Item Details

Ring of the Blue Dragon [1] ( BlueDragonRing_TW )

ID 28595 Ring of the Blue Dragon [1]
Ring of the Blue Dragon [1] Precio de compra: zeny Precio de venta: 0 zeny Peso: 20 Ranuras: 1
Tipo: Equipamiento. Subtipo: No especificado Género: Ambos Ubicaciones: Accesorio Derecho
Ataque: No especificado Ataque mágico: No especificado Alcance: No especificado Defensa: No especificado
Nivel de arma: No especificado Nivel de armadura: 1 Nivel de Equipamiento (Mín.): 1 Nivel de Equipamiento (Máx.): No especificado
Refinable: No especificado Graduable: No especificado Elemento: Neutral Clases: No especificado

A magical ring that hung on the foot of the legendary blue dragon.

All Basic Stat + 1, MDEF + 10.
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When equipped by Swordsman class,
MHP + 7% and Sonic Wave skill damage by 50%.
ASPD + 2 for 30 seconds after using Martyr's Reckoning skill.
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When equipped by Mage class,
MATK + 5%.
Autocast lv. 5 Safety Wall after using Frost Misty and Blinding Mist skill.
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When equipped by Thief class,
FLEE + 10.
Reduces Hallucination Walk skill cooldown by 60 seconds
Reduces Manhole skill Variable Casting Time by 100%
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When equipped by Acolyte class,
After Cast delay -5%.
MHP + 25% for 30 seconds after using Offertorium skill.
Additional After Cast Delay -20% for 10 seconds after using Rising Dragon skill.
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When equipped by Archer class,
ASPD + 1.
Reduces Variable Casting Time by 100% for 5 seconds after using Warg Bite skill.
For each level of Voice Lessons learned,
increases Severe Rainstorm skill damage by 2%.
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When equipped by Merchant class,
ATK + 5%.
Increases Cart Tornado skill damage by 20%.
Autocast lv. 5 Geneticist Cart Boost after using Suicidal Destruction skill.
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When equipped by Expanded class,
ATK + 10%.
MATK + 10%.
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Class : Accessory (Left)
Def : 0
Weight : 20
Required Level : 1
Jobs : All job

