Item Details

Asteria's Boots [1] ( Astraea_Shoes )

ID 22167 Asteria's Boots [1]
Asteria's Boots [1] Kaufpreis: zeny Verkaufspreis: 0 zeny Gewicht: 25 Slots: 1
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: 25
Waffenlevel: Nicht angegeben Rüstungslevel: 1 Min. Ausrüstungslevel: 100 Max. Ausrüstungslevel: Nicht angegeben
Veredelbar: 1 Gradierbar: Nicht angegeben Element: Neutral Klassen: Nicht angegeben

Personificação da justiça entre os reinos, Astrea ensina a todos os valores da vida pacífica e do respeito aos deuses. As botas representam a vontade da deusa.
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Todos os atributos +1.
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Efeitos abaixo disponíveis somente no refino +10 ou mais.
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FOR base 100 ou mais:
HP e SP máx. +5%.
FOR base 120 ou mais:
HP e SP máx. +2% adicional.
-
AGI base 100 ou mais:
Velocidade de ataque +8%.
AGI base 120 ou mais:
Velocidade de ataque +1.
-
VIT base 100 ou mais:
Resistência física a oponentes de tamanho Médio +10%.
VIT base 120 ou mais:
Resistência física a oponentes de tamanho Médio +5% adicional.
-
INT base 100 ou mais:
Conjuração fixa -30%.
INT base 120 ou mais:
Conjuração fixa -0,5 segundos.
-
DES base 100 ou mais:
Pós-conjuração -3%.
DES base 120 ou mais:
Pós-conjuração -2% adicional.
-
SOR base 100 ou mais:
CRIT +5.
SOR base 120 ou mais:
CRIT +2 adicional.
Esquiva perfeita +1.
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Tipo: Calçado
DEF: 25 DEFM: 0
Peso: 25
Nível necessário: 100
Classes: Todas

Shoes said to have been worn by a noble being in a distant land.
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All basic status + 1
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If refine level is +10 or above,
If pure STR is 100 or above, MAX HP & MAX SP +5% (If pure STR is 120 or above, +2% additionally),

If pure INT is 100 or above, Fixed cast time -30% (If pure INT is 120 or above, fixed cast time -0.5 seconds additionally),

If pure VIT is 100 or above, Damage taken from Medium size enemies -10% (If pure VIT is 120 or above, -5% additionally),

If pure AGI is 100 or above, Increases ASPD (delay after attack -8%) (If pure AGI is 120 or above, ASPD +1 additionally),

If pure DEX is 100 or above, Delay after skill -3% (If pure DEX is 120 or above, -2% additionally),

If pure LUK is 100 or above, CRIT +5 (If pure LUK is 120 or above, CRIT +2 additionally, Perfect Dodge +1).
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Type : Shoes
Def : 25
Weight : 25
Required Level : 100
Class : All Jobs

