Item Details

Wild Poring Rider [1] ( Wild_Poring_Rider )

ID 19108 Wild Poring Rider [1]
Wild Poring Rider [1] Precio de compra: zeny Precio de venta: 0 zeny Peso: 100 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: 9
Nivel de arma: No especificado Nivel de armadura: 1 Nivel de Equipamiento (Mín.): 30 Nivel de Equipamiento (Máx.): No especificado
Refinable: 1 Graduable: No especificado Elemento: Neutral Clases: No especificado

Há muito tempo atrás, essa Rosa Selvagem capturou um Poring guloso, que derruba itens infinitamente toda a vez que seu dono entra em batalha.
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Superprendizes e evoluções:
Ao derrotar monstros, chance de derrubar Doce de Guyak.
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Cavaleiros e evoluções:
Ao derrotar monstros, chance de derrubar Emperium, Dente de Ogro, Cabelo Azul, Armadura Destruída, Garra de Lobo do Deserto, Corrente, Armadura de Dullahan, Pele de Dragão, Canino de Dragão, Mel, Partículas de Luz, Pergaminho Antigo, Cabelo Horrendo, Casca Arredondada, Coração Incandescente ou Gema Vermelha.
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Templários e evoluções:
Ao derrotar monstros, chance de derrubar Sorvete, Suco de Maçã, Suco de Cenoura ou Suco de Banana.
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Bruxos e evoluções:
Ao derrotar monstros, chance de derrubar Gema Azul, Gema Amarela ou Gema Vermelha.
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Sábios e evoluções:
Ao derrotar monstros, chance de derrubar Cauda de Escorpião, Chifre, Casco de Caramujo ou Casco Arco-Íris.
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Caçadores e evoluções:
Ao derrotar monstros, chance de derrubar Aljava de Fogo, Aljava de Cristal, Aljava de Vento, Aljava de Pedra ou Aljava Afiada.
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Bardos, Odaliscas e evoluções:
Ao derrotar monstros, chance de derrubar Aljava de Fogo, Aljava de Cristal, Aljava de Vento, Aljava de Pedra ou Aljava Imaterial.
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Sacerdotes e evoluções:
Ao derrotar monstros, chance de derrubar Água Benta.
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Monges e evoluções:
Ao derrotar monstros, chance de derrubar Analgésico.
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Mercenários e evoluções:
Ao derrotar monstros, chance de derrubar Pele de Anolian, Izidor, Pele de Sapo, Coração de Sereia, Veneno Pegajoso, Unha Apodrecida, Esporo Venenoso, Amoena, Lantana, Celatom, Scoforia, Nerium ou Makulata.
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Arruaceiros e evoluções:
Ao derrotar monstros, chance de derrubar Tinta para Pele ou Tinta para Parede.
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Ferreiros e evoluções:
Ao derrotar monstros, chance de derrubar Aço, Brigan e Ferro.
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Alquimistas e evoluções:
Ao derrotar monstros, chance de derrubar Erva Vermelha, Erva Amarela, Erva Branca, Erva Azul, Erva Verde, Espinho de Cacto, Areia Estelar de Bruxa ou Bigodes de Toupeira.
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Mestres Taekwons e evoluções:
Ao derrotar monstros, chance de derrubar Coração Flamejante, Gelo Místico, Natureza Grandiosa, Vento Bruto, Poeira Estelar ou Fragmento Estelar.
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Espiritualistas e evoluções:
Ao derrotar monstros, chance de derrubar Rosa Eterna, Coração Imortal ou Diamante de 3 Quilates.
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Ninjas e evoluções:
Ao derrotar monstros, chance de derrubar Cx. Lula Seca, Cx. Peixe Voador ou Cx. Estrela-do-Mar.
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Justiceiros e evoluções:
Ao derrotar monstros, chance de derrubar Antigo Cartucho Sanguinário, Antigo Cartucho de Prata ou Tatu Bola[200].
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Outras classes:
Ao derrotar monstros, chance de derrubar Mastela.
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Tipo: Equip. para Cabeça
Equipa em: Topo
DEF: 9 DEFM: 0
Peso: 100
Nível necessário: 30
Classes: Todas

