Item Details

Tristan Imperial Cape-LT [1] ( Tristan_Cape_LT )

ID 480453 Tristan Imperial Cape-LT [1]
Tristan Imperial Cape-LT [1] Prix d'achat: zeny Prix de vente: 0 zeny Poids: 10 Emplacements: 1
Type: Armure/Vêtement/Bottes/Coiffure/Accessoire. Sous-type: Non spécifié Genre: Les deux Lieux: Vêtement/Robe
Attaque: Non spécifié Attaque magique: Non spécifié Portée: Non spécifié Défense: 20
Niveau d'arme: Non spécifié Niveau d'armure: 2 Niveau d'équipement min.: 190 Niveau d'équipement max.: Non spécifié
Affûtage: 1 Améliorable: 1 Élément: Neutre Classes: Non spécifié

Cannot be Knocked back.
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Every 2 refine level, ATK +10, CON +1, CRT +1.

Every 3 refine level, Increases Long range physical damage and critical damage by 5%.
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When refined to +7 or higher, ATK +15%, ASPD +10%.

When refined to +9 or higher, Increases physical attack to all property by 12%.

When refined to +11 or higher, CRI +20.

When refined to +13 or higher, additional increases long range physical damage by 10%, C.RATE +7.
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Set Bonus:
Tristan Imperial Cape-LT [1]
Old Casket of Protection [1]

Every 3 level refine of garment, increases Vanishing Point & Cannon Spear damage by 25%.

When garment refined to +13 or higher, reduces Cannon Spear cooldown by 1.5 seconds.
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Set Bonus:
Tristan Imperial Cape-LT [1]
Beelzebub Card

Increases physical damage to BOSS Monsters by 30%.

Enable to use Reflect Damage Lv.3.

Reduces damage taken from Undead race by 50%.

Increases damage taken from Ghost property by 30%.
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[Grade Bonus]
[Grade D] ATK +80.
[Grade C] CRI +10.
[Grade B] Increases physical damage to all size by 12%.
[Grade A] Reduce after skill delay by 7%.
If refined to +13, increases physical damage to all race by 12%.
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Type: Garment
Def: 20
Weight: 10
Armor Level: 2
Required Level: 190
Class: All Jobs

Tous

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();
.@g = getenchantgrade();
bonus bNoKnockback;
bonus bBaseAtk,10*(.@r/2);
bonus bCon,.@r/2;
bonus bCrt,.@r/2;
bonus bLongAtkRate,5*(.@r/3);
bonus bCritAtkRate,5*(.@r/3);
if (.@r>=7) {
   bonus bAtkRate,15;
   bonus bAspdRate,10;
   if (.@r>=9) {
       bonus2 bAddEle,Ele_All,12;
       if (.@r>=11) {
            bonus bCritical,20;
            if (.@r>=13) {
                bonus bCRate,7;
                bonus bLongAtkRate,10;
            }
       }
   }
}
if (.@g>=ENCHANTGRADE_D) {
   bonus bBaseAtk,80;
   if (.@g>=ENCHANTGRADE_C) {
       bonus bCritical,10;
       if (.@g>=ENCHANTGRADE_B) {
            bonus2 bAddSize,Size_All,12;
            if (.@g>=ENCHANTGRADE_A) {
                bonus bDelayrate,-7;
                if (.@r>=13) {
                    bonus2 bAddRace,RC_All,12;
                }
            }
       }
   }
}
Références du Script
getrefine Commande
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
getenchantgrade Commande
getenchantgrade
Signature:
getenchantgrade({<equipment slot>,<char_id>})
Description:
function is called or the specified equipment slot. If nothing is equipped there, it returns -1. Valid equipment slots are: EQI_COMPOUND_ON - Item slot that calls this script (In context of item script) (default) For a list of others equipment slots see 'getequipid'.
bNoKnockback Bonus d’Objet
bNoKnockback
Signature:
bonus bNoKnockback;
Description:
Character is no longer knocked back by enemy skills with such effect
bBaseAtk Bonus d’Objet
bBaseAtk
Signature:
bonus bBaseAtk,n;
Description:
Basic attack power + n
bCon Bonus d’Objet
bCon
Signature:
bonus bCon,n;
Description:
CON + n
bCrt Bonus d’Objet
bCrt
Signature:
bonus bCrt,n;
Description:
CRT + n
bLongAtkRate Bonus d’Objet
bLongAtkRate
Signature:
bonus bLongAtkRate,n;
Description:
Increases damage of long ranged attacks by n%
bCritAtkRate Bonus d’Objet
bCritAtkRate
Signature:
bonus bCritAtkRate,n;
Description:
Increases critical damage 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;
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)
bAspdRate Bonus d’Objet
bAspdRate
Signature:
bonus bAspdRate,n;
Description:
Attack speed + n%
bAddEle Bonus d’Objet
bAddEle
Signature:
bonus3 bAddEle,e,x,bf;
Description:
+x% physical damage against element e with trigger criteria bf
bCritical Bonus d’Objet
bCritical
Signature:
bonus bCritical,n;
Description:
Critical + n
bCRate Bonus d’Objet
bCRate
Signature:
bonus bCRate,n;
Description:
CRate + 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%
bAddRace Bonus d’Objet
bAddRace
Signature:
bonus2 bAddRace,r,x;
Description:
+x% physical damage against race r
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Références du Script

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

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Références du Script

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

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Raffinage Groupe Niveau de l'objet Affûtage Niveau d'arme Niveau d'armure Détails
Raffinage Armure 2 Oui Non spécifié 2 Détails

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