Item Details

Document Archer [1] ( Document_Archer_TH )

ID 490609 Document Archer [1]
Document Archer [1] Precio de compra: zeny Precio de venta: 0 zeny Peso: 10 Ranuras: 1
Tipo: Equipamiento. Subtipo: No especificado Género: Ambos Ubicaciones: Accesorio Derecho
Ataque: No especificado Ataque mágico: No especificado Alcance: No especificado Defensa: 7
Nivel de arma: No especificado Nivel de armadura: 1 Nivel de Equipamiento (Mín.): 100 Nivel de Equipamiento (Máx.): No especificado
Refinable: No especificado Graduable: No especificado Elemento: Neutral Clases: Cuarta clases., Todo Tercero

Catatan lengkap dari perjalanan seorang Archer yang telah menjelajahi Tomb of Honor
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ATK +100, ATK +10%,
Fisikal damage ke semua size musuh +10%,
Damage dari skill Focused Arrow Strike dan Severe Rainstorm +30%.
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Jika digunakan oleh Ranger,

Cooldown dari skill No Limits -90 detik,
(Ketika melepas equipment, efek dari No Limits akan hilang)
Variable Cast Time dari skill Focused Arrow Strike -100%
------------------------
Jika digunakan oleh Minstrel atau Wanderer,

Cooldown dari skill Severe Rainstorm -4 detik,
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[Set Bonus]
Document of Archer [1]
Old Camouflage Bunny Hood [1]

After Cast-delay -15%,

Per 2 tingkat tempa headgear:
Fisikal damage ke semua class monster +4%,
Damage dari skill Focused Arrow Strike +15%.
------------------------
[Set Bonus]
Document of Archer [1]
Old Maestro Song's Hat [1] atau
Old Dying Swan [1]

Konsumsi SP dari skill Severe Rainstorm -60,

Per 2 tingkat tempa headgear:
Fisikal damage ke semua class monster +4%,
Damage dari skill Severe Rainstorm +10%.
------------------------
Jenis: Accessory (Kanan)
Berat: 10
Def: 7
Syarat Lv: 100
Job: Archer Class 3

The complete travel log of the Archer who explored the Tomb of Honor area.
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ATK + 100, ATK + 10%.
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Reduce After Cast Delay by 10%.
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Increase physical damage against all size enemies by 10%.
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Increase Focused Arrow Strike and Severe Rainstorm damage by 30%.
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When equipped by Ranger classes,
reduce No Limits cooldown by 90 seconds.
(No Limits effect will be removed when unequipped).
Reduce Focused Arrow Strike Variable Casting Time by 100%.
------------------------
When equipped by Maestro or Wanderer classes,
reduce Severe Rainstorm cooldown by 4 seconds.
------------------------
Set Bonus:
Document Archer [1]
Old Camouflage Bunny Hood [1]

Reduce After Cast Delay by 15%.

For every 2 refine level of Headgear,
increase physical damage against all class enemies by 4%,
increase Focused Arrow Strike damage by 15%.
------------------------
Set Bonus:
Document Archer [1]
Old Maestro Song's Hat [1]
OR
Old Dying Swan [1]

Reduce Severe Rainstorm SP consumption by 60.

For every 2 refine level of Headgear,
increase physical damage against all class enemies by 4%,
increase Severe Rainstorm damage by 10%.
------------------------
Type : Accessory (Right)
Def : 7
Weight : 10
Required Level : 100
Class : 3rd Class Archer

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
bonus bBaseAtk,100;
bonus2 bAddClass,Class_All,10;
bonus bDelayrate,-10;
bonus2 bAddSize,Size_All,10;
bonus2 bSkillAtk,"SN_SHARPSHOOTING",30;
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",30;
if (eaclass()&EAJL_THIRD && BaseJob == Job_Hunter) {
   bonus2 bSkillCooldown,"RA_UNLIMIT",-90000;
   bonus2 bVariableCastrate,"SN_SHARPSHOOTING",-100;
}
if ((eaclass()&EAJL_THIRD) && (BaseJob == Job_Bard || BaseJob == Job_Dancer))
   bonus2 bSkillCooldown,"WM_SEVERE_RAINSTORM",-4000;
Referencias del Script
bBaseAtk Bono de Ítem
bBaseAtk
Firma:
bonus bBaseAtk,n;
Descripción:
Basic attack power + n
bAddClass Bono de Ítem
bAddClass
Firma:
bonus2 bAddClass,c,x;
Descripción:
+x% physical damage against class c
bDelayrate Bono de Ítem
bDelayrate
Firma:
bonus bDelayrate,n;
Descripción:
Increases skill delay by n%
bAddSize Bono de Ítem
bAddSize
Firma:
bonus2 bAddSize,s,x;
Descripción:
+x% physical damage against size s
bSkillAtk Bono de Ítem
bSkillAtk
Firma:
bonus2 bSkillAtk,sk,n;
Descripción:
Increases damage of skill sk by 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;
eaclass Comando
eaclass
Firma:
eaclass({<job number>,<char_id>})
Descripción:
This commands returns the "eA job-number" corresponding to the given class, and uses the invoking player's class if none is given. The eA job-number is also a class number system, but it's one that comes with constants which make it easy to convert among classes. The command will return -1 if you pass it a job number which doesn't have an eA job-number equivalent.
Ejemplo:
.@eac = eaclass();
if ((.@eac&EAJ_BASEMASK) == EAJ_SWORDMAN)
mes "Your base job is Swordman.";
if (.@eac&EAJL_UPPER)
mes "You are a rebirth job.";
if ((.@eac&EAJ_UPPERMASK) == EAJ_SWORDMAN)
mes "You must be a Swordman, Baby Swordman or High Swordman.";
bSkillCooldown Bono de Ítem
bSkillCooldown
Firma:
bonus2 bSkillCooldown,sk,t;
Descripción:
Increases cooldown of skill sk by t milliseconds
bVariableCastrate Bono de Ítem
bVariableCastrate
Firma:
bonus2 bVariableCastrate,sk,n;
Descripción:
Increases variable cast time of skill sk by n% (If RENEWAL_CAST is NOT defined, this bonus is equal to bCastrate)
No especificado
Referencias del Script

No se detectaron referencias documentadas en este script.

sc_end SC_UNLIMIT;
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 Armadura 1 No No especificado 1 Detalles

No especificado