Item Details

Vellum Claymore ( Velum_Claymore )

ID 21001 Vellum Claymore
Vellum Claymore Buy Price: 20 zeny Sell Price: 10 zeny Weight: 350 Slots: Not specified
Type: Weapon item. Sub Type: Two-Handed Sword Gender: Both Locations: Right_Hand + Left_Hand
Attack: 260 Magic Attack: Not specified Range: 1 Defense: Not specified
Weapon Level: 4 Armor Level: Not specified Min. Equip Level: 95 Max. Equip Level: Not specified
Refineable: 1 Gradable: Not specified Element: Neutral Classes: Not specified

Aparato bélico usado em guerras.
Em mapas de GdE e PvP:
Ignora 30% da DEF da raça Humano.
Dano físico contra a raça Humano +80%.
Refino +6 ou mais:
Dano físico contra a raça Humano +40% adicional.
Refino +9 ou mais:
Reflete 20% do dano físico.
Ao receber danos mágicos:
Chance de autoconjurar [Reflexão Mágica] nv. 8.
Tipo: Espada de Duas Mãos
Ataque: 260
Peso: 350
Nível da arma: 4
Nível necessário: 95
Classes: Espadachins e evoluções

*Status berlaku selama WoE & PVP
Meningkatkan serangan ke musuh sebesar 80%
Menghiraukan Def musuh sebesar 30%
Jika di tempa +6 atau lebih, tambahan serangan ke musuh sebesar 40%.
Jika di tempa +9 atau lebih, memiliki kemungkinan reflek serangan fisik dan serangan magic dan kemungkinan cast Magic Mirror.
Jenis : Two-handed Sword
Serangan : 260
Berat : 350
Level Senjata : 4
Minimum Level : 95
Jobs: Swordman

Additional options for PvP and siege areas
The option does not apply in the Siege of Herostraia.
A two-handed sword that has been designed specifically for battles against players.
Class: Two-Handed Sword
Attack: 260
Property: Neutral
Weight: 350
Weapon Level: 4
Requires Level: 95
Usable By: Swordman Jobs
Stats during WoE, PvP
Increases physical damage on Human Player and Doram player race targets by 80%.
Bypass 30% of hard defense of Human Player and Doram Player race targets when performing a physical attack.
If upgrade level is +6 or higher,
Increases physical damage on Human Player and Doram Player race targets by an additional 40%.
If upgrade level is +9 or higher,
Reflects 20% of the received short-ranged and magical damage back to the attacker.
Adds a 30% chance of casting Level 8 Magic Mirror on the user when receiving a magical attack.

[In WoE/PvP only]
PvP damage +80%
Ignores 30% of enemy's PDEF
[If refined to +6 or higher]
PvP physical damage +40%
[If refined to +9 or higher]
A chance to reflect physical/magic damage and to cast Magic Mirror
Class: Two-handed Sword
Attack: 260
Weight: 350
Weapon Level: 4
Required Level: 95
Job: Swordsman

Flags
Can be added to a player buying store? No
Summons monster? No
Is part of a container? No
Has unique stack? No
Binds on equip? No
Announces drop? No
Is consumed on use? Yes
Has drop effect? No
Stacking
Not specified
Usage
Not specified
Trade
Override Not specified
Can be dropped? Yes
Can be traded? Yes
Can be traded with partner? Yes
Can be sold to NPC? Yes
Can be placed in cart? Yes
Can be placed in storage? Yes
Can be placed in guild storage? Yes
Can be sent by mail? Yes
Can be put in auction? Yes
Delay
Not specified
bonus2 bAddRace,RC_Player_Human,80;
bonus2 bAddRace,RC_Player_Doram,80;
bonus2 bIgnoreDefRaceRate,RC_Player_Human,30;
bonus2 bIgnoreDefRaceRate,RC_Player_Doram,30;
.@r = getrefine();
if (.@r>=6) {
   bonus2 bAddRace,RC_Player_Human,40;
   bonus2 bAddRace,RC_Player_Doram,40;
}
if (.@r>=9) {
   bonus bShortWeaponDamageReturn,20;
   bonus5 bAutoSpellWhenHit,"NPC_MAGICMIRROR",8,300,BF_MAGIC,0;
}
Script References
bAddRace Item Bonus
bAddRace
Signature:
bonus2 bAddRace,r,x;
Description:
+x% physical damage against race r
bIgnoreDefRaceRate Item Bonus
bIgnoreDefRaceRate
Signature:
bonus2 bIgnoreDefRaceRate,r,n;
Description:
Disregard n% of the target's DEF if the target belongs to race r
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
if Command
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.
Example:
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;
bShortWeaponDamageReturn Item Bonus
bShortWeaponDamageReturn
Signature:
bonus bShortWeaponDamageReturn,n;
Description:
Reflects n% of received melee damage back to the enemy that caused it
bonus5 Command
bonus5
Signature:
bonus5 <bonus type>,<val1>,<val2>,<val3>,<val4>,<val5>;
Description:
These commands are meant to be used in item scripts. They will probably work outside item scripts, but the bonus will not persist for long. They, as expected, refer only to an invoking character. kind in ''.
bAutoSpellWhenHit Item Bonus
bAutoSpellWhenHit
Signature:
bonus5 bAutoSpellWhenHit,sk,y,n,bf,i;
Description:
Adds a n/10% chance to cast skill sk of level y when being hit by a direct attack with trigger criteria bf
Not specified
Script References

No documented script references were detected.

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Script References

No documented script references were detected.

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Refine Group Item Level Refineable Weapon Level Armor Level Details
Refine Weapon 4 Yes 4 Not specified Details

Not specified