Item Details

Fairy Leaf Powder [1] ( Fairy_Leaf_Powder )

ID 28438 Fairy Leaf Powder [1]
Fairy Leaf Powder [1] Buy Price: 20 zeny Sell Price: 10 zeny Weight: 40 Slots: 1
Type: Armor/Garment/Boots/Headgear/Accessory item. Sub Type: Not specified Gender: Both Locations: Right_Accessory + Left_Accessory
Attack: Not specified Magic Attack: Not specified Range: Not specified Defense: Not specified
Weapon Level: Not specified Armor Level: 1 Min. Equip Level: 90 Max. Equip Level: Not specified
Refineable: Not specified Gradable: Not specified Element: Neutral Classes: Not specified

Um lindo e misterioso colar com um grande pingente; dentro dele, há um tipo desconhecido de pó de fada. Além de exalar um doce perfume, é um belo artefato para completar seu visual.
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DES +2.
Pós-conjuração -5%.
Dano físico a distância +2%.
Habilita [Impacto Explosivo] nv.3.
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DES base 100 ou mais:
Dano físico a distância +5% adicional.
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Conjunto
[Mira Apurada 1]
Pós-conjuração -5% adicional.
Dano físico a distância +5% adicional.
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Conjunto
[Mira Apurada 2]
Pós-conjuração -5% adicional.
Dano físico a distância +5% adicional.
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Tipo: Acessório
DEF: DEFM: 0
Peso: 40
Nível necessário: 90
Classes: Todas

Serbuk yang didapat dari Daun Pohon Peri. Kualitas serbuknya menakjubkan.
Class: Accessory
Weight: 40
Required Level: 90
Required Jobs: All Jobs
Dex + 2
Mengurangi cast delay dari skill sebesar 5%.
Meningkatkan serangan jarak jauh sebesar 2%.
Dapat menggunakan Level 3 Magnum Break.
Jika DEX pengguna 100 atau lebih,
Tambahan peningkatkan serangan jarak jauh sebesar 5%.
Set Bonus
Expert Archer1
Fairy Leaf Power
Mengurangi cast delay dari skill sebesar 5%.
Meningkatkan serangan jarak jauh sebesar 5%.
Set Bonus
Expert Archer2
Fairy Leaf Power
Mengurangi cast delay dari skill sebesar 5%.
Meningkatkan serangan jarak jauh sebesar 5%.

Powder made from a fairy leaf tree. The quality of the powder is fantastic.
Class: Accessory
Weight: 40
Requires Level: 90
Usable By: All Jobs
Dex + 2
Reduces the cast delay of skills by 5%.
Increases long-ranged damage on targets by 2%.
Enables Level 3 Magnum Break.
If the users base Dex is 100 or higher,
Increases long-ranged damage on targets by an additional 5%.
Set Bonus
Expert Archer 1
Fairy Leaf Power
Reduces the cast delay of skills by 5%.
Increases long-ranged damage on targets by 5%.
Set Bonus
Expert Archer 2
Fairy Leaf Power
Reduces the cast delay of skills by 5%.
Increases long-ranged damage on targets by 5%.

A powder made from dried Fairy Leaf, a plant from the enchanted forest. You feel a strong magical vibes coming from it.
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DEX + 2.

Long-ranged physical damage +2%.
Cast Delay -5%.
Allows to use [Magnum Break] (LV 3).

[If base DEX is 100 or higher]
Long-ranged physical damage +5% additionally.

[If equipped with Expert Archer I and II]
Long-ranged physical damage +5% additionally.
Cast Delay -5% additionally.
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Class: Accessory
Defense: 0
Weight: 40
Required Level: 90
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
bonus bDex,2;
bonus bDelayrate,-5;
bonus bLongAtkRate,2;
skill "SM_MAGNUM",3;
if (readparam(bDex)>=100)
   bonus bLongAtkRate,5;
Script References
bDex Item Bonus
bDex
Signature:
bonus bDex,n;
Description:
DEX + n
bDelayrate Item Bonus
bDelayrate
Signature:
bonus bDelayrate,n;
Description:
Increases skill delay by n%
bLongAtkRate Item Bonus
bLongAtkRate
Signature:
bonus bLongAtkRate,n;
Description:
Increases damage of long ranged attacks by n%
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!";
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 No Not specified 1 Details

Not specified