Item Details

Document Archer [1] ( Document_Archer_TH )

ID 490609 Document Archer [1]
Document Archer [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: Accessoire Droit
Attaque: Non spécifié Attaque magique: Non spécifié Portée: Non spécifié Défense: 7
Niveau d'arme: Non spécifié Niveau d'armure: 1 Niveau d'équipement min.: 100 Niveau d'équipement max.: Non spécifié
Affûtage: Non spécifié Améliorable: Non spécifié Élément: Neutre Classes: Classes Quatrièmes., Toutes les classes Troisièmes.

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%
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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%.
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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%.
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When equipped by Maestro or Wanderer classes,
reduce Severe Rainstorm cooldown by 4 seconds.
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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

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
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;
Références du Script
bBaseAtk Bonus d’Objet
bBaseAtk
Signature:
bonus bBaseAtk,n;
Description:
Basic attack power + n
bAddClass Bonus d’Objet
bAddClass
Signature:
bonus2 bAddClass,c,x;
Description:
+x% physical damage against class c
bDelayrate Bonus d’Objet
bDelayrate
Signature:
bonus bDelayrate,n;
Description:
Increases skill delay by n%
bAddSize Bonus d’Objet
bAddSize
Signature:
bonus2 bAddSize,s,x;
Description:
+x% physical damage against size s
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;
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.";
bSkillCooldown Bonus d’Objet
bSkillCooldown
Signature:
bonus2 bSkillCooldown,sk,t;
Description:
Increases cooldown of skill sk by t milliseconds
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)
Non spécifié
Références du Script

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

sc_end SC_UNLIMIT;
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 1 Non Non spécifié 1 Détails

Non spécifié