Item Details

Dragon Emperor's Wing ( YDragon_SkyWing )

ID 19104 Dragon Emperor's Wing
Dragon Emperor's Wing Precio de compra: zeny Precio de venta: 0 zeny Peso: 10 Ranuras: No especificado
Tipo: Equipamiento. Subtipo: No especificado Género: Ambos Ubicaciones: Equipo de la cabeza medio
Ataque: No especificado Ataque mágico: No especificado Alcance: No especificado Defensa: 7
Nivel de arma: No especificado Nivel de armadura: 1 Nivel de Equipamiento (Mín.): 50 Nivel de Equipamiento (Máx.): No especificado
Refinable: No especificado Graduable: No especificado Elemento: Neutral Clases: No especificado

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

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
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;
}
Referencias del Script
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;
bSubSize Bono de Ítem
bSubSize
Firma:
bonus2 bSubSize,s,x;
Descripción:
+x% damage reduction against size s
bSubEle Bono de Ítem
bSubEle
Firma:
bonus3 bSubEle,e,x,bf;
Descripción:
+x% damage reduction against attack element e with trigger criteria bf
bLongAtkDef Bono de Ítem
bLongAtkDef
Firma:
bonus bLongAtkDef,n;
Descripción:
Adds n% damage reduction against ranged physical attacks
bHealPower Bono de Ítem
bHealPower
Firma:
bonus bHealPower,n;
Descripción:
Increases heal amount of all heal skills by n%
bFlee Bono de Ítem
bFlee
Firma:
bonus bFlee,n;
Descripción:
Flee + n
bFlee2 Bono de Ítem
bFlee2
Firma:
bonus bFlee2,n;
Descripción:
Perfect Dodge + n
bSubClass Bono de Ítem
bSubClass
Firma:
bonus2 bSubClass,c,x;
Descripción:
+x% damage reduction against class c
bMaxHP Bono de Ítem
bMaxHP
Firma:
bonus bMaxHP,n;
Descripción:
MaxHP + n
bMaxSP Bono de Ítem
bMaxSP
Firma:
bonus bMaxSP,n;
Descripción:
MaxSP + n
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

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No especificado

No especificado

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

No especificado