Item Details

Document Acolyte [1] ( Document_Acolyte_TH )

ID 490610 Document Acolyte [1]
Document Acolyte [1] Buy Price: zeny Sell Price: 0 zeny Weight: 10 Slots: 1
Type: Armor/Garment/Boots/Headgear/Accessory item. Sub Type: Not specified Gender: Both Locations: Accessory Right
Attack: Not specified Magic Attack: Not specified Range: Not specified Defense: 7
Weapon Level: Not specified Armor Level: 1 Min. Equip Level: 100 Max. Equip Level: Not specified
Refineable: Not specified Gradable: Not specified Element: Neutral Classes: Fourth classes., All Third classes.

Catatan lengkap dari perjalanan seorang Priest yang telah menjelajahi Tomb of Honor
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ATK +100, ATK +10%,
MATK +100, MATK +10%,
After Cast-delay -10%,
Fisikal dan magical damage ke semua size musuh +10%,
Damage dari skill Judex dan Rampage Blast +30%.
------------------------
Jika digunakan oleh Arc Bishop,

Variable Cast-time dari skill Judex -100%,
Ketika menggunakan skill Judex mempunyai 35% kemungkinan untuk auto-cast Judex Lv.10 ke target,
Ignore MDEF semua race monster +50% (Kecuali Player)
------------------------
Jika digunakan oleh Sura,

Cooldown dari skill Earth Shaker dan Rampage Blast -1.5 detik,
Ignore DEF semua race monster +50% (Kecuali Player)
------------------------
[Set Bonus]
Document of Acolyte [1]
Old Mitra [1]

After Cast-delay -15%,

Per 2 tingkat tempa headgear:
Magic damage ke semua race monster +4%,
Damage dari skill Judex +40%.
------------------------
[Set Bonus]
Document of Acolyte [1]
Old Blazing Soul [1]

Ketika menggunakan skill Rampage Blast akan auto-cast skill Zen,

Per 2 tingkat tempa headgear:
Fisikal damage ke semua class monster +4%,
Damage dari skill Rampage Blast +10%.
------------------------
Jenis: Accessory (Kanan)
Berat: 10
Def: 7
Syarat Lv: 100
Job: Acolyte Class 3

The complete travel log of the Acolyte who explored the Tomb of Honor area.
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ATK + 100, ATK + 10%.
------------------------
MATK + 100, MATK + 10%.
------------------------
Reduce After Cast Delay by 10%.
------------------------
Increase physical and magic damage against all size enemies by 10%.
------------------------
Increase Judex and Rampage Blast damage by 30%.
------------------------
When equipped by Archbishop classes,
reduce Judex Variable Casting Time by 100%.
When using Judex, there's a 35% chance to auto cast Lv.10 Judex.
Ignore magic defense of all race enemies (except player) by 50%.
------------------------
When equipped by Sura classes,
reduce Earth Shaker and Rampage Blast cooldown by 1.5 seconds.
Ignore physical defense of all race enemies (except player) by 50%.
------------------------
Set Bonus:
Document Acolyte [1]
Old Mitra [1]

Reduce After Cast Delay by 15%.

For every 2 refine level of Headgear,
increase magic damage against all race enemies by 4%,
increase Judex damage by 40%.
------------------------
Set Bonus:
Document Acolyte [1]
Old Blazing Soul [1]

When using Rampage Blast, auto cast Lv.1 Zen.

For every 2 refine level of Headgear,
increase physical damage against all class enemies by 4%,
increase Rampage Blast damage by 10%.
------------------------
Type : Accessory (Right)
Def : 7
Weight : 10
Required Level : 100
Class : 3rd Class Acolyte