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 bAllStats,1;
bonus bMdef,10;
if (BaseClass == Job_Swordman) {
   bonus bMaxHPrate,7;
   bonus2 bSkillAtk,"RK_SONICWAVE",50;
   autobonus3 "{ bonus bAspd,2; }",1000,30000,"PA_SACRIFICE";
}
if (BaseClass == Job_Mage) {
   bonus bMatkRate,5;
   bonus5 bAutoSpellOnSkill,"WL_FROSTMISTY","MG_SAFETYWALL",5,1000,1;
   bonus5 bAutoSpellOnSkill,"PF_FOGWALL","MG_SAFETYWALL",5,1000,1;
}
if (BaseClass == Job_Thief) {
   bonus bFlee,10;
   bonus2 bSkillCooldown,"GC_HALLUCINATIONWALK",-60000;
   bonus2 bVariableCastrate,"SC_MANHOLE",-100;
}
if (BaseClass == Job_Acolyte) {
   bonus bDelayrate,-5;
   autobonus3 "{ bonus bMaxHPrate,25; bonus bDelayrate,-20; }",1000,30000,"AB_OFFERTORIUM";
   autobonus3 "{ bonus bMaxHPrate,25; bonus bDelayrate,-20; }",1000,10000,"SR_RAISINGDRAGON";
}
if (BaseClass == Job_Archer) {
   bonus bAspd,1;
   autobonus3 "{ bonus bVariableCastrate,-100; }",1000,5000,"RA_WUGBITE";
   bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",BaseLevel*2;
}
if (BaseClass == Job_Merchant) {
   bonus bAtkRate,5;
   bonus2 bSkillAtk,"GN_CART_TORNADO",20;
   bonus5 bAutoSpellOnSkill,"NC_SELFDESTRUCTION","GN_CARTBOOST",5,1000,1;
}
if (BaseClass == Job_Novice || BaseClass == Job_Taekwon || Class == Job_Ninja || Class == Job_Gunslinger) {
   bonus bAtkRate,5;
   bonus bMatkRate,5;
}
Referencias del Script
bAllStats Bono de Ítem
bAllStats
Firma:
bonus bAllStats,n;
Descripción:
STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + 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;
bMaxHPrate Bono de Ítem
bMaxHPrate
Firma:
bonus bMaxHPrate,n;
Descripción:
MaxHP + n%
bSkillAtk Bono de Ítem
bSkillAtk
Firma:
bonus2 bSkillAtk,sk,n;
Descripción:
Increases damage of skill sk by n%
autobonus3 Comando
autobonus3
Firma:
autobonus3 <bonus script>,<rate>,<duration>,<skill id>,{<other script>};
autobonus3 <bonus script>,<rate>,<duration>,"<skill name>",{<other script>};
Descripción:
These commands are meant to be used in item scripts only! See 'petautobonus' for pet usage. What these commands do is 'attach' a script to the player which will get executed on attack (or when attacked in the case of autobonus2). Rate is the trigger rate of the script (1000 = 100%). Duration is the time in milliseconds that the bonus will last for since the script has triggered. Skill ID/skill name the skill which will be used as trigger to start the bonus. (autobonus3) The optional argument 'flag' is used to classify the type of attack where the script can trigger (it shares the same flags as the bAutoSpell bonus script): Range criteria: Attack type criteria: Skill criteria: The difference between the optional argument 'other script' and the 'bonus script' is that, the former one triggers only when attacking(or attacked) and the latter one runs on status calculation as well, which makes sure, within the duration, the "bonus" that get lost on status calculation is restored. So, 'bonus script' is technically supposed to accept "bonus" command only. And we usually use 'other script' to show visual effects. In all cases, when the script triggers, the attached player will be the one who holds the bonus. There is currently no way of knowing within this script who was the other character (the attacker in autobonus2, or the target in autobonus and autobonus3). //Grants a 1% chance of starting the state "all stats +10" for 10 seconds when //using weapon or misc attacks (both melee and ranged skills) and shows a special //effect when the bonus is active.
Ejemplo:
BF_SHORT:  Trigger on melee attack
BF_LONG:   Trigger on ranged attack
Default:   BF_SHORT+BF_LONG
BF_WEAPON: Trigger on weapon skills
BF_MAGIC:  Trigger on magic skills
BF_MISC:   Trigger on misc skills
Default:   BF_WEAPON
BF_NORMAL: Trigger on normal attacks
BF_SKILL:  Trigger on skills
default:   If the attack type is BF_WEAPON (only) BF_NORMAL is used,
otherwise BF_SKILL+BF_NORMAL is used.
autobonus "{ bonus bAllStats,10; }",10,10000,BF_WEAPON|BF_MISC,"{ specialeffect2 EF_FIRESPLASHHIT; }";
bAspd Bono de Ítem
bAspd
Firma:
bonus bAspd,n;
Descripción:
Attack speed + n
bMatkRate Bono de Ítem
bMatkRate
Firma:
bonus bMatkRate,n;
Descripción:
Magical attack power + n%
bonus5 Comando
bonus5
Firma:
bonus5 <bonus type>,<val1>,<val2>,<val3>,<val4>,<val5>;
Descripción:
These commands are meant to be used in item scripts. They will probably work outside item scripts, but the bonus will not persist for long. They, as expected, refer only to an invoking character. kind in ''.
bAutoSpellOnSkill Bono de Ítem
bAutoSpellOnSkill
Firma:
bonus5 bAutoSpellOnSkill,sk,x,y,n,i;
Descripción:
Adds a n/10% chance to autospell skill x at level y when using skill sk
bFlee Bono de Ítem
bFlee
Firma:
bonus bFlee,n;
Descripción:
Flee + n
bSkillCooldown Bono de Ítem
bSkillCooldown
Firma:
bonus2 bSkillCooldown,sk,t;
Descripción:
Increases cooldown of skill sk by t milliseconds
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)
bDelayrate Bono de Ítem
bDelayrate
Firma:
bonus bDelayrate,n;
Descripción:
Increases skill delay by n%
bAtkRate Bono de Ítem
bAtkRate
Firma:
bonus bAtkRate,n;
Descripción:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
No especificado
Referencias del Script

No se detectaron referencias documentadas en este script.

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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