Item Details

Traveler Shoes ( Traveler_Shoes )

ID 22198 Traveler Shoes
Traveler Shoes Kaufpreis: 20 zeny Verkaufspreis: 10 zeny Gewicht: 50 Slots: Nicht angegeben
Typ: Rüstung/Umhang/Schuhe/Kopfbedeckung/Accessoire-Gegenstand. Untertyp: Nicht angegeben Geschlecht: Beide Orte: Schuhe
Angriff: Nicht angegeben Magie Angriff: Nicht angegeben Reichweite: Nicht angegeben Verteidigung: 15
Waffenlevel: Nicht angegeben Rüstungslevel: 1 Min. Ausrüstungslevel: 100 Max. Ausrüstungslevel: Nicht angegeben
Veredelbar: 1 Gradierbar: Nicht angegeben Element: Neutral Klassen: Nicht angegeben

Não podem te falar pra “descer do salto” se você estiver calçando estes tamancos. Afinal, o que as pessoas do seu grupo de up fariam sem uma Musa com os bônus incríveis destes saltos?
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HP e SP máx. +3%.
Dano mágico +2%.
Dano mágico de propriedade Neutro +2%.
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Ao aprender [Canção de Frigga] nv. 5:
HP máx. +10%.
Ao aprender [Ritmo Contagiante] nv. 5:
Todos os atributos +5.
Ao aprender [Harmonizar] nv. 5:
Velocidade de ataque +5%.
Ao aprender [Ode a Hela] nv. 5:
Dano de [Ruído Estridente] +20%.
Conjuração variável de [Ruído Estridente] -20%.
Ao aprender [Melodia de Morfeu] nv. 5:
Ao realizar ataques mágicos, 4% de chance de infligir Sono no alvo.
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Refino +5 ou mais:
HP e SP máx. +7% adicional.
Dano mágico +3% adicional.
Dano mágico de propriedade Neutro +3% adicional.
Refino +7 ou mais:
HP e SP máx. +10% adicional.
Dano mágico +5% adicional.
Dano mágico de propriedade Neutro +5% adicional.
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Tipo: Calçado
DEF: 15 DEFM: 15
Peso: 50
Nível necessário: 100
Classes: Todas

Shoes fit for a traveler with much work to be done.
Class: Shoes
Defense: 15
Weight: 50
Requires Level: 100
Mdef + 15.
MaxHP + 3%, MaxSP + 3%.
MATK + 2%.
Increases neutral property magical damage by 2%.
All stat + 1 per each level of Swing Dance user learned.
Attack speed + 4% per each level of Harmonize user learned.
MaxHP + 2% per each level of Frigg's Song user learned.
Increases damage of Metallic Sound by 10% and reduces casting time of Metallic Sound by 10% per each level of Gloomy Shyness user learned.
If user learned Deep Sleep Lullaby level 1, has a chance of inflicting sleep on an enemy when dealing magical damage.
Increases a chance of inflicting sleep per each level of Deep Sleep Lullaby user learned.
If refine rate is 5 or higher, additional MaxHP/MaxSP + 7%,
additional MATK + 3%,
Increases neutral property magical damage by additional 3%.
If refine rate is 7 or higher, additional MaxHP/MaxSP + 10%,
additional MATK + 5%,
Increases neutral property magical damage by additional 5%.

Shoes fit for a traveler with much work to be done.
Max HP +3%, Max SP +3%.
MATK damage +2%.
Neutral property MATK damage +2%.
If refine rate is +5, additionally Max HP +7%, Max SP +7%.
Additionally MATK damage +3%.
Additionally Neutral property MATK damage +3%.
If refine rate is +7 or higher, additionally Max HP +10%, Max SP +10%.
Additionally MATK damage +5%.
Additionally Neutral property MATK damage +5%.
All stat +1 per each level of Swing Dance user learned.
For each level of Harmonize,
ASPD +4%.
For each level of Frigg's Song,
max HP + 2%.
For each level of Gloomy Shyness,
Metallic Sound damage +10%,
variable Cast Time of Metallic Sound -10%.
When learning 1st level Deep Sleep Lullaby,
with a certain chance you can cast Sleep on enemy during MATK.
Success Rate of Sleep increases for each level of Deep Sleep Lullaby learned.
Class: Footwear Defense: 15
Weight: 50
Required Level: 100
Jobs: All

