Item Details

Storm Muffler ( Storm_Muffler )

ID 480064 Storm Muffler
Storm Muffler Precio de compra: zeny Precio de venta: 0 zeny Peso: 30 Ranuras: No especificado
Tipo: Equipamiento. Subtipo: No especificado Género: Ambos Ubicaciones: Capa/Túnica
Ataque: No especificado Ataque mágico: No especificado Alcance: No especificado Defensa: 12
Nivel de arma: No especificado Nivel de armadura: 1 Nivel de Equipamiento (Mín.): 100 Nivel de Equipamiento (Máx.): No especificado
Refinable: 1 Graduable: No especificado Elemento: Neutral Clases: No especificado

Por mais turbulenta que seja a tempestade, sempre existe um jeito de superá-la. O segredo está na persistência e na confiança.
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HP e SP máx. +2%.
Dano físico a distância +2%.
Resistência as raças Humano e Doram +5%.
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Refino +5 ou mais:
HP e SP máx. +3% adicional.
Dano físico a distância +3% adicional.
Refino +7 ou mais:
HP e SP máx. +5% adicional.
Dano físico a distância +5% adicional.
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Ao aprender [Múrmurio Perene] nv.5:
Precisão perfeita +20.
Recupera 2 de SP a cada ataque.
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Ao aprender [Ode a Hela] nv.5:
Pós-conjuração -10%.
Recarga de [Temporal de Flechas] -2 segundos.
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A cada nível aprendido de [Canção de Frigga]:
Dano físico a distância +4% adicional.
Dano de [Temporal de Flechas] +2%.
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Conjunto
[Flecha de Fogo]
Resistência a propriedade Fogo +75%.
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Conjunto
[Flecha de Cristal]
Resistência a propriedade Água +75%.
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Conjunto
[Flecha de Vento]
Resistência a propriedade Vento +75%.
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Conjunto
[Flecha de Pedra]
Resistência a propriedade Terra +75%.
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Conjunto
[Arco Élfico]
[Saltos da Rainha Scaraba]
Saltos com refino +7 ou mais,
ao aprender [Ode a Hela] nv.5:
Recarga de [Temporal de Flechas] +2 segundos.
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Tipo: Capa
DEF: 12 DEFM: 0
Peso: 30
Nível necessário: 100
Classes: Todas

Mengurangi serangan yang diterima dari Player sebesar 5%,
Max HP +2%, Max SP +2%,
Menambah range damage +2%.
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Saat level tempa +7 atau lebih, Bonus menjadi MaxHP MaxSP+ 5% , MaxSP + 5%, Range damage +5%.
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Saat level tempa +11 atau lebih, Bonus menjadi MaxHP MaxSP + 10%, Range damage +10%.
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Saat infinite Humming Lv 5, Menambah chance mengaktifkan Guide Attack 20%, restore 2 SP tiap hit.
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Tiap level Friggs Song, range damage +4%, Severe Rainstorm damage +2%.
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Saat Gloomy Slyness lv 5, reduce delay after skill 10%, cooldown Severe Rainstorm berkurang 0.5 detik.
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Saat digunakan dengan Fire arrow, resist elemen api +75%.
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Saat digunakan dengan Crystal arrow, resist elemen air +75%.
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Saat digunakan dengan Wind arrow, resist elemen angin +75%.
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Saat digunakan dengan Stone arrow, menambah resist elemen tanah +75%.
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Saat digunakan dengan Bow of Storm dan Gloomy Slyness lv 5, mengurangi delay after skill Severe Rainsotrm sebesar 2 detik.
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Jenis : Garment
Def : 12
Berat : 30
Syarat Lv : 100
Job : All Job

