Item Details

Sixth Sense Ring [1] ( Sixth_Sense_Ring )

ID 490038 Sixth Sense Ring [1]
Sixth Sense Ring [1] Kaufpreis: zeny Verkaufspreis: 0 zeny Gewicht: 10 Slots: 1
Typ: Rüstung/Umhang/Schuhe/Kopfbedeckung/Accessoire-Gegenstand. Untertyp: Nicht angegeben Geschlecht: Beide Orte: Rechtes Accessoire + Linkes Accessoire
Angriff: Nicht angegeben Magie Angriff: Nicht angegeben Reichweite: Nicht angegeben Verteidigung: Nicht angegeben
Waffenlevel: Nicht angegeben Rüstungslevel: 1 Min. Ausrüstungslevel: 100 Max. Ausrüstungslevel: Nicht angegeben
Veredelbar: Nicht angegeben Gradierbar: Nicht angegeben Element: Neutral Klassen: Nicht angegeben

Muitas pessoas dizem que sentem um sentido extra ao colocar essa anel no dedo. Dizem que ele acompanhava a fita de um filme antigo, mas devem ser apenas boatos.
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INT +7.
Dano mágico contra todos os Tamanhos +10%.
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A cada 5 níveis de base até o 170:
Dano de [Onda Psíquica] +1%.
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Ao aprender [Onda Psíquica] nv.5:
Pós-conjuração -30%.
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Ao aprender [Encanto de Órion] nv.5:
Dano mágico contra oponentes de propriedade Neutro, Fogo, Vento, Água e Terra +10%.
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Ao aprender [Maldição de Jormungand] nv.5:
Conjuração variável -15%.
Ao derrotar monstros com ataques mágicos, regenera 100 de HP e 10 de SP.
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Ao aprender [Tornado] nv.5:
Custo de SP da [Onda Psíquica] -20.
Recarga de [Onda Psíquica] -1 segundo.
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Tipo: Acessório
DEF: 0 DEFM: 15
Peso: 10
Nível necessário: 100
Classes: Todas

INT + 7
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Meningkatkan magic damage ke all size monster +10%
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Meningkatkan damage skill "Psychic Wave" +1% per 10 base level
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Jika skill Killing Cloud mencapai level 5
Mengurangi Cast-time -15%,
Memulihkan 100 HP dan 10 SP saat mengalahkan monster dengan serangan magic
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Jika skill Striking mencapai level 5
Meningkatkan magic damage element neutral, fire, wind, earth +10%.
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Set Bonus
Sixth Sense Ring
Randgris Miracle (Acc Right)

Ignore magical defense rate all race sebesar 50%.

Jika skill Vacuum Extreme mencapai level 5
Mengurangi konsumsi SP skill Psychic Wave sebesar 20,
Global cooldown skill Psychic Wave -1 detik

Jika skill Psychic Wave mencapai level 5
Global cooldown -20%
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Jenis : Aksesoris
Posisi : Aksesoris (Kanan)
DEF : 0
Berat : 100
Syarat Lv : 100
Job : Semua Job

INT + 7
Increase magic damage dealt to all size monsters by 10%

Increase damage of Psychic Wave by 1% per 5 BaseLv.

When Cloud Skill Lv5, reduce casting time by 15%, restore 100 HP and SP 10 when monster is killed by using magical attack.

When Psychic Wave Lv5, reduce delay after skill by 30%.

When Stiking Lv5, increase neutral, fire, wind, earth property magical damage by 10%.

When Vacuum Extreme Lv5, decrease Psychic Wave's SP consumption by 20, reduce it's delay after skill by 1s.

When equipped with Release of Magic by Sorcerer, ignores magical defense rate of all race by 100%.

