Item Details

Wild Poring Rider [1] ( Wild_Poring_Rider )

ID 19108 Wild Poring Rider [1]
Wild Poring Rider [1] Kaufpreis: zeny Verkaufspreis: 0 zeny Gewicht: 100 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: 9
Waffenlevel: Nicht angegeben Rüstungslevel: 1 Min. Ausrüstungslevel: 30 Max. Ausrüstungslevel: Nicht angegeben
Veredelbar: 1 Gradierbar: Nicht angegeben Element: Neutral Klassen: Nicht angegeben

Há muito tempo atrás, essa Rosa Selvagem capturou um Poring guloso, que derruba itens infinitamente toda a vez que seu dono entra em batalha.
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Superprendizes e evoluções:
Ao derrotar monstros, chance de derrubar Doce de Guyak.
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Cavaleiros e evoluções:
Ao derrotar monstros, chance de derrubar Emperium, Dente de Ogro, Cabelo Azul, Armadura Destruída, Garra de Lobo do Deserto, Corrente, Armadura de Dullahan, Pele de Dragão, Canino de Dragão, Mel, Partículas de Luz, Pergaminho Antigo, Cabelo Horrendo, Casca Arredondada, Coração Incandescente ou Gema Vermelha.
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Templários e evoluções:
Ao derrotar monstros, chance de derrubar Sorvete, Suco de Maçã, Suco de Cenoura ou Suco de Banana.
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Bruxos e evoluções:
Ao derrotar monstros, chance de derrubar Gema Azul, Gema Amarela ou Gema Vermelha.
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Sábios e evoluções:
Ao derrotar monstros, chance de derrubar Cauda de Escorpião, Chifre, Casco de Caramujo ou Casco Arco-Íris.
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Caçadores e evoluções:
Ao derrotar monstros, chance de derrubar Aljava de Fogo, Aljava de Cristal, Aljava de Vento, Aljava de Pedra ou Aljava Afiada.
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Bardos, Odaliscas e evoluções:
Ao derrotar monstros, chance de derrubar Aljava de Fogo, Aljava de Cristal, Aljava de Vento, Aljava de Pedra ou Aljava Imaterial.
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Sacerdotes e evoluções:
Ao derrotar monstros, chance de derrubar Água Benta.
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Monges e evoluções:
Ao derrotar monstros, chance de derrubar Analgésico.
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Mercenários e evoluções:
Ao derrotar monstros, chance de derrubar Pele de Anolian, Izidor, Pele de Sapo, Coração de Sereia, Veneno Pegajoso, Unha Apodrecida, Esporo Venenoso, Amoena, Lantana, Celatom, Scoforia, Nerium ou Makulata.
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Arruaceiros e evoluções:
Ao derrotar monstros, chance de derrubar Tinta para Pele ou Tinta para Parede.
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Ferreiros e evoluções:
Ao derrotar monstros, chance de derrubar Aço, Brigan e Ferro.
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Alquimistas e evoluções:
Ao derrotar monstros, chance de derrubar Erva Vermelha, Erva Amarela, Erva Branca, Erva Azul, Erva Verde, Espinho de Cacto, Areia Estelar de Bruxa ou Bigodes de Toupeira.
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Mestres Taekwons e evoluções:
Ao derrotar monstros, chance de derrubar Coração Flamejante, Gelo Místico, Natureza Grandiosa, Vento Bruto, Poeira Estelar ou Fragmento Estelar.
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Espiritualistas e evoluções:
Ao derrotar monstros, chance de derrubar Rosa Eterna, Coração Imortal ou Diamante de 3 Quilates.
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Ninjas e evoluções:
Ao derrotar monstros, chance de derrubar Cx. Lula Seca, Cx. Peixe Voador ou Cx. Estrela-do-Mar.
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Justiceiros e evoluções:
Ao derrotar monstros, chance de derrubar Antigo Cartucho Sanguinário, Antigo Cartucho de Prata ou Tatu Bola[200].
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Outras classes:
Ao derrotar monstros, chance de derrubar Mastela.
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Tipo: Equip. para Cabeça
Equipa em: Topo
DEF: 9 DEFM: 0
Peso: 100
Nível necessário: 30
Classes: Todas

