Item Details

Ring of Jupiter [1] ( RingofJupiter )

ID 32258 Ring of Jupiter [1]
Ring of Jupiter [1] Buy Price: 20 zeny Sell Price: 10 zeny Weight: 50 Slots: 1
Type: Armor/Garment/Boots/Headgear/Accessory item. Sub Type: Not specified Gender: Both Locations: Right_Accessory + Left_Accessory
Attack: Not specified Magic Attack: Not specified Range: Not specified Defense: 2
Weapon Level: Not specified Armor Level: 1 Min. Equip Level: 100 Max. Equip Level: Not specified
Refineable: Not specified Gradable: Not specified Element: Neutral Classes: Not specified

Anel com o nome de um planeta imenso, que possui dezenas de luas. A joia no centro foi retirada de um rochedo espacial.
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Habilita [Bênção] nv.5.
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Acessório esquerdo:
A cada 10 de VIT base:
HP e SP máx. +2%.
VIT base 125 ou mais:
DEF +300. DEFM +50.
Resistência as raças Humano e Doram +3%.
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Acessório direito:
A cada 10 de SOR base:
ATQ e ATQM +15.
SOR base 125 ou mais:
Dano físico contra monstros Chefes +15%.
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Tipo: Acessório
DEF: 2 DEFM: 0
Peso: 50
Nível necessário: 100
Classes: Todas

A ring with a celestial amber like stone. It is said wearing this ring will grant you powers.
Class: Accessory
Weight: 50
Requires Level: 100
Usable By: All Jobs
Enables Level 5 Blessing.

When equipped to Right Accessory (1),
For every 10 base Luk,
ATK + 15
MATK + 15
If the user's base Luk is 125 or higher,
Increases Physical and Magical damage on boss monsters by 15%.

When equipped to Left Accessory (2),
For every 10 base Vit,
Max HP + 2%
Max SP + 2%
If the user's base Vit is 125 or higher,
Def + 300
Mdef + 50
Reduces damage taken from Human Player and Doram race enemies by 3%.

Enables Blessing (LV 5)
When equipped to Right Accessory (1):
For every 10 Base LUK,
ATK +15, MATK +15.
If Base LUK is 125 or higher,
additionally ATK and MATK
to Boss Type Monsters +15%.
When equipped to Left Accessory (2):
For every 10 Base VIT,
Max. HP +2%, Max SP +2%.
If Base VIT is 125 or higher,
DEF +300, MDEF +50,
damage inflicted by player characters -3%.
Class: Accessory Defense: 2
Weight: 50
Required Level: 100
Jobs: All

All

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
.@p = getitempos();
skill "AL_BLESSING",5;
if (.@p == EQP_ACC_R) {
   bonus bBaseAtk,15*(readparam(bLuk)/10);
   bonus bMatk,15*(readparam(bLuk)/10);
   if (readparam(bLuk) >= 125) {
      bonus2 bAddClass,Class_Boss,15;
      bonus2 bMagicAddClass,Class_Boss,15;
   }
}
if (.@p == EQP_ACC_L) {
   bonus bMaxHPrate,2*(readparam(bVit)/10);
   bonus bMaxSPrate,2*(readparam(bVit)/10);
   if (readparam(bVit) >= 125) {
      bonus bDef,300;
      bonus bMdef,50;
      bonus2 bSubRace,RC_Player_Human,3;
      bonus2 bSubRace,RC_Player_Doram,3;
   }
}
Script References
getitempos Command
getitempos
Signature:
getitempos()
Description:
function is called. (see EQP_* constants) This function is intended for use in item scripts. // 2,1.- End of item-related commands. //
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;
bBaseAtk Item Bonus
bBaseAtk
Signature:
bonus bBaseAtk,n;
Description:
Basic attack power + 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!";
bLuk Item Bonus
bLuk
Signature:
bonus bLuk,n;
Description:
LUK + n
bMatk Item Bonus
bMatk
Signature:
bonus bMatk,n;
Description:
Magical attack power + n
bAddClass Item Bonus
bAddClass
Signature:
bonus2 bAddClass,c,x;
Description:
+x% physical damage against class c
bMagicAddClass Item Bonus
bMagicAddClass
Signature:
bonus2 bMagicAddClass,c,x;
Description:
+x% magical damage against class c
bMaxHPrate Item Bonus
bMaxHPrate
Signature:
bonus bMaxHPrate,n;
Description:
MaxHP + n%
bVit Item Bonus
bVit
Signature:
bonus bVit,n;
Description:
VIT + n
bMaxSPrate Item Bonus
bMaxSPrate
Signature:
bonus bMaxSPrate,n;
Description:
MaxSP + n%
bDef Item Bonus
bDef
Signature:
bonus bDef,n;
Description:
Equipment DEF + n
bMdef Item Bonus
bMdef
Signature:
bonus bMdef,n;
Description:
Equipment MDEF + n
bSubRace Item Bonus
bSubRace
Signature:
bonus3 bSubRace,r,x,bf;
Description:
+x% damage reduction against race r with trigger criteria bf
Not specified
Script References

No documented script references were detected.

Not specified
Script References

No documented script references were detected.

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Refine Group Item Level Refineable Weapon Level Armor Level Details
Refine Armor 1 No Not specified 1 Details

Not specified