Item Details

Parade Hat [1] ( Marcher_Hat )

ID 5225 Parade Hat [1]
Parade Hat [1] Precio de compra: 20 zeny Precio de venta: 10 zeny Peso: 20 Ranuras: 1
Tipo: Equipamiento. Subtipo: No especificado Género: Ambos Ubicaciones: Equipo de la cabeza superior
Ataque: No especificado Ataque mágico: No especificado Alcance: No especificado Defensa: 4
Nivel de arma: No especificado Nivel de armadura: 1 Nivel de Equipamiento (Mín.): 10 Nivel de Equipamiento (Máx.): No especificado
Refinable: 1 Graduable: No especificado Elemento: Neutral Clases: No especificado

Um chapéu alto e pomposo, com um longo penacho no topo. Ele é todo adornado com detalhes dourados, e é comumente usado por soldados em paradas ou outras ocasiões especiais. Deixa qualquer um com um visual imponente.
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FOR +2.
Tolerância a Atordoamento +10%.
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Ao receber danos físicos:
3% de chance de autoconjurar [Angelus] nv.5.
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Tipo: Equip. para Cabeça
Equipa em: Topo
DEF: 4 DEFM: 2
Peso: 20
Nível necessário: 10
Classes: Todas

Sebuah topi yang biasa dikenenakan oleh seorang mayoret.
Terdapat kemungkinan cast skill Angelus Lv 5 ketika menerima serangan fisik.

MDEF + 2, STR + 2.
Dipakai di: Atas
Level Persyaratan : 10
Tk Def 4 Berat : 20
Profesi: Semua

A hat by those leading the way to celebrations.
Mdef +2,
Increases tolerance to Stun by 10%.
When being physically attacked, has a chance of auto-casting Lv 5 Angelus or Lv 1 Assumptio on onself.
If the user is an Acolyte, Priest , High Priest or Arch Bishop class, will auto-cast Lv 1 Lex Aeterna when using Heal Skill on an enemy.
This item can be traded, stored, and put into a cart
Class : Headgear
Location : Upper
Defense : 4
Weight : 20
Required Level : 10
Job : All Classes

A hat worn by those leading the way to celebrations.
Mdef +2
Stun resistance +10%
A chance of auto casting Angelus 5 or Assumptio 1 on oneself when receiving physical damage
[If worn by Acolyte, Priest, High Priest, or Arch Bishop]
Lex Aeterna 1 is cast when using Heal on an enemy
Class: Headgear
Location: Upper
Defense: 4
Weight: 20
Required Level: 10
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? No
¿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 bMdef,2;
bonus4 bAutoSpellWhenHit,"AL_ANGELUS",5,30,0;
bonus4 bAutoSpellWhenHit,"HP_ASSUMPTIO",1,1,0;
bonus2 bResEff,Eff_Stun,1000;
if (BaseClass == Job_Acolyte)
   bonus4 bAutoSpellOnSkill,"AL_HEAL","PR_LEXAETERNA",1,1000;
Referencias del Script
bMdef Bono de Ítem
bMdef
Firma:
bonus bMdef,n;
Descripción:
Equipment MDEF + n
bAutoSpellWhenHit Bono de Ítem
bAutoSpellWhenHit
Firma:
bonus5 bAutoSpellWhenHit,sk,y,n,bf,i;
Descripción:
Adds a n/10% chance to cast skill sk of level y when being hit by a direct attack with trigger criteria bf
bResEff Bono de Ítem
bResEff
Firma:
bonus2 bResEff,eff,n;
Descripción:
Adds a n/100% tolerance to status eff
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;
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
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