Item Details

Mental Stick [1] ( Mental_Stick )

ID 1654 Mental Stick [1]
Mental Stick [1] Buy Price: 20 zeny Sell Price: 10 zeny Weight: 50 Slots: 1
Type: Weapon item. Sub Type: Staff Gender: Both Locations: Weapon
Attack: 40 Magic Attack: 170 Range: 1 Defense: Not specified
Weapon Level: 3 Armor Level: Not specified Min. Equip Level: 102 Max. Equip Level: Not specified
Refineable: 1 Gradable: Not specified Element: Neutral Classes: Fourth classes., All Third classes.

Um cajado que converte energia elemental em força psíquica.
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Indestrutível em batalha.
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Em [Onda Psíquica]:
Custo de SP +60.
Conjuração variável -3 segundos.
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A cada refino a partir do +6:
HP máx. -2%.
Dano de [Onda Psíquica] +2%.
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Ao desequipar:
Drena 100 de HP.
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Tipo: Cajado
ATQ: 40 ATQM: 170
Peso: 50
Nível da arma: 3
Nível necessário: 102
Classes: Feiticeiros e evoluções

Staff yang mengubah kekuatan elemen menjadi fisik
Waktu Casting Psychic Wave berkurang 3 detik. Meningkatkan SP dari Psychic Wave sebanyak 60
Serangan meningkat 2% dan Maks HP berkurang 2% setiap upgrade diatas +6
Mengurangi SP 100 ketika dilepaskan
MATK + 170
Jenis : One-Hand Staff Serangan : 40
Berat : 50
Senjata Level : 3
Level Persyaratan : 102
Untuk Profesi : Sorcerer

A staff which converts elemental power into psychic energy.
Class: One-Handed Staff
Attack: 40
Magic Attack: 170
Property: Neutral
Weight: 50
Weapon Level: 3
Requires Level: 102
Usable By: Sorcerer
Reduces the variable casting time of Psychic Wave by 3%.
Increases the SP cost of Psychic Wave by 60.

Max HP - 2% per upgrade level of the item past the upgrade level of 5
Increases the damage of Psychic Wave by 2% per upgrade level of the item past the upgrade level of 5.

Drains 100 SP from the user when the item is unequipped.

A staff which converts elemental power into psychic energy.
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Type: Weapon
Class: One-Handed Staff
Attack: 40
Property: Neutral
Weight: 50
Weapon Level: 3
Required Level: 102
Jobs: Sorcerer Jobs
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MATK + 170
Variable Casting Time - 3 seconds for Psychic Wave.
Drains 100 SP from the user when the item is unequipped.
Increases SP cost of Psychic Wave by 60.
HP - 2% per upgrade level of the item past the upgrade level of 6.
Increases the damage of Psychic Wave by 2% per upgrade level of the item past the upgrade level of 6.
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Set Bonus
Diabolic Halo19249
Mental Stick1654
[Psychic Wave] damage +5% per 2 refine rate of weapon

Pom Spider (0.01%) Celia (0.01%) Celia Ringleader (0.05%) Fruits Pom Spider (0.01%)
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
.@r = getrefine();
if (.@r>5) {
   bonus2 bSkillAtk,"SO_PSYCHIC_WAVE",(.@r-5)*2;
   bonus bMaxHPrate,-(.@r-5)*2;
}
bonus2 bSkillVariableCast,"SO_PSYCHIC_WAVE",-3000;
bonus2 bSkillUseSP,"SO_PSYCHIC_WAVE",-60;
Script References
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
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;
bSkillAtk Item Bonus
bSkillAtk
Signature:
bonus2 bSkillAtk,sk,n;
Description:
Increases damage of skill sk by n%
bMaxHPrate Item Bonus
bMaxHPrate
Signature:
bonus bMaxHPrate,n;
Description:
MaxHP + n%
bSkillVariableCast Item Bonus
bSkillVariableCast
Signature:
bonus2 bSkillVariableCast,sk,t;
Description:
Increases variable cast time of skill sk by t milliseconds
bSkillUseSP Item Bonus
bSkillUseSP
Signature:
bonus2 bSkillUseSP,sk,n;
Description:
Decreases SP consumption of skill sk by n
Not specified
Script References

No documented script references were detected.

heal 0,-100;
Script References
heal Command
heal
Signature:
heal <hp>,<sp>{,<char_id>};
Description:
This command will heal a set amount of HP and/or SP on the invoking character. character and produces no other output whatsoever.
Example:
heal 30000,0; // This will heal 30,000 HP
heal 0,30000; // This will heal 30,000 SP
heal 300,300; // This will heal 300 HP and 300 SP

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Refine Group Item Level Refineable Weapon Level Armor Level Details
Refine Weapon 3 Yes 3 Not specified Details

Not specified