Item Details

Illusion Dea Staff [2] ( Dea_Staff_IL )

ID 550031 Illusion Dea Staff [2]
Illusion Dea Staff [2] Buy Price: zeny Sell Price: 0 zeny Weight: 100 Slots: 2
Type: Weapon item. Sub Type: Staff Gender: Both Locations: Weapon
Attack: 50 Magic Attack: 190 Range: 1 Defense: Not specified
Weapon Level: 4 Armor Level: Not specified Min. Equip Level: 120 Max. Equip Level: Not specified
Refineable: 1 Gradable: Not specified Element: Holy Classes: Fourth classes., All Third classes.

A imagem da Deusa Sagrada da Luz está entalhada neste cajado longo.
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Indestrutível em batalha.
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INT +6. VIT +2.
A cada 3 refinos:
Dano de [Judex] +20%.
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Ao realizar ataques mágicos:
1% de ativar um [efeito] por 5 segundos.
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Refino +7 ou mais:
Dano mágico de propriedade Sagrado +15%.
Refino +9 ou mais:
Pós-conjuração -15%.
Dano de [Judex] +30%.
Refino +11 ou mais:
Ao usar [Magnus Exorcismus], ativa [Bênção de Dea] por 15 segundos.
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Conjunto
[Manto Ilusional]
ATQM +50.
Pós-conjuração -10% adicional.
Arma e Armadura refinadas no +7 ou mais:
Dano mágico +10%.
Velocidade de ataque +2.
Soma dos refinos do conjunto 18 ou mais:
Dano mágico contra todas as raças de monstros +20%.
Soma dos refinos do conjunto 22 ou mais:
Conjuração variável -15%.
Pós-conjuração -10% adicional.
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Efeito:
Regenera 150 de SP por segundo.
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Bênção de Dea:
Dano mágico contra todos os Tamanhos +20%.
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Tipo: Cajado
ATQ: 50 ATQM: 190
Peso: 100
Propriedade: Sagrado
Nível da arma: 4
Nível necessário: 120
Classes: Arcebispos e evoluções

MATK +190
INT +6
VIT +2
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Ketika melakukan serangan magic,
terdapat peluang untuk memulihkan 150 SP per detik selama 4x
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Damage dari skill "Judex" +20% per 3 tingkat tempa
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Jika tingkat tempa +7 atau lebih,
Damage magic elemen holy +15%
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Jika tingkat tempa +9 atau lebih,
Damage dari skill "Judex" +30%
After Cast-delay -15%
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Jika tingkat tempa +11 atau lebih,
Ketika menggunakan skill "Magnus Exorcismus",
Damage magic ke semua size monster +20% selama 15 detik
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Set Bonus
Illusion Dea Staff
Illusion Saint Robe

MATK +50
After Cast-delay -10%

Jika tingkat tempa kedua item +7 atau lebih,
MATK +10%, ASPD +2

Jika total tingkat tempa kedua item +18 atau lebih,
Damage magic ke semua race monster +20%

Jika total tingkat tempa kedua item +22 atau lebih,
Variable Cast-time -15%
After Cast-delay -10%
------------------------
Jenis : Staff
ATK : 50
Weapon Lv. : 4
Element : Holy
Berat : 100
Syarat Lv : 120
Job : Archbishop

A long staff carved with the image of the Holy Goddess of Light.
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Indestructible in battle.
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MATK + 190, INT + 6, VIT + 2.
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There's a low chance to recover 150 SP every second, up to 4 times when dealing magical attacks.
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For every 3 refine level, increase Judex damage by 20%.
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When refined to +7 or higher, increase Holy property magical damage by 15%.
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When refined to +9 or higher, increase Judex damage by 30%, reduce After Cast Delay by 15%.
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When refined to +11 or higher, increase magical damage against all size enemies by 20% for 15 seconds when casting Magnus Exorcismus.
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Set Bonus:
Illusion Dea Staff [2]
Illusion Saint Robe [1]

MATK + 50, reduce After Cast Delay by 10%.
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When the refine level of each item in the set is 7 or higher, MATK + 10%, ASPD + 2.
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When the total refine level of set is 18 or higher, increase magical damage against all race monsters by 20%.
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When the total refine level of set is 22 or higher, reduce Variable Casting Time by 15%, reduce After Cast Delay by additional 10%.
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Type : One-Handed Staff
Attack : 50
Weight : 100
Property : Holy
Weapon Level : 4
Required Level : 120
Jobs : Archbishop

