Item Details

Cute Little Boar Shoes ( Pretty_PigShoes )

ID 470025 Cute Little Boar Shoes
Cute Little Boar Shoes Kaufpreis: 20 zeny Verkaufspreis: 10 zeny Gewicht: 10 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: 12
Waffenlevel: Nicht angegeben Rüstungslevel: 1 Min. Ausrüstungslevel: 100 Max. Ausrüstungslevel: Nicht angegeben
Veredelbar: 1 Gradierbar: Nicht angegeben Element: Neutral Klassen: Nicht angegeben

Sapatos de porquinho que te deixam super estiloso e ainda atraem os animaizinhos da região.
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HP e SP máx. +3%.
Refino +5 ou mais:
HP e SP máx. +7% adicional.
Pós-conjuração -10%.
Refino +7 ou mais:
HP e SP máx. +10% adicional.
Pós-conjuração -10% adicional.
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Ao aprender [Invocação da Fauna] nv.1:
ATQ +100.
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Ao aprender [Intimidar] nv.5:
Precisão perfeita +50.
Pós-conjuração -10% adicional.
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A cada nível de [Riscar Fósforo]:
Velocidade de ataque +5%.
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A cada nível de [Ataque Selvagem]:
Conjuração variável de [Chilique de Picky] [Impulso de Arclouse] [Intimidar] e [Ataque Selvagem] -10%.
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Tipo: Calçado
DEF: 12 DEFM: 10
Peso: 10
Nível necessário: 100
Classes: Todas

MaxHP +3%
MaxSP +3%
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Jika tingkat tempa +9 atau lebih

MaxHP +5%
MaxSP +5%
After Cast-delay -8%
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Jika tingkat tempa +12 atau lebih

MaxHP +7%
MaxSP +7%
After Cast-delay -7%
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Jika mempelajari skill Spirit Of Life Lvl. 1

ATK +100
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Jika mempelajari skill Power Of Lock Lvl. 5

Perfect HIT +20
After cast-delay -20%
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Per level skill Hiss:
ASPD +5%
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Per level dari skill Sprit Of Savage:
Reduce Variable Cast-time 3% dari Animal Type skil
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Set Bonus
Valkyrie's Blessing
Cute Little Boar Shoes

Jika tingkat tempa Cute Little Boar Shoes +9 atau lebih

MaxHP +2%
MaxSP +2%
After Cast-delay -2%
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Jika tingkat tempa Cute Little Boar Shoes +12 atau lebih

MaxHP +3%
MaxSP +3%
After Cast-delay -3%
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Jika mempelajari skill Power Of Lock Lvl. 5

Perfect HIT +10
After cast-delay -10%
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Per level dari skill Sprit Of Savage:
Reduce Variable Cast-time 2% dari Animal Type skil
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Posisi : Shoes
Def : 12
Berat : 10
Syarat Lv : 100
Job : Semua Job

Class: Shoes
Defense: 12
Weight: 10
Requires Level: 100
Usable By: All Jobs
Max HP +3%, Max SP + 3%.

If refine rate is 9 or higher, increases Max HP and Max SP by an additional 7% and reduces after skill delay by 10%.

If refine rate is 12 or higher, increases Max HP Max SP by an additional 10%, and reduces after skill delay by an additional 10%.

If user learned Spirit of Life level 1, increases ATK by 100 and has a chance to gain [Foolhardy] for 15 seconds when dealing melee physical damage.

If user learned Power of Lock level 5, increases Perfect Hit by 50 and reduces after skill delay by 50%.

For each level of Hiss learned, increases Attack speed by 5%.

For each level of Spirit of Savage learned, reduces casting time of animal type skills by 10%.

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
Nicht angegeben
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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.@r = getrefine();
.@a = getskilllv("SU_SVG_SPIRIT");
bonus bMdef,10;
bonus bMaxHPrate,3;
bonus bMaxSPrate,3;
bonus bAspdRate,5*getskilllv("SU_HISS");
bonus2 bVariableCastrate,"SU_PICKYPECK",-10*.@a;
bonus2 bVariableCastrate,"SU_ARCLOUSEDASH",-10*.@a;
bonus2 bVariableCastrate,"SU_SCAROFTAROU",-10*.@a;
bonus2 bVariableCastrate,"SU_LUNATICCARROTBEAT",-10*.@a;
bonus2 bVariableCastrate,"SU_HISS",-10*.@a;
bonus2 bVariableCastrate,"SU_POWEROFFLOCK",-10*.@a;
bonus2 bVariableCastrate,"SU_SVG_SPIRIT",-10*.@a;
if (getskilllv("SU_SPIRITOFLIFE") == 1) {
   bonus bBaseAtk,100;
   autobonus "{ .@val = max(100, (Hp/1000)); bonus2 bSkillAtk,\"SU_PICKYPECK\",.@val; bonus2 bSkillAtk,\"SU_SCAROFTAROU\",.@val; bonus2 bSkillAtk,\"SU_LUNATICCARROTBEAT\",.@val; bonus2 bSkillAtk,\"SU_SVG_SPIRIT\",.@val; }",30,15000,BF_WEAPON;
}
if (getskilllv("SU_POWEROFFLOCK") == 5) {
   bonus bPerfectHitAddRate,50;
   bonus bDelayrate,-50;
}
if (.@r>=5) {
   bonus bMaxHPrate,7;
   bonus bMaxSPrate,7;
   bonus bDelayrate,-10;
}
if (.@r>=7) {
   bonus bMaxHPrate,10;
   bonus bMaxSPrate,10;
   bonus bDelayrate,-10;
}
Skriptreferenzen
getrefine Befehl
getrefine
Signatur:
getrefine()
Beschreibung:
function is called. This function is intended for use in item scripts.
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;
bMdef Gegenstandsbonus
bMdef
Signatur:
bonus bMdef,n;
Beschreibung:
Equipment MDEF + n
bMaxHPrate Gegenstandsbonus
bMaxHPrate
Signatur:
bonus bMaxHPrate,n;
Beschreibung:
MaxHP + n%
bMaxSPrate Gegenstandsbonus
bMaxSPrate
Signatur:
bonus bMaxSPrate,n;
Beschreibung:
MaxSP + n%
bAspdRate Gegenstandsbonus
bAspdRate
Signatur:
bonus bAspdRate,n;
Beschreibung:
Attack speed + 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)
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;
bBaseAtk Gegenstandsbonus
bBaseAtk
Signatur:
bonus bBaseAtk,n;
Beschreibung:
Basic attack power + n
bSkillAtk Gegenstandsbonus
bSkillAtk
Signatur:
bonus2 bSkillAtk,sk,n;
Beschreibung:
Increases damage of skill sk by n%
bPerfectHitAddRate Gegenstandsbonus
bPerfectHitAddRate
Signatur:
bonus bPerfectHitAddRate,n;
Beschreibung:
On-target impact attack probability + n%
bDelayrate Gegenstandsbonus
bDelayrate
Signatur:
bonus bDelayrate,n;
Beschreibung:
Increases skill delay by n%
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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

Nicht angegeben