Item Details

Red Square Bag [2] ( Red_Square_Bag )

ID 16001 Red Square Bag [2]
Red Square Bag [2] Precio de compra: 20 zeny Precio de venta: 10 zeny Peso: 50 Ranuras: 2
Tipo: Objeto de arma. Subtipo: Maza Género: Ambos Ubicaciones: Arma
Ataque: 130 Ataque mágico: No especificado Alcance: 1 Defensa: No especificado
Nivel de arma: 3 Nivel de armadura: No especificado Nivel de Equipamiento (Mín.): 50 Nivel de Equipamiento (Máx.): No especificado
Refinable: 1 Graduable: No especificado Elemento: Neutral Clases: Trascendente, Cuarta clases., Todo Trascendente, Todo Tercero

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%)
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
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;
Referencias del Script
bMaxHP Bono de Ítem
bMaxHP
Firma:
bonus bMaxHP,n;
Descripción:
MaxHP + n
bSkillAtk Bono de Ítem
bSkillAtk
Firma:
bonus2 bSkillAtk,sk,n;
Descripción:
Increases damage of skill sk by n%
bAddMonsterDropItem Bono de Ítem
bAddMonsterDropItem
Firma:
bonus3 bAddMonsterDropItem,iid,r,n;
Descripción:
Adds a n/100% chance for item iid to be dropped when killing a monster of race r
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
bAddEff Bono de Ítem
bAddEff
Firma:
bonus4 bAddEff,eff,n,atf,t;
Descripción:
Adds a n/100% chance to cause status eff for t milliseconds on the target when attacking
No especificado
Referencias del Script

No se detectaron referencias documentadas en este script.

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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