Item Details

Illusion Butcher [2] ( Butcher_IL )

ID 28254 Illusion Butcher [2]
Illusion Butcher [2] Buy Price: 20 zeny Sell Price: 10 zeny Weight: 250 Slots: 2
Type: Weapon item. Sub Type: Gatling Gun Gender: Both Locations: Right_Hand + Left_Hand
Attack: 210 Magic Attack: Not specified Range: 9 Defense: Not specified
Weapon Level: 4 Armor Level: Not specified Min. Equip Level: 120 Max. Equip Level: Not specified
Refineable: 1 Gradable: Not specified Element: Neutral Classes: Not specified

Uma Metralhadora Gatling que carrega enorme poder destrutivo.
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A cada 15 de FOR base:
Dano físico a distância +2%.
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A cada refino:
ATQ +10.
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Refino +7 ou mais:
Dano de [Disparo Labareda] +20%.
Refino +9 ou mais:
Dano de [Expurgar] +15%.
Refino +11 ou mais:
Dano físico contra as raças Bruto e Demônio +30%.
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Conjunto
[Bota Ilusional]
ATQ da arma +10%.
Arma e Calçado refinados no +7 ou mais:
Dano físico a distância +5%.
Soma dos refinos 18 ou mais:
Recarga de [Disparo Labareda] -2 segundos.
Dano de [Disparo Labareda] +20% adicional.
Soma dos refinos 22 ou mais:
Ao usar [Expurgar], 5% de chance de ativar um [efeito] por 10 segundos.
--------------------------
Efeito:
ATQ +50.
Dano físico contra as raças Bruto e Demônio +50% adicional.
--------------------------
Tipo: Metralhadora
ATQ: 210 ATQM: 0
Peso: 250
Nível da arma: 4
Nível necessário: 120
Classes: Justiceiros e evoluções

Serangan fisik jarak-jauh +2% per 15 BASE STR
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ATK +10 per 1 tingkat tempa
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Jika tingkat tempa +7 atau lebih,
Damage dari skill "Fire Rain" +20%
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Jika tingkat tempa +9 atau lebih,
Damage dari skill "Round Trip" +15%
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Jika tingkat tempa +11 atau lebih,
Damage serangan fisik ke monster Brute dan Demon +30%
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Set Bonus
Illusion Butcher [2]
Illusion Boots [1]

ATK +10%

Jika tingkat tempa kedua item +7 atau lebih,
Serangan fisik jarak-jauh +5%

Jika total tingkat tempa dari kedua item +18 atau lebih,
Damage dari skill "Fire Rain" +20%
Cooldown-time dari skill "Fire Rain" -2 detik

Jika total tingkat tempa dari kedua item +22 atau lebih,
Saat menggunakan skill "Round Trip",
Terdapat peluang ATK +50 dan Damage ke monster Brute & Demon +50% selama 10 detik
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Jenis : Weapon
Posisi : Gatling Gun
ATK : 210
Berat : 250
Weapon Lv : 4
Syarat Lv : 120
Job : Gunslinger

A Gatling Gun imbued with enormous destructive power.
Its power was so great that it was given the name Butcher.
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For every 15 base STR, increase long ranged physical damage by 2%.
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For every refine level, ATK + 10.
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When refined to +7 or higher, increase Fire Rain damage by 20%.
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When refined to +9 or higher, increase Round Trip damage by 15%.
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When refined to +11 or higher, increase physical damage against Brute and Demon race enemies by 30%.
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Set Bonus:
Illusion Butcher [2]
Illusion Boots [1]

ATK + 10%.
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When the both items are refined to +7 or higher,
Increase long ranged physical damage by 5%.
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When the total refine level of set are 18 or higher,
Increase Fire Rain damage by 20%.
Reduce Fire Rain cooldown by 2 seconds.
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When the total refine level of set are 22 or higher,
When using Round Trip, there's a chance to gain ATK + 50 and increase physical damage against Brute and Demon race enemies by 50% for 10 seconds.
------------------------
Type : Gatling Gun
Attack : 210
Weight : 250
Weapon Level : 4
Required Level : 120
Class : Gunslinger Class

Rotating motorized firearm.
It's been dubbed 'the Butcher' for its incredible lethality.
_
Ranged physical damage +2% for every 15 STR points.
ATK +10 for every refine level of the item.
If refine rate is +7 or higher, Fire Rain damage +20%.
If refine rate is +9 or higher, Round Trip damage +15%.
If refine rate is +11 or higher, physical damage to Brute and Demon race monsters +30%.
_
If the refine rate of Illusion Leg is +7 or higher, the Butcher's ranged physical damage +5%.
If total refine rate is +18 or higher, Increase Fire Rain damage by 20%. Reduce Fire Rain cooldown by 2 seconds.
If total refine rate is +22 or higher, When using Round Trip, there's a chance to gain ATK + 50 and increase for 10 sec. If the targets are Brute and Demon race monsters, the physical damage is increased by 50%.
_
Weight: 250
Weapon level: 4
Required Level: 120
Jobs: Gunslinger Jobs

Not specified

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
.@r = getrefine();
bonus bLongAtkRate,2*(readparam(bStr)/15);
bonus bBaseAtk,10*.@r;
if (.@r >= 7) {
   bonus2 bSkillAtk,"RL_FIRE_RAIN",20;
   if (.@r >= 9) {
      bonus2 bSkillAtk,"RL_R_TRIP",15;
      if (.@r >= 11) {
         bonus2 bAddRace,RC_Brute,30;
         bonus2 bAddRace,RC_Demon,30;
      }
   }
}
Script References
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
bLongAtkRate Item Bonus
bLongAtkRate
Signature:
bonus bLongAtkRate,n;
Description:
Increases damage of long ranged attacks by n%
readparam Command
readparam
Signature:
readparam(<parameter number>{,"<character name>"})
readparam(<parameter number>{,<char_id>})
Description:
This function will return the specified stat of the invoking character, or, if a character name or character id is specified, of that player. The stat can either be a number or parameter name, defined in ''. Some example parameters: StatusPoint, BaseLevel, SkillPoint, Class, Upper, Zeny, Sex, Weight, MaxWeight, JobLevel, BaseExp, JobExp, NextBaseExp, NextJobExp, Hp, MaxHp, Sp, MaxSp, BaseJob, Karma, Manner, bVit, bDex, bAgi, bStr, bInt, bLuk, Ap, MaxAp All of these also behave as variables, but don't expect to be able to just 'set' them - some will not work for various internal reasons. Example 1: Using this particular information as a function call is not required. Typing this will return the same result: Example 2: You can also use this command to get stat values.
Example:
// Returns how many status points you haven't spent yet.
mes "Unused status points: " + readparam(9);
mes "Unused status points: " + StatusPoint;
if (readparam(bVit) > 77)
mes "Only people with over 77 Vit are reading this!";
bStr Item Bonus
bStr
Signature:
bonus bStr,n;
Description:
STR + n
bBaseAtk Item Bonus
bBaseAtk
Signature:
bonus bBaseAtk,n;
Description:
Basic attack power + n
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;
bSkillAtk Item Bonus
bSkillAtk
Signature:
bonus2 bSkillAtk,sk,n;
Description:
Increases damage of skill sk by n%
bAddRace Item Bonus
bAddRace
Signature:
bonus2 bAddRace,r,x;
Description:
+x% physical damage against race r
Not specified
Script References

No documented script references were detected.

Not specified
Script References

No documented script references were detected.

Not specified

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

Not specified