Item Details

Yinyang Earring (Yellow) ( YinYang_Earring_Y )

ID 410057 Yinyang Earring (Yellow)
Yinyang Earring (Yellow) Kaufpreis: 20 zeny Verkaufspreis: 10 zeny Gewicht: 50 Slots: Nicht angegeben
Typ: Rüstung/Umhang/Schuhe/Kopfbedeckung/Accessoire-Gegenstand. Untertyp: Nicht angegeben Geschlecht: Beide Orte: Mittleres Kopfbedeckung
Angriff: Nicht angegeben Magie Angriff: Nicht angegeben Reichweite: Nicht angegeben Verteidigung: 2
Waffenlevel: Nicht angegeben Rüstungslevel: 1 Min. Ausrüstungslevel: 100 Max. Ausrüstungslevel: Nicht angegeben
Veredelbar: Nicht angegeben Gradierbar: Nicht angegeben Element: Neutral Klassen: Nicht angegeben

O usuário desses brincos se torna o equilibro em pessoa, nem muito para o bem nem muito para o mal... Como dizia aquele vilão famoso, o Fhanos: Equilíbrio perfeito!
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HP e SP máx. +10%.
Tolerância a Silêncio +100%.
Resistência as raças Humano e Doram +5%.
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Ao aprender [Luz Lunar] nv.5:
Conjuração fixa -70%.
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Ao aprender [Chute Lunar] nv.10:
Dano físico contra todos os Tamanhos +15%.
Ao derrotar monstros com ataques físicos, regenera 150 de HP e 15 de SP.
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Tipo: Equip. para Cabeça
Equipa em: Meio
DEF: 2 DEFM: 0
Peso: 50
Nível necessário: 100
Classes: Todas

MaxHP +10%
MaxSP +10%
Reduce damage dari player +5%
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Jika skill "Lunar Luminance" mencapai level 5

Reduce fix cast-time 70%.
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Jika skill "Full Moon Kick" mencapai level 7

Fisikal damage terhadap semua size musuh +15%.
Recover 150 HP dan 15 SP saat menyerang musuh,
Menggunakan fisikal damage.
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Jenis : Headgear
DEF : 2
Posisi : Middle
Berat : 50
Syarat Lv : 100
Job : Semua Job

Only those who realize the principle of Yinyang can release true power.
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MaxHP + 10%, MaxSP + 10%.
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Reduces damage taken from players by 5%.
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Grants immunity to silence.
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If user learned Lunar Luminance level 5,
Reduces fixed casting time by 70%.

If user learned Full Moon Kick level 10,
increases physical damage against all size enemy by 15%,
recovers 150 HP and 15 SP when killing monsters with physical damage.
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Class : Headgear
Location : Middle
Def : 2
Weight : 50
Required Level : 100
Class : All Jobs

Alle

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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
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bonus bMaxHPrate,10;
bonus bMaxSPrate,10;
bonus2 bSubRace,RC_Player_Doram,5;
bonus2 bSubRace,RC_Player_Human,5;
bonus2 bResEff,Eff_Silence,10000;
if (getskilllv("SJ_LIGHTOFMOON") == 5)
   bonus bFixedCastrate,-70;
if (getskilllv("SJ_FULLMOONKICK") == 10) {
   bonus2 bAddSize,Size_All,15;
   bonus bHPGainValue,150;
   bonus bSPGainValue,15;
}
Skriptreferenzen
bMaxHPrate Gegenstandsbonus
bMaxHPrate
Signatur:
bonus bMaxHPrate,n;
Beschreibung:
MaxHP + n%
bMaxSPrate Gegenstandsbonus
bMaxSPrate
Signatur:
bonus bMaxSPrate,n;
Beschreibung:
MaxSP + n%
bSubRace Gegenstandsbonus
bSubRace
Signatur:
bonus3 bSubRace,r,x,bf;
Beschreibung:
+x% damage reduction against race r with trigger criteria bf
bResEff Gegenstandsbonus
bResEff
Signatur:
bonus2 bResEff,eff,n;
Beschreibung:
Adds a n/100% tolerance to status eff
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;
bFixedCastrate Gegenstandsbonus
bFixedCastrate
Signatur:
bonus2 bFixedCastrate,sk,n;
Beschreibung:
Increases fixed cast time of skill sk by n% (has effect in RENEWAL_CAST only)
bAddSize Gegenstandsbonus
bAddSize
Signatur:
bonus2 bAddSize,s,x;
Beschreibung:
+x% physical damage against size s
bHPGainValue Gegenstandsbonus
bHPGainValue
Signatur:
bonus bHPGainValue,n;
Beschreibung:
Heals +n HP when killing an enemy with a melee-physical attack
bSPGainValue Gegenstandsbonus
bSPGainValue
Signatur:
bonus bSPGainValue,n;
Beschreibung:
Heals +n SP when killing an enemy with a melee-physical attack
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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 Nein Nicht angegeben 1 Details

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