Item Details

Crown of Good and Evil (Arch Mage) [1] ( GoodnEvil_Circlet_AG )

ID 400376 Crown of Good and Evil (Arch Mage) [1]
Crown of Good and Evil (Arch Mage) [1] Kaufpreis: zeny Verkaufspreis: 0 zeny Gewicht: 10 Slots: 1
Typ: Rüstung/Umhang/Schuhe/Kopfbedeckung/Accessoire-Gegenstand. Untertyp: Nicht angegeben Geschlecht: Beide Orte: Oberes Kopfbedeckung
Angriff: Nicht angegeben Magie Angriff: Nicht angegeben Reichweite: Nicht angegeben Verteidigung: 10
Waffenlevel: Nicht angegeben Rüstungslevel: 2 Min. Ausrüstungslevel: 215 Max. Ausrüstungslevel: Nicht angegeben
Veredelbar: 1 Gradierbar: 1 Element: Neutral Klassen: Vierte Klassen.

Crown imbued with the power of good and evil.
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For every 3 refine level, increase magic damage against all races enemies by 5%.
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For every 4 refine level, increae Ghost, Shadow, and Water property magic damage by 7%.
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When refined to +7 or higher, RES + 50.
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When refined to +9 or higher, reduce Variable Casting Time by 10%.
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When refined to +11 or higher, MATK + 5%, reduce Fixed Casting Time by 0.3 seconds.
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Set Bonus:
Crown of Good and Evil (Arch Mage) [1]
Devil Wing Staff [2]

For every 3 refine level of Weapon, increase Soul Vulcan Strike damage by 4%, increase Mystery Illusion damage by 5%.
When weapon grade is B or higher, increase Soul Vulcan Strike damage by additional 10%.
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Set Bonus:
Crown of Good and Evil (Arch Mage) [1]
Devil Wing Staff [2]
Evil Spell

Increase Soul Vulcan Strike damage by additional 15%, increase Mystery Illusion damage by additional 20%.
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Set Bonus:
Crown of Good and Evil (Arch Mage) [1]
Destiny Staff [2]

For every 3 refine level of Weapon, increase Frozen Slash damage by 4%, increase Crystal Rain damage by 5%.
When weapon grade is B or higher, increase Frozen Slash damage by additional 10%.
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Set Bonus:
Crown of Good and Evil (Arch Mage) [1]
Destiny Staff [2]
Good Spell

Increase Frozen Slash damage by additional 15%, increase Crystal Rain damage by additional 20%.
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[Grade Bonus]
[Grade D] MHP + 5%.
[Grade C] P.ATK + 3, S.MATK + 3.
[Grade B] P.ATK + 2, S.MATK + 2, POW + 2, SPL + 2.
[Grade A] RES + 50, MRES + 50, When refined to +12 or higher, reduce Fixed Casting Time by additional 0.2 seconds.
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Type : Headgear
Def : 10
Location : Upper
Weight : 10
Armor Level : 2
Required Level : 215
Class : Arch Mage

