Item Details

Piamette Hood [1] ( Piamette_Hood )

ID 19098 Piamette Hood [1]
Piamette Hood [1] Precio de compra: zeny Precio de venta: 0 zeny Peso: 10 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: 3
Nivel de arma: No especificado Nivel de armadura: 1 Nivel de Equipamiento (Mín.): No especificado Nivel de Equipamiento (Máx.): No especificado
Refinable: 1 Graduable: No especificado Elemento: Neutral Clases: No especificado

O Chapéu Macabro de Cetim não é só mais um adorno qualquer – ele é tão fofo quanto é poderoso, e dá a ajuda necessária para aqueles que não são muito bons com magia. Pode confiar, a Piamette não usa isso à toa!
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INT e DES +2.
Dano físico e mágico contra a raça Humanoide +10%.
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Refino +12 ou mais:
Anula a penalidade de tamanho da arma.
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Conjunto
[Coelho Macabro]
Refino do chapéu no +1 ou maior:
Ao realizar ataques físicos ou mágicos, 0,2% de chance de se transformar em Piamette por 3 segundos.
A cada refino do Chapéu:
Chance de transformação +0,2% adicional.
A cada 3 refinos do Escudo:
Duração da transformação +1 segundo.
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Durante a transformação:
A cada segundo:
Drena 50 de HP do usuário.
Ao realizar ataques físicos:
10% de chance de autoconjurar [Golpe Fulminante] nv.10.
A cada refino do Chapéu:
Conjuração variável -5%.
Velocidade de ataque +3%.
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No momento da transformação:
Se a transformação foi ativada por ataques mágicos, também ativa [Amplificação Mística] nv.5.
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Tipo: Equip. para Cabeça
Equipa em: Topo
DEF: 3 DEFM: 0
Peso: 10
Nível necessário: 1
Classes: Todas

Penutup kepala yang dipakai oleh Piamette.
Memiliki kekuatan yang dahsyat.
INT + 2, DEX + 2.
Meningkatkan serangan fisik dan magic kepada musuh Demi-human sebesar 10%.
Jika tingkat tempa 12 atau lebih, Penalty ukuran untuk senjata tidak berlaku.
Jika dipakai bersamaan dengan Mad Bunny Special atau Mad Bunny Special [1], ada kemungkinan untuk berubah menjadi Piamette jika menerima serangan fisik atau magic.
Ketika berubah, menghilangkan 50 HP per detik, mengurangi variable cast-time sesuai dengan tingkat tempa Headgear, meningkatkan ASPD sesuai dengan tingkat tempa Headgear, .
Ketika menyerang dengan serangan fisik, kemungkinan autocast Lv 10 Bash, ketika menyerang dengan serangan magic, kemungkinan autocast Lv 5 Amplify Magic Power.
Kemungkinan untuk berubah meningkat sesuai dengan tingkat tempa Headgear.
Durasi perubahan meningkat sesuai dengan tingkat tempa Mad Bunny Special.
Jenis : Headgear Defense : 3
Posisi : Upper Berat : 10
Lv Minimal : 1
Job : All Job

Animated.
Int +2, Dex +2.
Increases physical and magical damage against Demi-human race targets by 10%.
When refined to +12 or higher, ignores the size penalty.
When equipped with Mad Bunny or Cursed Mad Bunny, grants the power of 'Piamette'
with a certain chance when dealing physical or magical damage.
When in 'Piamette' form, you lose 50 HP per second.
The higher the refine rate, the more likely is the transformation into the 'Piamette' form.
The higher the refine rate of Mad Bunny or Cursed Mad Bunny, the longer the 'Piamette' form lasts.
Class: Headgear
Location: Upper
Def: 3
Weight: 0
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 bInt,2;
bonus bDex,2;
bonus2 bAddRace,RC_DemiHuman,10;
bonus2 bMagicAddRace,RC_DemiHuman,10;
bonus2 bAddRace,RC_Player_Human,10;
bonus2 bMagicAddRace,RC_Player_Human,10;
if (getrefine()>=12) {
   bonus bNoSizeFix;
}
Referencias del Script
bInt Bono de Ítem
bInt
Firma:
bonus bInt,n;
Descripción:
INT + n
bDex Bono de Ítem
bDex
Firma:
bonus bDex,n;
Descripción:
DEX + n
bAddRace Bono de Ítem
bAddRace
Firma:
bonus2 bAddRace,r,x;
Descripción:
+x% physical damage against race r
bMagicAddRace Bono de Ítem
bMagicAddRace
Firma:
bonus2 bMagicAddRace,r,x;
Descripción:
+x% magical damage against race r
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;
getrefine Comando
getrefine
Firma:
getrefine()
Descripción:
function is called. This function is intended for use in item scripts.
bNoSizeFix Bono de Ítem
bNoSizeFix
Firma:
bonus bNoSizeFix;
Descripción:
Ignores the size modifier when calculating damage
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