Item Details

Samurai Spector Card ( Incant_Samurai_Card )

ID 4263 Samurai Spector Card
Samurai Spector Card Prix d'achat: 20 zeny Prix de vente: 10 zeny Poids: 1 Emplacements: Non spécifié
Type: Carte. Sous-type: Non spécifié Genre: Les deux Lieux: Arme
Attaque: Non spécifié Attaque magique: Non spécifié Portée: Non spécifié Défense: Non spécifié
Niveau d'arme: Non spécifié Niveau d'armure: Non spécifié Niveau d'équipement min.: Non spécifié Niveau d'équipement max.: Non spécifié
Affûtage: Non spécifié Améliorable: Non spécifié Élément: Neutre Classes: Non spécifié

Ignora 100% da DEF dos personagens e monstros normais.
Regeneração natural de HP -100%.
Drena 666 de HP do usuário a cada 10 segundos.
Drena 999 de HP ao desequipar.
Tipo: Carta
Equipa em: Arma
Peso: 1

Incantation Samurai Card.
Memberikan serangan tanpa memperhitungkan defense musuh tetapi HP tidak dapat beregenerasi dan mengurangi HP sebesar 666 setiap 10 detik.
jika melepaskan senjata ini maka akan mengurangi 999 HP
Jenis : Kartu
Slot : Senjata
Berat : 1

Account Bound
Class: Card
Compounds On: Weapon
Weight: 1
Bypass 100% of hard defense of normal monsters and players when performing a physical attack.
HP Recovery - 100%
Drains 666 HP from the user every 10 seconds.
Drains 666 HP from the user when the compounded item is unequipped.

Ignore normal monster's defense when attacking
Natural HP recovery is disabled.
HP -666 every 10 sec.
HP -999 when unequipping the weapon
Class: Card
Slot: Weapon
Weight: 1

Tous

Samurai Specter (0.01%)
Drapeaux
Peut-il être ajouté à une boutique d'achat de joueur ? Oui
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 ? Oui
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 bIgnoreDefClass,Class_Normal;
bonus bNoRegen,1;
bonus2 bHPLossRate,666,10000;
Références du Script
bIgnoreDefClass Bonus d’Objet
bIgnoreDefClass
Signature:
bonus bIgnoreDefClass,c;
Description:
Disregard DEF against enemies of class c
bNoRegen Bonus d’Objet
bNoRegen
Signature:
bonus bNoRegen,x;
Description:
Stops HP or SP regeneration (x: 1=HP, 2=SP)
bHPLossRate Bonus d’Objet
bHPLossRate
Signature:
bonus2 bHPLossRate,n,t;
Description:
Lose n HP every t milliseconds
Non spécifié
Références du Script

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

if ((Hp<=999) && !getmapflag(strcharinfo(3),mf_pvp) && !getmapflag(strcharinfo(3),mf_pvp_noparty) && !getmapflag(strcharinfo(3),mf_pvp_noguild)) {
   heal(1-Hp),0;
}
else {
   heal -999,0;
}
Références du Script
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;
getmapflag Commande
getmapflag
Signature:
getmapflag("<map name>",<flag>{,<type>})
Description:
This command checks the status of a given mapflag and returns the mapflag's state. 0 means OFF, and 1 means ON. See 'setmapflag' for a list of mapflags. For MF_RESTRICTED, the zone value of the map is returned. The optional parameter 'type' is used in the 'skill_damage' mapflag: SKILLDMG_MAX: if mapflag is set (default) SKILLDMG_PC: damage against players SKILLDMG_MOB: damage against mobs SKILLDMG_BOSS: damage against bosses SKILLDMG_OTHER: damage against other SKILLDMG_CASTER: caster type
strcharinfo Commande
strcharinfo
Signature:
strcharinfo(<type>{,<char_id>})
Description:
This function will return either the name, party name or guild name for the invoking character. Whatever it returns is determined by type. 0 - Character's name. 1 - The name of the party they're in if any. 2 - The name of the guild they're in if any. 3 - The name of the map the character is in. If a character is not a member of any party or guild, an empty string will be returned when requesting that information.
heal Commande
heal
Signature:
heal <hp>,<sp>{,<char_id>};
Description:
This command will heal a set amount of HP and/or SP on the invoking character. character and produces no other output whatsoever.
Exemple:
heal 30000,0; // This will heal 30,000 HP
heal 0,30000; // This will heal 30,000 SP
heal 300,300; // This will heal 300 HP and 300 SP

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