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
bonus bBaseAtk,100;
bonus2 bAddClass,Class_All,10;
bonus bMatk,100;
bonus bMatkRate,10;
bonus bDelayrate,-10;
bonus2 bAddSize,Size_All,10;
bonus2 bMagicAddSize,Size_All,10;
bonus2 bSkillAtk,"AB_JUDEX",30;
bonus2 bSkillAtk,"SR_RAMPAGEBLASTER",30;
if (eaclass()&EAJL_THIRD && BaseJob == Job_Priest) {
   bonus2 bVariableCastrate,"AB_JUDEX",-100;
   bonus4 bAutoSpellOnSkill,"AB_JUDEX","AB_JUDEX",10,350;
   bonus2 bIgnoreMdefRaceRate,RC_All,50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Doram,-50;
   bonus2 bIgnoreMdefRaceRate,RC_Player_Human,-50;
}
if (eaclass()&EAJL_THIRD && BaseJob == Job_Monk) {
   bonus2 bSkillCooldown,"SR_RAMPAGEBLASTER",-1500;
   bonus2 bIgnoreDefRaceRate,RC_All,50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Doram,-50;
   bonus2 bIgnoreDefRaceRate,RC_Player_Human,-50;
}
Script References
bBaseAtk Item Bonus
bBaseAtk
Signature:
bonus bBaseAtk,n;
Description:
Basic attack power + n
bAddClass Item Bonus
bAddClass
Signature:
bonus2 bAddClass,c,x;
Description:
+x% physical damage against class c
bMatk Item Bonus
bMatk
Signature:
bonus bMatk,n;
Description:
Magical attack power + n
bMatkRate Item Bonus
bMatkRate
Signature:
bonus bMatkRate,n;
Description:
Magical attack power + n%
bDelayrate Item Bonus
bDelayrate
Signature:
bonus bDelayrate,n;
Description:
Increases skill delay by n%
bAddSize Item Bonus
bAddSize
Signature:
bonus2 bAddSize,s,x;
Description:
+x% physical damage against size s
bMagicAddSize Item Bonus
bMagicAddSize
Signature:
bonus2 bMagicAddSize,s,x;
Description:
+x% magical damage against size s
bSkillAtk Item Bonus
bSkillAtk
Signature:
bonus2 bSkillAtk,sk,n;
Description:
Increases damage of skill sk by n%
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;
eaclass Command
eaclass
Signature:
eaclass({<job number>,<char_id>})
Description:
This commands returns the "eA job-number" corresponding to the given class, and uses the invoking player's class if none is given. The eA job-number is also a class number system, but it's one that comes with constants which make it easy to convert among classes. The command will return -1 if you pass it a job number which doesn't have an eA job-number equivalent.
Example:
.@eac = eaclass();
if ((.@eac&EAJ_BASEMASK) == EAJ_SWORDMAN)
mes "Your base job is Swordman.";
if (.@eac&EAJL_UPPER)
mes "You are a rebirth job.";
if ((.@eac&EAJ_UPPERMASK) == EAJ_SWORDMAN)
mes "You must be a Swordman, Baby Swordman or High Swordman.";
bVariableCastrate Item Bonus
bVariableCastrate
Signature:
bonus2 bVariableCastrate,sk,n;
Description:
Increases variable cast time of skill sk by n% (If RENEWAL_CAST is NOT defined, this bonus is equal to bCastrate)
bAutoSpellOnSkill Item Bonus
bAutoSpellOnSkill
Signature:
bonus5 bAutoSpellOnSkill,sk,x,y,n,i;
Description:
Adds a n/10% chance to autospell skill x at level y when using skill sk
bIgnoreMdefRaceRate Item Bonus
bIgnoreMdefRaceRate
Signature:
bonus2 bIgnoreMdefRaceRate,r,n;
Description:
Disregard n% of the target's MDEF if the target belongs to race r
bSkillCooldown Item Bonus
bSkillCooldown
Signature:
bonus2 bSkillCooldown,sk,t;
Description:
Increases cooldown of skill sk by t milliseconds
bIgnoreDefRaceRate Item Bonus
bIgnoreDefRaceRate
Signature:
bonus2 bIgnoreDefRaceRate,r,n;
Description:
Disregard n% of the target's DEF if the target belongs to race r
Not specified
Script References

No documented script references were detected.

Not specified
Script References

No documented script references were detected.

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Refine Group Item Level Refineable Weapon Level Armor Level Details
Refine Armor 1 No Not specified 1 Details

Not specified