Item Details

Sage's Diary [2] ( Diary_Of_Great_Sage )

ID 1560 Sage's Diary [2]
Sage's Diary [2] Precio de compra: 20 zeny Precio de venta: 10 zeny Peso: 110 Ranuras: 2
Tipo: Objeto de arma. Subtipo: Libro Género: Ambos Ubicaciones: Arma
Ataque: 100 Ataque mágico: 120 Alcance: 1 Defensa: No especificado
Nivel de arma: 3 Nivel de armadura: No especificado Nivel de Equipamiento (Mín.): 60 Nivel de Equipamiento (Máx.): No especificado
Refinable: 1 Graduable: No especificado Elemento: Neutral Clases: No especificado

O diário de um grande sábio, publicado sem o seu conhecimento.
--------------------------
Indestrutível em batalha.
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FOR base 50 ou mais:
Velocidade de ataque +5%.
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INT base 70 ou mais:
Dano mágico +5%.
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Tipo: Livro
ATQ: 100 ATQM: 120
Peso: 110
Nível da arma: 3
Nível necessário: 60
Classes: Sacerdotes, Sábios, Mestres Taekwons e evoluções

Sebuah diary dari seorang sage yang isinya adalah tentang semua pemikirannya.
MATK + 120, Kecepatan Serangan meningkat dan mengurangi delay setelah menyerang sebesar 5% jika pemakai memiliki 50 STR point atau lebih. MATK +5% jika pemakai memilik 70 INT point atau lebih.
Jenis : Buku Serangan : 100
Berat : 110
Senjata Level : 3
Level Persyaratan : 60
Untuk Profesi : Priest, Sage

A book of a great sage, that recorded his knowledge in a diary format.
Class: Book
Attack: 100
Magic Attack: 120
Property: Neutral
Weight: 110
Weapon Level: 3
Requires Level: 60
Usable By: Priest Jobs, Sage Jobs, Taekwon Master
If the user's base Str is 50 or higher,
Aspd + 5%
If the user's base Int is 70 or higher,
MATK + 5%

A diary of a great sage. He never knew that it was published.
Matk +120
[If base Str > 49]
Aspd +5%
[If base Int > 69]
Matk +5%
Class: Book
Attack: 100
Weight: 110
Weapon Level: 3
Required Level: 60
Jobs: Priest / Sage / Taekwon Master

No especificado

Banderas
¿Puede agregarse a una tienda de compra de jugador? No
¿Invoca un monstruo? No
¿Forma parte de un contenedor? No
¿Tiene pila única? No
¿Se vincula al equipar? No
¿Anuncia el drop? No
¿Se consume al usarlo?
¿Tiene efecto al caer? No
Apilamiento
No especificado
Uso
No especificado
Comercio
Sobrescribir No especificado
¿Puede soltarse?
¿Puede comerciarse?
¿Puede comerciarse con la pareja?
¿Puede venderse a NPC?
¿Puede colocarse en el carrito?
¿Puede colocarse en el almacén?
¿Puede colocarse en el almacén de guild?
¿Puede enviarse por correo?
¿Puede ponerse en subasta?
Retraso
No especificado
if (readparam(bStr)>=50)
   bonus bAspdRate,5;
if (readparam(bInt)>=70)
   bonus bMatkRate,5;
Referencias del Script
if Comando
if
Firma:
if (<condition>) <statement>;
Descripción:
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.
Ejemplo:
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 Comando
readparam
Firma:
readparam(<parameter number>{,"<character name>"})
readparam(<parameter number>{,<char_id>})
Descripción:
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.
Ejemplo:
// 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 Bono de Ítem
bStr
Firma:
bonus bStr,n;
Descripción:
STR + n
bAspdRate Bono de Ítem
bAspdRate
Firma:
bonus bAspdRate,n;
Descripción:
Attack speed + n%
bInt Bono de Ítem
bInt
Firma:
bonus bInt,n;
Descripción:
INT + n
bMatkRate Bono de Ítem
bMatkRate
Firma:
bonus bMatkRate,n;
Descripción:
Magical attack power + n%
No especificado
Referencias del Script

No se detectaron referencias documentadas en este script.

No especificado
Referencias del Script

No se detectaron referencias documentadas en este script.

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Refinado Grupo Nivel del objeto Refinable Nivel de arma Nivel de armadura Detalles
Refinado Arma 3 3 No especificado Detalles

No especificado