Item Details

Skull Hood [1] ( Skull_Hood )

ID 5667 Skull Hood [1]
Skull Hood [1] Precio de compra: 20 zeny Precio de venta: 10 zeny Peso: 70 Ranuras: 1
Tipo: Equipamiento. Subtipo: No especificado Género: Ambos Ubicaciones: Equipo de la cabeza superior, Equipo de la cabeza medio
Ataque: No especificado Ataque mágico: No especificado Alcance: No especificado Defensa: 10
Nivel de arma: No especificado Nivel de armadura: 1 Nivel de Equipamiento (Mín.): 30 Nivel de Equipamiento (Máx.): No especificado
Refinable: 1 Graduable: No especificado Elemento: Neutral Clases: No especificado

Um grande capuz negro decorado com uma engraçada caveira com uma cicatriz num dos olhos. Dizem ter sido usado por um espírito que se tornou oco e depois evoluiu, assumindo uma posição mais poderosa na hierarquia das almas rebeldes de Niflheim.
FOR +3, VIT +2.
Tipo: Equipamento para a cabeça
Defesa: 2
Equipa em: Topo e Meio
Peso: 0
Nível necessário: 30
Classes: Todas

Kerudung hitam yang dihiasi tengkorak. Kamu akan merasa seperti seorang malaikat kematian.
Jenis : Hat Tk def : 2
Dikenakan di: Atas Berat : 0
Level Persyaratan : 30
Untuk Profesi : Semua Job

This frightening hooded mask is so scary that you don't have to worry about the nasty ghosts bothering you as you Trick or Treat!
Increases tolerance to Undead and Demon type monsters by 10%
If refined to +7 or higher, has a chance of adding Critical Rate +30% and Hit +10 for 10 seconds while physically attacking.
Class : Headgear
Defense : 2
Location : Upper & Middle
Weight : 0
Required level : 30
Jobs: All

Account Bound.
A black hood decorated with frightening skull design. In it somebody can take you for a messenger of Death!
Damage from Undead and Demon monsters -10%
[If refined to +7 or higher]
With a certain chance, Critical +30%, Hit +10 for 10 sec. after a physical attack
Class: Headgear
Location: Upper, middle
Defense: 10
Weight: 70
Required Level: 1
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
bonus2 bSubRace,RC_Demon,10;
bonus2 bSubRace,RC_Undead,10;
if (getrefine()>=7)
   autobonus "{ bonus bCritical,30; bonus bHit,10; }",10,10000,BF_NORMAL,"{ specialeffect2 EF_ENHANCE; }";
Referencias del Script
bSubRace Bono de Ítem
bSubRace
Firma:
bonus3 bSubRace,r,x,bf;
Descripción:
+x% damage reduction against race r with trigger criteria bf
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;
getrefine Comando
getrefine
Firma:
getrefine()
Descripción:
function is called. This function is intended for use in item scripts.
bCritical Bono de Ítem
bCritical
Firma:
bonus bCritical,n;
Descripción:
Critical + n
bHit Bono de Ítem
bHit
Firma:
bonus bHit,n;
Descripción:
Hit + n
specialeffect2 Comando
specialeffect2
Firma:
specialeffect2 <effect number>{,<send_target>{,"<Player Name>"}};
Descripción:
This command behaves identically to 'specialeffect', but the effect will be centered on the invoking character's sprite. <Player name> parameter will display <effect number> on another Player than the one currently attached to the script. Like with specialeffect, when specifying a player, <send_target> must be supplied, specifying AREA will retain the default behavior of the command.
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 especificado 1 Detalles

No especificado