Item Details

Ring of Hunter [1] ( Ring_Of_Hunter )

ID 490096 Ring of Hunter [1]
Ring of Hunter [1] Precio de compra: zeny Precio de venta: 0 zeny Peso: 40 Ranuras: 1
Tipo: Equipamiento. Subtipo: No especificado Género: Ambos Ubicaciones: Accesorio_Derecho + Accesorio_Izquierdo
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.): 100 Nivel de Equipamiento (Máx.): No especificado
Refinable: No especificado Graduable: No especificado Elemento: Neutral Clases: No especificado

Uma joia que esconde promessas feitas por todos os Renegados que a usaram. Os mistérios do anel serão um dia revelados?
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FOR +7.
Dano físico +10%.
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A cada 3 níveis de base:
Dano de [Ofensiva Fatal] +1%.
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Ao aprender [Escapar] nv.5:
Recarga de [Escapar] -0,5 segundos.
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Ao aprender [Cópia Explosiva] nv.10:
Regenera 3 de SP por ataque.
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Ao aprender [Ofensiva Fatal] nv.10:
Pós-conjuração -30%.
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Conjunto
[Ânimo]
AGI +40.
Dano físico contra oponentes de todos os Tamanhos +10%.
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Tipo: Acessório
DEF: 0 DEFM: 0
Peso: 40
Nível necessário: 100
Classes: Todas

STR +7
Damage serangan fisik jarak dekat ke All Size monster +10%
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Damage skill "Fatal Menace" +1% per 3 base level karakter
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Jika level dari skill "Urgent Escape" mencapai level 5,
Mengurangi Cooldown skill "Urgent Escape" sebesar 0.5 detik.
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Jika level dari skill "Fatal Menace" mencapai level 5,
After-cast delay dari semua skill -30%.
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Jika level dari skill "Feint Bomb" mencapai level 3,
Memulihkan 3 SP per hit.
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Set Bonus
Ring of Hunter [1]
Speed Of Light

AGI +40.
Damage serangan fisik ke All Size monster +10%.
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Jenis: Aksesoris
Def: 0
Posisi: Aksesoris
Berat: 40
Syarat Lv: 100
Job: Semua Job

Increase physical damage dealt to all grade monsters by 10%
Increase damage of Fatal Menace by 1% per 3 BaseLv increases

When Emergency Escape Lv5, reduce its cooltime by 0.5 sec.
When Fatal Menace Lv10, reduce delay after skill by 30%.
When Feint Bomb Lv10, recover 3 SP per hit.

When equipped with Speed of Light,
AGI + 40, increase physical damage dealt to all size monsters by 10%.


Type: Accessory Defense: 0
Weight: 40
Required Level: 100
Class: All

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
bonus2 bAddClass,Class_All,10;
bonus2 bSkillAtk,"SC_FATALMENACE",BaseLevel/3;
if (getskilllv("SC_ESCAPE") == 5)
   bonus2 bSkillCooldown,"SC_ESCAPE",500;
if (getskilllv("SC_FATALMENACE") == 10)
   bonus bDelayrate,-30;
if (getskilllv("SC_FEINTBOMB") == 10)
   bonus bSPDrainValue,3;
Referencias del Script
bAddClass Bono de Ítem
bAddClass
Firma:
bonus2 bAddClass,c,x;
Descripción:
+x% physical damage against class c
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;
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;
bSkillCooldown Bono de Ítem
bSkillCooldown
Firma:
bonus2 bSkillCooldown,sk,t;
Descripción:
Increases cooldown of skill sk by t milliseconds
bDelayrate Bono de Ítem
bDelayrate
Firma:
bonus bDelayrate,n;
Descripción:
Increases skill delay by n%
bSPDrainValue Bono de Ítem
bSPDrainValue
Firma:
bonus bSPDrainValue,n;
Descripción:
Heals +n SP with a normal attack
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

No especificado

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

No especificado