Item Details

Enforcer Shoes ( Enforcer_Shoes )

ID 22134 Enforcer Shoes
Enforcer Shoes Buy Price: 20 zeny Sell Price: 10 zeny Weight: 40 Slots: Not specified
Type: Armor/Garment/Boots/Headgear/Accessory item. Sub Type: Not specified Gender: Both Locations: Shoes
Attack: Not specified Magic Attack: Not specified Range: Not specified Defense: 12
Weapon Level: Not specified Armor Level: 1 Min. Equip Level: 100 Max. Equip Level: Not specified
Refineable: 1 Gradable: Not specified Element: Neutral Classes: Not specified

As manchas de sangue e marcas de uso dessas botas mágicas não serão nenhum problema pra você, caso aprecie todas as vantagens que elas oferecem.
HP e SP máx. +3%.
Habilita [Amplificar Poder] nv. 1.
Custo de SP de [Impacto Meteoro] -8.
A cada nível de [Refletir Veneno]:
Dano de [Impacto Meteoro] +30%.
A cada nível de [Estilhaçar Arma]:
ATQ da arma +4%.
Conjuração variável de [Impacto Meteoro] -6%.
A cada nível de [Reflexo de Combate]:
Recarga de [Passos da Ilusão] -5 segundos.
Conjuração variável de [Impacto Meteoro] -7%.
A cada nível de [Retaliação]:
Ignora 20% da DEF de todas as raças.
Conjuração variável de [Impacto Meteoro] -7%.
Refino +5 ou mais:
HP e SP máx. +7% adicional.
Dano de [Impacto Meteoro] +1% a cada nível de base.
Refino +7 ou mais:
HP e SP máx. +10% adicional.
Dano de [Impacto Meteoro] +1% adicional a cada nível de base.
Tipo: Calçado
DEF: 12 DEFM: 10
Peso: 40
Nível necessário: 1
Classes: Todas

Enforcer Shoes
Sepatu yang sudah bersimbah darah ini mengeluarkan aura yang sangat buruk.
Max HP + 3%, Max SP + 3%.
Dapat menggunakan [Power Maximize] Lv 1
Mengurangi penggunaan SP dari [Meteor Assault] sebesar 8
Jika tingkat tempa +7 atau lebih:
Tambahan Max HP + 7%
Tambahan Max SP + 7%
Meningkatkan serangan [Meteor Assault] sebesar 1% untuk setiap level.
Jika tingkat tempa +9 atau lebih:
Tambahan Max HP + 10%
Tambahan Max SP + 10%
Atk + 4% untuk setiap level skill [Weapon Crush].
Mengurangi variabel cast time dari [Meteor Assault] sebesar 7% untuk setiap level [Counter Slash], [Weapon Blocking] dan [Weapon Crush].
Mengurangi cooldown [Hallucination Walk] sebesar 5 detik untuk setiap level [Weapon Blocking].
Mengabailam 4% hard defense dari monster biasa, boss dan pemain ketika menyerang secara fisik untuk setiap level [Counter Slash].
Tambahan peningkatan serangan dari [Meteor Assault] sebesar 30% untuk setiap level [Poison React].
Class : Shoes Def : 12
Berat : 40
Required Level : 100
Jobs : Semua 3rd Jobs

These blood soaked shoes releases a terrible aura.
------------------------
Max HP + 3%
Max SP + 3%
Mdef + 10
Physical damage against all class enemies + 4% per level of Weapon Crush known.
Reduces the variable casting time of Meteor Assault by 7% per level of Counter Slash, Weapon Blocking and Weapon Crush known.
Reduces the cooldown of Hallucination Walk by 5 seconds per level of Weapon Blocking known.
Bypass 20% of hard defense of normal monsters, boss monsters and players when performing a physical attack per level of Counter Slash known.
Enables Level 1 Power Maximize.
Reduces the SP cost of Meteor Assault by 8.

