Item Details

Skin of Typhon [1] ( Skin_Of_Typhon )

ID 20962 Skin of Typhon [1]
Skin of Typhon [1] Buy Price: 20 zeny Sell Price: 10 zeny Weight: 60 Slots: 1
Type: Armor/Garment/Boots/Headgear/Accessory item. Sub Type: Not specified Gender: Both Locations: Garment/Robe
Attack: Not specified Magic Attack: Not specified Range: Not specified Defense: 15
Weapon Level: Not specified Armor Level: 1 Min. Equip Level: 100 Max. Equip Level: Not specified
Refineable: 1 Gradable: Not specified Element: Neutral Classes: Not specified

Uma Capa Cerúlea como o céu em uma tarde de domingo de verão quando o dia seguinte é feriado. Não tem coisa melhor!
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AGI e VIT +5.
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Resistência as propriedades Neutro e Veneno +5%.
Resistência as raças Peixe, Humano e Humanoide +5%.
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Refino +7 ou mais:
Ao derrotar monstros com ataques mágicos, regenera 10 de SP.
Refino +8 ou mais:
A cada vez que AGI e VIT somarem 20,
DEF +20.
ATQM +15.
Refino +9 ou mais:
Ao derrotar monstros com ataques mágicos, regenera +10 de SP adicional.
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Tipo: Capa
DEF: 15 DEFM: 10
Peso: 60
Nível necessário: 100
Classes: Todas

Behold the skin of a monstrous creature, brimming with powers of the deep.
Class: Garment
Defense: 15
Weight: 60
Requires Level: 100
Usable By: All Jobs
Agi + 5
Vit + 5

Reduces damage taken from Fish race enemies by 5%.
Reduces damage taken from Player race enemies by 5%.
Reduces damage taken from Demi Human race enemies by 5%.
Reduces damage taken from Neutral property attacks by 5%.
Reduces damage taken from Poison property attacks by 5%.

If upgrade level is +7 or higher,
Restores 10 SP to the user when a monster is killed by a magical attack

If upgrade level is +8 or higher,
MATK + 15 for every combined sum of 20 base Agi and Vit.
Def + 20 for every combined sum of 20 base Agi and Vit.

If upgrade level is +9 or higher,
Restores an additional 10 SP to the user when a monster is killed by a magical attack

The skin of a legendary dragon that gave birth to countless monsters.

MDEF +10.
AGI +5, VIT +5.
Damage taken from Demi-Human and Fish monsters -5%.
Damage taken from Human players -5%.
Protection from Neutral and Poison property +5%.

[If refined to +9 or higher]
Restores 10 SP to the user when a monster is killed by a magic attack.

[If refined to +10 or higher]
For every 20 points of the total value of base VIT and AGI: MATK +15, DEF +20.

[If refined to +11 or higher]
Additionally restores 10 SP to the user when a monster is killed by a magic attack.

Jobs: Garment Defense: 15
Weight: 60
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
bonus2 bSubRace,RC_Player_Human,5;
bonus2 bSubRace,RC_DemiHuman,5;
bonus2 bSubRace,RC_Fish,5;
bonus2 bSubEle,Ele_Neutral,5;
bonus2 bSubEle,Ele_Poison,5;
bonus bAgi,5;
bonus bVit,5;
bonus bMdef,10;
.@r = getrefine();
if (.@r>=7) {
   .@sp = 10;
   if (.@r>=8) {
      .@s = (readparam(bAgi)+readparam(bVit))/20;
      bonus bMatk,15*.@s;
      bonus bDef,20*.@s;
      if (.@r>=9) {
         .@sp += 10;
      }
   }
   bonus bMagicSPGainValue,.@sp;
}
Script References
bSubRace Item Bonus
bSubRace
Signature:
bonus3 bSubRace,r,x,bf;
Description:
+x% damage reduction against race r with trigger criteria bf
bSubEle Item Bonus
bSubEle
Signature:
bonus3 bSubEle,e,x,bf;
Description:
+x% damage reduction against attack element e with trigger criteria bf
bAgi Item Bonus
bAgi
Signature:
bonus bAgi,n;
Description:
AGI + n
bVit Item Bonus
bVit
Signature:
bonus bVit,n;
Description:
VIT + n
bMdef Item Bonus
bMdef
Signature:
bonus bMdef,n;
Description:
Equipment MDEF + n
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
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;
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!";
bMatk Item Bonus
bMatk
Signature:
bonus bMatk,n;
Description:
Magical attack power + n
bDef Item Bonus
bDef
Signature:
bonus bDef,n;
Description:
Equipment DEF + n
bMagicSPGainValue Item Bonus
bMagicSPGainValue
Signature:
bonus bMagicSPGainValue,n;
Description:
Heals +n SP when killing an enemy with a magical attack
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 Yes Not specified 1 Details

Not specified