Alle

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Flaggen
Kann einem Ankaufsstand eines Spielers hinzugefugt werden? Nein
Beschwört ein Monster? Nein
Teil eines Behälters? Nein
Hat einen einzigartigen Stapel? Nein
Bindet beim Anlegen? Nein
Kündigt den Drop an? Nein
Wird bei Benutzung verbraucht? Ja
Hat einen Drop-Effekt? Nein
Stapelung
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Verwendung
Nicht angegeben
Handel
Überschreiben Nicht angegeben
Kann fallengelassen werden? Ja
Kann gehandelt werden? Ja
Kann mit dem Partner gehandelt werden? Ja
Kann an NPC verkauft werden? Ja
Kann in den Karren gelegt werden? Ja
Kann im Lager abgelegt werden? Ja
Kann im Gildenlager abgelegt werden? Ja
Kann per Post versendet werden? Ja
Kann versteigert werden? Ja
Verzögerung
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bonus bMdef,15;
bonus bMaxHPrate,3+(2*getskilllv("WM_FRIGG_SONG"));
bonus bMaxSPrate,3;
bonus bMatkRate,2;
bonus2 bMagicAddEle,Ele_Neutral,5;
bonus bAllStats,getskilllv("WA_SWING_DANCE");
bonus bAspdRate,4*getskilllv("MI_HARMONIZE");
bonus2 bSkillAtk,"WM_METALICSOUND",10*getskilllv("WM_GLOOMYDAY");
bonus2 bVariableCastrate,"WM_METALICSOUND",-10*getskilllv("WM_GLOOMYDAY");
bonus3 bAddEff,Eff_Sleep,400*min(5,getskilllv("WM_LULLABY_DEEPSLEEP")),ATF_MAGIC;
.@r = getrefine();
if (.@r>=5) {
   bonus bMaxHPrate,7;
   bonus bMaxSPrate,7;
   bonus bMatkRate,3;
   bonus2 bMagicAddEle,Ele_Neutral,3;
}
if (.@r>=7) {
   bonus bMaxHPrate,10;
   bonus bMaxSPrate,10;
   bonus bMatkRate,5;
   bonus2 bMagicAddEle,Ele_Neutral,5;
}
Skriptreferenzen
bMdef Gegenstandsbonus
bMdef
Signatur:
bonus bMdef,n;
Beschreibung:
Equipment MDEF + n
bMaxHPrate Gegenstandsbonus
bMaxHPrate
Signatur:
bonus bMaxHPrate,n;
Beschreibung:
MaxHP + n%
getskilllv Befehl
getskilllv
Signatur:
getskilllv(<skill id>)
getskilllv("<skill name>")
Beschreibung:
character has. If they don't have the skill, 0 will be returned. The full list of character skills is available in ''. There are two main uses for this function, it can check whether the character has a skill or not, and it can tell you if the level is high enough. Example 1: Example 2:
Beispiel:
if (getskilllv(152))
mes "You have got the skill Throw Stone";
else
mes "You don't have Throw Stone";
close;
if (getskilllv(28) >= 5)
mes "Your heal lvl is 5 or more";
else if (getskilllv(28) == 10)
mes "Your heal lvl has been maxed";
else
mes "You heal skill is below lvl 5";
close;
bMaxSPrate Gegenstandsbonus
bMaxSPrate
Signatur:
bonus bMaxSPrate,n;
Beschreibung:
MaxSP + n%
bMatkRate Gegenstandsbonus
bMatkRate
Signatur:
bonus bMatkRate,n;
Beschreibung:
Magical attack power + n%
bMagicAddEle Gegenstandsbonus
bMagicAddEle
Signatur:
bonus2 bMagicAddEle,e,x;
Beschreibung:
+x% magical damage against element e
bAllStats Gegenstandsbonus
bAllStats
Signatur:
bonus bAllStats,n;
Beschreibung:
STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n
bAspdRate Gegenstandsbonus
bAspdRate
Signatur:
bonus bAspdRate,n;
Beschreibung:
Attack speed + n%
bSkillAtk Gegenstandsbonus
bSkillAtk
Signatur:
bonus2 bSkillAtk,sk,n;
Beschreibung:
Increases damage of skill sk by n%
bVariableCastrate Gegenstandsbonus
bVariableCastrate
Signatur:
bonus2 bVariableCastrate,sk,n;
Beschreibung:
Increases variable cast time of skill sk by n% (If RENEWAL_CAST is NOT defined, this bonus is equal to bCastrate)
bAddEff Gegenstandsbonus
bAddEff
Signatur:
bonus4 bAddEff,eff,n,atf,t;
Beschreibung:
Adds a n/100% chance to cause status eff for t milliseconds on the target when attacking
getrefine Befehl
getrefine
Signatur:
getrefine()
Beschreibung:
function is called. This function is intended for use in item scripts.
if Befehl
if
Signatur:
if (<condition>) <statement>;
Beschreibung:
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.
Beispiel:
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;
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Skriptreferenzen

Für dieses Skript wurden keine dokumentierten Referenzen erkannt.

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Skriptreferenzen

Für dieses Skript wurden keine dokumentierten Referenzen erkannt.

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Veredelung Gruppe Gegenstandsstufe Veredelbar Waffenlevel Rüstungslevel Details
Veredelung Rüstung 1 Ja Nicht angegeben 1 Details

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