Item Details

Golden Angel Hairband ( Golden_Angel_Band_TH )

ID 19221 Golden Angel Hairband
Golden Angel Hairband Precio de compra: zeny Precio de venta: 0 zeny Peso: 1 Ranuras: No especificado
Tipo: Equipamiento. Subtipo: No especificado Género: Ambos Ubicaciones: Equipo de la cabeza superior
Ataque: No especificado Ataque mágico: No especificado Alcance: No especificado Defensa: 10
Nivel de arma: No especificado Nivel de armadura: 1 Nivel de Equipamiento (Mín.): 1 Nivel de Equipamiento (Máx.): No especificado
Refinable: 1 Graduable: No especificado Elemento: Neutral Clases: No especificado

A hairband adorned with what appears to be the wings of a golden angel.
Class: Headgear
Position: Upper
Defense: 10
Weight: 1
Requires Level: 1
Usable By: All Jobs
Max HP + 2% if the users base Vit is 70 or higher.
Max SP + 2% if the users base Vit is 70 or higher.
ATK + 5 if the users base Str is 70 or higher.
MATK + 5 if the users base Int is 70 or higher.
Aspd + 2% if the users base Agi is 70 or higher.
Increases long-ranged damage on targets by 2% if the users base Dex is 70 or higher.
Increases critical damage on targets by 2% if the users base Luk is 70 or higher.
If upgrade level is +7 or higher,
Additional Max HP + 3% if the users base Vit is 70 or higher.
Additional Max SP + 3% if the users base Vit is 70 or higher.
Additional ATK + 10 if the users base Str is 70 or higher.
Additional MATK + 10 if the users base Int is 70 or higher.
Additional Aspd + 3% if the users base Agi is 70 or higher.
Increases long-ranged damage on targets by an additional 3% if the users base Dex is 70 or higher.
Increases critical damage on targets by an additional 3% if the users base Luk is 70 or higher.
Set Bonus
Golden Angel Hairband
Golden Angel Wings
All Stats + 1

A hairband adorned with what appears to be the wings of a shining angel.
-------------
MDEF +5
Can not be destroyed.
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[If base stat is 70 or higher]
VIT: Max HP/SP +2%
STR: ATK +5
INT: MATK +5
AGI: ASPD +2%
DEX: Increases long-ranged damage on targets by 2%
LUK: Critical damage +2%
-------------
[If refine level is +7 or higher and base stat is 70+]
VIT: Additional Max HP/SP + 3%
STR: Additional ATK + 10
INT: Additional MATK + 10
AGI: Additional ASPD + 3%
DEX: Additional Increases long-ranged damage on targets by 3%
LUK: Additional Critical damage + 3%
-------------
[If used with Golden Angel Wing]
STR/INT/VIT/AGI/DEX/LUK +1
-------------
Animated
Class: Headgear
Location: Upper
Defense: 10
Weight: 11
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
.@r = getrefine();
if (readparam(bStr) >= 70) {
   bonus bBaseAtk,5;
   if (.@r >= 7)
      bonus bBaseAtk,10;
}
if (readparam(bInt) >= 70) {
   bonus bMatk,5;
   if (.@r >= 7)
      bonus bMatk,10;
}
if (readparam(bVit) >= 70) {
   bonus bMaxHPrate,2;
   bonus bMaxSPrate,2;
   if (.@r >= 7) {
      bonus bMaxHPrate,2;
      bonus bMaxSPrate,2;
   }
}
if (readparam(bAgi) >= 70) {
   bonus bAspdRate,2;
   if (.@r >= 7)
      bonus bAspdRate,3;
}
if (readparam(bDex) >= 70) {
   bonus bLongAtkRate,2;
   if (.@r >= 7)
      bonus bLongAtkRate,3;
}
if (readparam(bLuk) >= 70) {
   bonus bCritAtkRate,2;
   if (.@r >= 7)
      bonus bCritAtkRate,3;
}
Referencias del Script
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;
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!";
bStr Bono de Ítem
bStr
Firma:
bonus bStr,n;
Descripción:
STR + n
bBaseAtk Bono de Ítem
bBaseAtk
Firma:
bonus bBaseAtk,n;
Descripción:
Basic attack power + n
bInt Bono de Ítem
bInt
Firma:
bonus bInt,n;
Descripción:
INT + n
bMatk Bono de Ítem
bMatk
Firma:
bonus bMatk,n;
Descripción:
Magical attack power + n
bVit Bono de Ítem
bVit
Firma:
bonus bVit,n;
Descripción:
VIT + n
bMaxHPrate Bono de Ítem
bMaxHPrate
Firma:
bonus bMaxHPrate,n;
Descripción:
MaxHP + n%
bMaxSPrate Bono de Ítem
bMaxSPrate
Firma:
bonus bMaxSPrate,n;
Descripción:
MaxSP + n%
bAgi Bono de Ítem
bAgi
Firma:
bonus bAgi,n;
Descripción:
AGI + n
bAspdRate Bono de Ítem
bAspdRate
Firma:
bonus bAspdRate,n;
Descripción:
Attack speed + n%
bDex Bono de Ítem
bDex
Firma:
bonus bDex,n;
Descripción:
DEX + n
bLongAtkRate Bono de Ítem
bLongAtkRate
Firma:
bonus bLongAtkRate,n;
Descripción:
Increases damage of long ranged attacks by n%
bLuk Bono de Ítem
bLuk
Firma:
bonus bLuk,n;
Descripción:
LUK + n
bCritAtkRate Bono de Ítem
bCritAtkRate
Firma:
bonus bCritAtkRate,n;
Descripción:
Increases critical damage by +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

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