Item Details

Wonder Egg Basket ( Wonder_Egg_Basket_TH )

ID 15980 Wonder Egg Basket
Wonder Egg Basket Precio de compra: zeny Precio de venta: 0 zeny Peso: 0 Ranuras: No especificado
Tipo: Equipamiento. Subtipo: No especificado Género: Ambos Ubicaciones: Equipo de la cabeza medio
Ataque: No especificado Ataque mágico: No especificado Alcance: No especificado Defensa: No especificado
Nivel de arma: No especificado Nivel de armadura: 1 Nivel de Equipamiento (Mín.): 1 Nivel de Equipamiento (Máx.): No especificado
Refinable: No especificado Graduable: No especificado Elemento: Neutral Clases: No especificado

Todo

No especificado

Banderas
¿Puede agregarse a una tienda de compra de jugador? No
¿Invoca un monstruo? No
¿Forma parte de un contenedor? No
¿Tiene pila única? No
¿Se vincula al equipar? No
¿Anuncia el drop? No
¿Se consume al usarlo?
¿Tiene efecto al caer? No
Apilamiento
No especificado
Uso
No especificado
Comercio
Sobrescribir No especificado
¿Puede soltarse?
¿Puede comerciarse?
¿Puede comerciarse con la pareja?
¿Puede venderse a NPC?
¿Puede colocarse en el carrito?
¿Puede colocarse en el almacén?
¿Puede colocarse en el almacén de guild?
¿Puede enviarse por correo?
¿Puede ponerse en subasta?
Retraso
No especificado
bonus2 bAddSize,Size_All,5;
bonus2 bMagicAddSize,Size_All,5;
switch( getpetinfo(PETINFO_EGGID) ) {
case 9121:  // Ork_Hero_EGG (Todo in Pet_db.yml)
   bonus2 bAddClass,Class_Boss,10;
   break;
case 9115:  // Bacsojin_Egg2 (Todo in Pet_db.yml)
   skill "AB_RENOVATIO",4;
   break;
case 9113:  // Roost_Of_Skelion (Todo in Pet_db.yml)
   bonus2 bAddItemHealRate,579,333;
   break;
case 9088:  // Angeling_Egg
   bonus2 bExpAddRace,RC_All,10;
   bonus bBaseAtk,(readparam(Luk)/3);
   bonus bMatk,(readparam(Luk)/3);
   break;
case 9087:  // High_Orc_Egg
   bonus2 bAddRace,RC_Demon,10;
   break;
case 9055:  // Succubus_Egg
   bonus2 bSPDrainRate,10,1;
   break;
case 9052:  // Incubus_Egg
   bonus2 bHPDrainRate,20,5;
   break;
case 9119:  // Alicel_EGG
   bonus bVariableCastrate,-10;
   bonus2 bMagicAtkEle,Ele_Neutral,5;
   break;
}
Referencias del Script
bAddSize Bono de Ítem
bAddSize
Firma:
bonus2 bAddSize,s,x;
Descripción:
+x% physical damage against size s
bMagicAddSize Bono de Ítem
bMagicAddSize
Firma:
bonus2 bMagicAddSize,s,x;
Descripción:
+x% magical damage against size s
switch Comando
switch
Firma:
switch (expression);
Descripción:
The switch statement is similar to a series of if statements on the same expression. In many occasions, you may want to compare the same variable (or expression) with many different values, and execute a different piece of code depending on which value it equals to. This is exactly what the switch statement is for. to avoid mistakes. The switch statement executes line by line (actually, statement by statement). In the beginning, no code is executed. Only when a case statement is found with a value that matches the value of the switch expression the case statement(s) will to executed. The parser continues to execute the statements until the end of the switch block, or the first time it sees a break statement. If you don't write a break statement at the end of a case's statement list, the parser will go on executing the statements of the following case (fall-through). Example 1: the user selects option, otherwise, would go to the second one. Example 2: The example above would print a message depending on the player's groupid. If there is no statement declared for the corresponding groupid, the script would use the 'default' statement that applies to rest of possible values, similar to 'else' in the if-else statement.
Ejemplo:
switch(select("Yes:No")) {
case 1:
mes "You said yes!";
break;
case 2:
mes "Aww, why?";
break;
}
close;
switch(getgroupid()) {
case 1:
mes "Wow, you're super!";
break;
case 2:
mes "A helping hand!";
break;
case 3:
mes "10001010010011";
break;
case 4:
mes "Yes, milord?";
break;
default:
mes "Hello there!";
break;
}
getpetinfo Comando
getpetinfo
Firma:
getpetinfo(<type>{,<char_id>})
