Item Details

Dragon Emperor's Wing ( YDragon_SkyWing )

ID 19104 Dragon Emperor's Wing
Dragon Emperor's Wing Buy Price: zeny Sell Price: 0 zeny Weight: 10 Slots: Not specified
Type: Armor/Garment/Boots/Headgear/Accessory item. Sub Type: Not specified Gender: Both Locations: Middle Headgear
Attack: Not specified Magic Attack: Not specified Range: Not specified Defense: 7
Weapon Level: Not specified Armor Level: 1 Min. Equip Level: 50 Max. Equip Level: Not specified
Refineable: Not specified Gradable: Not specified Element: Neutral Classes: Not specified

Ardendo em chamas, estas asas de dragão vão te dar um visual tão poderoso que você vai realmente sentir como se estivesse pegando fogo. Mas nem pense em tentar voar!
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Espadachins e evoluções:
Resistência a oponentes de tamanho Grande +5%.
Resistência a oponentes de tamanho Médio +3%.
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Magos e evoluções:
Resistência a todas as propriedades +5%.
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Gatunos e evoluções:
Esquiva +10.
Esquiva perfeita +3.
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Mercadores e evoluções:
Resistência a monstros Chefes +5%.
Resistência a monstros Normais +3%.
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Arqueiros e evoluções:
Resistência a danos físicos a distância +10%.
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Noviços e evoluções:
Efetividade de cura +10%.
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Mestres Taekwons, Espiritualistas, Oboro, Kagerou, Insurgente, Aprendiz e Superaprendiz:
HP máx. +1.000.
SP máx. +100.
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Tipo: Equip. para Cabeça
Equipa em: Meio
DEF: 7 DEFM: 0
Peso: 10
Nível necessário: 50
Classes: Todas

When equipped by swordsman classes,
reduce incoming damage from large size monsters by 5%,
reduce incoming damage from medium size monsters by 3%,
When equipped by magician classes,
Increase all resistance by 5%,
When equipped by thief classes,
Increase perfect dodge by 3, Flee +10
When equipped by merchant classes,
reduce incoming damage from boss monsters by 5%,
reduce incoming damage from normal monsters by 3%,
When equipped by archer classes,
Increase resistance of ranged attacks by 10%
When equipped with Yellow Scarf,
the effect of Yellow Dragon's Skywing does not activate.
When equipped by acolyte classes,
Increase heals by 10%
When equipped by Novice or Expanded classes,
MAX HP +1000, MAX SP +100
Type : Helm Defense : 7
Location : Middle Weight : 10
Required Level : 50
Class : All

A decoration created by the Dragon Emperor's carver.
It's created from heavenly amber and shrouded inunquenchable dragon flame.

[When used by Swordsman Jobs]
Resistance against large monsters +5%.
Resistance against medium-size monsters +3%.

[When used by Mage Jobs]
Resistance to attacks by all properties +5%.

[When used by Thief Jobs]
FLEE +10, Perfect Dodge +3.

[When used by Merchant Jobs]
Resistance against Boss monsters +5%.
Resistance against normal monsters +3%.

[When used by Archer Jobs]
Ranged resistance +10%.
[If equipped with Amber Scarf]
Ranged resistance -10%.

[When used by Acolyte Jobs]
When using healing skills, HP Recovery +10%.

[When used by Novice or Expanded Job]
Max HP +1000, Max SP +100.

Jobs: Headgear Defense: 7
Location: Middle Weight: 10
Required Level: 50
Jobs: All

All

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
if (BaseClass == Job_Swordman) {
   bonus2 bSubSize,Size_Medium,3;
   bonus2 bSubSize,Size_Large,5;
}
else if (BaseClass == Job_Mage)
   bonus2 bSubEle,Ele_All,5;
else if (BaseClass == Job_Archer)
   bonus bLongAtkDef,10;
else if (BaseClass == Job_Acolyte)
   bonus bHealPower,10;
else if (BaseClass == Job_Thief) {
   bonus bFlee,10;
   bonus bFlee2,3;
}
else if (BaseClass == Job_Merchant) {
   bonus2 bSubClass,Class_Normal,3;
   bonus2 bSubClass,Class_Boss,5;
}
else if (BaseClass == Job_Novice || BaseClass == Job_Taekwon || Class == Job_Ninja || Class == Job_Gunslinger) {
   bonus bMaxHP,1000;
   bonus bMaxSP,100;
}
Script References
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;
bSubSize Item Bonus
bSubSize
Signature:
bonus2 bSubSize,s,x;
Description:
+x% damage reduction against size s
bSubEle Item Bonus
bSubEle
Signature:
bonus3 bSubEle,e,x,bf;
Description:
+x% damage reduction against attack element e with trigger criteria bf
bLongAtkDef Item Bonus
bLongAtkDef
Signature:
bonus bLongAtkDef,n;
Description:
Adds n% damage reduction against ranged physical attacks
bHealPower Item Bonus
bHealPower
Signature:
bonus bHealPower,n;
Description:
Increases heal amount of all heal skills by n%
bFlee Item Bonus
bFlee
Signature:
bonus bFlee,n;
Description:
Flee + n
bFlee2 Item Bonus
bFlee2
Signature:
bonus bFlee2,n;
Description:
Perfect Dodge + n
bSubClass Item Bonus
bSubClass
Signature:
bonus2 bSubClass,c,x;
Description:
+x% damage reduction against class c
bMaxHP Item Bonus
bMaxHP
Signature:
bonus bMaxHP,n;
Description:
MaxHP + n
bMaxSP Item Bonus
bMaxSP
Signature:
bonus bMaxSP,n;
Description:
MaxSP + n
Not specified
Script References

No documented script references were detected.

Not specified
Script References

No documented script references were detected.

Not specified

Not specified

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Not specified

Refine Group Item Level Refineable Weapon Level Armor Level Details
Refine Armor 1 No Not specified 1 Details

Not specified