Item Details

Saw Axe [2] ( Ein_BHAXE )

ID 28140 Saw Axe [2]
Saw Axe [2] Prix d'achat: zeny Prix de vente: 0 zeny Poids: 500 Emplacements: 2
Type: Arme. Sous-type: Hache à deux mains Genre: Les deux Lieux: Main_Droite + Main_Gauche
Attaque: 350 Attaque magique: Non spécifié Portée: 1 Défense: Non spécifié
Niveau d'arme: 4 Niveau d'armure: Non spécifié Niveau d'équipement min.: 170 Niveau d'équipement max.: Non spécifié
Affûtage: 1 Améliorable: Non spécifié Élément: Neutre Classes: Classes Quatrièmes., Toutes les classes Troisièmes.

Serra elétrica presa a um cabo, tornando-a um Machado específico para ser usado na Mina de Einbech.
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Indestrutível em batalha.
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ATQ da arma +10%.
Dano de [Canhão] +10%.
Refino +7 ou mais:
ATQ +60.
Conjuração variável -10%.
Refino +9 ou mais:
Dano físico a distância +10%.
Ao realizar ataques físicos, 3% de chance de ativar um [Efeito] por 10 segundos.
Refino +11 ou mais:
Pós-conjuração -20%.
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Efeito:
Dano físico contra todos os Tamanhos +15%.
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Conjunto
[Medalha Rubra] ou [Medalha Azul]
[Dragona Rubra] ou [Dragona Azul]
Pós-conjuração -7% adicional.
Conjuração fixa -0,3 segundos.
Resistência a todos os tamanhos +3%.
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Tipo: Machado de Duas Mãos
ATQ: 350 ATQM: 0
Peso: 500
Nível da arma: 4
Nível necessário: 170
Classes: Mecânicos e evoluções

Alat yang dimodifikasi dari gergaji metal menjadi battle axe.
Suara dari mesin yang bergetar setiap kali penggunanya mengayunkan senjata ini membuat lawan ketakutan.

ATK +10%
Tidak dapat dihancurkan
"Arm Cannon" Damage +10%.
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Jika tingkat tempa +7 atau lebih
ATK +60
Variable Cast Time -10%
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Jika tingkat tempa +9 atau lebih
Damage serangan jarak-jauh +10%
Saat melakukan serangan fisik, terdapat chance meningkatkan Damage +15% ke semua all-size lawan selama 5 detik.
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Jika tingkat tempa +11 atau lebih
After-cast delay -20%.
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Jenis: Two-handed Axe
ATK: 350
Berat: 500
Level Senjata: 4
Syarat Lv: 170
Job: Mechanic Job

A weapon modified from a metal-cutting saw to a battle axe.
The sound of the engine reverberating every time the wielder swings makes enemies cower in fear.
_
ATK +10%, indestructible.
Arm Cannon damage +10%.
When refined to +7 or higher, ATK +60, Variable Cast Time -10%.
When refined to +9 or higher, Long-ranged DMG +10%.
When physically attacking, create a chance to gain additional DMG +15% on enemies of all sizes for 5 sec.
When refined to +11 or higher, After-cast delay -20%.
_
Class: Two-handed Axe ATK: 350
Weight: 500
Weapon Level: 4
Required Level: 170
Job: Mechanic Classes

Improved metal cutting tool that can now be used as a weapon.
The engine sound that the weapon emits with every movement makes opponents tremble with fear.
_
ATK +10%, unbreakable.
Arm Cannon damage +10%.
If refined to +7 or higher, ATK +60, Variable Cast Time of all skills -10%.
If refined to +9 or higher, Long-Ranged Physical Damage +10%.
With a certain chance physical damage inflicted on enemies of any size +15% for 5 sec. when performing a physical attack.
If refine rate is +11 or higher, Skill Delay -20%.
_
Class: Two-handed Axe Attack: 350
Weight: 500
Weapon level: 4
Required Level: 170
Jobs: Mechanic and subclasses

Non spécifié

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
.@r = getrefine();
bonus bAtkRate,10;
bonus bUnbreakableWeapon;
bonus2 bSkillAtk,"NC_ARMSCANNON",10;
if (.@r>=7) {
   bonus bVariableCastrate,-10;
   bonus bBaseAtk,60;
}
if (.@r>=9) {
   bonus bLongAtkRate,10;
   autobonus "{ bonus2 bAddSize,Size_All,15; }",1,5000,BF_WEAPON;
}
if (.@r>=11) {
   bonus bDelayrate,-20;
}
Références du Script
getrefine Commande
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
bAtkRate Bonus d’Objet
bAtkRate
Signature:
bonus bAtkRate,n;
Description:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
bUnbreakableWeapon Bonus d’Objet
bUnbreakableWeapon
Signature:
bonus bUnbreakableWeapon;
Description:
Weapon cannot be damaged/broken by any means
bSkillAtk Bonus d’Objet
bSkillAtk
Signature:
bonus2 bSkillAtk,sk,n;
Description:
Increases damage of skill sk by 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;
bVariableCastrate Bonus d’Objet
bVariableCastrate
Signature:
bonus2 bVariableCastrate,sk,n;
Description:
Increases variable cast time of skill sk by n% (If RENEWAL_CAST is NOT defined, this bonus is equal to bCastrate)
bBaseAtk Bonus d’Objet
bBaseAtk
Signature:
bonus bBaseAtk,n;
Description:
Basic attack power + n
bLongAtkRate Bonus d’Objet
bLongAtkRate
Signature:
bonus bLongAtkRate,n;
Description:
Increases damage of long ranged attacks by n%
bAddSize Bonus d’Objet
bAddSize
Signature:
bonus2 bAddSize,s,x;
Description:
+x% physical damage against size s
bDelayrate Bonus d’Objet
bDelayrate
Signature:
bonus bDelayrate,n;
Description:
Increases skill delay by 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

# Objets cibles Rôles Emplacements Détails
#63 18 Enchantement d’objet 2 Détails
ID Objet déclencheur Objets de base Matériaux Rôles Détails
#62 Amplification Blueprint (Saw Ax) 1 5 rodatabase.base_item Détails
Raffinage Groupe Niveau de l'objet Affûtage Niveau d'arme Niveau d'armure Détails
Raffinage Arme 4 Oui 4 Non spécifié Détails

Non spécifié