When killing a monster adds a chance to drop a specific item type for each job.
Knight - Rune Crafting Materials
Crusader - Juice
Priest - Holy Water
Monk - Anodyne
Wizard - Gemstones
Sage - Horns and Shells
Assassin - Poisons
Rogue/Super Novice - Dogly Bottle Z
Hunter/Performers - Quivers
Blacksmith - Iron and Steel
Alchemist - Potion Crafting Materials
Ninja - Dried Fish
Gunslinger - Bullet Cases
Soul Linker - Witherless Rose and Crystals
Tae Kwon Master - Elemental Stones
Other - Mastela Fruit
Type : Helm Defense : 9
Location : Upper Weight : 100
Required Level : 30
Class : 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 ((eaclass()&EAJ_UPPERMASK) == EAJ_KNIGHT) {
   bonus2 bAddMonsterDropItem,1034,13;
   bonus2 bAddMonsterDropItem,7030,15;
   bonus2 bAddMonsterDropItem,7097,12;
   bonus2 bAddMonsterDropItem,7938,11;
   bonus2 bAddMonsterDropItem,7221,12;
   bonus2 bAddMonsterDropItem,1035,13;
   bonus2 bAddMonsterDropItem,1096,13;
   bonus2 bAddMonsterDropItem,7002,13;
   bonus2 bAddMonsterDropItem,7123,12;
   bonus2 bAddMonsterDropItem,1048,13;
   bonus2 bAddMonsterDropItem,518,10;
   bonus2 bAddMonsterDropItem,716,13;
   bonus2 bAddMonsterDropItem,7069,12;
   bonus2 bAddMonsterDropItem,7099,13;
   bonus2 bAddMonsterDropItem,7210,13;
   bonus2 bAddMonsterDropItem,714,2;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_CRUSADER) {
   bonus2 bAddMonsterDropItem,532,1000;
   bonus2 bAddMonsterDropItem,531,1000;
   bonus2 bAddMonsterDropItem,534,1000;
   bonus2 bAddMonsterDropItem,536,2000;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_PRIEST)
   bonus2 bAddMonsterDropItem,523,200;
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_MONK)
   bonus2 bAddMonsterDropItem,605,125;
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_WIZARD) {
   bonus2 bAddMonsterDropItem,717,350;
   bonus2 bAddMonsterDropItem,716,300;
   bonus2 bAddMonsterDropItem,715,300;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_SAGE) {
   bonus2 bAddMonsterDropItem,947,100;
   bonus2 bAddMonsterDropItem,1013,100;
   bonus2 bAddMonsterDropItem,904,100;
   bonus2 bAddMonsterDropItem,946,100;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_ASSASSIN) {
   bonus2 bAddMonsterDropItem,7937,7;
   bonus2 bAddMonsterDropItem,709,3;
   bonus2 bAddMonsterDropItem,7934,7;
   bonus2 bAddMonsterDropItem,7935,7;
   bonus2 bAddMonsterDropItem,7933,7;
   bonus2 bAddMonsterDropItem,7932,14;
   bonus2 bAddMonsterDropItem,7936,7;
   bonus2 bAddMonsterDropItem,7565,53;
   bonus2 bAddMonsterDropItem,7155,55;
   bonus2 bAddMonsterDropItem,7033,55;
   bonus2 bAddMonsterDropItem,957,55;
   bonus2 bAddMonsterDropItem,7003,55;
   bonus2 bAddMonsterDropItem,950,55;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_ROGUE) {
   bonus2 bAddMonsterDropItem,23059,70;
   bonus2 bAddMonsterDropItem,23060,30;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_HUNTER) {
   bonus2 bAddMonsterDropItem,12008,35;
   bonus2 bAddMonsterDropItem,12010,34;
   bonus2 bAddMonsterDropItem,12011,34;
   bonus2 bAddMonsterDropItem,12012,34;
   bonus2 bAddMonsterDropItem,23061,24;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_BARDDANCER) {
   bonus2 bAddMonsterDropItem,12008,35;
   bonus2 bAddMonsterDropItem,12010,34;
   bonus2 bAddMonsterDropItem,12011,34;
   bonus2 bAddMonsterDropItem,12012,34;
   bonus2 bAddMonsterDropItem,12014,5;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_BLACKSMITH) {
   bonus2 bAddMonsterDropItem,998,300;
   bonus2 bAddMonsterDropItem,7054,100;
   bonus2 bAddMonsterDropItem,999,50;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_ALCHEMIST) {
   bonus2 bAddMonsterDropItem,510,30;
   bonus2 bAddMonsterDropItem,507,90;
   bonus2 bAddMonsterDropItem,508,70;
   bonus2 bAddMonsterDropItem,509,50;
   bonus2 bAddMonsterDropItem,511,110;
   bonus2 bAddMonsterDropItem,952,20;
   bonus2 bAddMonsterDropItem,1017,16;
   bonus2 bAddMonsterDropItem,1061,10;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE)
   bonus2 bAddMonsterDropItem,12709,146;
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_NINJA) {
   bonus2 bAddMonsterDropItem,12638,2;
   bonus2 bAddMonsterDropItem,12639,2;
   bonus2 bAddMonsterDropItem,12640,100;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_GUNSLINGER) {
   bonus2 bAddMonsterDropItem,12150,6;
   bonus2 bAddMonsterDropItem,12151,100;
   bonus2 bAddMonsterDropItem,12637,5;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_SOUL_LINKER) {
   bonus2 bAddMonsterDropItem,748,5;
   bonus2 bAddMonsterDropItem,732,4;
   bonus2 bAddMonsterDropItem,929,150;
}
else if ((eaclass()&EAJ_UPPERMASK) == EAJ_STAR_GLADIATOR) {
   bonus2 bAddMonsterDropItem,994,20;
   bonus2 bAddMonsterDropItem,995,20;
   bonus2 bAddMonsterDropItem,997,20;
   bonus2 bAddMonsterDropItem,996,20;
   bonus2 bAddMonsterDropItem,1000,20;
   bonus2 bAddMonsterDropItem,1001,110;
}
else
   bonus2 bAddMonsterDropItem,522,100;
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;
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.";
bAddMonsterDropItem Bono de Ítem
bAddMonsterDropItem
Firma:
bonus3 bAddMonsterDropItem,iid,r,n;
Descripción:
Adds a n/100% chance for item iid to be dropped when killing a monster of race r
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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No especificado

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

No especificado