Class: Accessory
DEF : 0
Weight: 10
Required Level : 100
Usable By: All Jobs

Alle

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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
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Verwendung
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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
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bonus bMdef,15;
bonus bInt,7;
bonus2 bMagicAddSize,Size_All,10;
bonus2 bSkillAtk,"SO_PSYCHIC_WAVE",(BaseLevel/5);
if (getskilllv("SO_CLOUD_KILL") == 5) {
   bonus bVariableCastrate,-15;
   bonus bMagicHPGainValue,100;
   bonus bMagicSPGainValue,10;
}
if (getskilllv("SO_PSYCHIC_WAVE") == 5)
   bonus bDelayrate,-30;
if (getskilllv("SO_STRIKING") == 5) {
   bonus2 bMagicAtkEle,Ele_Fire,10;
   bonus2 bMagicAtkEle,Ele_Water,10;
   bonus2 bMagicAtkEle,Ele_Wind,10;
   bonus2 bMagicAtkEle,Ele_Earth,10;
}
if (getskilllv("SO_VACUUM_EXTREME") == 5) {
   bonus2 bSkillUseSP,"SO_PSYCHIC_WAVE",20;
   bonus2 bSkillCooldown,"SO_PSYCHIC_WAVE",-1000;
}
Skriptreferenzen
bMdef Gegenstandsbonus
bMdef
Signatur:
bonus bMdef,n;
Beschreibung:
Equipment MDEF + n
bInt Gegenstandsbonus
bInt
Signatur:
bonus bInt,n;
Beschreibung:
INT + n
bMagicAddSize Gegenstandsbonus
bMagicAddSize
Signatur:
bonus2 bMagicAddSize,s,x;
Beschreibung:
+x% magical damage against size s
bSkillAtk Gegenstandsbonus
bSkillAtk
Signatur:
bonus2 bSkillAtk,sk,n;
Beschreibung:
Increases damage of skill sk by n%
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;
getskilllv Befehl
getskilllv
Signatur:
getskilllv(<skill id>)
getskilllv("<skill name>")
Beschreibung:
character has. If they don't have the skill, 0 will be returned. The full list of character skills is available in ''. There are two main uses for this function, it can check whether the character has a skill or not, and it can tell you if the level is high enough. Example 1: Example 2:
Beispiel:
if (getskilllv(152))
mes "You have got the skill Throw Stone";
else
mes "You don't have Throw Stone";
close;
if (getskilllv(28) >= 5)
mes "Your heal lvl is 5 or more";
else if (getskilllv(28) == 10)
mes "Your heal lvl has been maxed";
else
mes "You heal skill is below lvl 5";
close;
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)
bMagicHPGainValue Gegenstandsbonus
bMagicHPGainValue
Signatur:
bonus bMagicHPGainValue,n;
Beschreibung:
Heals +n HP when killing an enemy with a magical attack
bMagicSPGainValue Gegenstandsbonus
bMagicSPGainValue
Signatur:
bonus bMagicSPGainValue,n;
Beschreibung:
Heals +n SP when killing an enemy with a magical attack
bDelayrate Gegenstandsbonus
bDelayrate
Signatur:
bonus bDelayrate,n;
Beschreibung:
Increases skill delay by n%
bMagicAtkEle Gegenstandsbonus
bMagicAtkEle
Signatur:
bonus2 bMagicAtkEle,e,x;
Beschreibung:
Increases damage of e element magic by x%
bSkillUseSP Gegenstandsbonus
bSkillUseSP
Signatur:
bonus2 bSkillUseSP,sk,n;
Beschreibung:
Decreases SP consumption of skill sk by n
bSkillCooldown Gegenstandsbonus
bSkillCooldown
Signatur:
bonus2 bSkillCooldown,sk,t;
Beschreibung:
Increases cooldown of skill sk by t milliseconds
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Skriptreferenzen

Für dieses Skript wurden keine dokumentierten Referenzen erkannt.

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Skriptreferenzen

Für dieses Skript wurden keine dokumentierten Referenzen erkannt.

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Veredelung Gruppe Gegenstandsstufe Veredelbar Waffenlevel Rüstungslevel Details
Veredelung Rüstung 1 Nein Nicht angegeben 1 Details

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