Item Details

Crown of Good and Evil (Shadow Cross) [1] ( GoodnEvil_Circlet_SHC )

ID 400382 Crown of Good and Evil (Shadow Cross) [1]
Crown of Good and Evil (Shadow Cross) [1] Precio de compra: zeny Precio de venta: 0 zeny Peso: 10 Ranuras: 1
Tipo: Equipamiento. Subtipo: No especificado Género: Ambos Ubicaciones: Equipo de la cabeza superior
Ataque: No especificado Ataque mágico: No especificado Alcance: No especificado Defensa: 10
Nivel de arma: No especificado Nivel de armadura: 2 Nivel de Equipamiento (Mín.): 215 Nivel de Equipamiento (Máx.): No especificado
Refinable: 1 Graduable: 1 Elemento: Neutral Clases: Cuarta clases.

Crown imbued with the power of good and evil.
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For every 3 refine level, increase physical damage against all races enemies by 5%.
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For every 4 refine level, increase melee physical damage by 7%.
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When refined to +7 or higher, RES + 50.
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When refined to +9 or higher, ASPD + 10%.
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When refined to +11 or higher, ATK + 5%, reduce Fixed Casting Time by 0.3 seconds.
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Set Bonus:
Crown of Good and Evil (Shadow Cross) [1]
The Ripper [2]

For every 3 refine level of Weapon, increase Impact Crater damage by 4%, increase melee physical damage by 5%.
When weapon grade is B or higher, increase Impact Crater damage by additional 10%.
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Set Bonus:
Crown of Good and Evil (Shadow Cross) [1]
The Ripper [2]
Evil Spell

Increase Impact Crater damage by additional 15%, increase melee physical damage by additional 20%.
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Set Bonus:
Crown of Good and Evil (Shadow Cross) [1]
Shining Light Katar [2]

For every 3 refine level of Weapon, increase Eternal Slash damage by 4%, increase Savage Impact damage by 5%.
When weapon grade is B or higher, increase Eternal Slash damage by additional 10%.
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Set Bonus:
Crown of Good and Evil (Shadow Cross) [1]
Shining Light Katar [2]
Good Spell

Increase Eternal Slash damage by additional 15%, increase Savage Impact damage by additional 20%.
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[Grade Bonus]
[Grade D] MHP + 5%.
[Grade C] P.ATK + 3, S.MATK + 3.
[Grade B] P.ATK + 2, S.MATK + 2, POW + 2, SPL + 2.
[Grade A] RES + 50, MRES + 50, When refined to +12 or higher, reduce Fixed Casting Time by additional 0.2 seconds.
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Type : Headgear
Def : 10
Location : Upper
Weight : 10
Armor Level : 2
Required Level : 215
Class : Shadow Cross

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
.@g = getenchantgrade();
.@r = getrefine();
bonus2 bAddRace,RC_All,5*(.@r/3);
bonus bShortAtkRate,7*(.@r/4);
if (.@r>=7) {
   bonus bRes,50;
   if (.@r>=9) {
      bonus bAspdRate,10;
      if (.@r>=11) {
         bonus bFixedCast,-300;
         bonus bAtkRate,5;
      }
   }
}
if (.@g>=ENCHANTGRADE_D) {
   bonus bMaxHPrate,5;
   if (.@g>=ENCHANTGRADE_C) {
      bonus bPAtk,3;
      bonus bSMatk,3;
      if (.@g>=ENCHANTGRADE_B) {
         bonus bPAtk,2;
         bonus bSMatk,2;
         bonus bPow,2;
         bonus bSpl,2;
         if (.@g>=ENCHANTGRADE_A) {
            bonus bMRes,50;
            bonus bRes,50;
            if (.@r>=12) {
               bonus bFixedCast,-200;
            }
         }
      }
   }
}
Referencias del Script
getenchantgrade Comando
getenchantgrade
Firma:
getenchantgrade({<equipment slot>,<char_id>})
Descripción:
function is called or the specified equipment slot. If nothing is equipped there, it returns -1. Valid equipment slots are: EQI_COMPOUND_ON - Item slot that calls this script (In context of item script) (default) For a list of others equipment slots see 'getequipid'.
getrefine Comando
getrefine
Firma:
getrefine()
Descripción:
function is called. This function is intended for use in item scripts.
bAddRace Bono de Ítem
bAddRace
Firma:
bonus2 bAddRace,r,x;
Descripción:
+x% physical damage against race r
bShortAtkRate Bono de Ítem
bShortAtkRate
Firma:
bonus bShortAtkRate,n;
Descripción:
Increases damage of short ranged attacks by n%
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;
bRes Bono de Ítem
bRes
Firma:
bonus bRes,n;
Descripción:
Res + n
bAspdRate Bono de Ítem
bAspdRate
Firma:
bonus bAspdRate,n;
Descripción:
Attack speed + n%
bFixedCast Bono de Ítem
bFixedCast
Firma:
bonus bFixedCast,t;
Descripción:
Increases fixed cast time of all skills by t milliseconds (has effect in RENEWAL_CAST only)
bAtkRate Bono de Ítem
bAtkRate
Firma:
bonus bAtkRate,n;
Descripción:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
bMaxHPrate Bono de Ítem
bMaxHPrate
Firma:
bonus bMaxHPrate,n;
Descripción:
MaxHP + n%
bPAtk Bono de Ítem
bPAtk
Firma:
bonus bPAtk,n;
Descripción:
PAtk + n
bSMatk Bono de Ítem
bSMatk
Firma:
bonus bSMatk,n;
Descripción:
SMatk + n
bPow Bono de Ítem
bPow
Firma:
bonus bPow,n;
Descripción:
POW + n
bSpl Bono de Ítem
bSpl
Firma:
bonus bSpl,n;
Descripción:
SPL + n
bMRes Bono de Ítem
bMRes
Firma:
bonus bMRes,n;
Descripción:
MRes + n
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.

No especificado

No especificado

No especificado

# Ítems objetivo Roles Ranuras Detalles
#67 22 rodatabase.target_item 2 Detalles
ID Ítem activador Ítems base Materiales Roles Detalles
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Refinado Grupo Nivel del objeto Refinable Nivel de arma Nivel de armadura Detalles
Refinado Armadura 2 No especificado 2 Detalles

No especificado