If upgrade level is +5 or higher,
Additional Max HP + 7%
Additional Max SP + 7%
Increases the damage of Meteor Assault by 1% for every base level.

If upgrade level is +7 or higher,
Additional Max HP + 10%
Additional Max SP + 10%
Increases the damage of Meteor Assault by an additional 1% for every base level.
Increases the damage of Meteor Assault by an additional 30% per level of Poison React known.
------------------------
Class: Shoes
Defense: 12
Weight: 40
Requires Level: 100
Usable By: All Jobs

These blood soaked shoes releases a terrible aura.
Class: Shoes
Defense: 12
Weight: 40
Requires Level: 100
Usable By: All Jobs
Max HP + 3%
Max SP + 3%
Mdef + 10
Atk + 4% per level of Weapon Crush known.
Reduces the variable casting time of Meteor Assault by 7% per level of Counter Slash, Weapon Blocking and Weapon Crush known.
Reduces the cooldown of Hallucination Walk by 5 seconds per level of Weapon Blocking known.
Bypass 20% of hard defense of normal monsters, boss monsters and players when performing a physical attack per level of Counter Slash known.
Enables Level 1 Power Maximize.
Reduces the SP cost of Meteor Assault by 8.
If upgrade level is +5 or higher,
Additional Max HP + 7%
Additional Max SP + 7%
Increases the damage of Meteor Assault by 1% for every base level.
If upgrade level is +7 or higher,
Additional Max HP + 10%
Additional Max SP + 10%
Increases the damage of Meteor Assault by an additional 1% for every base level.
Increases the damage of Meteor Assault by an additional 30% per level of Poison React known.

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
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();
.@hpsp = 3;
.@a = getskilllv("GC_WEAPONCRUSH");
.@b = getskilllv("GC_WEAPONBLOCKING");
.@c = getskilllv("GC_COUNTERSLASH");
if (.@r >= 5) {
   .@hpsp += 7;
   .@dmg = BaseLevel;
   if (.@r >= 7) {
      .@hpsp += 10;
      .@dmg += BaseLevel + 30*getskilllv("AS_POISONREACT");
   }
   bonus2 bSkillAtk,"ASC_METEORASSAULT",.@dmg;
}
bonus bMaxHPrate,.@hpsp;
bonus bMaxSPrate,.@hpsp;
bonus bMdef,10;
skill "BS_MAXIMIZE",1;
bonus2 bSkillUseSP,"ASC_METEORASSAULT",8;
bonus bAtkRate,4*.@a;
bonus2 bSkillCooldown,"GC_HALLUCINATIONWALK",-5000*.@b;
bonus2 bIgnoreDefRaceRate,RC_All,20*.@c;
bonus2 bVariableCastrate,"ASC_METEORASSAULT",-7*(.@a+.@b+.@c);
Script References
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
getskilllv Command
getskilllv
Signature:
getskilllv(<skill id>)
getskilllv("<skill name>")
Description:
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:
Example:
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;
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;
bSkillAtk Item Bonus
bSkillAtk
Signature:
bonus2 bSkillAtk,sk,n;
Description:
Increases damage of skill sk by n%
bMaxHPrate Item Bonus
bMaxHPrate
Signature:
bonus bMaxHPrate,n;
Description:
MaxHP + n%
bMaxSPrate Item Bonus
bMaxSPrate
Signature:
bonus bMaxSPrate,n;
Description:
MaxSP + n%
bMdef Item Bonus
bMdef
Signature:
bonus bMdef,n;
Description:
Equipment MDEF + n
bSkillUseSP Item Bonus
bSkillUseSP
Signature:
bonus2 bSkillUseSP,sk,n;
Description:
Decreases SP consumption of skill sk by n
bAtkRate Item Bonus
bAtkRate
Signature:
bonus bAtkRate,n;
Description:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
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
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)
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 Armor 1 Yes Not specified 1 Details

Not specified