Item Details

LV5 Aspersio Scroll ( Aspersio_5_Scroll )

ID 12217 LV5 Aspersio Scroll
LV5 Aspersio Scroll Buy Price: 2 zeny Sell Price: 1 zeny Weight: 1 Slots: Not specified
Type: Usable item. Sub Type: Not specified Gender: Both Locations: Not specified
Attack: Not specified Magic Attack: Not specified Range: Not specified Defense: Not specified
Weapon Level: Not specified Armor Level: Not specified Min. Equip Level: Not specified Max. Equip Level: Not specified
Refineable: Not specified Gradable: Not specified Element: Neutral Classes: Not specified

Intransferível.
Pergaminho mágico criado com a essência de magia antiga.
Consome 1 Água Benta para ativar [Aspersio] nv. 5.
Peso: 1

Gulungan untuk yang memiliki spesial efek yaitu memberikan level 5 Aspersio.
Gulungan akan hilang jika tidak memiliki holy water.
_
Berat : 1

A scroll in which
a single use of
Level 5 Aspersio
has been recorded.
If there is no Holy
Water, scroll will be
damaged when used.
Caution-- This item
won't work while your
character is casting
a spell or skill.
_
Weight : 1

Account Bound.
A scroll in which
a single use of
Level 5 Aspersio
has been recorded.
If there is no Holy
Water, scroll will be
damaged when used.
Caution-- This item
won't work while your
character is casting
a spell or skill.
-------------
Weight: 1

All

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
Override Not specified
Can be used while sitting? No
Trade
Override Not specified
Can be dropped? No
Can be traded? No
Can be traded with partner? Yes
Can be sold to NPC? No
Can be placed in cart? No
Can be placed in storage? Yes
Can be placed in guild storage? No
Can be sent by mail? No
Can be put in auction? No
Delay
Not specified
if (countitem(523)>0) {
   skilleffect "PR_ASPERSIO",0;
   sc_start SC_ASPERSIO,180000,5;
   delitem 523,1;
}
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;
countitem Command
countitem
Signature:
countitem(<item id>{,<accountID>})
countitem("<item name>"{,<accountID>})
Description:
invoking character has in the inventory. Like 'getitem', this function will also accept an 'english name' from the database as an argument. If you want to state the number at the end of a sentence, you can do it by adding up strings:
Example:
mes "[Item Checker]";
mes "Hmmm, it seems you have " + countitem(502) + " apples";
close;
mes "[Item Checker]";
mes "Hmmm, the total number of apples you are holding is " + countitem("APPLE");
close;
skilleffect Command
skilleffect
Signature:
skilleffect <skill id>,<number>{,<game ID>};
skilleffect "<skill name>",<number>{,<game ID>};
Description:
attached character or, when defined, on any unit with the given ID. involves displaying of a number (healing or damaging). Note, that this command will not actually use the skill, it is intended for scripts, which simulate skill usage by the NPC, such as buffs, by setting appropriate status and displaying the skill's effect. This will heal the character with 2000 HP, buff it with Blessing Lv 10 and Increase AGI Lv 5, and display appropriate effects.
Example:
mes "Be blessed!";
// Heal of 2000 HP
heal 2000,0;
skilleffect 28,2000;
// Blessing Level 10
sc_start SC_BLESSING,240000,10;
skilleffect 34,0;
// Increase AGI Level 5
sc_start SC_INCREASEAGI,140000,5;
skilleffect 29,0;
delitem Command
delitem
Signature:
delitem <item id>,<amount>{,<account ID>};
delitem "<item name>",<amount>{,<account ID>};
Description:
This command will remove a specified amount of items from the invoking/target character. Like all the item commands, it uses the item ID found inside ''. It is always a good idea to check if the player actually has the items before you delete them. If you try to delete more items that the player has, the player will lose the ones he/she has and the script will terminate with an error. Like 'getitem', this command will also accept an 'english name' field from the database. If the name is not found, nothing will be deleted.
Example:
delitem 502,10; // The person will lose 10 apples
delitem 617,1;  // The person will lose 1 Old Violet Box
Not specified
Script References

No documented script references were detected.

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Script References

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