Descripción:
currently has active. Valid types are: PETINFO_ID - Pet unique ID PETINFO_CLASS - Pet class number as per '' - will tell you what kind of a pet it is. PETINFO_NAME - Pet name. Will return "null" if there's no pet. PETINFO_INTIMATE - Pet friendly level (intimacy score). 1000 is full loyalty. PETINFO_HUNGRY - Pet hungry level. 100 is full hunger. PETINFO_RENAMED - Pet rename flag. 0 means this pet has not been named yet. PETINFO_LEVEL - Pet level PETINFO_BLOCKID - Pet Game ID PETINFO_EGGID - Pet egg item ID PETINFO_FOODID - Pet food item ID PETINFO_INTIMATE can be used with the following constants for checking values: PET_INTIMATE_NONE = 0 PET_INTIMATE_AWKWARD = 1 ~ 99 PET_INTIMATE_SHY = 100 ~ 249 PET_INTIMATE_NEUTRAL = 250 ~ 749 PET_INTIMATE_CORDIAL = 750 ~ 909 PET_INTIMATE_LOYAL = 910 ~ 1000 PETINFO_HUNGRY can be used with the following constants for checking values: PET_HUNGRY_NONE = 0 PET_HUNGRY_VERY_HUNGRY = 1 ~ 10 PET_HUNGRY_HUNGRY = 11 ~ 25 PET_HUNGRY_NEUTRAL = 26 ~ 75 PET_HUNGRY_SATISFIED = 76 ~ 90 PET_HUNGRY_STUFFED = 91 ~ 100 Example: These commands will only work if the invoking character has a pet, and are meant to be executed from pet scripts. They will modify the pet AI decision-making for the current pet of the invoking character, and will NOT have any independent effect by themselves, which is why only one of them each may be in effect at any time for a specific pet. A pet may have 'petloot', 'petskillbonus', 'petskillattack' OR 'petpetskillattack2' and 'petskillsupport'. the specified duration of seconds, with a delay of the specified number of seconds between activations. Rates are a chance of the effect occurring and are given in percent. 'bonusratebattle_athena.conf'. from the egg. Other commands usable in item scripts (see 'bonusre essentially on your own here.
Ejemplo:
mes "[Vet]";
mes "Your pet + " getpetinfo(PETINFO_NAME);
if (getpetinfo(PETINFO_INTIMATE) < PET_INTIMATE_LOYAL)
mes "has some growing to do on you!";
else
mes "seems to love you very much!";
close;
bAddClass Bono de Ítem
bAddClass
Firma:
bonus2 bAddClass,c,x;
Descripción:
+x% physical damage against class c
bAddItemHealRate Bono de Ítem
bAddItemHealRate
Firma:
bonus2 bAddItemHealRate,iid,n;
Descripción:
Increases HP recovered by n% for item iid
bExpAddRace Bono de Ítem
bExpAddRace
Firma:
bonus2 bExpAddRace,r,x;
Descripción:
Increase exp gained by x% against enemies of race r
bBaseAtk Bono de Ítem
bBaseAtk
Firma:
bonus bBaseAtk,n;
Descripción:
Basic attack power + n
readparam Comando
readparam
Firma:
readparam(<parameter number>{,"<character name>"})
readparam(<parameter number>{,<char_id>})
Descripción:
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.
Ejemplo:
// 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!";
bMatk Bono de Ítem
bMatk
Firma:
bonus bMatk,n;
Descripción:
Magical attack power + n
bAddRace Bono de Ítem
bAddRace
Firma:
bonus2 bAddRace,r,x;
Descripción:
+x% physical damage against race r
bSPDrainRate Bono de Ítem
bSPDrainRate
Firma:
bonus2 bSPDrainRate,x,n;
Descripción:
Adds a x/10% chance to drain n% SP from inflicted damage when attacking
bHPDrainRate Bono de Ítem
bHPDrainRate
Firma:
bonus2 bHPDrainRate,x,n;
Descripción:
Adds a x/10% chance to drain n% HP from inflicted damage when attacking
bVariableCastrate Bono de Ítem
bVariableCastrate
Firma:
bonus2 bVariableCastrate,sk,n;
Descripción:
Increases variable cast time of skill sk by n% (If RENEWAL_CAST is NOT defined, this bonus is equal to bCastrate)
bMagicAtkEle Bono de Ítem
bMagicAtkEle
Firma:
bonus2 bMagicAtkEle,e,x;
Descripción:
Increases damage of e element magic by x%
No especificado
Referencias del Script

No se detectaron referencias documentadas en este script.

No especificado
Referencias del Script

No se detectaron referencias documentadas en este script.

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Refinado Grupo Nivel del objeto Refinable Nivel de arma Nivel de armadura Detalles
Refinado Armadura 1 No No especificado 1 Detalles

No especificado