Item Details

The Spirit Of World ( Sprit_Of_World )

ID 420134 The Spirit Of World
The Spirit Of World Buy Price: zeny Sell Price: 0 zeny Weight: 60 Slots: Not specified
Type: Armor/Garment/Boots/Headgear/Accessory item. Sub Type: Not specified Gender: Both Locations: Lower 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

MATK +60.
Recover 60 HP tiap 6 detik.
------------------------
Tiap 10 Base STR : Magic elemen Neutral +2%.

Tiap 10 Base AGI : Magic elemen Wind +2%.

Tiap 10 Base VIT : Magic elemen Earth +2%.

Tiap 10 Base INT : Magic elemen Fire +2%.

Tiap 10 Base Dex : Magic elemen Water +2%.

Tiap 10 Base Luk : Magic elemen Holy +2%.

Tiap Base (STR+AGI
+VIT+INT+DEX+LUK) total 60, Magic elemen Ghost +2%.
------------------------
Jenis : Headgear
Posisi : Lower
Def : 0
Berat : 60
Syarat Lv : 100
Job : Semua Job

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
.@str = readparam(bStr);
.@agi = readparam(bAgi);
.@vit = readparam(bVit);
.@int = readparam(bInt);
.@dex = readparam(bDex);
.@luk = readparam(bLuk);
bonus bMatk,60;
bonus2 bHPRegenRate,60,6000;
bonus2 bMagicAtkEle,Ele_Neutral,2*(.@str/10);
bonus2 bMagicAtkEle,Ele_Wind,2*(.@agi/10);
bonus2 bMagicAtkEle,Ele_Earth,2*(.@vit/10);
bonus2 bMagicAtkEle,Ele_Fire,2*(.@int/10);
bonus2 bMagicAtkEle,Ele_Water,2*(.@dex/10);
bonus2 bMagicAtkEle,Ele_Holy,2*(.@luk/10);
if (.@str + .@agi + .@vit + .@int + .@dex + .@luk >= 60)
   bonus2 bMagicAtkEle,Ele_Ghost,2;
hateffect HAT_EF_STRANGELIGHTS,true;
Script References
readparam Command
readparam
Signature:
readparam(<parameter number>{,"<character name>"})
readparam(<parameter number>{,<char_id>})
Description:
This function will return the specified stat of the invoking character, or, if a character name or character id is specified, of that player. The stat can either be a number or parameter name, defined in ''. Some example parameters: StatusPoint, BaseLevel, SkillPoint, Class, Upper, Zeny, Sex, Weight, MaxWeight, JobLevel, BaseExp, JobExp, NextBaseExp, NextJobExp, Hp, MaxHp, Sp, MaxSp, BaseJob, Karma, Manner, bVit, bDex, bAgi, bStr, bInt, bLuk, Ap, MaxAp All of these also behave as variables, but don't expect to be able to just 'set' them - some will not work for various internal reasons. Example 1: Using this particular information as a function call is not required. Typing this will return the same result: Example 2: You can also use this command to get stat values.
Example:
// Returns how many status points you haven't spent yet.
mes "Unused status points: " + readparam(9);
mes "Unused status points: " + StatusPoint;
if (readparam(bVit) > 77)
mes "Only people with over 77 Vit are reading this!";
bStr Item Bonus
bStr
Signature:
bonus bStr,n;
Description:
STR + n
bAgi Item Bonus
bAgi
Signature:
bonus bAgi,n;
Description:
AGI + n
bVit Item Bonus
bVit
Signature:
bonus bVit,n;
Description:
VIT + n
bInt Item Bonus
bInt
Signature:
bonus bInt,n;
Description:
INT + n
bDex Item Bonus
bDex
Signature:
bonus bDex,n;
Description:
DEX + n
bLuk Item Bonus
bLuk
Signature:
bonus bLuk,n;
Description:
LUK + n
bMatk Item Bonus
bMatk
Signature:
bonus bMatk,n;
Description:
Magical attack power + n
bHPRegenRate Item Bonus
bHPRegenRate
Signature:
bonus2 bHPRegenRate,n,t;
Description:
Gain n HP every t milliseconds
bMagicAtkEle Item Bonus
bMagicAtkEle
Signature:
bonus2 bMagicAtkEle,e,x;
Description:
Increases damage of e element magic by x%
if Command
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.
Example:
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;
hateffect Command
hateffect
Signature:
hateffect(<hat effect id>,<state>{,<target id>});
Description:
Sets a Hat Effect onto the unit specified by <target id>. If no ID is specified, the attached unit will be used. <state> can be true to enable or false to disable. The Hat Effect constants can be found in '' starting with HAT_EF_*. Examples: Requires client 2015-05-13aRagEXE or newer.
Example:
hateffect HAT_EF_FLUTTER_BUTTERFLY, true; // Enables the hat effect on attached player
hateffect HAT_EF_FLUTTER_BUTTERFLY, true, getcharid(3); // Enables the hat effect on attached player
hateffect HAT_EF_FLUTTER_BUTTERFLY, true, getnpcid(0); // Enables the hat effect on invoking NPC
monster "prontera",50,50,"--en--",1002,1;
hateffect HAT_EF_FLUTTER_BUTTERFLY, true, $@mobid; // Enables the hat effect on a spawned mob
Not specified
Script References

No documented script references were detected.

hateffect HAT_EF_STRANGELIGHTS,false;
Script References
hateffect Command
hateffect
Signature:
hateffect(<hat effect id>,<state>{,<target id>});
Description:
Sets a Hat Effect onto the unit specified by <target id>. If no ID is specified, the attached unit will be used. <state> can be true to enable or false to disable. The Hat Effect constants can be found in '' starting with HAT_EF_*. Examples: Requires client 2015-05-13aRagEXE or newer.
Example:
hateffect HAT_EF_FLUTTER_BUTTERFLY, true; // Enables the hat effect on attached player
hateffect HAT_EF_FLUTTER_BUTTERFLY, true, getcharid(3); // Enables the hat effect on attached player
hateffect HAT_EF_FLUTTER_BUTTERFLY, true, getnpcid(0); // Enables the hat effect on invoking NPC
monster "prontera",50,50,"--en--",1002,1;
hateffect HAT_EF_FLUTTER_BUTTERFLY, true, $@mobid; // Enables the hat effect on a spawned mob

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

Not specified