Item Details

Asteria's Boots-LT [1] ( Astraea_Shoes_LT )

ID 470205 Asteria's Boots-LT [1]
Asteria's Boots-LT [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: 2 Min. Ausrüstungslevel: 190 Max. Ausrüstungslevel: Nicht angegeben
Veredelbar: 1 Gradierbar: 1 Element: Neutral Klassen: Nicht angegeben

All basic Status +3.
MDEF+10.
------------------------
When refined to +10,
If pure STR is 100, Max HP +10%,Max SP +10%.
If pure INT is 100, reduces fixed casting time 0.5 seconds.
If pure VIT is 100, physical damage taken from medium targets is -15%.
If pure AGI is 100, ASPD +15%.
If pure DEX is 100, delay after skill -7%.
If pure LUK is 100, CRI +10, perfect dodge +5.
------------------------
When refined to +13,
When POW 60 or higher, melee physical attack damage +15%.
When STA 60 or higher, reduces after cast delay 8%, RES +30.
When WIS 60 or higher, reduces after cast delay 8%, MRES +30.
When SPL 60 or higher, increases all properties magic damage by +15%.
When CON 60 or higher, increases range physical atttack damage by +15%.
When CRT 60 or higher, H.PLUS +10, C.Rate +10.
------------------------
[Grade Bonus]
[Grade D] RES +30, MRES +30.
[Grade C] P.ATK, S.MATK +5.
[Grade B] Increases physical/magic damage to enemies of all sizes by 15%.
[Grade A] When refined to +13, reduces fixed casting 0.5 seconds.
------------------------
Type: Shoes
Def: 25
Weight: 25
Armor Level: 2
Required Level: 190
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
.@r = getrefine();
.@g = getenchantgrade();
bonus bAllStats,3;
bonus bMdef,10;
if (.@r>=10) {
   if (readparam(bStr)>=100) {
       bonus bMaxHPrate,10;
       bonus bMaxSPrate,10;
       if (readparam(bAgi)>=100) {
           bonus bAspdRate,15;
           if (readparam(bVit)>=100) {
               bonus2 bSubSize,Size_Medium,15;
               if (readparam(bInt)>=100) {
                   bonus bFixedCast,-500;
                   if (readparam(bDex)>=100) {
                       bonus bDelayrate,-7;
                       if (readparam(bLuk)>=100) {
                           bonus bCritical,10;
                           bonus bFlee2,5;
                       }
                   }
               }
           }
       }
   }
}
if (.@r>=13) {
   if (readparam(bPow)>=60) {
       bonus bShortAtkRate,15;
       if (readparam(bSta)>=60) {
           bonus bDelayrate,-8;
           bonus bRes,30;
           if (readparam(bWis)>=60) {
               bonus bDelayrate,-8;
               bonus bMRes,30;
               if (readparam(bSpl)>=60) {
                   bonus2 bMagicAtkEle,Ele_All,15;
                   if (readparam(bCon)>=60) {
                       bonus bLongAtkRate,15;
                       if (readparam(bCrt)>=60) {
                           bonus bHPlus,10;
                           bonus bCRate,10;
                       }
                   }
               }
           }
       }
   }
}
if (.@g>=ENCHANTGRADE_D) {
   bonus bRes,30;
   bonus bMRes,30;
}
if (.@g>=ENCHANTGRADE_C) {
   bonus bPAtk,5;
   bonus bSMatk,5;
}
if (.@g>=ENCHANTGRADE_B) {
   bonus2 bAddSize,Size_All,15;
   bonus2 bMagicAddSize,Size_All,15;
}
if (.@g>=ENCHANTGRADE_A) {
   if (.@r>=13) {
       bonus bFixedCast,-500;
   }
}
Skriptreferenzen
getrefine Befehl
getrefine
Signatur:
getrefine()
Beschreibung:
function is called. This function is intended for use in item scripts.
getenchantgrade Befehl
getenchantgrade
Signatur:
getenchantgrade({<equipment slot>,<char_id>})
Beschreibung:
