Item Details

Runaway Accelerator [1] ( Runaway_Accelerator )

ID 400047 Runaway Accelerator [1]
Runaway Accelerator [1] Buy Price: 20 zeny Sell Price: 10 zeny Weight: 70 Slots: 1
Type: Armor/Garment/Boots/Headgear/Accessory item. Sub Type: Not specified Gender: Both Locations: Upper Headgear
Attack: Not specified Magic Attack: Not specified Range: Not specified Defense: 20
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

Rápido é apelido para o capacete que melhora diversas habilidades e faz os inimigos comerem poeira.
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A cada refino:
Dano físico e mágico +1%.
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A cada 5 segundos:
Regenera 250 de HP e 30 de SP.
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Resistência a monstros Normais e Chefes +10%.
Refino +7 ou mais:
Ignora 25% da DEF e DEFM de todas as raças.
Resistência a monstros Normais e Chefes +5% adicional.
Refino +9 ou mais:
Ignora +25% da DEF e DEFM adicional de todas as raças.
Resistência a monstros Normais e Chefes +5% adicional.
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Conjunto [N-DEF]
DEF +500.
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Conjunto [N-DEFM]
DEFM +20.
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Conjunto [S-HPR]
Regen. natural de HP +350%.
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Conjunto [S-SPR]
Regen. natural de SP +50%.
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Conjunto [S-HPMax]
HP máx. +7.500.
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Conjunto [S-SPMax]
SP máx. +150.
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Conjunto [S-ATQ]
ATQ +15.
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Conjunto [S-ATQM]
ATQM +15.
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Conjunto [S-Rapidez]
AGI +10.
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Conjunto [S-Magia]
VIT +10.
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Conjunto [S-Cura]
INT +10.
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Conjunto [S-Tiro]
DES +10.
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Conjunto [S-CRIT]
SOR +10.
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Conjunto [U-Pós]
FOR +10.
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Conjunto [U-Vida]
Torna a armadura indestrutível em batalha.
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Conjunto [U-Alma]
Torna a armadura indestrutível em batalha.
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Conjunto [U-Mental]
A cada 5 segundos:
Regenera 1.500 de HP adicional.
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Conjunto [U-Mana]
A cada 5 segundos:
Regenera 25 de SP adicional.
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Conjunto [U-Total]
Dano físico e mágico contra oponentes de todas as propriedades +5%.
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Conjunto [U-Fixa]
Aumenta a velocidade de movimento.
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Conjunto [L-Superpoder]
HP máx. +20%.
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Conjunto [L-Sortilégio]
SP máx. +20%.
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Conjunto [L-Astúcia]
Precisão perfeita +20.
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Conjunto [L-Fortuna]
Esquiva perfeita +20.
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Conjunto [L-Lampejo]
Pós-conjuração -20%.
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Conjunto [L-Eternidade]
Conjuração variável -20%.
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Tipo: Equip. para Cabeça
Tipo: Topo
DEF: 20 DEFM: 0
Peso: 70
Nível necessário: 100
Classes: Todas

Increase physical, magical damage to all monsters by 1%. Restores 250HP and 30SP every 5 seconds. Reduce physical damage from Boss and Normal monsters by 10% per 1 refine rate.

When refined to +7 or higher, ignores physical, magical defense of all monsters by 25%. Reduce incoming physical damage from Boss and Normal monsters by additional 5%.
When refined to +9 or higher, ignores physical, magical defense of all monsters by additional 25%. Reduce incoming physical damage from Boss and Normal monsters by additional 5%.
Type: Helm Defense: 20
Location: Upper Weight: 70
Required Level: 100
Class: 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
.@r = getrefine();
bonus bAtkRate,.@r;
bonus bMatkRate,.@r;
bonus2 bSubClass,Class_Normal,10;
bonus2 bSubClass,Class_Boss,10;
bonus2 bHPRegenRate,250,5000;
bonus2 bSPRegenRate,30,5000;
if (.@r>=7) {
   bonus2 bIgnoreDefRaceRate,RC_All,25;
   bonus2 bIgnoreMdefRaceRate,RC_All,25;
   bonus2 bSubClass,Class_Normal,5;
   bonus2 bSubClass,Class_Boss,5;
}
if (.@r>=9) {
   bonus2 bIgnoreDefRaceRate,RC_All,25;
   bonus2 bIgnoreMdefRaceRate,RC_All,25;
   bonus2 bSubClass,Class_Normal,5;
   bonus2 bSubClass,Class_Boss,5;
}
Script References
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
bAtkRate Item Bonus
bAtkRate
Signature:
bonus bAtkRate,n;
Description:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
bMatkRate Item Bonus
bMatkRate
Signature:
bonus bMatkRate,n;
Description:
Magical attack power + n%
bSubClass Item Bonus
bSubClass
Signature:
bonus2 bSubClass,c,x;
Description:
+x% damage reduction against class c
bHPRegenRate Item Bonus
bHPRegenRate
Signature:
bonus2 bHPRegenRate,n,t;
Description:
Gain n HP every t milliseconds
bSPRegenRate Item Bonus
bSPRegenRate
Signature:
bonus2 bSPRegenRate,n,t;
Description:
Gain n SP every t milliseconds
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;
bIgnoreDefRaceRate Item Bonus
bIgnoreDefRaceRate
Signature:
bonus2 bIgnoreDefRaceRate,r,n;
Description:
Disregard n% of the target's DEF if the target belongs to race r
bIgnoreMdefRaceRate Item Bonus
bIgnoreMdefRaceRate
Signature:
bonus2 bIgnoreMdefRaceRate,r,n;
Description:
Disregard n% of the target's MDEF if the target belongs to race r
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