Alle

Nicht angegeben

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
Nicht angegeben
.@str = readparam(bStr);
.@agi = readparam(bAgi);
.@vit = readparam(bVit);
.@int = readparam(bInt);
.@dex = readparam(bDex);
.@luk = readparam(bLuk);
bonus bAllStats,1;
if(getrefine()>=10) {
   if (.@str>=100) {
      if (.@str>=120) {
         bonus bMaxHPrate,7;
         bonus bMaxSPrate,7;
      }
      else {
         bonus bMaxHPrate,5;
         bonus bMaxSPrate,5;
      }
   }
   if (.@agi>=100) {
      if (.@agi>=120)
         bonus bAspd,1;
      else
         bonus bAspdRate,8;
   }
   if (.@vit>=100) {
      if (.@vit>=120)
         bonus2 bAddSize,Size_Medium,15;
      else
         bonus2 bAddSize,Size_Medium,10;
   }
   if (.@int>=100) {
      if (.@int>=120)
         bonus bFixedCast,-500;
      else
         bonus bFixedCastrate,-30;
   }
   if (.@dex>=100) {
      if (.@dex>=120)
         bonus bDelayrate,-5;
      else
         bonus bDelayrate,-3;
   }
   if (.@luk>=100) {
      if (.@luk>=120) {
         bonus bCritical,7;
         bonus bFlee2,1;
      }
      else
         bonus bCritical,5;
   }
}
Skriptreferenzen
readparam Befehl
readparam
Signatur:
readparam(<parameter number>{,"<character name>"})
readparam(<parameter number>{,<char_id>})
Beschreibung:
This function will return the specified stat of the invoking character, or, if a character name or character id is specified, of that player. The stat can either be a number or parameter name, defined in ''. Some example parameters: StatusPoint, BaseLevel, SkillPoint, Class, Upper, Zeny, Sex, Weight, MaxWeight, JobLevel, BaseExp, JobExp, NextBaseExp, NextJobExp, Hp, MaxHp, Sp, MaxSp, BaseJob, Karma, Manner, bVit, bDex, bAgi, bStr, bInt, bLuk, Ap, MaxAp All of these also behave as variables, but don't expect to be able to just 'set' them - some will not work for various internal reasons. Example 1: Using this particular information as a function call is not required. Typing this will return the same result: Example 2: You can also use this command to get stat values.
Beispiel:
// Returns how many status points you haven't spent yet.
mes "Unused status points: " + readparam(9);
mes "Unused status points: " + StatusPoint;
if (readparam(bVit) > 77)
mes "Only people with over 77 Vit are reading this!";
bStr Gegenstandsbonus
bStr
Signatur:
bonus bStr,n;
Beschreibung:
STR + n
bAgi Gegenstandsbonus
bAgi
Signatur:
bonus bAgi,n;
Beschreibung:
AGI + n
bVit Gegenstandsbonus
bVit
Signatur:
bonus bVit,n;
Beschreibung:
VIT + n
bInt Gegenstandsbonus
bInt
Signatur:
bonus bInt,n;
Beschreibung:
INT + n
bDex Gegenstandsbonus
bDex
Signatur:
bonus bDex,n;
Beschreibung:
DEX + n
bLuk Gegenstandsbonus
bLuk
Signatur:
bonus bLuk,n;
Beschreibung:
LUK + n
bAllStats Gegenstandsbonus
bAllStats
Signatur:
bonus bAllStats,n;
Beschreibung:
STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n
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;
getrefine Befehl
getrefine
Signatur:
getrefine()
Beschreibung:
function is called. This function is intended for use in item scripts.
bMaxHPrate Gegenstandsbonus
bMaxHPrate
Signatur:
bonus bMaxHPrate,n;
Beschreibung:
MaxHP + n%
bMaxSPrate Gegenstandsbonus
bMaxSPrate
Signatur:
bonus bMaxSPrate,n;
Beschreibung:
MaxSP + n%
bAspd Gegenstandsbonus
bAspd
Signatur:
bonus bAspd,n;
Beschreibung:
Attack speed + n
bAspdRate Gegenstandsbonus
bAspdRate
Signatur:
bonus bAspdRate,n;
Beschreibung:
Attack speed + n%
bAddSize Gegenstandsbonus
bAddSize
Signatur:
bonus2 bAddSize,s,x;
Beschreibung:
+x% physical damage against size s
bFixedCast Gegenstandsbonus
bFixedCast
Signatur:
bonus bFixedCast,t;
Beschreibung:
Increases fixed cast time of all skills by t milliseconds (has effect in RENEWAL_CAST only)
bFixedCastrate Gegenstandsbonus
bFixedCastrate
Signatur:
bonus2 bFixedCastrate,sk,n;
Beschreibung:
Increases fixed cast time of skill sk by n% (has effect in RENEWAL_CAST only)
bDelayrate Gegenstandsbonus
bDelayrate
Signatur:
bonus bDelayrate,n;
Beschreibung:
Increases skill delay by n%
bCritical Gegenstandsbonus
bCritical
Signatur:
bonus bCritical,n;
Beschreibung:
Critical + n
bFlee2 Gegenstandsbonus
bFlee2
Signatur:
bonus bFlee2,n;
Beschreibung:
Perfect Dodge + n
Nicht angegeben
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