round Trip damage by 15%.
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When refined to +11 or higher, increase physical damage against Brute and Demon race enemies by 30%.
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Set Bonus:
Illusion Butcher [2]
Illusion Boots [1]

ATK + 10%.
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When the both items are refined to +7 or higher,
Increase long ranged physical damage by 5%.
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When the total refine level of set are 18 or higher,
Increase Fire Rain damage by 20%.
Reduce Fire Rain cooldown by 2 seconds.
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When the total refine level of set are 22 or higher,
When using Round Trip, there's a chance to gain ATK + 50 and increase physical damage against Brute and Demon race enemies by 50% for 10 seconds.
------------------------
Type : Gatling Gun
Attack : 210
Weight : 250
Weapon Level : 4
Required Level : 120
Class : Gunslinger Class

Rotating motorized firearm.
It's been dubbed 'the Butcher' for its incredible lethality.
_
Ranged physical damage +2% for every 15 STR points.
ATK +10 for every refine level of the item.
If refine rate is +7 or higher, Fire Rain damage +20%.
If refine rate is +9 or higher, Round Trip damage +15%.
If refine rate is +11 or higher, physical damage to Brute and Demon race monsters +30%.
_
If the refine rate of Illusion Leg is +7 or higher, the Butcher's ranged physical damage +5%.
If total refine rate is +18 or higher, Increase Fire Rain damage by 20%. Reduce Fire Rain cooldown by 2 seconds.
If total refine rate is +22 or higher, When using Round Trip, there's a chance to gain ATK + 50 and increase for 10 sec. If the targets are Brute and Demon race monsters, the physical damage is increased by 50%.
_
Weight: 250
Weapon level: 4
Required Level: 120
Jobs: Gunslinger Jobs

No especificado

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();
bonus bLongAtkRate,2*(readparam(bStr)/15);
bonus bBaseAtk,10*.@r;
if (.@r >= 7) {
   bonus2 bSkillAtk,"RL_FIRE_RAIN",20;
   if (.@r >= 9) {
      bonus2 bSkillAtk,"RL_R_TRIP",15;
      if (.@r >= 11) {
         bonus2 bAddRace,RC_Brute,30;
         bonus2 bAddRace,RC_Demon,30;
      }
   }
}
Referencias del Script
getrefine Comando
getrefine
Firma:
getrefine()
Descripción:
function is called. This function is intended for use in item scripts.
bLongAtkRate Bono de Ítem
bLongAtkRate
Firma:
bonus bLongAtkRate,n;
Descripción:
Increases damage of long ranged attacks by n%
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!";
bStr Bono de Ítem
bStr
Firma:
bonus bStr,n;
Descripción:
STR + n
bBaseAtk Bono de Ítem
bBaseAtk
Firma:
bonus bBaseAtk,n;
Descripción:
Basic attack power + n
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;
bSkillAtk Bono de Ítem
bSkillAtk
Firma:
bonus2 bSkillAtk,sk,n;
Descripción:
Increases damage of skill sk by n%
bAddRace Bono de Ítem
bAddRace
Firma:
bonus2 bAddRace,r,x;
Descripción:
+x% physical damage against race r
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 4 4 No especificado Detalles

No especificado