Item Details

Jeje Cap ( Jejecap_JP )

ID 19453 Jeje Cap
Jeje Cap Precio de compra: 20 zeny Precio de venta: 10 zeny Peso: 100 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: 18
Nivel de arma: No especificado Nivel de armadura: 1 Nivel de Equipamiento (Mín.): 100 Nivel de Equipamiento (Máx.): No especificado
Refinable: 1 Graduable: No especificado Elemento: Neutral Clases: No especificado

Um boné que tem o apelido de "GG", que significa "Good Game". Não, ele não foi feito para cabeças grandes e nem para calvos de plantão.
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A conjuração não pode ser interrompida.
Dano de [Bomba Ácida] e [Erva Daninha] +10%.
Conjuração variável de [Bomba Ácida] [Erva Daninha] e [Proteção Química Total] -50%.
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Refino +9 ou mais:
Dano de [Bomba Ácida] e [Erva Daninha] +15% adicional.
Refino +11 ou mais:
Dano de [Bomba Ácida] e [Erva Daninha] +25% adicional.
Refino +13 ou mais:
Ignora 100% da DEF de todas as raças.
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Ao aprender [Catalisador Alquímico] nv.5:
Dano físico contra monstros Chefes +20%.
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Ao aprender [Grito da Mandrágora] nv.5:
Pós-conjuração -25%.
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Tipo: Equip. para Cabeça
Equipa em: Topo
DEF: 18 DEFM: 15
Peso: 100
Nível necessário: 100
Classes: Todas

MDEF + 15.
The users casting cannot be interrupted outside of WoE.
Reduces after cast delay by 15%
Reduces Cast Time of Acid Bomb by 50%
Reduces Cast Time of Crazy Vines by 50%
Reduces Cast Time of Full Chemical Protection by 50%
Increases damage of Acid Bomb by 10%
Increases damage of Crazy Vines by 10%
Reduces after cast delay by 6% per level of Crazy Vines Known

If Jejecap Type J is refined to +9 or higher
Increases damage of Acid Bomb by an additional 15%
Increases damage of Crazy Vines by an additional 15%

If Jejecap Type J is refined to +11 or higher
Increases damage of Acid Bomb by an additional 25%
Increases damage of Crazy Vines by an additional 25%

If Jejecap Type J is refined to +13 or higher
Bypass 100% of hard defense of normal monsters, boss monsters and players when performing a physical attack.

If Fire Expansion Lv 5 is learned
Increases damage to boss type monsters by 50%

If Mandragora Lv 5 is learned
Reduces after cast delay by 25%
Reduces cast delay of Crazy Vines by .45 seconds

Class: Helm Defense: 18
Location: Upper Weight: 100
Required Level: 100
Usable By: All Classes

Casting is not interrupted. Skill delay - 15% [ACIDDEMONSTRATION]¡¢ [CRAZYWEED]¡¢ [FULLPROTECTION] Casting time - 50% [ACIDDEMONSTRATION]¡¢ [CRAZYWEED]¡¢ DMG + 10% If[Jejecap JP]'s If refine level is 7 or higher¡¢additionally [ACIDDEMONSTRATION]¡¢ [CRAZYWEED]¡¢ DMG + 15% If[Jejecap JP]'s If refine level is 9 or higher¡¢additionally [ACIDDEMONSTRATION]¡¢ [CRAZYWEED]¡¢ DMG + 25% If[Jejecap JP]'s If refine level is 10 or higher¡¢additionally Ignore all races Def 100% If[FIRE EXPANSION.] Lv5 is reached DMG to boss monster +50% If[MANDRAGORA]Lv5 is reached skill delay - 25%, [CRAZYWEED]'s cool down time - 4.5sec For every level up of[CRAZYWEED] reduces skill delay by 6% Class: HelmDefense: 18 Location: Upper Weight: 100 Required Level: 100 Usable By: All Classes
Attack: 0
Weight: 0
Weapon Level: 0

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();
.@dmg = 10;
.@delay = -15-6*getskilllv("GN_CRAZYWEED");
bonus bMdef,15;
bonus bNoCastCancel;
bonus2 bVariableCastrate,"GN_CRAZYWEED",-50;
bonus2 bVariableCastrate,"CR_ACIDDEMONSTRATION",-50;
bonus2 bVariableCastrate,"CR_FULLPROTECTION",-50;
if (.@r>=7) {
   .@dmg += 15;
   if (.@r>=9) {
      .@dmg += 25;
      if (.@r>=10) {
         bonus2 bIgnoreMdefRaceRate,RC_All,100;
      }
   }
}
if (getskilllv("GN_FIRE_EXPANSION") == 5)
   bonus2 bAddClass,Class_Boss,50;
if (getskilllv("GN_MANDRAGORA") == 5) {
   .@delay -= 25;
   bonus2 bSkillCooldown,"GN_CRAZYWEED",-4500;
}
bonus2 bSkillAtk,"CR_ACIDDEMONSTRATION",.@dmg;
bonus2 bSkillAtk,"GN_CRAZYWEED_ATK",.@dmg;
bonus bDelayrate,.@delay;
Referencias del Script
getrefine Comando
getrefine
Firma:
getrefine()
Descripción:
function is called. This function is intended for use in item scripts.
getskilllv Comando
getskilllv
Firma:
getskilllv(<skill id>)
getskilllv("<skill name>")
Descripción:
character has. If they don't have the skill, 0 will be returned. The full list of character skills is available in ''. There are two main uses for this function, it can check whether the character has a skill or not, and it can tell you if the level is high enough. Example 1: Example 2:
Ejemplo:
if (getskilllv(152))
mes "You have got the skill Throw Stone";
else
mes "You don't have Throw Stone";
close;
if (getskilllv(28) >= 5)
mes "Your heal lvl is 5 or more";
else if (getskilllv(28) == 10)
mes "Your heal lvl has been maxed";
else
mes "You heal skill is below lvl 5";
close;
bMdef Bono de Ítem
bMdef
Firma:
bonus bMdef,n;
Descripción:
Equipment MDEF + n
bNoCastCancel Bono de Ítem
bNoCastCancel
Firma:
bonus bNoCastCancel;
Descripción:
Prevents casting from being interrupted when hit (does not work in GvG)
bVariableCastrate Bono de Ítem
bVariableCastrate
Firma:
bonus2 bVariableCastrate,sk,n;
Descripción:
Increases variable cast time of skill sk by n% (If RENEWAL_CAST is NOT defined, this bonus is equal to bCastrate)
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;
bIgnoreMdefRaceRate Bono de Ítem
bIgnoreMdefRaceRate
Firma:
bonus2 bIgnoreMdefRaceRate,r,n;
Descripción:
Disregard n% of the target's MDEF if the target belongs to race r
bAddClass Bono de Ítem
bAddClass
Firma:
bonus2 bAddClass,c,x;
Descripción:
+x% physical damage against class c
bSkillCooldown Bono de Ítem
bSkillCooldown
Firma:
bonus2 bSkillCooldown,sk,t;
Descripción:
Increases cooldown of skill sk by t milliseconds
bSkillAtk Bono de Ítem
bSkillAtk
Firma:
bonus2 bSkillAtk,sk,n;
Descripción:
Increases damage of skill sk by n%
bDelayrate Bono de Ítem
bDelayrate
Firma:
bonus bDelayrate,n;
Descripción:
Increases skill delay 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.

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

No especificado