Item Details

Golden Angel Hairband ( Golden_Angel_Band_TH )

ID 19221 Golden Angel Hairband
Golden Angel Hairband Prix d'achat: zeny Prix de vente: 0 zeny Poids: 1 Emplacements: Non spécifié
Type: Armure/Vêtement/Bottes/Coiffure/Accessoire. Sous-type: Non spécifié Genre: Les deux Lieux: Équipement de tête (Haut)
Attaque: Non spécifié Attaque magique: Non spécifié Portée: Non spécifié Défense: 10
Niveau d'arme: Non spécifié Niveau d'armure: 1 Niveau d'équipement min.: 1 Niveau d'équipement max.: Non spécifié
Affûtage: 1 Améliorable: Non spécifié Élément: Neutre Classes: Non spécifié

A hairband adorned with what appears to be the wings of a golden angel.
Class: Headgear
Position: Upper
Defense: 10
Weight: 1
Requires Level: 1
Usable By: All Jobs
Max HP + 2% if the users base Vit is 70 or higher.
Max SP + 2% if the users base Vit is 70 or higher.
ATK + 5 if the users base Str is 70 or higher.
MATK + 5 if the users base Int is 70 or higher.
Aspd + 2% if the users base Agi is 70 or higher.
Increases long-ranged damage on targets by 2% if the users base Dex is 70 or higher.
Increases critical damage on targets by 2% if the users base Luk is 70 or higher.
If upgrade level is +7 or higher,
Additional Max HP + 3% if the users base Vit is 70 or higher.
Additional Max SP + 3% if the users base Vit is 70 or higher.
Additional ATK + 10 if the users base Str is 70 or higher.
Additional MATK + 10 if the users base Int is 70 or higher.
Additional Aspd + 3% if the users base Agi is 70 or higher.
Increases long-ranged damage on targets by an additional 3% if the users base Dex is 70 or higher.
Increases critical damage on targets by an additional 3% if the users base Luk is 70 or higher.
Set Bonus
Golden Angel Hairband
Golden Angel Wings
All Stats + 1

A hairband adorned with what appears to be the wings of a shining angel.
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MDEF +5
Can not be destroyed.
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[If base stat is 70 or higher]
VIT: Max HP/SP +2%
STR: ATK +5
INT: MATK +5
AGI: ASPD +2%
DEX: Increases long-ranged damage on targets by 2%
LUK: Critical damage +2%
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[If refine level is +7 or higher and base stat is 70+]
VIT: Additional Max HP/SP + 3%
STR: Additional ATK + 10
INT: Additional MATK + 10
AGI: Additional ASPD + 3%
DEX: Additional Increases long-ranged damage on targets by 3%
LUK: Additional Critical damage + 3%
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[If used with Golden Angel Wing]
STR/INT/VIT/AGI/DEX/LUK +1
-------------
Animated
Class: Headgear
Location: Upper
Defense: 10
Weight: 11
Required Level: 1
Jobs: All

Tous

Non spécifié

Drapeaux
Peut-il être ajouté à une boutique d'achat de joueur ? Non
Invoque un monstre ? Non
Fait partie d'un conteneur ? Non
Possède une pile unique ? Non
Se lie à l'équipement ? Non
Annonce le drop ? Non
Est consommé à l'utilisation ? Oui
A un effet au sol ? Non
Empilement
Non spécifié
Utilisation
Non spécifié
Commerce
Remplacer Non spécifié
Peut être jeté ? Oui
Peut être échangé ? Oui
Peut être échangé avec le partenaire ? Oui
Peut être vendu à un PNJ ? Oui
Peut être placé dans le chariot ? Oui
Peut être placé dans le stockage ? Oui
Peut être placé dans le stockage de guilde ? Oui
Peut être envoyé par courrier ? Oui
Peut être mis aux enchères ? Oui
Délai
Non spécifié
.@r = getrefine();
if (readparam(bStr) >= 70) {
   bonus bBaseAtk,5;
   if (.@r >= 7)
      bonus bBaseAtk,10;
}
if (readparam(bInt) >= 70) {
   bonus bMatk,5;
   if (.@r >= 7)
      bonus bMatk,10;
}
if (readparam(bVit) >= 70) {
   bonus bMaxHPrate,2;
   bonus bMaxSPrate,2;
   if (.@r >= 7) {
      bonus bMaxHPrate,2;
      bonus bMaxSPrate,2;
   }
}
if (readparam(bAgi) >= 70) {
   bonus bAspdRate,2;
   if (.@r >= 7)
      bonus bAspdRate,3;
}
if (readparam(bDex) >= 70) {
   bonus bLongAtkRate,2;
   if (.@r >= 7)
      bonus bLongAtkRate,3;
}
if (readparam(bLuk) >= 70) {
   bonus bCritAtkRate,2;
   if (.@r >= 7)
      bonus bCritAtkRate,3;
}
Références du Script
getrefine Commande
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
if Commande
if
Signature:
if (<condition>) <statement>;
Description:
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.
Exemple:
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 Commande
readparam
Signature:
readparam(<parameter number>{,"<character name>"})
readparam(<parameter number>{,<char_id>})
Description:
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.
Exemple:
// 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!";
bStr Bonus d’Objet
bStr
Signature:
bonus bStr,n;
Description:
STR + n
bBaseAtk Bonus d’Objet
bBaseAtk
Signature:
bonus bBaseAtk,n;
Description:
Basic attack power + n
bInt Bonus d’Objet
bInt
Signature:
bonus bInt,n;
Description:
INT + n
bMatk Bonus d’Objet
bMatk
Signature:
bonus bMatk,n;
Description:
Magical attack power + n
bVit Bonus d’Objet
bVit
Signature:
bonus bVit,n;
Description:
VIT + n
bMaxHPrate Bonus d’Objet
bMaxHPrate
Signature:
bonus bMaxHPrate,n;
Description:
MaxHP + n%
bMaxSPrate Bonus d’Objet
bMaxSPrate
Signature:
bonus bMaxSPrate,n;
Description:
MaxSP + n%
bAgi Bonus d’Objet
bAgi
Signature:
bonus bAgi,n;
Description:
AGI + n
bAspdRate Bonus d’Objet
bAspdRate
Signature:
bonus bAspdRate,n;
Description:
Attack speed + n%
bDex Bonus d’Objet
bDex
Signature:
bonus bDex,n;
Description:
DEX + n
bLongAtkRate Bonus d’Objet
bLongAtkRate
Signature:
bonus bLongAtkRate,n;
Description:
Increases damage of long ranged attacks by n%
bLuk Bonus d’Objet
bLuk
Signature:
bonus bLuk,n;
Description:
LUK + n
bCritAtkRate Bonus d’Objet
bCritAtkRate
Signature:
bonus bCritAtkRate,n;
Description:
Increases critical damage by +n%
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Références du Script

Aucune référence documentée n’a été détectée dans ce script.

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Références du Script

Aucune référence documentée n’a été détectée dans ce script.

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Raffinage Groupe Niveau de l'objet Affûtage Niveau d'arme Niveau d'armure Détails
Raffinage Armure 1 Oui Non spécifié 1 Détails

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