Item Details

Beast Rings [1] ( Beast_Ring )

ID 490405 Beast Rings [1]
Beast Rings [1] Precio de compra: zeny Precio de venta: 0 zeny Peso: 10 Ranuras: 1
Tipo: Equipamiento. Subtipo: No especificado Género: Ambos Ubicaciones: Accesorio_Derecho + Accesorio_Izquierdo
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 bSubRace,RC_All,5;
bonus2 bSubRace,RC_Player_Doram,-5;
bonus2 bSubRace,RC_Player_Human,-5;
bonus2 bExpAddRace,RC_All,5;
switch( getpetinfo(PETINFO_EGGID) ) {
   case 9003:  // Poporing_Egg
       bonus2 bSubRace,RC_Plant,5;
       bonus2 bExpAddRace,RC_All,15;
       break;
   case 9040:  // Civil_Servant_Egg
       bonus2 bSubRace,RC_Angel,5;
       bonus2 bExpAddRace,RC_All,15;
       break;
   case 9015:  // Smokie_Egg
       bonus2 bSubRace,RC_Brute,5;
       bonus2 bExpAddRace,RC_All,15;
       break;
   case 9020:  // Sohee_Egg
       bonus2 bSubRace,RC_Demon,5;
       bonus2 bExpAddRace,RC_All,15;
       break;
   case 9046:  // Goblin_Leader_Egg
       bonus2 bSubRace,RC_Dragon,5;
       bonus2 bExpAddRace,RC_All,15;
       break;
   case 9044:  // Shinobi_Egg
       bonus2 bSubRace,RC_DemiHuman,5;
       bonus2 bExpAddRace,RC_All,15;
       break;
   case 9007:  // Steel_Chonchon_Egg
       bonus2 bSubRace,RC_Insect,5;
       bonus2 bExpAddRace,RC_All,15;
       break;
   case 9018:  // Munak_Egg
       bonus2 bSubRace,RC_Undead,5;
       bonus2 bExpAddRace,RC_All,15;
       break;
   case 9050:  // Medusa_Egg
       bonus2 bSubRace,RC_Formless,5;
       bonus2 bExpAddRace,RC_All,15;
       break;
   case 9062:  // Novice_Poring_Egg
       bonus2 bSubRace,RC_Fish,5;
       bonus2 bExpAddRace,RC_All,15;
       break;
}
Referencias del Script
bSubRace Bono de Ítem
bSubRace
Firma:
bonus3 bSubRace,r,x,bf;
Descripción:
+x% damage reduction against race r with trigger criteria bf
bExpAddRace Bono de Ítem
bExpAddRace
Firma:
bonus2 bExpAddRace,r,x;
Descripción:
Increase exp gained by x% against enemies of race r
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;
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 No especificado 1 Detalles

No especificado