Item Details

Gold Fish Head Hat [1] ( GoldFish_Hat )

ID 19264 Gold Fish Head Hat [1]
Gold Fish Head Hat [1] Prix d'achat: 20 zeny Prix de vente: 10 zeny Poids: 40 Emplacements: 1
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: 2
Niveau d'arme: Non spécifié Niveau d'armure: 1 Niveau d'équipement min.: Non spécifié Niveau d'équipement max.: Non spécifié
Affûtage: 1 Améliorable: Non spécifié Élément: Neutre Classes: Non spécifié

Um peixe dourado que foi capturado e virou chapéu de cor... dourada.
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Ao realizar ataques físicos:
1,5% de chance de ativar o [Efeito 1] por 60 segundos.
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Ao realizar ataques mágicos:
1% de chance de ativar o [Efeito 2] por 60 segundos.
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A cada refino a partir do +7:
Chance de ativação física +0,3%.
Chance de ativação mágica +0,2%.
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Refino +7 ou mais:
Chance de ativação física +1,8% adicional.
Chance de ativação mágica +1,2% adicional.
Refino +9 ou mais:
Ao receber danos físicos, 1% de chance de autoconjurar [Pântano dos Mortos] nv.1.
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Efeito 1:
Encanta a arma com propriedade Sagrado.
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Efeito 2:
Dano mágico de propriedade Sagrado +10%.
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Tipo: Equip. para Cabeça
Equipa em: Topo
DEF: 2 DEFM: 0
Peso: 40
Nível necessário: 1
Classes: Todas

A golden fish-shaped hat that opens and closes its mouth, releasing a faint fishy odor with every gulp.
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When performing physical attacks, grants a chance to endow your weapon with Holy property for 60 seconds.
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When performing magical attacks, grants a chance to increase Holy property magical damage by 10% for 60 seconds.
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When refined to +7 or higher, greatly increases the chance to trigger the above effects.
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When refined to +9 or higher, when hit by normal physical attacks, has a low chance to auto-cast Lv.1 Quagmire.
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Type : Headgear
Def : 2
Location : Upper
Weight : 40
Required Level : 1
Class : All Jobs

A gold fish hat with a mouth open. It looks fishy every time when it open its mouth.
When attacking with magic, has a chance that the Holy property magical damage is increased by 10% for 60 seconds.
[If refined to +6 or higher]
Has a chance to grant a Holy property, higher chance to cast the Holy property magical damage increasing.
[If refined to +9 or higher]
Adds a chance of casting Level 1 Quagmire when receiving a physical attack.
Animated
Class: Headgear
Location: Upper
Defense: 2
Weight: 40
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 (.@r>8) {
   bonus4 bAutoSpellWhenHit,"WZ_QUAGMIRE",1,10,1;
}
if (.@r<6) {
   autobonus "{ bonus2 bMagicAtkEle,Ele_Holy,10; }",10,60000,BF_MAGIC,"{ specialeffect2 EF_ASPERSIO; }";
}
else {
   autobonus "{ bonus2 bMagicAtkEle,Ele_Holy,10; }",(10+(.@r*2)),60000,BF_MAGIC,"{ specialeffect2 EF_ASPERSIO; }";
}
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;
bAutoSpellWhenHit Bonus d’Objet
bAutoSpellWhenHit
Signature:
bonus5 bAutoSpellWhenHit,sk,y,n,bf,i;
Description:
Adds a n/10% chance to cast skill sk of level y when being hit by a direct attack with trigger criteria bf
bMagicAtkEle Bonus d’Objet
bMagicAtkEle
Signature:
bonus2 bMagicAtkEle,e,x;
Description:
Increases damage of e element magic by x%
specialeffect2 Commande
specialeffect2
Signature:
specialeffect2 <effect number>{,<send_target>{,"<Player Name>"}};
Description:
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.
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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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ID Objet déclencheur Objets de base Matériaux Rôles Détails
#7 Armor Modification Box (Lower) 23 57 rodatabase.base_item Détails
#8 Armor Modification Box (Middle) 23 57 rodatabase.base_item Détails
Raffinage Groupe Niveau de l'objet Affûtage Niveau d'arme Niveau d'armure Détails
Raffinage Armure 1 Oui Non spécifié 1 Détails

Non spécifié