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
.@r = getrefine();
bonus bAtkEle,Ele_Holy;
bonus bUnbreakableWeapon;
bonus bVit,2;
bonus bInt,6;
autobonus "{ bonus2 bSPRegenRate,150,1000; }",1,4000,BF_MAGIC;
bonus2 bSkillAtk,"AB_JUDEX",20*(.@r/3);
if (.@r>=7) {
   bonus2 bMagicAtkEle,Ele_Holy,15;
   if (.@r>=9) {
      bonus bDelayrate,-15;
      bonus2 bSkillAtk,"AB_JUDEX",30;
      if (.@r>=11) {
         autobonus3 "{ bonus2 bMagicAddSize,Size_All,20; }",1000,15000,"PR_MAGNUS";
      }
   }
}
Script References
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
bAtkEle Item Bonus
bAtkEle
Signature:
bonus bAtkEle,e;
Description:
Gives the player's attacks element e
bUnbreakableWeapon Item Bonus
bUnbreakableWeapon
Signature:
bonus bUnbreakableWeapon;
Description:
Weapon cannot be damaged/broken by any means
bVit Item Bonus
bVit
Signature:
bonus bVit,n;
Description:
VIT + n
bInt Item Bonus
bInt
Signature:
bonus bInt,n;
Description:
INT + n
bSPRegenRate Item Bonus
bSPRegenRate
Signature:
bonus2 bSPRegenRate,n,t;
Description:
Gain n SP every t milliseconds
bSkillAtk Item Bonus
bSkillAtk
Signature:
bonus2 bSkillAtk,sk,n;
Description:
Increases damage of skill sk by n%
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;
bMagicAtkEle Item Bonus
bMagicAtkEle
Signature:
bonus2 bMagicAtkEle,e,x;
Description:
Increases damage of e element magic by x%
bDelayrate Item Bonus
bDelayrate
Signature:
bonus bDelayrate,n;
Description:
Increases skill delay by n%
autobonus3 Command
autobonus3
Signature:
autobonus3 <bonus script>,<rate>,<duration>,<skill id>,{<other script>};
autobonus3 <bonus script>,<rate>,<duration>,"<skill name>",{<other script>};
Description:
These commands are meant to be used in item scripts only! See 'petautobonus' for pet usage. What these commands do is 'attach' a script to the player which will get executed on attack (or when attacked in the case of autobonus2). Rate is the trigger rate of the script (1000 = 100%). Duration is the time in milliseconds that the bonus will last for since the script has triggered. Skill ID/skill name the skill which will be used as trigger to start the bonus. (autobonus3) The optional argument 'flag' is used to classify the type of attack where the script can trigger (it shares the same flags as the bAutoSpell bonus script): Range criteria: Attack type criteria: Skill criteria: The difference between the optional argument 'other script' and the 'bonus script' is that, the former one triggers only when attacking(or attacked) and the latter one runs on status calculation as well, which makes sure, within the duration, the "bonus" that get lost on status calculation is restored. So, 'bonus script' is technically supposed to accept "bonus" command only. And we usually use 'other script' to show visual effects. In all cases, when the script triggers, the attached player will be the one who holds the bonus. There is currently no way of knowing within this script who was the other character (the attacker in autobonus2, or the target in autobonus and autobonus3). //Grants a 1% chance of starting the state "all stats +10" for 10 seconds when //using weapon or misc attacks (both melee and ranged skills) and shows a special //effect when the bonus is active.
Example:
BF_SHORT:  Trigger on melee attack
BF_LONG:   Trigger on ranged attack
Default:   BF_SHORT+BF_LONG
BF_WEAPON: Trigger on weapon skills
BF_MAGIC:  Trigger on magic skills
BF_MISC:   Trigger on misc skills
Default:   BF_WEAPON
BF_NORMAL: Trigger on normal attacks
BF_SKILL:  Trigger on skills
default:   If the attack type is BF_WEAPON (only) BF_NORMAL is used,
otherwise BF_SKILL+BF_NORMAL is used.
autobonus "{ bonus bAllStats,10; }",10,10000,BF_WEAPON|BF_MISC,"{ specialeffect2 EF_FIRESPLASHHIT; }";
bMagicAddSize Item Bonus
bMagicAddSize
Signature:
bonus2 bMagicAddSize,s,x;
Description:
+x% magical damage against size s
Not specified
Script References

No documented script references were detected.

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Script References

No documented script references were detected.

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Refine Group Item Level Refineable Weapon Level Armor Level Details
Refine Weapon 4 Yes 4 Not specified Details

Not specified