Item Details

Skull Cap [1] ( Skull_Cap )

ID 18539 Skull Cap [1]
Skull Cap [1] Precio de compra: 40 zeny Precio de venta: 20 zeny Peso: 20 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: 5
Nivel de arma: No especificado Nivel de armadura: 1 Nivel de Equipamiento (Mín.): 10 Nivel de Equipamiento (Máx.): No especificado
Refinable: 1 Graduable: No especificado Elemento: Neutral Clases: No especificado

Um grande boné criado pela ex-justiceira, professora e estilista, Yoco Rittana, ele leva sua marca registrada, uma presilha em forma de caveira. Feito para acomodar grandes quantidades de cabelo, ou mesmo para cobrir qualquer careca, Yoco afirma que o criou pensando nos elfos magos. Você não pode deixar de imaginar o que será que ela quis dizer com isso, e pensar se o boné não guarda algum tipo de segredo.
Dano mágico +2%.
Refino +5 ou mais:
Dano mágico +3% adicional.
Refino +6 ou mais:
Dano mágico +6% adicional.
Conjunto
[Orelhas de Elfo]
Custo de SP das habilidades -3%.
Tipo: Equipamento para Cabeça.
Defesa: 5
Equipa em: Topo
Peso: 40
Nível necessário: 10
Classes: Todas

Topi Pengemudi dengan tengkorak yang mengancam diatasnya
Matk +2%
Jika ditempa Ke +5 atau lebih akan mendapatkan tambahan Matk +3%
Jika ditempa +7 atau diatasnya akan mendapatkan tambahan Matk +3%
Efek Khusus:
Jika digunakan bersamaan dengan Elven Ears [0], akan mengurangi Penggunaan SP 3% ketika menggunakan skill.
Jenis : Headgea Def : 5
Letak: Upper Berat : 40
Level yang dibutuhkan : 10
Digunakan Profesi : Semua Job

A driver's cap with a menacing skull on the band.
Class: Headgear
Position: Upper
Defense: 5
Weight: 40
Requires Level: 10
Usable By: All Jobs
MATK + 2%
If upgrade level is +5 or higher,
Additional MATK + 3%
If upgrade level is +7 or higher,
Additional MATK + 3%

Set Bonus
Elven Ears
Skull Cap [1]
Reduces the SP cost of skills by 3%.

Set Bonus
Evil Bone Wand
Skull Cap [1]
MATK + 10 per upgrade level of Evil Bone Wand.
If Evil Bone Wand upgrade level is +10 or higher,
Reduces the variable casting time of skills by 10%.

Set Bonus
Skull Cap [1]
Thorn Staff of Darkness
MATK +10 per upgrade level of Thorn Staff of Darkness.
If Thorn Staff of Darkness upgrade level is +10 or higher,
Reduces the variable casting time of skills by 10%.

A driver's cap with a menacing skull on the band.
MATK +2%
[If refined to +5 or higher]
MATK +3%
[If refined to +7 or higher]
Additional MATK +3%
[If used with Elven Ears]
SP consumption -3%
[If used with Evil Bone Wand or Thorned Staff of Darkness]
Each refine level on the weapon adds MATK +10.
If the weapon is refined to +10, reduces variable casting time of skills by 10%.
Class: Headgear
Location: Upper
Defense: 5
Weight: 40
Required Level: 1
Jobs: All

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
bonus bMatkRate,2;
.@r = getrefine();
if (.@r >= 5) {
   bonus bMatkRate,3;
}
if (.@r >= 7) {
   bonus bMatkRate,3;
}
Referencias del Script
bMatkRate Bono de Ítem
bMatkRate
Firma:
bonus bMatkRate,n;
Descripción:
Magical attack power + n%
getrefine Comando
getrefine
Firma:
getrefine()
Descripción:
function is called. This function is intended for use in item scripts.
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;
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

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

No especificado