Item Details

Hippie Clothes ( Hippie_Cloth )

ID 15180 Hippie Clothes
Hippie Clothes Buy Price: zeny Sell Price: 0 zeny Weight: 50 Slots: Not specified
Type: Armor/Garment/Boots/Headgear/Accessory item. Sub Type: Not specified Gender: Both Locations: Armor
Attack: Not specified Magic Attack: Not specified Range: Not specified Defense: 50
Weapon Level: Not specified Armor Level: 1 Min. Equip Level: 100 Max. Equip Level: Not specified
Refineable: 1 Gradable: Not specified Element: Neutral Classes: Fourth classes., All Third classes.

Pakaian yang mencerminkan keinginan untuk hidup bebas
Terlihat tua dan usang, tetapi kebebasan adalah pilihan
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ATK + 20
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Jika tingkat tempa +9 atau lebih
Mempunyai kesempatan 1% untuk autocast Lv.3 Double Strafe kepada musuh ketika menyerang menggunakan serangan jarak dekat, Jika kamu telah memiliki Lv.10 Double Strafe, Autocast Double Strafe akan menjadi Lv.10.
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Set Bonus
Hippie Clothes
Hippie Feather
Hippie Guitar

ATK +30
ASPD +1
Meningkatkan CRI DMG target 20%
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Set Bonus
Hippie Clothes
Hippie Feather
Hippie Rope

ATK +30
ASPD +1
Meningkatkan CRI DMG target 20%
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Jenis : Armor
DEF : 50
Properti : Netral
Berat : 50
Syarat Lv : 100
Job : Maestro, Wanderer

Clothes that embody the wearer's yearning for personal freedom. They're old and ragged, but allow free movement.
Class: Armor
Defense: 50
Property: Neutral
Weight: 50
Required Level: 100
Required Jobs: Maestro, Wanderer
ATK + 20
If upgrade level is +9 or higher,
Adds a 1% chance of casting Level 3 Double Strafe on the target when performing a short-ranged attack, if a higher level of this skill is known, it will be cast instead.
Set Bonus
Hippie Clothes
Hippie Feather
Hippie Guitar
ATK + 30
Aspd + 1
Increases critical damage on targets by 20%.
Set Bonus
Hippie Clothes
Hippie Feather
Hippie Rope
ATK + 30
Aspd + 1
Increases critical damage on targets by 20%.

Clothes that embody the wearer's yearning for personal freedom. They're old and ragged, but allow free movement.
ATK +20
[If refine Lv 9 or higher]
Adds a 1% chance of casting Level 3 Double Strafe on the target when performing a short-ranged attack
if a higher level of this skill is known, it will be cast instead.
[Set bonus]
Hippie Clothes
Hippie Feather
Hippie Guitar
ATK +30
Aspd +1
Critical damage +20%.
[Set bonus]
Hippie Clothes
Hippie Feather
Hippie Rope
ATK +30
Aspd +1
Critical damage +20%.
Class: Armor
Defense: 50
Property: Neutral
Weight: 50
Required Level: 100
Required Jobs: Maestro, Wanderer

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 bBaseAtk,20;
if (.@r >= 9)
   bonus3 bAutoSpell,"AC_DOUBLE",max(3,getskilllv("AC_DOUBLE")),10;
Script References
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
bBaseAtk Item Bonus
bBaseAtk
Signature:
bonus bBaseAtk,n;
Description:
Basic attack power + n
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;
bAutoSpell Item Bonus
bAutoSpell
Signature:
bonus5 bAutoSpell,sk,y,n,bf,i;
Description:
Adds a n/10% chance to cast skill sk of level y when attacking with trigger criteria bf
getskilllv Command
getskilllv
Signature:
getskilllv(<skill id>)
getskilllv("<skill name>")
Description:
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:
Example:
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;
Not specified
Script References

No documented script references were detected.

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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