Item Details

Mountain Helmet [1] ( Mountain_Helmet )

ID 15891 Mountain Helmet [1]
Mountain Helmet [1] Kaufpreis: 20 zeny Verkaufspreis: 10 zeny Gewicht: 50 Slots: 1
Typ: Rüstung/Umhang/Schuhe/Kopfbedeckung/Accessoire-Gegenstand. Untertyp: Nicht angegeben Geschlecht: Beide Orte: Oberes Kopfbedeckung
Angriff: Nicht angegeben Magie Angriff: Nicht angegeben Reichweite: Nicht angegeben Verteidigung: Nicht angegeben
Waffenlevel: Nicht angegeben Rüstungslevel: 1 Min. Ausrüstungslevel: 100 Max. Ausrüstungslevel: Nicht angegeben
Veredelbar: 1 Gradierbar: Nicht angegeben Element: Neutral Klassen: Nicht angegeben

Alguns lenhadores costumavam sofrer contusões por derrubar árvores na floresta de Payon. Após muitos galhos caírem na cabeça, um lenhador decidiu criar esse impressionante capacete. Agora, ele não tem mais medo de cortar lenha nas montanhas da floresta de Payon.
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Pós-conjuração -10%.
A cada refino:
Resistência as propriedades Fogo e Terra +3%.
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Dano de [Brandir Machado] e [Fúria do Furacão] +15%.
Refino +7 ou mais:
Dano de [Brandir Machado] e [Fúria do Furacão] +25% adicional.
Refino +9 ou mais:
Dano de [Brandir Machado] e [Fúria do Furacão] +35% adicional.
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Ao aprender [Artilharia Caçadora] nv.5:
Precisão perfeita +50.
Pós-conjuração -10% adicional.
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Ao aprender [Arremesso de Machado] nv.5:
Pós-conjuração -10% adicional.
Recarga de [Fúria do Furacão] -0,5 segundos.
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Ao aprender [Erupção de Magma] nv.5:
Ao relizar ataques físicos, 3% de chance de ativar um [efeito] por 10 segundos.
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Efeito:
A cada 1 de VIT base:
Dano de [Brandir Machado] +1%.
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Tipo: Equip. para Cabeça
Equipa em: Topo
DEF: 10 DEFM: 10
Peso: 50
Nível necessário: 100
Classes: Todas

Helmet to protect the head from falling rocks.

Reduce after cast delay by 10%.

Increase damage of Axe Tornado, Power Swing by 30%
When FAW Silver Sniper Lv.5, guide hit + 50%.
When Axe Boomerang Lv.5, reduce cooltime of Axe Tornado by 0.5s.
When Magma Eruption Lv.5, when performing a physical attack, adds 3% chance to increase Power Swing damage by 10% per base VIT 10.
Per 1 refine level, Reduce incoming fire and earth property damage by 3%.
When refined to +7 or higher, additional Axe Tornado, Power Swing damage + 50%.
When refined to +9 or higher, additional Axe Tornado, Power Swing damage + 70%.

Type : Helmet Defense : 0
Location : Upper Weight : 50
Required Level : 100
Class : All

A durable helmet that can protect against sharp rock outshots and falling stones.
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Cooldown of all skills -10%.

[Axe Tornado] and [Power Swing] damage +30%.
[If FAW Silver Sniper LV is 5], Perfect Hit +50%.

[If Axe Boomerang LV is 5], cooldown of [Axe Tornado] -0,5 sec.

[If Lava Flow LV is 5], with a 3% chance when performing a physical attack, [Power Swing] damage +10% for every 10 VIT points for 15 sec.
Resistance against Fire and Earth properties +3% for every refine rate.

[If refined to +7 or higher], [Axe Tornado] and [Power Swing] damage +50% additionally.

