Item Details

Rebirth Crown [1] ( Rebirth_Circlet )

ID 15897 Rebirth Crown [1]
Rebirth Crown [1] Precio de compra: 20 zeny Precio de venta: 10 zeny Peso: 60 Ranuras: 1
Tipo: Equipamiento. Subtipo: No especificado Género: Ambos Ubicaciones: Equipo de la cabeza superior
Ataque: No especificado Ataque mágico: No especificado Alcance: No especificado Defensa: 12
Nivel de arma: No especificado Nivel de armadura: 1 Nivel de Equipamiento (Mín.): 130 Nivel de Equipamiento (Máx.): No especificado
Refinable: 1 Graduable: No especificado Elemento: Neutral Clases: No especificado

Todo

No especificado

Banderas
¿Puede agregarse a una tienda de compra de jugador? No
¿Invoca un monstruo? No
¿Forma parte de un contenedor? No
¿Tiene pila única? No
¿Se vincula al equipar? No
¿Anuncia el drop? No
¿Se consume al usarlo?
¿Tiene efecto al caer? No
Apilamiento
No especificado
Uso
No especificado
Comercio
Sobrescribir No especificado
¿Puede soltarse?
¿Puede comerciarse?
¿Puede comerciarse con la pareja?
¿Puede venderse a NPC?
¿Puede colocarse en el carrito?
¿Puede colocarse en el almacén?
¿Puede colocarse en el almacén de guild?
¿Puede enviarse por correo?
¿Puede ponerse en subasta?
Retraso
No especificado
.@r = getrefine();
bonus bMdef,15;
bonus2 bResEff,Eff_Stone,1000*.@r;
bonus bDelayrate,-3*.@r;
if (.@r>=7) {
   bonus2 bMagicAddEle,Ele_All,15;
   bonus2 bSkillCooldown,"WL_COMET",-40000;
}
if (.@r>=9) {
   bonus2 bMagicAddEle,Ele_All,15;
   bonus2 bSkillCooldown,"WL_COMET",-45000;
}
if (.@r>=10) {
  bonus2 bMagicAtkEle,Ele_Neutral,(readparam(bInt)+readparam(bDex))/10;
  if (eaclass()&EAJL_THIRD && BaseJob == Job_Wizard)
   skill "PF_SPIDERWEB",1;
}
Referencias del Script
getrefine Comando
getrefine
Firma:
getrefine()
Descripción:
function is called. This function is intended for use in item scripts.
bMdef Bono de Ítem
bMdef
Firma:
bonus bMdef,n;
Descripción:
Equipment MDEF + n
bResEff Bono de Ítem
bResEff
Firma:
bonus2 bResEff,eff,n;
Descripción:
Adds a n/100% tolerance to status eff
bDelayrate Bono de Ítem
bDelayrate
Firma:
bonus bDelayrate,n;
Descripción:
Increases skill delay by n%
if Comando
if
Firma:
if (<condition>) <statement>;
Descripción:
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.
Ejemplo:
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;
bMagicAddEle Bono de Ítem
bMagicAddEle
Firma:
bonus2 bMagicAddEle,e,x;
Descripción:
+x% magical damage against element e
bSkillCooldown Bono de Ítem
bSkillCooldown
Firma:
bonus2 bSkillCooldown,sk,t;
Descripción:
Increases cooldown of skill sk by t milliseconds
bMagicAtkEle Bono de Ítem
bMagicAtkEle
Firma:
bonus2 bMagicAtkEle,e,x;
Descripción:
Increases damage of e element magic by x%
readparam Comando
readparam
Firma:
readparam(<parameter number>{,"<character name>"})
readparam(<parameter number>{,<char_id>})
Descripción:
This function will return the specified stat of the invoking character, or, if a character name or character id is specified, of that player. The stat can either be a number or parameter name, defined in ''. Some example parameters: StatusPoint, BaseLevel, SkillPoint, Class, Upper, Zeny, Sex, Weight, MaxWeight, JobLevel, BaseExp, JobExp, NextBaseExp, NextJobExp, Hp, MaxHp, Sp, MaxSp, BaseJob, Karma, Manner, bVit, bDex, bAgi, bStr, bInt, bLuk, Ap, MaxAp All of these also behave as variables, but don't expect to be able to just 'set' them - some will not work for various internal reasons. Example 1: Using this particular information as a function call is not required. Typing this will return the same result: Example 2: You can also use this command to get stat values.
Ejemplo:
// Returns how many status points you haven't spent yet.
mes "Unused status points: " + readparam(9);
mes "Unused status points: " + StatusPoint;
if (readparam(bVit) > 77)
mes "Only people with over 77 Vit are reading this!";
bInt Bono de Ítem
bInt
Firma:
bonus bInt,n;
Descripción:
INT + n
bDex Bono de Ítem
bDex
Firma:
bonus bDex,n;
Descripción:
DEX + n
eaclass Comando
eaclass
Firma:
eaclass({<job number>,<char_id>})
Descripción:
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.
Ejemplo:
.@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.";
No especificado
Referencias del Script

No se detectaron referencias documentadas en este script.

No especificado
Referencias del Script

No se detectaron referencias documentadas en este script.

No especificado

No especificado

No especificado

No especificado

No especificado

No especificado

Refinado Grupo Nivel del objeto Refinable Nivel de arma Nivel de armadura Detalles
Refinado Armadura 1 No especificado 1 Detalles

No especificado