When killing a monster adds a chance to drop a specific item type for each job.
Knight - Rune Crafting Materials
Crusader - Juice
Priest - Holy Water
Monk - Anodyne
Wizard - Gemstones
Sage - Horns and Shells
Assassin - Poisons
Rogue/Super Novice - Dogly Bottle Z
Hunter/Performers - Quivers
Blacksmith - Iron and Steel
Alchemist - Potion Crafting Materials
Ninja - Dried Fish
Gunslinger - Bullet Cases
Soul Linker - Witherless Rose and Crystals
Tae Kwon Master - Elemental Stones
Other - Mastela Fruit
Type : Helm Defense : 9
Location : Upper Weight : 100
Required Level : 30
Class : 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
Nicht angegeben
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
Nicht angegeben
if ((eaclass()&EAJ_UPPERMASK) == EAJ_KNIGHT) {
   bonus2 bAddMonsterDropItem,1034,13;
   bonus2 bAddMonsterDropItem,7030,15;
   bonus2 bAddMonsterDropItem,7097,12;
   bonus2 bAddMonsterDropItem,7938,11;
   bonus2 bAddMonsterDropItem,7221,12;
   bonus2 bAddMonsterDropItem,1035,13;
   bonus2 bAddMonsterDropItem,1096,13;
   bonus2 bAddMonsterDropItem,7002,13;
   bonus2 bAddMonsterDropItem,7123,12;
   bonus2 bAddMonsterDropItem,1048,13;
   bonus2 bAddMonsterDropItem,518,10;
   bonus2 bAddMonsterDropItem,716,13;
   bonus2 bAddMonsterDropItem,7069,12;
   bonus2 bAddMonsterDropItem,7099,13;
   bonus2 bAddMonsterDropItem,7210,13;
   bonus2 bAddMonsterDropItem,714,2;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_CRUSADER) {
   bonus2 bAddMonsterDropItem,532,1000;
   bonus2 bAddMonsterDropItem,531,1000;
   bonus2 bAddMonsterDropItem,534,1000;
   bonus2 bAddMonsterDropItem,536,2000;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_PRIEST)
   bonus2 bAddMonsterDropItem,523,200;
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_MONK)
   bonus2 bAddMonsterDropItem,605,125;
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_WIZARD) {
   bonus2 bAddMonsterDropItem,717,350;
   bonus2 bAddMonsterDropItem,716,300;
   bonus2 bAddMonsterDropItem,715,300;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_SAGE) {
   bonus2 bAddMonsterDropItem,947,100;
   bonus2 bAddMonsterDropItem,1013,100;
   bonus2 bAddMonsterDropItem,904,100;
   bonus2 bAddMonsterDropItem,946,100;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_ASSASSIN) {
   bonus2 bAddMonsterDropItem,7937,7;
   bonus2 bAddMonsterDropItem,709,3;
   bonus2 bAddMonsterDropItem,7934,7;
   bonus2 bAddMonsterDropItem,7935,7;
   bonus2 bAddMonsterDropItem,7933,7;
   bonus2 bAddMonsterDropItem,7932,14;
   bonus2 bAddMonsterDropItem,7936,7;
   bonus2 bAddMonsterDropItem,7565,53;
   bonus2 bAddMonsterDropItem,7155,55;
   bonus2 bAddMonsterDropItem,7033,55;
   bonus2 bAddMonsterDropItem,957,55;
   bonus2 bAddMonsterDropItem,7003,55;
   bonus2 bAddMonsterDropItem,950,55;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_ROGUE) {
   bonus2 bAddMonsterDropItem,23059,70;
   bonus2 bAddMonsterDropItem,23060,30;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_HUNTER) {
   bonus2 bAddMonsterDropItem,12008,35;
   bonus2 bAddMonsterDropItem,12010,34;
   bonus2 bAddMonsterDropItem,12011,34;
   bonus2 bAddMonsterDropItem,12012,34;
   bonus2 bAddMonsterDropItem,23061,24;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_BARDDANCER) {
   bonus2 bAddMonsterDropItem,12008,35;
   bonus2 bAddMonsterDropItem,12010,34;
   bonus2 bAddMonsterDropItem,12011,34;
   bonus2 bAddMonsterDropItem,12012,34;
   bonus2 bAddMonsterDropItem,12014,5;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_BLACKSMITH) {
   bonus2 bAddMonsterDropItem,998,300;
   bonus2 bAddMonsterDropItem,7054,100;
   bonus2 bAddMonsterDropItem,999,50;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_ALCHEMIST) {
   bonus2 bAddMonsterDropItem,510,30;
   bonus2 bAddMonsterDropItem,507,90;
   bonus2 bAddMonsterDropItem,508,70;
   bonus2 bAddMonsterDropItem,509,50;
   bonus2 bAddMonsterDropItem,511,110;
   bonus2 bAddMonsterDropItem,952,20;
   bonus2 bAddMonsterDropItem,1017,16;
   bonus2 bAddMonsterDropItem,1061,10;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE)
   bonus2 bAddMonsterDropItem,12709,146;
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_NINJA) {
   bonus2 bAddMonsterDropItem,12638,2;
   bonus2 bAddMonsterDropItem,12639,2;
   bonus2 bAddMonsterDropItem,12640,100;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_GUNSLINGER) {
   bonus2 bAddMonsterDropItem,12150,6;
   bonus2 bAddMonsterDropItem,12151,100;
   bonus2 bAddMonsterDropItem,12637,5;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_SOUL_LINKER) {
   bonus2 bAddMonsterDropItem,748,5;
   bonus2 bAddMonsterDropItem,732,4;
   bonus2 bAddMonsterDropItem,929,150;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_STAR_GLADIATOR) {
   bonus2 bAddMonsterDropItem,994,20;
   bonus2 bAddMonsterDropItem,995,20;
   bonus2 bAddMonsterDropItem,997,20;
   bonus2 bAddMonsterDropItem,996,20;
   bonus2 bAddMonsterDropItem,1000,20;
   bonus2 bAddMonsterDropItem,1001,110;
}
else
   bonus2 bAddMonsterDropItem,522,100;
Skriptreferenzen
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;
eaclass Befehl
eaclass
Signatur:
eaclass({<job number>,<char_id>})
Beschreibung:
This commands returns the "eA job-number" corresponding to the given class, and uses the invoking player's class if none is given. The eA job-number is also a class number system, but it's one that comes with constants which make it easy to convert among classes. The command will return -1 if you pass it a job number which doesn't have an eA job-number equivalent.
Beispiel:
.@eac = eaclass();
if ((.@eac&EAJ_BASEMASK) == EAJ_SWORDMAN)
mes "Your base job is Swordman.";
if (.@eac&EAJL_UPPER)
mes "You are a rebirth job.";
if ((.@eac&EAJ_UPPERMASK) == EAJ_SWORDMAN)
mes "You must be a Swordman, Baby Swordman or High Swordman.";
bAddMonsterDropItem Gegenstandsbonus
bAddMonsterDropItem
Signatur:
bonus3 bAddMonsterDropItem,iid,r,n;
Beschreibung:
Adds a n/100% chance for item iid to be dropped when killing a monster of race r
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