Item Details

Baby Boar Bib ( Baby_Boar_Bib )

ID 480075 Baby Boar Bib
Baby Boar Bib Kaufpreis: zeny Verkaufspreis: 0 zeny Gewicht: 10 Slots: Nicht angegeben
Typ: Rüstung/Umhang/Schuhe/Kopfbedeckung/Accessoire-Gegenstand. Untertyp: Nicht angegeben Geschlecht: Beide Orte: Umhang/Robe
Angriff: Nicht angegeben Magie Angriff: Nicht angegeben Reichweite: Nicht angegeben Verteidigung: 12
Waffenlevel: Nicht angegeben Rüstungslevel: 1 Min. Ausrüstungslevel: 100 Max. Ausrüstungslevel: Nicht angegeben
Veredelbar: 1 Gradierbar: Nicht angegeben Element: Neutral Klassen: Nicht angegeben

Um avental de porquinho que te deixa super estiloso, e ainda mantém sua roupa limpinha.
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Resistência as raças Humano e Doram +5%.
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HP máx. +5%.
Conjuração variável das habilidades de Fauna -10%.
Refino +5 ou mais:
HP máx. +5% adicional.
Conjuração variável das habilidades de Fauna -20% adicional.
Refino +7 ou mais:
HP máx. +10% adicional.
Conjuração variável das habilidades de Fauna -20% adicional.
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Habilidades de Fauna afetadas:
[Chilique de Picky] [Impulso de Arclouse] [Intimidar] e [Ataque Selvagem].
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A cada nível de [Intimidar]:
Precisão perfeita +4.
Dano físico contra todos os Tamanhos +2%.
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A cada nível de [Riscar Fósforo]:
Velocidade de ataque +4%.
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Ao aprender [Riscar Fósforo] nv.1:
Recarga de [Cometas Lunáticos] -0,2 segundos.
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A cada nível de [Ataque Selvagem]:
Dano de [Chilique de Picky] [Cometas Lunáticos] [Ferida de Tarou] e [Ataque Selvagem] +3%.
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Tipo: Capa
DEF: 12 DEFM: 0
Peso: 10
Nível necessário: 100
Classes: Todas

MaxHP +5%, Damage yang diterima dari pemain - 5%,
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Reduce Variable Cast time 10% untuk skill tipe Doram bertipe animal.
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Saat tingkat tempa +9 atau lebih, Bonus menjadi MaxHP +10%,reduce variable cast time 30% untuk skill doram bertipe animal.
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Saat tingkat tempa +11 atau lebih, Bonus menjadi MaxHP +20%,reduce variable cast time 50% untuk skill doram bertipe animal.
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ASPD +2% tiap level skill Hiss.
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Tiap level skill Power of Lock, chance mengaktifkan Guide attack +4%, dan serangan fisik +2%.
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Tiap level Soul of Savage, Damage skill doram bertipe animal +15%.
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Tiap level Spirit of Life, mengurangi cooldown Lunatic Carrot beat sebesar 0.2 detik.
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Jenis: Garment
Def: 12
Berat: 10
Syarat Lv: 100
Job: All job

MaxHP +5%, decrease incoming damage from players by 5%,
Reduce casting time of animal type skills by 10%.

When refine rate is 9 or higher, MaxHP +10%, reduce casting time of animal type skills by 20%.
When refine rate is 11 or higher, MaxHP +5%, reduce casting time of animal type skills by additional 20%.

Reduce delay after attack by 2% per each level of Hiss learned.
Increase a chance to perfect hit by 4% per 1 Power of Lock learned, increase damage dealt to all size monsters by 2%.
Increase animal damage type skills by 15% for every level of Sprit Of Savage learned.
Reduce cooldown of Lunatic Carrot Beat by 0.2 seconds per 1 Spirit of Life learned.

