Item Details

Squirrel Ears Hood Hat [1] ( Squirrel_Ear_Hat )

ID 19140 Squirrel Ears Hood Hat [1]
Squirrel Ears Hood Hat [1] Kaufpreis: zeny Verkaufspreis: 0 zeny Gewicht: 20 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: 10
Waffenlevel: Nicht angegeben Rüstungslevel: 1 Min. Ausrüstungslevel: 100 Max. Ausrüstungslevel: Nicht angegeben
Veredelbar: 1 Gradierbar: Nicht angegeben Element: Neutral Klassen: Nicht angegeben

Squirrel Hat
Begitu digunakan, kamu bisa menghindari serangan lebih mudah.
ASPD +1
jika kamu melakukan serangan jarak jauh, CRI +5
Serangan kritikal +10%
Mengabaikan 10% segala macam pertahanan fisik
Jika tingkat refine lebih dari 5,
Tambahan ASPD +1
jika kamu melakukan serangan jarak jauh, CRI +10
Serangan kritikal +2%
Mengabaikan 20% segala macam pertahanan fisik
Jika tingkat refine lebih dari 7,
Tambahan ASPD +1
jika kamu melakukan serangan jarak jauh, CRI +15
Serangan kritikal +6%
Mengabaikan 30% segala macam pertahanan fisik
Jika tingkat refine lebih dari 9,
Tambahan ASPD +1
Jika kamu melakukan serangan jarak jauh, CRI +20
Serangan kritikal +12%
Mengabaikan 40% segala macam pertahanan fisik
Dengan (7%) kemungkinan selama 5 detik,
Serangan kritikal +100%
Jenis : Helmet Tk Def : 10
Posisi : Top Berat : 20
Min Lv : 100
Job : Semua Job

A squirrel hat with adorable pointed ears.
When you wear it, you can become like a squirrel, which is small but deadly.
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ASPD + 1.
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When performing long ranged physical attack, CRI + 5.
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Increase critical damage by 10%.
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Ignore physical defense of all races enemies (including players) by 10%.
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When refined to +10 or higher,
Additional ASPD + 1,
When performing long ranged physical attack, additional CRI + 10,
Increase critical damage by additional 2%,
Ignore physical defense of all races enemies (including players) by additional 20%.
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When refined to +11 or higher,
Additional ASPD + 1,
When performing long ranged physical attack, additional CRI + 15,
Increase critical damage by additional 6%,
Ignore physical defense of all races enemies (including players) by additional 30%.
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When refined to +12 or higher,
Additional ASPD + 1,
When performing long ranged physical attack, additional CRI + 20,
Increase critical damage by additional 12%,
Ignore physical defense of all races enemies (including players) by additional 40%.
There's a 7% chance to increase critical damage by 100% for 5 seconds.
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Type : Headgear
Def : 10
Location : Upper
Weight : 20
Required Level : 100
Class : All Jobs

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
.@r = getrefine();
bonus bAspd,1;
bonus bCriticalLong,5;
bonus bCritAtkRate,10;
bonus2 bIgnoreDefRaceRate,RC_All,10;
if (.@r > 4) {
   bonus bAspd,1;
   bonus bCriticalLong,10;
   bonus bCritAtkRate,2;
   bonus2 bIgnoreDefRaceRate,RC_All,20;
}
if (.@r > 6) {
   bonus bAspd,1;
   bonus bCriticalLong,15;
   bonus bCritAtkRate,6;
   bonus2 bIgnoreDefRaceRate,RC_All,30;
}
if (.@r > 8) {
   bonus bAspd,1;
   bonus bCriticalLong,20;
   bonus bCritAtkRate,12;
   bonus2 bIgnoreDefRaceRate,RC_All,40;
   autobonus "{ bonus bCritAtkRate,100; }",70,5000;
}
Skriptreferenzen
getrefine Befehl
getrefine
Signatur:
getrefine()
Beschreibung:
function is called. This function is intended for use in item scripts.
bAspd Gegenstandsbonus
bAspd
Signatur:
bonus bAspd,n;
Beschreibung:
Attack speed + n
bCriticalLong Gegenstandsbonus
bCriticalLong
Signatur:
bonus bCriticalLong,n;
Beschreibung:
Critical + n for normal long ranged attack (won't be shown in status window)
bCritAtkRate Gegenstandsbonus
bCritAtkRate
Signatur:
bonus bCritAtkRate,n;
Beschreibung:
Increases critical damage by +n%
bIgnoreDefRaceRate Gegenstandsbonus
bIgnoreDefRaceRate
Signatur:
bonus2 bIgnoreDefRaceRate,r,n;
Beschreibung:
Disregard n% of the target's DEF if the target belongs to race r
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;
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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# Zielitems Rollen Slots Details
#37 4 Item-Verzauberung 3 Details

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

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