Item Details

Alice Maid Pillow [1] ( Alice_Hug_Pillow_TW )

ID 490089 Alice Maid Pillow [1]
Alice Maid Pillow [1] Prix d'achat: zeny Prix de vente: 0 zeny Poids: 20 Emplacements: 1
Type: Armure/Vêtement/Bottes/Coiffure/Accessoire. Sous-type: Non spécifié Genre: Les deux Lieux: Accessoire Gauche
Attaque: Non spécifié Attaque magique: Non spécifié Portée: Non spécifié Défense: Non spécifié
Niveau d'arme: Non spécifié Niveau d'armure: 1 Niveau d'équipement min.: 1 Niveau d'équipement max.: Non spécifié
Affûtage: Non spécifié Améliorable: Non spécifié Élément: Neutre Classes: Non spécifié

Guling dengan gambar Alice yang menggoda.
Guling ini sangat laris dikalangan pria.
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MDEF+10,
All Stat+2,
Max HP +5%,
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Damage dari lawan ukuran medium berkurang -5%,
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Damage dari demi human termasuk player berkurang -3%.
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Saat digunakan dengan Alice Pet, atau Chung E pet,
Damage dari demi human termasuk player berkurang -2%.
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Saat digunakan dengan Wild Rose Card,
All Stat+8,
Maxhp+5%,
Perfect Dodge +8.
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Jenis: Accessory(Kiri)
Def: 0
Berat: 20
Syarat Lv: 1
Job: All job

Tous

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Drapeaux
Peut-il être ajouté à une boutique d'achat de joueur ? Non
Invoque un monstre ? Non
Fait partie d'un conteneur ? Non
Possède une pile unique ? Non
Se lie à l'équipement ? Non
Annonce le drop ? Non
Est consommé à l'utilisation ? Oui
A un effet au sol ? Non
Empilement
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Utilisation
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Commerce
Remplacer Non spécifié
Peut être jeté ? Oui
Peut être échangé ? Oui
Peut être échangé avec le partenaire ? Oui
Peut être vendu à un PNJ ? Oui
Peut être placé dans le chariot ? Oui
Peut être placé dans le stockage ? Oui
Peut être placé dans le stockage de guilde ? Oui
Peut être envoyé par courrier ? Oui
Peut être mis aux enchères ? Oui
Délai
Non spécifié
bonus bMdef,10;
bonus bAllStats,2;
bonus bMaxHPrate,5;
bonus2 bSubSize,Size_Medium,5;
bonus2 bSubRace,RC_DemiHuman,3;
bonus2 bSubRace,RC_Player_Human,3;
if (getpetinfo(PETINFO_EGGID) == 9027) {
   bonus2 bSubRace,RC_DemiHuman,2;
   bonus2 bSubRace,RC_Player_Human,2;
}
if (getpetinfo(PETINFO_EGGID) == 9030) {
   bonus2 bSubRace,RC_DemiHuman,2;
   bonus2 bSubRace,RC_Player_Human,2;
}
Références du Script
bMdef Bonus d’Objet
bMdef
Signature:
bonus bMdef,n;
Description:
Equipment MDEF + n
bAllStats Bonus d’Objet
bAllStats
Signature:
bonus bAllStats,n;
Description:
STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n
bMaxHPrate Bonus d’Objet
bMaxHPrate
Signature:
bonus bMaxHPrate,n;
Description:
MaxHP + n%
bSubSize Bonus d’Objet
bSubSize
Signature:
bonus2 bSubSize,s,x;
Description:
+x% damage reduction against size s
bSubRace Bonus d’Objet
bSubRace
Signature:
bonus3 bSubRace,r,x,bf;
Description:
+x% damage reduction against race r with trigger criteria bf
if Commande
if
Signature:
if (<condition>) <statement>;
Description:
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.
Exemple:
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;
getpetinfo Commande
getpetinfo
Signature:
getpetinfo(<type>{,<char_id>})
Description:
currently has active. Valid types are: PETINFO_ID - Pet unique ID PETINFO_CLASS - Pet class number as per '' - will tell you what kind of a pet it is. PETINFO_NAME - Pet name. Will return "null" if there's no pet. PETINFO_INTIMATE - Pet friendly level (intimacy score). 1000 is full loyalty. PETINFO_HUNGRY - Pet hungry level. 100 is full hunger. PETINFO_RENAMED - Pet rename flag. 0 means this pet has not been named yet. PETINFO_LEVEL - Pet level PETINFO_BLOCKID - Pet Game ID PETINFO_EGGID - Pet egg item ID PETINFO_FOODID - Pet food item ID PETINFO_INTIMATE can be used with the following constants for checking values: PET_INTIMATE_NONE = 0 PET_INTIMATE_AWKWARD = 1 ~ 99 PET_INTIMATE_SHY = 100 ~ 249 PET_INTIMATE_NEUTRAL = 250 ~ 749 PET_INTIMATE_CORDIAL = 750 ~ 909 PET_INTIMATE_LOYAL = 910 ~ 1000 PETINFO_HUNGRY can be used with the following constants for checking values: PET_HUNGRY_NONE = 0 PET_HUNGRY_VERY_HUNGRY = 1 ~ 10 PET_HUNGRY_HUNGRY = 11 ~ 25 PET_HUNGRY_NEUTRAL = 26 ~ 75 PET_HUNGRY_SATISFIED = 76 ~ 90 PET_HUNGRY_STUFFED = 91 ~ 100 Example: These commands will only work if the invoking character has a pet, and are meant to be executed from pet scripts. They will modify the pet AI decision-making for the current pet of the invoking character, and will NOT have any independent effect by themselves, which is why only one of them each may be in effect at any time for a specific pet. A pet may have 'petloot', 'petskillbonus', 'petskillattack' OR 'petpetskillattack2' and 'petskillsupport'. the specified duration of seconds, with a delay of the specified number of seconds between activations. Rates are a chance of the effect occurring and are given in percent. 'bonusratebattle_athena.conf'. from the egg. Other commands usable in item scripts (see 'bonusre essentially on your own here.
Exemple:
mes "[Vet]";
mes "Your pet + " getpetinfo(PETINFO_NAME);
if (getpetinfo(PETINFO_INTIMATE) < PET_INTIMATE_LOYAL)
mes "has some growing to do on you!";
else
mes "seems to love you very much!";
close;
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Références du Script

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Références du Script

Aucune référence documentée n’a été détectée dans ce script.

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Raffinage Groupe Niveau de l'objet Affûtage Niveau d'arme Niveau d'armure Détails
Raffinage Armure 1 Non Non spécifié 1 Détails

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