Item Details

Despair God Morocc Card ( DespairGodMorocc_Card )

ID 27321 Despair God Morocc Card
Despair God Morocc Card Buy Price: 20 zeny Sell Price: 10 zeny Weight: 1 Slots: Not specified
Type: Card item. Sub Type: Not specified Gender: Both Locations: Shoes
Attack: Not specified Magic Attack: Not specified Range: Not specified Defense: Not specified
Weapon Level: Not specified Armor Level: Not specified Min. Equip Level: Not specified Max. Equip Level: Not specified
Refineable: Not specified Gradable: Not specified Element: Neutral Classes: Not specified

HP máx. -50%.
ATQ da arma +10%.
Dano físico contra as raças Humano, Humanoide e Anjo +30%.
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Ao usar [Primeiros Socorros]:
Se transforma em Deus Morroc por 5 segundos.
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Conjunto
[Necromante de Morroc]
HP máx. +50%.
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Tipo: Carta
Equipa em: Calçado
Peso: 1

Bisa berubah menjadi Despair God Morocc ketika menggunakan skill First Aid.
ATK + 10%, MHP - 50%.
Meningkatkan serangan fisik terhadap musuh jenis Demi-human dan Angel sebesar 30%.
Jenis : Card
Digunakan di : Shoes
Berat : 1

Transforms into Despair God Morocc for 5 seconds when using First Aid.
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ATK + 10%, MHP - 50%.
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Increase physical damage against Demi Human, Angel, and Human Player race by 30%.
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Class : Card
Compound on : Shoes
Weight : 1

ATK +10%.
Max HP -50%.
Transforms into [Morroc the Desperate] for 5 seconds when using [First Aid].
Physical weapon damage against Human, DemiHuman and Angel type enemies +30%.
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Class: Card
Compound on: Shoes
Weight: 1

All

Flags
Can be added to a player buying store? Yes
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? Yes
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
bonus bAtkRate,10;
bonus bMaxHPrate,-50;
bonus2 bAddRace,RC_DemiHuman,30;
bonus2 bAddRace,RC_Player_Human,30;
bonus2 bAddRace,RC_Angel,30;
autobonus3 "{ }",1000,5000,"NV_FIRSTAID","{ active_transform 3097,5000; }";
/* unknown transformation rates */
Script References
bAtkRate Item Bonus
bAtkRate
Signature:
bonus bAtkRate,n;
Description:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
bMaxHPrate Item Bonus
bMaxHPrate
Signature:
bonus bMaxHPrate,n;
Description:
MaxHP + n%
bAddRace Item Bonus
bAddRace
Signature:
bonus2 bAddRace,r,x;
Description:
+x% physical damage against race r
autobonus3 Command
autobonus3
Signature:
autobonus3 <bonus script>,<rate>,<duration>,<skill id>,{<other script>};
autobonus3 <bonus script>,<rate>,<duration>,"<skill name>",{<other script>};
Description:
These commands are meant to be used in item scripts only! See 'petautobonus' for pet usage. What these commands do is 'attach' a script to the player which will get executed on attack (or when attacked in the case of autobonus2). Rate is the trigger rate of the script (1000 = 100%). Duration is the time in milliseconds that the bonus will last for since the script has triggered. Skill ID/skill name the skill which will be used as trigger to start the bonus. (autobonus3) The optional argument 'flag' is used to classify the type of attack where the script can trigger (it shares the same flags as the bAutoSpell bonus script): Range criteria: Attack type criteria: Skill criteria: The difference between the optional argument 'other script' and the 'bonus script' is that, the former one triggers only when attacking(or attacked) and the latter one runs on status calculation as well, which makes sure, within the duration, the "bonus" that get lost on status calculation is restored. So, 'bonus script' is technically supposed to accept "bonus" command only. And we usually use 'other script' to show visual effects. In all cases, when the script triggers, the attached player will be the one who holds the bonus. There is currently no way of knowing within this script who was the other character (the attacker in autobonus2, or the target in autobonus and autobonus3). //Grants a 1% chance of starting the state "all stats +10" for 10 seconds when //using weapon or misc attacks (both melee and ranged skills) and shows a special //effect when the bonus is active.
Example:
BF_SHORT:  Trigger on melee attack
BF_LONG:   Trigger on ranged attack
Default:   BF_SHORT+BF_LONG
BF_WEAPON: Trigger on weapon skills
BF_MAGIC:  Trigger on magic skills
BF_MISC:   Trigger on misc skills
Default:   BF_WEAPON
BF_NORMAL: Trigger on normal attacks
BF_SKILL:  Trigger on skills
default:   If the attack type is BF_WEAPON (only) BF_NORMAL is used,
otherwise BF_SKILL+BF_NORMAL is used.
autobonus "{ bonus bAllStats,10; }",10,10000,BF_WEAPON|BF_MISC,"{ specialeffect2 EF_FIRESPLASHHIT; }";
active_transform Command
active_transform
Signature:
active_transform <monster ID>,<duration>{,<sc type>,<val1>,<val2>,<val3>,<val4>};
active_transform "<monster name>",<duration>{,<sc type>,<val1>,<val2>,<val3>,<val4>};
Description:
a SC attribute effect while transformed. Note that players cannot be transformed during War of Emperium or if already disguised. Can only be removed when you die or the duration ends. 'transform' and 'active_transform' can stack on each other but using 'transform' or 'active_transform' twice will not stack (it will cancel the previous bonus for the new). 'active_transform' will take priority over transform for its duration. \\ 4,3 Marriage-related commands \\
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Script References

No documented script references were detected.

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Script References

No documented script references were detected.

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