Item Details

Rattle [2] ( Moonlight_Bell_BR )

ID 580070 Rattle [2]
Rattle [2] Buy Price: zeny Sell Price: 0 zeny Weight: 100 Slots: 2
Type: Weapon item. Sub Type: Whip Gender: Female Locations: Weapon
Attack: 170 Magic Attack: 180 Range: 2 Defense: Not specified
Weapon Level: 4 Armor Level: Not specified Min. Equip Level: 100 Max. Equip Level: Not specified
Refineable: 1 Gradable: Not specified Element: Neutral Classes: Fourth classes., All Third classes.

Chicote que imita o barulho de um chocalho de cobra. Ele também pode ser usado como um daqueles sinos em templos orientais.
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A cada 2 refinos:
ATQ e ATQM +10.
A cada 3 refinos:
Pós-conjuração -4%.
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Refino +7 ou mais:
Velocidade de ataque +10%.
Conjuração variável de [Melodia de Morfeu] e [Ritmo Contagiante] -100%.
Refino +9 ou mais:
Dano físico e mágico contra todos os tamanhos +15%.
Refino +11 ou mais:
Dano de [Ruído Estridente] e [Temporal de Flechas] +20%.
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Conjunto
[Carta Pere Cantante]
Dano mágico +7%.
Recarga de [Ruído Estridente] -2 segundos.
Dano mágico de propriedade Neutro +20%.
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Conjunto
[Carta Pere Dançante]
ATQ da arma +7%.
Dano físico a distância +20%.
Recarga de [Temporal de Flechas] -2 segundos.
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Conjunto
[Carta Jitterbug]
A conjuração não pode ser interrompida.
Ao realizar ataques mágicos:
5% de chance de autoconjurar [Sussurro de Morfeu] nv.2.
Ao realizar ataques físicos a distância:
5% de chance de autoconjurar [Ilimitar] nv.3.
Desequipar o item cancela o efeito de [Ilimitar].
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Conjunto
[Carta Grand Pere]
Tolerância a [Sono] +100%.
Torna a arma e a armadura indestrutíveis em batalha.
A cada refino da armadura:
Recarga de [Melodia de Morfeu] -1 segundo.
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Tipo: Chicote
ATQ: 170 ATQM: 180
Peso: 100
Nível da arma: 4
Nível necessário: 100
Classes: Musas e evoluções

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 bBaseAtk,10*(.@r/2);
bonus bMatk,10*(.@r/2);
bonus bDelayrate,-4*(.@r/3);
if (.@r>=7) {
   bonus bAspdRate,10;
   bonus2 bVariableCastrate,"WM_LULLABY_DEEPSLEEP",-100;
   bonus2 bVariableCastrate,"WA_SWING_DANCE",-100;
   if (.@r>=9) {
       bonus2 bAddSize,Size_All,15;
       bonus2 bMagicAddSize,Size_All,15;
       if (.@r>=11) {
            bonus2 bSkillAtk,"WM_METALICSOUND",20;
            bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",20;
       }
   }
}
Script References
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
bBaseAtk Item Bonus
bBaseAtk
Signature:
bonus bBaseAtk,n;
Description:
Basic attack power + n
bMatk Item Bonus
bMatk
Signature:
bonus bMatk,n;
Description:
Magical attack power + n
bDelayrate Item Bonus
bDelayrate
Signature:
bonus bDelayrate,n;
Description:
Increases skill delay by 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;
bAspdRate Item Bonus
bAspdRate
Signature:
bonus bAspdRate,n;
Description:
Attack speed + n%
bVariableCastrate Item Bonus
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)
bAddSize Item Bonus
bAddSize
Signature:
bonus2 bAddSize,s,x;
Description:
+x% physical damage against size s
bMagicAddSize Item Bonus
bMagicAddSize
Signature:
bonus2 bMagicAddSize,s,x;
Description:
+x% magical damage against size s
bSkillAtk Item Bonus
bSkillAtk
Signature:
bonus2 bSkillAtk,sk,n;
Description:
Increases damage of skill sk by n%
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