Item Details

Brillance [1] ( Brilliant )

ID 450247 Brillance [1]
Brillance [1] Precio de compra: zeny Precio de venta: 0 zeny Peso: 100 Ranuras: 1
Tipo: Equipamiento. Subtipo: No especificado Género: Ambos Ubicaciones: Armadura
Ataque: No especificado Ataque mágico: No especificado Alcance: No especificado Defensa: 100
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

O onisciente e onipotente Deus Celestial usa o brilho dos céus para fazer chover uma tempestade de punição divina.
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Velocidade de ataque +10%.
Refino +9 ou mais:
ATQ +1 a cada 2 níveis de base.
Refino +10 ou mais:
Precisão perfeita +25.
Torna a armadura indestrutível em batalha.
Refino +11 ou mais:
ATQ +1 adicional a cada 2 níveis de base.
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Ao aprender [Salto Relâmpago] nv.5:
A cada nível de base:
Dano de [Tempestade Espiritual] +2%.
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Ao aprender [Dragão Ascendente] nv.10:
Conjuração variável -15%.
Ao derrotar monstros com ataques físicos, regenera 150 de HP e 15 de SP.
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A cada nível aprendido de [Pancada Corporal]:
Dano físico contra todas as raças +2%.
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Tipo: Armadura
DEF: 100 DEFM: 0
Peso: 100
Nível necessário: 100
Classes: Todas

An omnipotent armor clad in radiance worn by the God of Sky.
The omniscient being is ready to bring down a divine punishment.
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ASPD + 10%
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For every level of Knuckle Arrow learned,
increases physical damage to all race monster by 7%.
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When learned level 5 Lightning Walk,
for every 1 base level (Up to level 250), increases Lightning Ride damage by 2%
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When learned level 10 Rising Dragon,
reduces Variable Casting time by 15%,
recover HP +150, SP +15, when defeated a monster with physical attack,
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When refined to +7 or higher,
for every 2 base level (Up to level 250), increases ATK by 1
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When refined to +9 or higher,
for every 2 base level (Up to level 250), additional increases ATK by 1
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When refined to +11 or higher,
Indestructible in battle.
Perfect hit + 25%
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When refined to +12 or higher,
POW + 10.
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When refined to +13 or higher,
ATK + 30%.
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Type : Armor
Def : 100
Weight : 100
Required Level : 100
Class : All Jobs

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();
.@l = BaseLevel;
bonus bAspdRate,10;
bonus2 bAddRace,RC_All,7*getskilllv("SR_KNUCKLEARROW");
if (getskilllv("SR_LIGHTNINGWALK") == 5)
   bonus2 bSkillAtk,"SR_RIDEINLIGHTNING",2*.@l;
if (getskilllv("SR_RAISINGDRAGON") == 10) {
   bonus bVariableCastrate,-15;
   bonus bHPGainValue,150;
   bonus bSPGainValue,15;
}
if (.@r>=5) {
   bonus bBaseAtk,.@l/2;
   if (.@r>=7) {
      bonus bBaseAtk,.@l/2;
      if (.@r>=10) {
           bonus bPerfectHitAddRate,25;
           bonus bUnbreakableArmor;
      }
   }
}
Referencias del Script
getrefine Comando
getrefine
Firma:
getrefine()
Descripción:
function is called. This function is intended for use in item scripts.
bAspdRate Bono de Ítem
bAspdRate
Firma:
bonus bAspdRate,n;
Descripción:
Attack speed + n%
bAddRace Bono de Ítem
bAddRace
Firma:
bonus2 bAddRace,r,x;
Descripción:
+x% physical damage against race r
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;
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;
bSkillAtk Bono de Ítem
bSkillAtk
Firma:
bonus2 bSkillAtk,sk,n;
Descripción:
Increases damage of skill sk by n%
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)
bHPGainValue Bono de Ítem
bHPGainValue
Firma:
bonus bHPGainValue,n;
Descripción:
Heals +n HP when killing an enemy with a melee-physical attack
bSPGainValue Bono de Ítem
bSPGainValue
Firma:
bonus bSPGainValue,n;
Descripción:
Heals +n SP when killing an enemy with a melee-physical attack
bBaseAtk Bono de Ítem
bBaseAtk
Firma:
bonus bBaseAtk,n;
Descripción:
Basic attack power + n
bPerfectHitAddRate Bono de Ítem
bPerfectHitAddRate
Firma:
bonus bPerfectHitAddRate,n;
Descripción:
On-target impact attack probability + n%
bUnbreakableArmor Bono de Ítem
bUnbreakableArmor
Firma:
bonus bUnbreakableArmor;
Descripción:
Armor cannot be damaged/broken by any means
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

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No especificado

# Ítems objetivo Roles Ranuras Detalles
#31 26 Encantamiento de ítem 4 Detalles

No especificado

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

No especificado