Item Details

Tae Goo Lyeon [2] ( Tae_Goo_Lyeon )

ID 1181 Tae Goo Lyeon [2]
Tae Goo Lyeon [2] Prix d'achat: 20 zeny Prix de vente: 10 zeny Poids: 200 Emplacements: 2
Type: Arme. Sous-type: Épée à deux mains Genre: Les deux Lieux: Main_Droite + Main_Gauche
Attaque: 250 Attaque magique: Non spécifié Portée: 1 Défense: Non spécifié
Niveau d'arme: 4 Niveau d'armure: Non spécifié Niveau d'équipement min.: 90 Niveau d'équipement max.: Non spécifié
Affûtage: 1 Améliorable: Non spécifié Élément: Neutre Classes: Classes Transcendantes (pas de classes Transcendantes-Troisièmes)., Classes Quatrièmes., Toutes les classes Transcendantes., Toutes les classes Troisièmes.

Arma sagrada de um guerreiro do oriente.
--------------------------
Esquiva perfeita +10.
--------------------------
Refino +9 ou mais:
Pós-conjuração -20%.
Custo de SP das habilidades -20%.
--------------------------
Lordes/Paladinos nv. de classe 70 ou mais,
Cavaleiros Rúnicos/Guardiões Reais nv. de classe 50 ou mais:
Ao realizar ataques físicos, 1% de chance de ativar um [efeito] por 10 segundos.
--------------------------
Efeito:
ATQ +50.
--------------------------
Tipo: Espada de Duas Mãos
ATQ: 250 ATQM:
Peso: 200
Nível da arma: 4
Nível necessário: 90
Classes: Espadachins T. e evoluções

Pedang ini dikenal pernah digunakan oleh seorang pemberani dari daerah timur.
Perfect dodge +10.
Ketika digunakan oleh JOB level 70 (jika profesi 4 maka job lv 50), ada kemungkinan kecil untuk menambah ATK +50 selama 10 detik ketika melakukan serangan fisik.
Jika diupgrade sampai 9 atau lebih, penggunaan SP dan waktu delay skill berkurang sebesar 20%.
Jenis : Pedang dua tangan Serangan : 250
Berat: 200 Elemen: Neutral
Level Senjata: 4
Level Persyaratan : 90
Profesi: Job 3 Swordman

This is known as the sword of a brave man from the orient.
Class: Two-Handed Sword
Attack: 250
Property: Neutral
Weight: 200
Weapon Level: 4
Requires Level: 90
Usable By: Lord Knight Jobs, Paladin Jobs
Perfect Dodge + 10
If upgrade level is +9 or higher,
Reduces the cast delay of skills by 20%.
Reduces the SP cost of skills by 20%.
If the users job level is maxed,
Adds a 0.1% chance of buffing the user for 10 seconds when performing a physical attack; ATK + 50.

A sword of brave men from the orient.
Perfect Dodge +10
[If upgrade level is +9 or higher]
Reduces after cast delay and SP consumption by 20%
[If job level is maxed]
With a low chance, Atk +50 for 10 sec. after a physical attack
Class: Two-handed Sword
Property: Neutral
Attack: 250
Weight: 200
Weapon Level: 4
Required Level: 90
Jobs: Transcendent Swordsman

Unsealed Baphomet (25.00%) The Last One (0.02%)
Drapeaux
Peut-il être ajouté à une boutique d'achat de joueur ? Non
Invoque un monstre ? Non
Fait partie d'un conteneur ? Non
Possède une pile unique ? Non
Se lie à l'équipement ? Non
Annonce le drop ? Non
Est consommé à l'utilisation ? Oui
A un effet au sol ? Non
Empilement
Non spécifié
Utilisation
Non spécifié
Commerce
Remplacer Non spécifié
Peut être jeté ? Oui
Peut être échangé ? Oui
Peut être échangé avec le partenaire ? Oui
Peut être vendu à un PNJ ? Oui
Peut être placé dans le chariot ? Oui
Peut être placé dans le stockage ? Oui
Peut être placé dans le stockage de guilde ? Oui
Peut être envoyé par courrier ? Oui
Peut être mis aux enchères ? Oui
Délai
Non spécifié
bonus bFlee2,10;
if (JobLevel>=70 || (eaclass()&EAJL_THIRD && JobLevel>=50))
   autobonus "{ bonus bBaseAtk,50; }",10,10000,BF_WEAPON,"{ specialeffect2 EF_POTION_BERSERK; }";
if (getrefine()>8) {
   bonus bDelayrate,-20;
   bonus bUseSPrate,-20;
}
Références du Script
bFlee2 Bonus d’Objet
bFlee2
Signature:
bonus bFlee2,n;
Description:
Perfect Dodge + n
if Commande
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.
Exemple:
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 Commande
eaclass
Signature:
eaclass({<job number>,<char_id>})
Description:
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.
Exemple:
.@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.";
bBaseAtk Bonus d’Objet
bBaseAtk
Signature:
bonus bBaseAtk,n;
Description:
Basic attack power + n
specialeffect2 Commande
specialeffect2
Signature:
specialeffect2 <effect number>{,<send_target>{,"<Player Name>"}};
Description:
This command behaves identically to 'specialeffect', but the effect will be centered on the invoking character's sprite. <Player name> parameter will display <effect number> on another Player than the one currently attached to the script. Like with specialeffect, when specifying a player, <send_target> must be supplied, specifying AREA will retain the default behavior of the command.
getrefine Commande
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
bDelayrate Bonus d’Objet
bDelayrate
Signature:
bonus bDelayrate,n;
Description:
Increases skill delay by n%
bUseSPrate Bonus d’Objet
bUseSPrate
Signature:
bonus bUseSPrate,n;
Description:
SP consumption + n%
Non spécifié
Références du Script

Aucune référence documentée n’a été détectée dans ce script.

Non spécifié
Références du Script

Aucune référence documentée n’a été détectée dans ce script.

Non spécifié

Non spécifié

Non spécifié

Non spécifié

Non spécifié

Raffinage Groupe Niveau de l'objet Affûtage Niveau d'arme Niveau d'armure Détails
Raffinage Arme 4 Oui 4 Non spécifié Détails

Non spécifié