Item Details

Spirit of the World ( Sprit_Of_World )

ID 420134 Spirit of the World
Spirit of the World Harga Beli: zeny Harga Jual: 0 zeny Berat: 60 Slot: Tidak ditentukan
Tipe: Item Armor/Pakaian/Sepatu/Tutup kepala/Aksesori. Sub Tipe: Tidak ditentukan Gender: Keduanya Lokasi: Pakaian Kepala Bawah
Serangan: Tidak ditentukan Serangan Sihir: Tidak ditentukan Jangkauan: Tidak ditentukan Pertahanan: Tidak ditentukan
Tingkat Senjata: Tidak ditentukan Level Armor: 1 Min. Level Equip: 100 Max. Level Equip: Tidak ditentukan
Bisa Ditempa: Tidak ditentukan Dapat Di-upgrade: Tidak ditentukan Elemen: Netral Kelas: Tidak ditentukan

MATK +60.
Recover 60 HP tiap 6 detik.
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Tiap 10 Base STR : Magic elemen Neutral +2%.

Tiap 10 Base AGI : Magic elemen Wind +2%.

Tiap 10 Base VIT : Magic elemen Earth +2%.

Tiap 10 Base INT : Magic elemen Fire +2%.

Tiap 10 Base Dex : Magic elemen Water +2%.

Tiap 10 Base Luk : Magic elemen Holy +2%.

Tiap Base (STR+AGI
+VIT+INT+DEX+LUK) total 60, Magic elemen Ghost +2%.
------------------------
Jenis : Headgear
Posisi : Lower
Def : 0
Berat : 60
Syarat Lv : 100
Job : Semua Job

Semua

Tidak ditentukan

Bendera
Bisa ditambahkan ke toko pembelian player? Tidak
Memanggil monster? Tidak
Bagian dari kontainer? Tidak
Memiliki tumpukan unik? Tidak
Terikat saat dipakai? Tidak
Mengumumkan drop? Tidak
Habis saat digunakan? Ya
Memiliki efek saat dijatuhkan? Tidak
Penumpukan
Tidak ditentukan
Penggunaan
Tidak ditentukan
Perdagangan
Tiban Tidak ditentukan
Bisa dijatuhkan? Ya
Bisa diperdagangkan? Ya
Bisa diperdagangkan dengan pasangan? Ya
Bisa dijual ke NPC? Ya
Bisa ditempatkan di keranjang? Ya
Bisa ditempatkan di penyimpanan? Ya
Bisa ditempatkan di penyimpanan guild? Ya
Bisa dikirim lewat surat? Ya
Bisa dimasukkan ke lelang? Ya
Penundaan
Tidak ditentukan
.@str = readparam(bStr);
.@agi = readparam(bAgi);
.@vit = readparam(bVit);
.@int = readparam(bInt);
.@dex = readparam(bDex);
.@luk = readparam(bLuk);
bonus bMatk,60;
bonus2 bHPRegenRate,60,6000;
bonus2 bMagicAtkEle,Ele_Neutral,2*(.@str/10);
bonus2 bMagicAtkEle,Ele_Wind,2*(.@agi/10);
bonus2 bMagicAtkEle,Ele_Earth,2*(.@vit/10);
bonus2 bMagicAtkEle,Ele_Fire,2*(.@int/10);
bonus2 bMagicAtkEle,Ele_Water,2*(.@dex/10);
bonus2 bMagicAtkEle,Ele_Holy,2*(.@luk/10);
if (.@str + .@agi + .@vit + .@int + .@dex + .@luk >= 60)
   bonus2 bMagicAtkEle,Ele_Ghost,2;
hateffect HAT_EF_STRANGELIGHTS,true;
Referensi Skrip
readparam Perintah
readparam
Tanda Tangan:
readparam(<parameter number>{,"<character name>"})
readparam(<parameter number>{,<char_id>})
Deskripsi:
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.
Contoh:
// 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 Item
bStr
Tanda Tangan:
bonus bStr,n;
Deskripsi:
STR + n
bAgi Bonus Item
bAgi
Tanda Tangan:
bonus bAgi,n;
Deskripsi:
AGI + n
bVit Bonus Item
bVit
Tanda Tangan:
bonus bVit,n;
Deskripsi:
VIT + n
bInt Bonus Item
bInt
Tanda Tangan:
bonus bInt,n;
Deskripsi:
INT + n
bDex Bonus Item
bDex
Tanda Tangan:
bonus bDex,n;
Deskripsi:
DEX + n
bLuk Bonus Item
bLuk
Tanda Tangan:
bonus bLuk,n;
Deskripsi:
LUK + n
bMatk Bonus Item
bMatk
Tanda Tangan:
bonus bMatk,n;
Deskripsi:
Magical attack power + n
bHPRegenRate Bonus Item
bHPRegenRate
Tanda Tangan:
bonus2 bHPRegenRate,n,t;
Deskripsi:
Gain n HP every t milliseconds
bMagicAtkEle Bonus Item
bMagicAtkEle
Tanda Tangan:
bonus2 bMagicAtkEle,e,x;
Deskripsi:
Increases damage of e element magic by x%
if Perintah
if
Tanda Tangan:
if (<condition>) <statement>;
Deskripsi:
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.
Contoh:
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;
hateffect Perintah
hateffect
Tanda Tangan:
hateffect(<hat effect id>,<state>{,<target id>});
Deskripsi:
Sets a Hat Effect onto the unit specified by <target id>. If no ID is specified, the attached unit will be used. <state> can be true to enable or false to disable. The Hat Effect constants can be found in '' starting with HAT_EF_*. Examples: Requires client 2015-05-13aRagEXE or newer.
Contoh:
hateffect HAT_EF_FLUTTER_BUTTERFLY, true; // Enables the hat effect on attached player
hateffect HAT_EF_FLUTTER_BUTTERFLY, true, getcharid(3); // Enables the hat effect on attached player
hateffect HAT_EF_FLUTTER_BUTTERFLY, true, getnpcid(0); // Enables the hat effect on invoking NPC
monster "prontera",50,50,"--en--",1002,1;
hateffect HAT_EF_FLUTTER_BUTTERFLY, true, $@mobid; // Enables the hat effect on a spawned mob
Tidak ditentukan
Referensi Skrip

Tidak ada referensi terdokumentasi yang terdeteksi pada skrip ini.

hateffect HAT_EF_STRANGELIGHTS,false;
Referensi Skrip
hateffect Perintah
hateffect
Tanda Tangan:
hateffect(<hat effect id>,<state>{,<target id>});
Deskripsi:
Sets a Hat Effect onto the unit specified by <target id>. If no ID is specified, the attached unit will be used. <state> can be true to enable or false to disable. The Hat Effect constants can be found in '' starting with HAT_EF_*. Examples: Requires client 2015-05-13aRagEXE or newer.
Contoh:
hateffect HAT_EF_FLUTTER_BUTTERFLY, true; // Enables the hat effect on attached player
hateffect HAT_EF_FLUTTER_BUTTERFLY, true, getcharid(3); // Enables the hat effect on attached player
hateffect HAT_EF_FLUTTER_BUTTERFLY, true, getnpcid(0); // Enables the hat effect on invoking NPC
monster "prontera",50,50,"--en--",1002,1;
hateffect HAT_EF_FLUTTER_BUTTERFLY, true, $@mobid; // Enables the hat effect on a spawned mob

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