[If refined to +9 or higher], [Axe Tornado] and [Power Swing] damage +50% additionally.
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Class: Headgear
Defense: 0
Location: Upper
Weight: 50
Required Level: 100
Jobs: All

Alle

Nicht angegeben

Flaggen
Kann einem Ankaufsstand eines Spielers hinzugefugt werden? Nein
Beschwört ein Monster? Nein
Teil eines Behälters? Nein
Hat einen einzigartigen Stapel? Nein
Bindet beim Anlegen? Nein
Kündigt den Drop an? Nein
Wird bei Benutzung verbraucht? Ja
Hat einen Drop-Effekt? Nein
Stapelung
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Verwendung
Nicht angegeben
Handel
Überschreiben Nicht angegeben
Kann fallengelassen werden? Ja
Kann gehandelt werden? Ja
Kann mit dem Partner gehandelt werden? Ja
Kann an NPC verkauft werden? Ja
Kann in den Karren gelegt werden? Ja
Kann im Lager abgelegt werden? Ja
Kann im Gildenlager abgelegt werden? Ja
Kann per Post versendet werden? Ja
Kann versteigert werden? Ja
Verzögerung
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.@r = getrefine();
bonus bDelayrate,-10;
bonus2 bSkillAtk,"NC_AXETORNADO",30;
bonus2 bSkillAtk,"NC_POWERSWING",30;
bonus2 bSubEle,Ele_Fire,.@r;
bonus2 bSubEle,Ele_Earth,.@r;
if (getskilllv("NC_SILVERSNIPER") == 5)
   bonus bPerfectHitAddRate,50;
if (getskilllv("NC_AXEBOOMERANG") == 5)
   bonus2 bSkillCooldown,"NC_AXETORNADO",-500;
if (getskilllv("NC_MAGMA_ERUPTION") == 5)
   autobonus "{ bonus2 bSkillAtk,\"NC_POWERSWING\",10*(readparam(bVit)/10); }",30,10000,BF_WEAPON;
if (.@r>=7) {
   bonus2 bSkillAtk,"NC_AXETORNADO",50;
   bonus2 bSkillAtk,"NC_POWERSWING",50;
}
if (.@r>=9) {
   bonus2 bSkillAtk,"NC_AXETORNADO",70;
   bonus2 bSkillAtk,"NC_POWERSWING",70;
}
Skriptreferenzen
getrefine Befehl
getrefine
Signatur:
getrefine()
Beschreibung:
function is called. This function is intended for use in item scripts.
bDelayrate Gegenstandsbonus
bDelayrate
Signatur:
bonus bDelayrate,n;
Beschreibung:
Increases skill delay by n%
bSkillAtk Gegenstandsbonus
bSkillAtk
Signatur:
bonus2 bSkillAtk,sk,n;
Beschreibung:
Increases damage of skill sk by n%
bSubEle Gegenstandsbonus
bSubEle
Signatur:
bonus3 bSubEle,e,x,bf;
Beschreibung:
+x% damage reduction against attack element e with trigger criteria bf
if Befehl
if
Signatur:
if (<condition>) <statement>;
Beschreibung:
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.
Beispiel:
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;
getskilllv Befehl
getskilllv
Signatur:
getskilllv(<skill id>)
getskilllv("<skill name>")
Beschreibung:
character has. If they don't have the skill, 0 will be returned. The full list of character skills is available in ''. There are two main uses for this function, it can check whether the character has a skill or not, and it can tell you if the level is high enough. Example 1: Example 2:
Beispiel:
if (getskilllv(152))
mes "You have got the skill Throw Stone";
else
mes "You don't have Throw Stone";
close;
if (getskilllv(28) >= 5)
mes "Your heal lvl is 5 or more";
else if (getskilllv(28) == 10)
mes "Your heal lvl has been maxed";
else
mes "You heal skill is below lvl 5";
close;
bPerfectHitAddRate Gegenstandsbonus
bPerfectHitAddRate
Signatur:
bonus bPerfectHitAddRate,n;
Beschreibung:
On-target impact attack probability + n%
bSkillCooldown Gegenstandsbonus
bSkillCooldown
Signatur:
bonus2 bSkillCooldown,sk,t;
Beschreibung:
Increases cooldown of skill sk by t milliseconds
readparam Befehl
readparam
Signatur:
readparam(<parameter number>{,"<character name>"})
readparam(<parameter number>{,<char_id>})
Beschreibung:
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.
Beispiel:
// 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!";
bVit Gegenstandsbonus
bVit
Signatur:
bonus bVit,n;
Beschreibung:
VIT + n
Nicht angegeben
Skriptreferenzen

Für dieses Skript wurden keine dokumentierten Referenzen erkannt.

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Skriptreferenzen

Für dieses Skript wurden keine dokumentierten Referenzen erkannt.

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Veredelung Gruppe Gegenstandsstufe Veredelbar Waffenlevel Rüstungslevel Details
Veredelung Rüstung 1 Ja Nicht angegeben 1 Details

Nicht angegeben