Nicht angegeben

Flaggen
Kann einem Ankaufsstand eines Spielers hinzugefugt werden? Nein
Beschwört ein Monster? Nein
Teil eines Behälters? Nein
Hat einen einzigartigen Stapel? Nein
Bindet beim Anlegen? Nein
Kündigt den Drop an? Nein
Wird bei Benutzung verbraucht? Ja
Hat einen Drop-Effekt? Nein
Stapelung
Nicht angegeben
Verwendung
Nicht angegeben
Handel
Überschreiben Nicht angegeben
Kann fallengelassen werden? Ja
Kann gehandelt werden? Ja
Kann mit dem Partner gehandelt werden? Ja
Kann an NPC verkauft werden? Ja
Kann in den Karren gelegt werden? Ja
Kann im Lager abgelegt werden? Ja
Kann im Gildenlager abgelegt werden? Ja
Kann per Post versendet werden? Ja
Kann versteigert werden? Ja
Verzögerung
Nicht angegeben
.@g = getenchantgrade();
.@r = getrefine();
bonus2 bMagicAddRace,RC_All,5*(.@r/3);
bonus2 bMagicAtkEle,Ele_Water,7*(.@r/4);
bonus2 bMagicAtkEle,Ele_Ghost,7*(.@r/4);
bonus2 bMagicAtkEle,Ele_Dark,7*(.@r/4);
if (.@r>=7) {
   bonus bRes,50;
   if (.@r>=9) {
      bonus bVariableCastrate,-10;
      if (.@r>=11) {
         bonus bFixedCast,-300;
         bonus bMatkRate,5;
      }
   }
}
if (.@g>=ENCHANTGRADE_D) {
   bonus bMaxHPrate,5;
   if (.@g>=ENCHANTGRADE_C) {
      bonus bPAtk,3;
      bonus bSMatk,3;
      if (.@g>=ENCHANTGRADE_B) {
         bonus bPAtk,2;
         bonus bSMatk,2;
         bonus bPow,2;
         bonus bSpl,2;
         if (.@g>=ENCHANTGRADE_A) {
            bonus bMRes,50;
            bonus bRes,50;
            if (.@r>=12) {
               bonus bFixedCast,-200;
            }
         }
      }
   }
}
Skriptreferenzen
getenchantgrade Befehl
getenchantgrade
Signatur:
getenchantgrade({<equipment slot>,<char_id>})
Beschreibung:
function is called or the specified equipment slot. If nothing is equipped there, it returns -1. Valid equipment slots are: EQI_COMPOUND_ON - Item slot that calls this script (In context of item script) (default) For a list of others equipment slots see 'getequipid'.
getrefine Befehl
getrefine
Signatur:
getrefine()
Beschreibung:
function is called. This function is intended for use in item scripts.
bMagicAddRace Gegenstandsbonus
bMagicAddRace
Signatur:
bonus2 bMagicAddRace,r,x;
Beschreibung:
+x% magical damage against race r
bMagicAtkEle Gegenstandsbonus
bMagicAtkEle
Signatur:
bonus2 bMagicAtkEle,e,x;
Beschreibung:
Increases damage of e element magic by x%
if Befehl
if
Signatur:
if (<condition>) <statement>;
Beschreibung:
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.
Beispiel:
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;
bRes Gegenstandsbonus
bRes
Signatur:
bonus bRes,n;
Beschreibung:
Res + n
bVariableCastrate Gegenstandsbonus
bVariableCastrate
Signatur:
bonus2 bVariableCastrate,sk,n;
Beschreibung:
Increases variable cast time of skill sk by n% (If RENEWAL_CAST is NOT defined, this bonus is equal to bCastrate)
bFixedCast Gegenstandsbonus
bFixedCast
Signatur:
bonus bFixedCast,t;
Beschreibung:
Increases fixed cast time of all skills by t milliseconds (has effect in RENEWAL_CAST only)
bMatkRate Gegenstandsbonus
bMatkRate
Signatur:
bonus bMatkRate,n;
Beschreibung:
Magical attack power + n%
bMaxHPrate Gegenstandsbonus
bMaxHPrate
Signatur:
bonus bMaxHPrate,n;
Beschreibung:
MaxHP + n%
bPAtk Gegenstandsbonus
bPAtk
Signatur:
bonus bPAtk,n;
Beschreibung:
PAtk + n
bSMatk Gegenstandsbonus
bSMatk
Signatur:
bonus bSMatk,n;
Beschreibung:
SMatk + n
bPow Gegenstandsbonus
bPow
Signatur:
bonus bPow,n;
Beschreibung:
POW + n
bSpl Gegenstandsbonus
bSpl
Signatur:
bonus bSpl,n;
Beschreibung:
SPL + n
bMRes Gegenstandsbonus
bMRes
Signatur:
bonus bMRes,n;
Beschreibung:
MRes + n
Nicht angegeben
Skriptreferenzen

Für dieses Skript wurden keine dokumentierten Referenzen erkannt.

Nicht angegeben
Skriptreferenzen

Für dieses Skript wurden keine dokumentierten Referenzen erkannt.

Nicht angegeben

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# Zielitems Rollen Slots Details
#67 22 rodatabase.target_item 2 Details
ID Auslöser-Item Basisitems Materialien Rollen Details
#76 Crown of Good and Evil Smelting Hammer 22 22 rodatabase.base_item Ergebnisitem Details
#96 +7 Refine Hammer for NPC 324 648 rodatabase.base_item Ergebnisitem Details
Veredelung Gruppe Gegenstandsstufe Veredelbar Waffenlevel Rüstungslevel Details
Veredelung Rüstung 2 Ja Nicht angegeben 2 Details

Nicht angegeben