Item Details

Red Square Bag [2] ( Red_Square_Bag )

ID 16001 Red Square Bag [2]
Red Square Bag [2] Buy Price: 20 zeny Sell Price: 10 zeny Weight: 50 Slots: 2
Type: Weapon item. Sub Type: Mace Gender: Both Locations: Weapon
Attack: 130 Magic Attack: Not specified Range: 1 Defense: Not specified
Weapon Level: 3 Armor Level: Not specified Min. Equip Level: 50 Max. Equip Level: Not specified
Refineable: 1 Gradable: Not specified Element: Neutral Classes: Transcendent classes (no Transcendent-Third classes)., Fourth classes., All Transcendent classes., All Third classes.

Bolsa oficial da Sociedade dos Alquimistas. Seu design único e seu tom vivo de vermelho são populares.
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Indestrutível em batalha.
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HP máx. +200.
Dano de [Terror Ácido] e [Fogo Grego] +20%.
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FOR base 90 ou mais:
Ao realizar ataques físicos, 5% de chance de infligir [Atordoamento] no oponente.
Ao derrotar monstros, chance de derrubar Poção Vermelha, Laranja, Amarela, Branca ou Azul.
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Tipo: Maça
ATQ: 130 ATQM: 0
Nível da Arma: 3
Peso: 50
Nível necessário: 50
Classes que utilizam: Transcendentais de Espadachins, Noviços, Mercadores e evoluções

Tas resmi dari perkumpulan Alchemist. Desain yang unik dengan warna merah bercahaya yang begitu digemari dikalangan wanita.
MHP +200.
Kekuatan serang skill 'Acid Terror' dan 'Demonstration' meningkat sebesar 20%. Ketika STR lebih dari 90, meningkatkan % Stun sebesar 5% ketika melakukan serangan fisik jarak dekat, Ketika monster mati akan menjatuhkan potion.
Jenis : Mace Serangan : 130
Berat : 50
Senjata Level: 3
Level Persyaratan : 50
Profesi : High Swordman, High Merchant dan High Acolyte

The official bag of the Alchemist Society. Its unique design and bright red color is pupular among women.
MaxHP +200.
The attack power of 'Acid Terror' and 'Bomb' increases by 20%.
If Str is over 90, has a 5% chance of adding Stun with close-ranged physical attacks.
When a monster is killed, it has a chance of droping a random potion.
Class : Mace
Attack : 130
Weight : 50
Weapon Level:3
Required Level : 50
Job : Transcendent Swordman/Merchant/Acolyte Classes

The official bag of the Alchemist Society. Its unique design and bright red color is pupular among women.
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MaxHP +200.
[Acid Terror] and [Bomb] damage +20%
When a monster is killed, it has a chance of droping a random potion.
[If STR 90 or higher]
Has a chance to apply [Stun] on enemy when dealing physical melee damage.
Class: Mace
Attack: 130
Weight: 50
Weapon Level:3
Required Level: 50
Job: Transcendent Swordsman/Merchant/Acolyte Classes

Mistress (0.50%) Mistress (0.50%)
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 bMaxHP,200;
bonus2 bSkillAtk,"AM_ACIDTERROR",20;
bonus2 bSkillAtk,"AM_DEMONSTRATION",20;
bonus2 bAddMonsterDropItem,501,50;
bonus2 bAddMonsterDropItem,502,20;
bonus2 bAddMonsterDropItem,503,20;
bonus2 bAddMonsterDropItem,504,20;
bonus2 bAddMonsterDropItem,505,10;
if (readparam(bStr)>=95)
   bonus2 bAddEff,Eff_Stun,500;
Script References
bMaxHP Item Bonus
bMaxHP
Signature:
bonus bMaxHP,n;
Description:
MaxHP + n
bSkillAtk Item Bonus
bSkillAtk
Signature:
bonus2 bSkillAtk,sk,n;
Description:
Increases damage of skill sk by n%
bAddMonsterDropItem Item Bonus
bAddMonsterDropItem
Signature:
bonus3 bAddMonsterDropItem,iid,r,n;
Description:
Adds a n/100% chance for item iid to be dropped when killing a monster of race r
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;
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
bAddEff Item Bonus
bAddEff
Signature:
bonus4 bAddEff,eff,n,atf,t;
Description:
Adds a n/100% chance to cause status eff for t milliseconds on the target when attacking
Not specified
Script References

No documented script references were detected.

Not specified
Script References

No documented script references were detected.

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

Not specified