Item Details

Chameleon Armor ( Chameleon_Armor )

ID 2386 Chameleon Armor
Chameleon Armor Precio de compra: 20 zeny Precio de venta: 10 zeny Peso: 170 Ranuras: No especificado
Tipo: Equipamiento. Subtipo: No especificado Género: Ambos Ubicaciones: Armadura
Ataque: No especificado Ataque mágico: No especificado Alcance: No especificado Defensa: 55
Nivel de arma: No especificado Nivel de armadura: 1 Nivel de Equipamiento (Mín.): 70 Nivel de Equipamiento (Máx.): No especificado
Refinable: 1 Graduable: No especificado Elemento: Neutral Clases: Trascendente, Cuarta clases., Todo Trascendente, Todo Tercero

Uma armadura milagrosa que pode alterar sua capacidade de acordo com habilidade do usuário.
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A cada nível base:
HP máx. +7.
A cada 2 níveis base:
SP máx. +1.
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Ao sofrer danos mágicos:
1% de chance de ativar um [efeito] por 2 segundos.
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Espadachins, Mercadores, Gatunos e evoluções:
DEF +3.
Magos, Noviços, Arqueiros e evoluções:
DEFM +5.
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Efeito:
Mantém [Imunidade Mágica] ativo.
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Tipo: Armadura
DEF: 58 DEFM: 0
Peso: 170
Nível necessário: 70
Classes: Transclasses

Sebuah pelindung yang ajaib dan rumornya bisa mengganti kemampuannya berdasarkan dari pemakainya.
Meningkatkan HP dan SP berdasarkan dari base level pemakai.
Ketika terkena serangan sihir, mempunyai kemungkinan memberikan kekebalan terhadap sihir selama 2 detik.
Jika dipakai oleh Swordman/Merchant/Thief Class, DEF + 3
Jika dipakai oleh Wizard/Acolyte/Archer Class, MDEF + 5
Jenis : Armor
Defense : 55
Berat : 170
Level Persyaratan : 70
Profesi : 2nd Transcendent Class

A miraculous Armor that can change its abilities according to those of its wearer.
Increases HP and SP based on the user's base level.
When magically attacked, has a chance to activate its own ability while cancelling all spells for 2 seconds.
If worn by Swordman/Merchant/Thief Class, Def +3
If worn by Wizard/Acolyte/Archer Class, MDef +5
Class : Armor
Defense : 55
Weight : 170
Required Level : 70
Jobs : 2nd Transcendent Class

A miraculous Armor that can change its abilities according to those of its wearer.
Increases HP and SP based on the user's base level.
When magically attacked, has a chance to activate its own ability while cancelling all spells for 2 seconds.
If worn by Swordsman/Merchant/Thief Class, Def +3
If worn by Wizard/Acolyte/Archer Class, MDef +5
Class: Armor
Defense: 55
Weight: 170
Required Level: 70
Jobs: 2nd Transcendent Class

Beholder Master (0.05%)
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
bonus bMaxHP,(BaseLevel*7);
bonus bMaxSP,(BaseLevel/2);
autobonus2 "{ bonus bNoMagicDamage,100; }",10,2000,BF_MAGIC,"{ specialeffect2 EF_ENERGYCOAT; }";
if (BaseClass == Job_Mage || BaseClass == Job_Archer || BaseClass == Job_Acolyte)
   bonus bMdef,5;
else if (BaseClass == Job_Swordman || BaseClass == Job_Merchant || BaseClass == Job_Thief)
   bonus bDef,3;
Referencias del Script
bMaxHP Bono de Ítem
bMaxHP
Firma:
bonus bMaxHP,n;
Descripción:
MaxHP + n
bMaxSP Bono de Ítem
bMaxSP
Firma:
bonus bMaxSP,n;
Descripción:
MaxSP + n
bNoMagicDamage Bono de Ítem
bNoMagicDamage
Firma:
bonus bNoMagicDamage,n;
Descripción:
Adds n% reduction to received magical effect (attack, healing, support spells are all blocked)
specialeffect2 Comando
specialeffect2
Firma:
specialeffect2 <effect number>{,<send_target>{,"<Player Name>"}};
Descripción:
This command behaves identically to 'specialeffect', but the effect will be centered on the invoking character's sprite. <Player name> parameter will display <effect number> on another Player than the one currently attached to the script. Like with specialeffect, when specifying a player, <send_target> must be supplied, specifying AREA will retain the default behavior of the command.
if Comando
if
Firma:
if (<condition>) <statement>;
Descripción:
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.
Ejemplo:
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;
bMdef Bono de Ítem
bMdef
Firma:
bonus bMdef,n;
Descripción:
Equipment MDEF + n
bDef Bono de Ítem
bDef
Firma:
bonus bDef,n;
Descripción:
Equipment DEF + n
No especificado
Referencias del Script

No se detectaron referencias documentadas en este script.

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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 especificado 1 Detalles

No especificado