Item Details

Holy Bible [2] ( Demon_Hunting_Bible_BR )

ID 28617 Holy Bible [2]
Holy Bible [2] Buy Price: zeny Sell Price: 0 zeny Weight: 50 Slots: 2
Type: Weapon item. Sub Type: Book Gender: Both Locations: Weapon
Attack: 30 Magic Attack: 170 Range: 1 Defense: Not specified
Weapon Level: 3 Armor Level: Not specified Min. Equip Level: 110 Max. Equip Level: Not specified
Refineable: 1 Gradable: Not specified Element: Neutral Classes: Fourth classes., All Third classes.

Essencial para Arcebispos, essa Bíblia foi usada séculos atrás pelos irmãos Linchester, os consagrados caçadores de demônios. Mas não se preocupe, você não precisa saber latim para usá-la, basta ter sabedoria e fé para que as bênçãos caiam sobre você. Com elas, as criaturas sombrias se afastarão e uma poderosa proteção divina te envolverá.
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INT +2. DES +2.
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Cura recebida +10%.
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Dano de [Magnus Exorcismus] +40%.
A cada 3 de INT base:
Dano de [Magnus Exorcismus] +2%.
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Refino +1 ou mais:
Ao receber danos físicos, 5% de chance de ativar um [efeito] por 1 segundo.
A cada refino a partir do +2:
Duração do [efeito] +1 segundo.
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Efeito:
Ignora 100% da DEFM de personagens, monstros normais e chefes.
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Conjunto
[Anel Espiritual]
Conjuração variável de [Magnus Exorcismus] -25%.
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Tipo: Livro
ATQ: 30 ATQM: 170
Peso: 50
Nível da arma: 3
Nível necessário: 110
Classes: Arcebispos

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 bInt,2;
bonus bDex,2;
bonus bHealPower2,10;
bonus bAddItemHealRate,10;
bonus2 bSkillAtk,"PR_MAGNUS",40+(2*(readparam(bInt)/3));
if (.@r>=1)
   autobonus2 "{ bonus2 bIgnoreDefClassRate,Class_Normal,100; bonus2 bIgnoreDefClassRate,Class_Boss,100; }",50,1000*(.@r/2),BF_WEAPON;
Script References
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
bInt Item Bonus
bInt
Signature:
bonus bInt,n;
Description:
INT + n
bDex Item Bonus
bDex
Signature:
bonus bDex,n;
Description:
DEX + n
bHealPower2 Item Bonus
bHealPower2
Signature:
bonus bHealPower2,n;
Description:
Increases heal amount if you are healed by any skills by n%
bAddItemHealRate Item Bonus
bAddItemHealRate
Signature:
bonus2 bAddItemHealRate,iid,n;
Description:
Increases HP recovered by n% for item iid
bSkillAtk Item Bonus
bSkillAtk
Signature:
bonus2 bSkillAtk,sk,n;
Description:
Increases damage of skill sk by n%
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!";
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;
bIgnoreDefClassRate Item Bonus
bIgnoreDefClassRate
Signature:
bonus2 bIgnoreDefClassRate,c,n;
Description:
Disregard n% of the target's DEF if the target belongs to class c
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