Item Details

Megingjard ( Magingiorde )

ID 2629 Megingjard
Megingjard Precio de compra: 20 zeny Precio de venta: 10 zeny Peso: 800 Ranuras: No especificado
Tipo: Equipamiento. Subtipo: No especificado Género: Ambos Ubicaciones: Accesorio_Derecho + Accesorio_Izquierdo
Ataque: No especificado Ataque mágico: No especificado Alcance: No especificado Defensa: 2
Nivel de arma: No especificado Nivel de armadura: 1 Nivel de Equipamiento (Mín.): 94 Nivel de Equipamiento (Máx.): No especificado
Refinable: No especificado Graduable: No especificado Elemento: Neutral Clases: No especificado

Cinto lendário de Thor, o Deus do Trovão.
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FOR +40.
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A cada 5 níveis de base:
FOR +1.
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FOR base 120 ou mais:
Dano físico contra monstros Chefes +10%.
--------------------------
Exibe efeito gráfico pode ser desligado com /effect.
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Tipo: Acessório
DEF: 2 DEFM: 7
Peso: 800
Nível necessário: 94
Classes: Todas

Dahulu digunakan oleh Dewa Petir Thor, sabuk ini akan merasuk ke tubuhmu dan mengeluarkan kekuatan super.
STR +40, MDEF +7
Tambahan bonus STR berdasarkan level kamu.
Serangan Fisik +10% pada monster Bos ketika STR kamu diatas 120 atau lebih.
Job: Aksesoris
Pertahanan : 2 Berat : 800
Level Dibutuhkan : 94
Job : Semua

A reproduction of the girdle of might that Thor wore to enhance his prodigious strength.
Account Bound
This can be made 30 day version that is tradable by talking with the Godly Item Confiscator in Prontera Castle.
Class: Megingjard Accessory
Defense: 2
Weight: 800
Requires Level: 94
Usable By: All Jobs
Str + 40
Mdef + 7
Additional Str + 1 for every 5 base levels.
If the user's base Str is 120 or higher, increases physical damage on boss monsters by 10%.

A legendary girdle worn by the mighty Thor, god of thunder.
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STR +40
MDEF +7
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[For each 5 base levels]
STR +1
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[If base STR is 120 and higher]
Physical damage on boss monsters +10%
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Unrefinable.
Unbreakable.
Class: Accessory
Defense: 2
Weight: 800
Required Level: 94
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 bStr,40+BaseLevel/5;
bonus bMdef,7;
if (readparam(bStr)>=120)
   bonus2 bAddClass,Class_Boss,10;
Referencias del Script
bStr Bono de Ítem
bStr
Firma:
bonus bStr,n;
Descripción:
STR + n
bMdef Bono de Ítem
bMdef
Firma:
bonus bMdef,n;
Descripción:
Equipment MDEF + n
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!";
bAddClass Bono de Ítem
bAddClass
Firma:
bonus2 bAddClass,c,x;
Descripción:
+x% physical damage against class c
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 No especificado 1 Detalles

No especificado