Item Details

Nauthiz Rune ( Runstone_Nosiege )

ID 12725 Nauthiz Rune
Nauthiz Rune Precio de compra: 100 zeny Precio de venta: 50 zeny Peso: 1 Ranuras: No especificado
Tipo: Objeto utilizable. Subtipo: No especificado Género: Ambos Ubicaciones: No especificado
Ataque: No especificado Ataque mágico: No especificado Alcance: No especificado Defensa: No especificado
Nivel de arma: No especificado Nivel de armadura: No especificado Nivel de Equipamiento (Mín.): No especificado Nivel de Equipamiento (Máx.): No especificado
Refinable: No especificado Graduable: No especificado Elemento: Neutral Clases: No especificado

Intransferível.
Runa da Purificação.
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Regenera 25% de HP.
Remove e garante imunidade a efeitos negativos.
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Efeitos negativos:
Atordoamento, Sono, Sono Profundo, Maldição, Petrificação, Envenenamento, Cegueira, Sangramento, Silêncio, Caos, Congelamento, Hipotermia, Cristalização, Incêndio, Grito da Mandrágora, Pântano de Nifflheim e algumas Toxinas de Sicário.
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Em Milagre das Runas:
Regenera 100% de HP e SP.
Conjuração fixa de [Purificação] -100%.
Remove as Máscaras da Fraqueza, Tolice, Melancolia, Infortúnio, Ociosidade e Vulnerabilidade.
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Recarga: 2 minutos
Peso: 1

Menghilangkan beberapa status effect dan debuff,
Immune dari status effect selama 60 detik.
Memulihkan HP sebesar 25%.
[List status effect]
Stun / Sleep / Curse / Petrify / Poison / Blind / Silence / Bleeding / Confusion / Freezing / Deep Sleep / Ignition / Frost / Freeze
- Guillotine Cross Poisons
- Marsh of Abyss
- Howling of Mandragora
Berat : 1

Embraces the refreshing energy of the rune stone, it eliminates most abnormalities and debuffs,
Becomes immune to any status effects.
Recovers 25% HP.
[Following abnormal status]
Stun / Sleep / Curse / Stone / Poison / Petrification / Silence / Bleeding / Confusion / Deep Sleep / Burning / Freezing / Frozen
- Guillotine Cross Poisons
- Marsh of Abyss
- Howling of Mandragora
Weight : 1

With the help of runestone energy, you can eliminate most negative effects and debuffs.
Removes debuffs for 60 sec.
Restores 25% of HP additionally.
[Removes the following effects]
Stun / Sleep / Curse / Blind / Stone / Poison / Petrification / Silence / Bleeding / Confusion / Deep Sleep / Burning / Freezing / Frozen
- Guillotine Cross' poisoning effects
- Marsh Of Abyss effect
- Mandragora Howl effect
Weight: 1

Todo

No especificado

Banderas
¿Puede agregarse a una tienda de compra de jugador? No
¿Invoca un monstruo? No
¿Forma parte de un contenedor? No
¿Tiene pila única? No
¿Se vincula al equipar? No
¿Anuncia el drop? No
¿Se consume al usarlo?
¿Tiene efecto al caer? No
Apilamiento
No especificado
Uso
Sobrescribir No especificado
¿Puede usarse sentado? No
Comercio
Sobrescribir No especificado
¿Puede soltarse? No
¿Puede comerciarse? No
¿Puede comerciarse con la pareja?
¿Puede venderse a NPC? No
¿Puede colocarse en el carrito? No
¿Puede colocarse en el almacén?
¿Puede colocarse en el almacén de guild? No
¿Puede enviarse por correo? No
¿Puede ponerse en subasta? No
Retraso
¿Tiene retraso de uso?
Estado Enfriamiento para habilidades de refresco.
Duración 120000
if ((eaclass()&EAJ_THIRDMASK) == EAJ_RUNE_KNIGHT)
   unitskilluseid getcharid(3),"RK_REFRESH",1;
Referencias del Script
if Comando
if
Firma:
if (<condition>) <statement>;
Descripción:
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.
Ejemplo:
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;
eaclass Comando
eaclass
Firma:
eaclass({<job number>,<char_id>})
Descripción:
This commands returns the "eA job-number" corresponding to the given class, and uses the invoking player's class if none is given. The eA job-number is also a class number system, but it's one that comes with constants which make it easy to convert among classes. The command will return -1 if you pass it a job number which doesn't have an eA job-number equivalent.
Ejemplo:
.@eac = eaclass();
if ((.@eac&EAJ_BASEMASK) == EAJ_SWORDMAN)
mes "Your base job is Swordman.";
if (.@eac&EAJL_UPPER)
mes "You are a rebirth job.";
if ((.@eac&EAJ_UPPERMASK) == EAJ_SWORDMAN)
mes "You must be a Swordman, Baby Swordman or High Swordman.";
getcharid Comando
getcharid
Firma:
getcharid(<type>{,"<character name>"})
Descripción:
This function will return a unique ID number of the invoking character, or, if a character name is specified, of that player. Type is the kind of associated ID number required: 0 - Character ID 1 - Party ID 2 - Guild ID 3 - Account ID 4 - Battle Ground ID 5 - Clan ID For most purposes other than printing it, a number is better to have than a name (people do horrifying things to their character names). If the character is not in a party or not in a guild, the function will return 0 if guild or party number is requested. If a name is specified and the character is not found, 0 is returned. If getcharid(0) returns a zero, the script got called not by a character and doesn't have an attached RID. Note that this will cause the map server to print "player not attached!" error messages, so it is preferred to use "playerattached" to check for the character attached to the script. if (getcharid(2) == 0)
Ejemplo:
mes "Only members of a guild are allowed here!";
No especificado
Referencias del Script

No se detectaron referencias documentadas en este script.

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Referencias del Script

No se detectaron referencias documentadas en este script.

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