MaxHP + 2%
MaxSP + 2%,
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Increase resistance against Human players and Doram Players by 5%
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Increase ranged attack damage to all enemies by 2%.
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When refined to +7 or higher
MaxHP + 3%
MaxSP + 3%
Increase ranged attack damage to all enemies by 3%
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When refined to 11 or higher
MaxHP + 5%
MaxSP + 5%
increase ranged attack damage to all enemies by 5%
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When Infinite Humming Lv5, increase change to guide attack by 20%, restore 2SP when performing a hit.
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Increase ranged damage to all enemies by 4% and Severe Rainstorm damage by 2% per each skill level of Frigg's Song learned.
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When Gloomy Shyness Lv5, reduce delay after skill by 10%, reduce Severe Rainstorm's cooldown by 2 sec.
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When equipped with fire arrows, increase resistance against fire property damage by 75%.
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When equipped with crystal arrows, increase resistance against water property damage by 75%.
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When equipped with wind arrows, increase resistance against wind property damage by 75%.
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When equipped with stone arrows, increase resistance against earth property damage by 75%.
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When equipped with Bow of Storm and Gloomy Shyness Lv5, cooldown reduction of Severe Rainstorm is not activated.
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When equipped with Scaraba +7 and Elven Bow and Gloomy Shyness Lv5, cooldown reduction of Severe Rainstorm is not activated.
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Class: Garment
DEF : 12
Weight: 30
Required Level : 100
Usable By: All Jobs

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();
.@lvl = getskilllv("WM_FRIGG_SONG");
bonus bMaxHPrate,2;
bonus bMaxSPrate,2;
bonus2 bSubRace,RC_Player_Human,5;
bonus2 bSubRace,RC_Player_Doram,5;
bonus bLongAtkRate,2+(4*.@lvl);
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",2*.@lvl;
if (.@r>=5) {
   bonus bMaxHPrate,3;
   bonus bMaxSPrate,3;
   bonus bLongAtkRate,3;
}
if (.@r>=7) {
   bonus bMaxHPrate,5;
   bonus bMaxSPrate,5;
   bonus bLongAtkRate,5;
}
if (getskilllv("WM_UNLIMITED_HUMMING_VOICE") == 5) {
   bonus bPerfectHitAddRate,20;
   bonus bSPDrainValue,2;
}
if (getskilllv("WM_GLOOMYDAY") == 5) {
   bonus bDelayrate,-10;
   bonus2 bSkillCooldown,"WM_SEVERE_RAINSTORM",-2000;
}
Referencias del Script
getrefine Comando
getrefine
Firma:
getrefine()
Descripción:
function is called. This function is intended for use in item scripts.
getskilllv Comando
getskilllv
Firma:
getskilllv(<skill id>)
getskilllv("<skill name>")
Descripción:
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:
Ejemplo:
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;
bMaxHPrate Bono de Ítem
bMaxHPrate
Firma:
bonus bMaxHPrate,n;
Descripción:
MaxHP + n%
bMaxSPrate Bono de Ítem
bMaxSPrate
Firma:
bonus bMaxSPrate,n;
Descripción:
MaxSP + n%
bSubRace Bono de Ítem
bSubRace
Firma:
bonus3 bSubRace,r,x,bf;
Descripción:
+x% damage reduction against race r with trigger criteria bf
bLongAtkRate Bono de Ítem
bLongAtkRate
Firma:
bonus bLongAtkRate,n;
Descripción:
Increases damage of long ranged attacks by n%
bSkillAtk Bono de Ítem
bSkillAtk
Firma:
bonus2 bSkillAtk,sk,n;
Descripción:
Increases damage of skill sk by n%
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;
bPerfectHitAddRate Bono de Ítem
bPerfectHitAddRate
Firma:
bonus bPerfectHitAddRate,n;
Descripción:
On-target impact attack probability + n%
bSPDrainValue Bono de Ítem
bSPDrainValue
Firma:
bonus bSPDrainValue,n;
Descripción:
Heals +n SP with a normal attack
bDelayrate Bono de Ítem
bDelayrate
Firma:
bonus bDelayrate,n;
Descripción:
Increases skill delay by n%
bSkillCooldown Bono de Ítem
bSkillCooldown
Firma:
bonus2 bSkillCooldown,sk,t;
Descripción:
Increases cooldown of skill sk by t milliseconds
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

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No especificado

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

No especificado