Item Details

Sage's Diary [2] ( Diary_Of_Great_Sage )

ID 1560 Sage's Diary [2]
Sage's Diary [2] Buy Price: 20 zeny Sell Price: 10 zeny Weight: 110 Slots: 2
Type: Weapon item. Sub Type: Book Gender: Both Locations: Weapon
Attack: 100 Magic Attack: 120 Range: 1 Defense: Not specified
Weapon Level: 3 Armor Level: Not specified Min. Equip Level: 60 Max. Equip Level: Not specified
Refineable: 1 Gradable: Not specified Element: Neutral Classes: Not specified

O diário de um grande sábio, publicado sem o seu conhecimento.
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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

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
if (readparam(bStr)>=50)
   bonus bAspdRate,5;
if (readparam(bInt)>=70)
   bonus bMatkRate,5;
Script References
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
bAspdRate Item Bonus
bAspdRate
Signature:
bonus bAspdRate,n;
Description:
Attack speed + n%
bInt Item Bonus
bInt
Signature:
bonus bInt,n;
Description:
INT + n
bMatkRate Item Bonus
bMatkRate
Signature:
bonus bMatkRate,n;
Description:
Magical attack power + n%
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 3 Yes 3 Not specified Details

Not specified