Item Details

Dea Staff [1] ( Dea_Staff )

ID 2005 Dea Staff [1]
Dea Staff [1] Precio de compra: 20 zeny Precio de venta: 10 zeny Peso: 100 Ranuras: 1
Tipo: Objeto de arma. Subtipo: Báculos de Dos Manos Género: Ambos Ubicaciones: Mano_Derecha + Mano_Izquierda
Ataque: 30 Ataque mágico: 220 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: Sagrado Clases: Trascendente, Cuarta clases., Todo Trascendente, Todo Tercero

A imagem da Deusa Sagrada da Luz está entalhada neste cajado longo.
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Indestrutível em batalha.
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Ao usar [Curar]:
20% de chance de recuperar 200 de SP.
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A cada 2 refinos:
Dano mágico +1%.
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Tipo: Cajado de Duas Mãos
ATQ: 30 ATQM: 220
Peso: 100
Propriedade: Sagrado
Nível da arma: 3
Nível necessário: 50
Classes: Transcendentais de Noviços e evoluções

Staff panjang yang dihiasai oleh cahaya mahkota dewi.
MATK + 220, INT +6, VIT +2. Berelemen Holy.
Memulihkan MaxSP 200 dengan kemungkinan kecil ketika menggunakan skill 'Heal'. MATK + 1% untuk setiap 1 level tempa.
Jenis : Two-Handed Staff Serangan : 30
Berat : 100
Senjata Level: 3
Level Persyaratan : 50
Profesi : High Acolyte

The image of the Sacred Goddess of Light is carved onto this long staff.
Class: Two-Handed Staff
Attack: 30
Magic Attack: 220
Property: Holy
Weight: 100
Weapon Level: 3
Requires Level: 50
Usable By: High Priest Jobs, Champion Jobs
Int + 6
Vit + 2
Adds a chance of restoring 200 SP to the user when using Heal.
MATK + 1% per 2 upgrade level of the item.

The image of the Sacred Goddess of Light is carved onto this long staff.
Matk + 220, Int +6, Vit +2. Holy Elemental.
Has a chance of Recovering 200 SP when using 'Heal'.
Increases Matk by 1% for every refine level.
Class: Two-Handed Staff
Attack: 30
Weight: 100
Weapon Level:3
Required Level: 50
Job: Transcendent Acolyte Classes

Maya (0.50%) Silent Maya (3.00%)
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 bAtkEle,Ele_Holy;
bonus bMatkRate,getrefine()/2;
bonus bInt,6;
bonus bVit,2;
autobonus3 "{ }",20,1000,"AL_HEAL","{ specialeffect2 EF_MAGICALATTHIT; heal 0,200; }";
Referencias del Script
bAtkEle Bono de Ítem
bAtkEle
Firma:
bonus bAtkEle,e;
Descripción:
Gives the player's attacks element e
bMatkRate Bono de Ítem
bMatkRate
Firma:
bonus bMatkRate,n;
Descripción:
Magical attack power + n%
getrefine Comando
getrefine
Firma:
getrefine()
Descripción:
function is called. This function is intended for use in item scripts.
bInt Bono de Ítem
bInt
Firma:
bonus bInt,n;
Descripción:
INT + n
bVit Bono de Ítem
bVit
Firma:
bonus bVit,n;
Descripción:
VIT + n
autobonus3 Comando
autobonus3
Firma:
autobonus3 <bonus script>,<rate>,<duration>,<skill id>,{<other script>};
autobonus3 <bonus script>,<rate>,<duration>,"<skill name>",{<other script>};
Descripción:
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.
Ejemplo:
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; }";
specialeffect2 Comando
specialeffect2
Firma:
specialeffect2 <effect number>{,<send_target>{,"<Player Name>"}};
Descripción:
This command behaves identically to 'specialeffect', but the effect will be centered on the invoking character's sprite. <Player name> parameter will display <effect number> on another Player than the one currently attached to the script. Like with specialeffect, when specifying a player, <send_target> must be supplied, specifying AREA will retain the default behavior of the command.
heal Comando
heal
Firma:
heal <hp>,<sp>{,<char_id>};
Descripción:
This command will heal a set amount of HP and/or SP on the invoking character. character and produces no other output whatsoever.
Ejemplo:
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
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