Type: Garment Defense: 12
Weight: 10
Required Level: 100
Class: All

Alle

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Flaggen
Kann einem Ankaufsstand eines Spielers hinzugefugt werden? Nein
Beschwört ein Monster? Nein
Teil eines Behälters? Nein
Hat einen einzigartigen Stapel? Nein
Bindet beim Anlegen? Nein
Kündigt den Drop an? Nein
Wird bei Benutzung verbraucht? Ja
Hat einen Drop-Effekt? Nein
Stapelung
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Verwendung
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Handel
Überschreiben Nicht angegeben
Kann fallengelassen werden? Ja
Kann gehandelt werden? Ja
Kann mit dem Partner gehandelt werden? Ja
Kann an NPC verkauft werden? Ja
Kann in den Karren gelegt werden? Ja
Kann im Lager abgelegt werden? Ja
Kann im Gildenlager abgelegt werden? Ja
Kann per Post versendet werden? Ja
Kann versteigert werden? Ja
Verzögerung
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.@r = getrefine();
bonus bMaxHPrate,5;
bonus2 bSubRace,RC_Player_Human,5;
bonus2 bVariableCastrate,"SU_PICKYPECK",-10;
bonus2 bVariableCastrate,"SU_SCAROFTAROU",-10;
bonus2 bVariableCastrate,"SU_LUNATICCARROTBEAT",-10;
bonus2 bVariableCastrate,"SU_SVG_SPIRIT",-10;
bonus2 bSkillAtk,"SU_PICKYPECK",15;
bonus2 bSkillAtk,"SU_SCAROFTAROU",15;
bonus2 bSkillAtk,"SU_LUNATICCARROTBEAT",15;
bonus2 bSkillAtk,"SU_SVG_SPIRIT",15;
bonus bAspdRate,2*getskilllv("SU_HISS");
bonus bPerfectHitAddRate,4*getskilllv("SU_POWEROFFLOCK");
bonus2 bAddSize,Size_All,2*getskilllv("SU_POWEROFFLOCK");
bonus2 bSkillCooldown,"SU_LUNATICCARROTBEAT",200*getskilllv("SU_SPIRITOFLIFE");
if (.@r>=9) {
   bonus bMaxHPrate,10;
   bonus2 bVariableCastrate,"SU_PICKYPECK",-20;
   bonus2 bVariableCastrate,"SU_SCAROFTAROU",-20;
   bonus2 bVariableCastrate,"SU_LUNATICCARROTBEAT",-20;
   bonus2 bVariableCastrate,"SU_SVG_SPIRIT",-20;
}
if (.@r>=11) {
   bonus bMaxHPrate,5;
   bonus2 bVariableCastrate,"SU_PICKYPECK",-20;
   bonus2 bVariableCastrate,"SU_SCAROFTAROU",-20;
   bonus2 bVariableCastrate,"SU_LUNATICCARROTBEAT",-20;
   bonus2 bVariableCastrate,"SU_SVG_SPIRIT",-20;
}
Skriptreferenzen
getrefine Befehl
getrefine
Signatur:
getrefine()
Beschreibung:
function is called. This function is intended for use in item scripts.
bMaxHPrate Gegenstandsbonus
bMaxHPrate
Signatur:
bonus bMaxHPrate,n;
Beschreibung:
MaxHP + n%
bSubRace Gegenstandsbonus
bSubRace
Signatur:
bonus3 bSubRace,r,x,bf;
Beschreibung:
+x% damage reduction against race r with trigger criteria bf
bVariableCastrate Gegenstandsbonus
bVariableCastrate
Signatur:
bonus2 bVariableCastrate,sk,n;
Beschreibung:
Increases variable cast time of skill sk by n% (If RENEWAL_CAST is NOT defined, this bonus is equal to bCastrate)
bSkillAtk Gegenstandsbonus
bSkillAtk
Signatur:
bonus2 bSkillAtk,sk,n;
Beschreibung:
Increases damage of skill sk by n%
bAspdRate Gegenstandsbonus
bAspdRate
Signatur:
bonus bAspdRate,n;
Beschreibung:
Attack speed + n%
getskilllv Befehl
getskilllv
Signatur:
getskilllv(<skill id>)
getskilllv("<skill name>")
Beschreibung:
character has. If they don't have the skill, 0 will be returned. The full list of character skills is available in ''. There are two main uses for this function, it can check whether the character has a skill or not, and it can tell you if the level is high enough. Example 1: Example 2:
Beispiel:
if (getskilllv(152))
mes "You have got the skill Throw Stone";
else
mes "You don't have Throw Stone";
close;
if (getskilllv(28) >= 5)
mes "Your heal lvl is 5 or more";
else if (getskilllv(28) == 10)
mes "Your heal lvl has been maxed";
else
mes "You heal skill is below lvl 5";
close;
bPerfectHitAddRate Gegenstandsbonus
bPerfectHitAddRate
Signatur:
bonus bPerfectHitAddRate,n;
Beschreibung:
On-target impact attack probability + n%
bAddSize Gegenstandsbonus
bAddSize
Signatur:
bonus2 bAddSize,s,x;
Beschreibung:
+x% physical damage against size s
bSkillCooldown Gegenstandsbonus
bSkillCooldown
Signatur:
bonus2 bSkillCooldown,sk,t;
Beschreibung:
Increases cooldown of skill sk by t milliseconds
if Befehl
if
Signatur:
if (<condition>) <statement>;
Beschreibung:
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.
Beispiel:
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;
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Skriptreferenzen

Für dieses Skript wurden keine dokumentierten Referenzen erkannt.

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Skriptreferenzen

Für dieses Skript wurden keine dokumentierten Referenzen erkannt.

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Veredelung Gruppe Gegenstandsstufe Veredelbar Waffenlevel Rüstungslevel Details
Veredelung Rüstung 1 Ja Nicht angegeben 1 Details

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