Item Details

Crown of Ashes [1] ( TiaraCrown_Ranged_BR )

ID 400648 Crown of Ashes [1]
Crown of Ashes [1] Precio de compra: zeny Precio de venta: 0 zeny Peso: 10 Ranuras: 1
Tipo: Equipamiento. Subtipo: No especificado Género: Ambos Ubicaciones: Equipo de la cabeza superior
Ataque: No especificado Ataque mágico: No especificado Alcance: No especificado Defensa: No especificado
Nivel de arma: No especificado Nivel de armadura: 1 Nivel de Equipamiento (Mín.): 120 Nivel de Equipamiento (Máx.): No especificado
Refinable: 1 Graduable: No especificado Elemento: Neutral Clases: No especificado

Oriunda de um reino distante, essa coroa pertencia ao pai de Tiara, a princesa que Skurai amou até o fim.
--------------------------
Ao derrotar monstros com qualquer ataque:
Recupera 500 de HP e 50 de SP.
--------------------------
Refino +7 ou mais:
ATQ +50.
Velocidade de ataque +10%.
Refino +9 ou mais:
Precisão +30.
ATQ da arma +7%.
Refino +11 ou mais:
Dano crítico +10%.
Dano físico a distância +10%.
--------------------------
Conjunto
[Arco de Cinzas]
Sentinelas e evoluções:
Recarga de [Tempestade de Flechas] -2 segundos.
A cada 2 refinos da arma:
Dano de [Tiro Preciso] e [Tempestade de Flechas] +5%.
--------------------------
Conjunto
[Maça de Cinzas]
Bioquímicos e evoluções:
Recarga de [Esporo Explosivo] -1 segundo.
A cada 2 refinos da arma:
Dano de [Canhão de Prótons] e [Esporo Explosivo] +5%.
--------------------------
Conjunto
[Lança Dupla de Cinzas]
Guardiões Reais e evoluções:
Recarga de [Disparo Perfurante] -0,5 segundos.
A cada 2 refinos da arma:
Dano de [Lança do Destino] e [Disparo Perfurante] +5%.
--------------------------
Conjunto
[Lança de Cinzas]
Cavaleiros Rúnicos e evoluções:
Recarga de [Lança das Mil Pontas] -1,5 segundos.
A cada 2 refinos da arma:
Dano de [Perfurar em Espiral] e [Lança das Mil Pontas] +5%.
--------------------------
Conjunto
[Violino de Cinzas] ou
[Chicote de Cinzas]
Recarga de [Temporal de Flechas] -1 segundo.
A cada 2 refinos da arma:
Dano de [Temporal de Flechas] e [Vulcão de Flechas] +5%.
--------------------------
Tipo: Equip. para Cabeça
Equipa em: Topo
DEF: 0 DEFM: 0
Peso: 10
Nível necessário: 120
Classes: Todas

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
No especificado
Comercio
Sobrescribir No especificado
¿Puede soltarse?
¿Puede comerciarse?
¿Puede comerciarse con la pareja?
¿Puede venderse a NPC?
¿Puede colocarse en el carrito?
¿Puede colocarse en el almacén?
¿Puede colocarse en el almacén de guild?
¿Puede enviarse por correo?
¿Puede ponerse en subasta?
Retraso
No especificado
.@r = getrefine();
bonus bHPGainValue,500;
bonus bSPGainValue,50;
bonus bMagicHPGainValue,500;
bonus bMagicHPGainValue,50;
if (.@r>=7) {
   bonus bBaseAtk,50;
   bonus bAspdRate,10;
   if (.@r>=9) {
       bonus bHit,30;
       bonus bAtkRate,7;
       if (.@r>=11) {
            bonus bCritAtkRate,10;
            bonus bLongAtkRate,10;
       }
   }
}
Referencias del Script
getrefine Comando
getrefine
Firma:
getrefine()
Descripción:
function is called. This function is intended for use in item scripts.
bHPGainValue Bono de Ítem
bHPGainValue
Firma:
bonus bHPGainValue,n;
Descripción:
Heals +n HP when killing an enemy with a melee-physical attack
bSPGainValue Bono de Ítem
bSPGainValue
Firma:
bonus bSPGainValue,n;
Descripción:
Heals +n SP when killing an enemy with a melee-physical attack
bMagicHPGainValue Bono de Ítem
bMagicHPGainValue
Firma:
bonus bMagicHPGainValue,n;
Descripción:
Heals +n HP when killing an enemy with a magical attack
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;
bBaseAtk Bono de Ítem
bBaseAtk
Firma:
bonus bBaseAtk,n;
Descripción:
Basic attack power + n
bAspdRate Bono de Ítem
bAspdRate
Firma:
bonus bAspdRate,n;
Descripción:
Attack speed + n%
bHit Bono de Ítem
bHit
Firma:
bonus bHit,n;
Descripción:
Hit + n
bAtkRate Bono de Ítem
bAtkRate
Firma:
bonus bAtkRate,n;
Descripción:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
bCritAtkRate Bono de Ítem
bCritAtkRate
Firma:
bonus bCritAtkRate,n;
Descripción:
Increases critical damage by +n%
bLongAtkRate Bono de Ítem
bLongAtkRate
Firma:
bonus bLongAtkRate,n;
Descripción:
Increases damage of long ranged attacks by n%
No especificado
Referencias del Script

No se detectaron referencias documentadas en este script.

No especificado
Referencias del Script

No se detectaron referencias documentadas en este script.

No especificado

No especificado

No especificado

No especificado

No especificado

No especificado

Refinado Grupo Nivel del objeto Refinable Nivel de arma Nivel de armadura Detalles
Refinado Armadura 1 No especificado 1 Detalles

No especificado