Item Details

Wonder Egg Basket [1] ( Wonder_Egg_Basket_ )

ID 410028 Wonder Egg Basket [1]
Wonder Egg Basket [1] Buy Price: 20 zeny Sell Price: 10 zeny Weight: 0 Slots: 1
Type: Armor/Garment/Boots/Headgear/Accessory item. Sub Type: Not specified Gender: Both Locations: Middle Headgear
Attack: Not specified Magic Attack: Not specified Range: Not specified Defense: Not specified
Weapon Level: Not specified Armor Level: 1 Min. Equip Level: 100 Max. Equip Level: Not specified
Refineable: Not specified Gradable: Not specified Element: Neutral Classes: Not specified

Imagina carregar tantos ovos de bichinhos de estimação nos braços? É por isso que 9 entre 10 Kafras recomendam uma Cesta de palha para levar esses bichinhos fofinhos para onde quiser!
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Velocidade de ataque +10%.
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Conjunto
Mascote [Freeoni] ou
Mascote [Kiel D-01] ou
Mascote [Orc Herói] ou
Mascote [Flor do Luar] ou
Mascote [Lady Branca] ou
Mascote [Quinding]
ATQ e ATQM +200.
Todos os atributos +10.
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Conjunto
Mascote [Angeling] ou
Mascote [Ursinho Abominável] ou
Mascote [Esqueleão]
ATQ e ATQM +200.
Dano físico e mágico contra todos os Tamanhos +10%.
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Conjunto
Mascote [Alliot] ou
Mascote [Aliza] ou
Mascote [Alicel] ou
Mascote [Gato de Nove Caudas] ou
Mascote [Metaller] ou
Mascote [Grand Orc] ou
Mascote [Mastering]
ATQ e ATQM +200.
DEF +150. DEFM +15.
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Tipo: Equip. para Cabeça
Equipa em: Meio
DEF: 0 DEFM: 0
Peso: 0
Nível necessário: 100
Classes: Todas

All

Not specified

Flags
Can be added to a player buying store? No
Summons monster? No
Is part of a container? No
Has unique stack? No
Binds on equip? No
Announces drop? No
Is consumed on use? Yes
Has drop effect? No
Stacking
Not specified
Usage
Not specified
Trade
Override Not specified
Can be dropped? Yes
Can be traded? Yes
Can be traded with partner? Yes
Can be sold to NPC? Yes
Can be placed in cart? Yes
Can be placed in storage? Yes
Can be placed in guild storage? Yes
Can be sent by mail? Yes
Can be put in auction? Yes
Delay
Not specified
bonus bAspdRate,10;
switch( getpetinfo(PETINFO_EGGID) ) {
case 9109:  // Sweet_Drops_Egg
case 9112:  // Moonlight_Egg
case 9115:  // Bacsojin_Egg2
case 9121:  // Orc_Hero_Egg_
case 9126:  // Kiel_Egg
case 9136:  // Eddga_Egg
   bonus bBaseAtk,200;
   bonus bMatk,200;
   bonus bAllStats,10;
   break;
case 9088:  // Angeling_Egg
case 9108:  // Xm_Teddybear_Egg
case 9113:  // Roost_Of_Skelion
   bonus bBaseAtk,200;
   bonus bMatk,200;
   bonus2 bAddSize,Size_All,10;
   bonus2 bMagicAddSize,Size_All,10;
   break;
case 9069:  // Mastering_Egg
case 9087:  // High_Orc_Egg
case 9096:  // Cat_O_Nine_Tail_Egg
case 9106:  // Metaller_Egg
case 9117:  // Contaminated_Wanderer_Egg
case 9118:  // Aliot_Egg
case 9119:  // Alicel_Egg
case 9120:  // Aliza_Egg
case 9124:  // Ep17_2_C_Admin2_Egg
   bonus bBaseAtk,200;
   bonus bMatk,200;
   bonus bDef,150;
   bonus bMdef,15;
   break;
}
Script References
bAspdRate Item Bonus
bAspdRate
Signature:
bonus bAspdRate,n;
Description:
Attack speed + n%
switch Command
switch
Signature:
switch (expression);
Description:
The switch statement is similar to a series of if statements on the same expression. In many occasions, you may want to compare the same variable (or expression) with many different values, and execute a different piece of code depending on which value it equals to. This is exactly what the switch statement is for. to avoid mistakes. The switch statement executes line by line (actually, statement by statement). In the beginning, no code is executed. Only when a case statement is found with a value that matches the value of the switch expression the case statement(s) will to executed. The parser continues to execute the statements until the end of the switch block, or the first time it sees a break statement. If you don't write a break statement at the end of a case's statement list, the parser will go on executing the statements of the following case (fall-through). Example 1: the user selects option, otherwise, would go to the second one. Example 2: The example above would print a message depending on the player's groupid. If there is no statement declared for the corresponding groupid, the script would use the 'default' statement that applies to rest of possible values, similar to 'else' in the if-else statement.
Example:
switch(select("Yes:No")) {
case 1:
mes "You said yes!";
break;
case 2:
mes "Aww, why?";
break;
}
close;
switch(getgroupid()) {
case 1:
mes "Wow, you're super!";
break;
case 2:
mes "A helping hand!";
break;
case 3:
mes "10001010010011";
break;
case 4:
mes "Yes, milord?";
break;
default:
mes "Hello there!";
break;
}
getpetinfo Command
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.
Example:
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;
bBaseAtk Item Bonus
bBaseAtk
Signature:
bonus bBaseAtk,n;
Description:
Basic attack power + n
bMatk Item Bonus
bMatk
Signature:
bonus bMatk,n;
Description:
Magical attack power + n
bAllStats Item Bonus
bAllStats
Signature:
bonus bAllStats,n;
Description:
STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n
bAddSize Item Bonus
bAddSize
Signature:
bonus2 bAddSize,s,x;
Description:
+x% physical damage against size s
bMagicAddSize Item Bonus
bMagicAddSize
Signature:
bonus2 bMagicAddSize,s,x;
Description:
+x% magical damage against size s
bDef Item Bonus
bDef
Signature:
bonus bDef,n;
Description:
Equipment DEF + n
bMdef Item Bonus
bMdef
Signature:
bonus bMdef,n;
Description:
Equipment MDEF + n
Not specified
Script References

No documented script references were detected.

Not specified
Script References

No documented script references were detected.

Not specified

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Refine Group Item Level Refineable Weapon Level Armor Level Details
Refine Armor 1 No Not specified 1 Details

Not specified