function is called or the specified equipment slot. If nothing is equipped there, it returns -1. Valid equipment slots are: EQI_COMPOUND_ON - Item slot that calls this script (In context of item script) (default) For a list of others equipment slots see 'getequipid'.
bAllStats Gegenstandsbonus
bAllStats
Signatur:
bonus bAllStats,n;
Beschreibung:
STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n
bMdef Gegenstandsbonus
bMdef
Signatur:
bonus bMdef,n;
Beschreibung:
Equipment MDEF + 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;
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
bMaxHPrate Gegenstandsbonus
bMaxHPrate
Signatur:
bonus bMaxHPrate,n;
Beschreibung:
MaxHP + n%
bMaxSPrate Gegenstandsbonus
bMaxSPrate
Signatur:
bonus bMaxSPrate,n;
Beschreibung:
MaxSP + n%
bAgi Gegenstandsbonus
bAgi
Signatur:
bonus bAgi,n;
Beschreibung:
AGI + n
bAspdRate Gegenstandsbonus
bAspdRate
Signatur:
bonus bAspdRate,n;
Beschreibung:
Attack speed + n%
bVit Gegenstandsbonus
bVit
Signatur:
bonus bVit,n;
Beschreibung:
VIT + n
bSubSize Gegenstandsbonus
bSubSize
Signatur:
bonus2 bSubSize,s,x;
Beschreibung:
+x% damage reduction against size s
bInt Gegenstandsbonus
bInt
Signatur:
bonus bInt,n;
Beschreibung:
INT + n
bFixedCast Gegenstandsbonus
bFixedCast
Signatur:
bonus bFixedCast,t;
Beschreibung:
Increases fixed cast time of all skills by t milliseconds (has effect in RENEWAL_CAST only)
bDex Gegenstandsbonus
bDex
Signatur:
bonus bDex,n;
Beschreibung:
DEX + n
bDelayrate Gegenstandsbonus
bDelayrate
Signatur:
bonus bDelayrate,n;
Beschreibung:
Increases skill delay by n%
bLuk Gegenstandsbonus
bLuk
Signatur:
bonus bLuk,n;
Beschreibung:
LUK + n
bCritical Gegenstandsbonus
bCritical
Signatur:
bonus bCritical,n;
Beschreibung:
Critical + n
bFlee2 Gegenstandsbonus
bFlee2
Signatur:
bonus bFlee2,n;
Beschreibung:
Perfect Dodge + n
bPow Gegenstandsbonus
bPow
Signatur:
bonus bPow,n;
Beschreibung:
POW + n
bShortAtkRate Gegenstandsbonus
bShortAtkRate
Signatur:
bonus bShortAtkRate,n;
Beschreibung:
Increases damage of short ranged attacks by n%
bSta Gegenstandsbonus
bSta
Signatur:
bonus bSta,n;
Beschreibung:
STA + n
bRes Gegenstandsbonus
bRes
Signatur:
bonus bRes,n;
Beschreibung:
Res + n
bWis Gegenstandsbonus
bWis
Signatur:
bonus bWis,n;
Beschreibung:
WIS + n
bMRes Gegenstandsbonus
bMRes
Signatur:
bonus bMRes,n;
Beschreibung:
MRes + n
bSpl Gegenstandsbonus
bSpl
Signatur:
bonus bSpl,n;
Beschreibung:
SPL + n
bMagicAtkEle Gegenstandsbonus
bMagicAtkEle
Signatur:
bonus2 bMagicAtkEle,e,x;
Beschreibung:
Increases damage of e element magic by x%
bCon Gegenstandsbonus
bCon
Signatur:
bonus bCon,n;
Beschreibung:
CON + n
bLongAtkRate Gegenstandsbonus
bLongAtkRate
Signatur:
bonus bLongAtkRate,n;
Beschreibung:
Increases damage of long ranged attacks by n%
bCrt Gegenstandsbonus
bCrt
Signatur:
bonus bCrt,n;
Beschreibung:
CRT + n
bHPlus Gegenstandsbonus
bHPlus
Signatur:
bonus bHPlus,n;
Beschreibung:
HPlus + n
bCRate Gegenstandsbonus
bCRate
Signatur:
bonus bCRate,n;
Beschreibung:
CRate + n
bPAtk Gegenstandsbonus
bPAtk
Signatur:
bonus bPAtk,n;
Beschreibung:
PAtk + n
bSMatk Gegenstandsbonus
bSMatk
Signatur:
bonus bSMatk,n;
Beschreibung:
SMatk + n
bAddSize Gegenstandsbonus
bAddSize
Signatur:
bonus2 bAddSize,s,x;
Beschreibung:
+x% physical damage against size s
bMagicAddSize Gegenstandsbonus
bMagicAddSize
Signatur:
bonus2 bMagicAddSize,s,x;
Beschreibung:
+x% magical damage against size s
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 2 Ja Nicht angegeben 2 Details

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