Item Details

Zodiac Boots (Swordsman) [1] ( Zodiac_Boots_SM )

ID 470255 Zodiac Boots (Swordsman) [1]
Zodiac Boots (Swordsman) [1] Buy Price: zeny Sell Price: 0 zeny Weight: 90 Slots: 1
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: 60
Weapon Level: Not specified Armor Level: 1 Min. Equip Level: 100 Max. Equip Level: Not specified
Refineable: 1 Gradable: Not specified Element: Neutral Classes: Fourth classes., All Third classes.

ATK +30
MATK +30
------------------------
Per 2 tingkat tempa:
ATK +10
ATK +1%
MATK +10
MATK +1%
------------------------
Per 4 tingkat tempa:
Damage dari skill "Sonic Wave" +10%
Damage dari skill "Genesis Ray" +10%
------------------------
Jika tingkat tempa +9 atau lebih,
Reduce Fix Cast-time -0.3 detik
------------------------
Jika tingkat tempa +11 atau lebih,
After Cast-delay -6%
------------------------
Set Bonus
Biolab Boots (Swordman) [1]
Valkyrie Blessing

ATK +20
MATK +20

Per 4 tingkat tempa:
Damage dari skill "Sonic Wave" +5%
Damage dari skill "Genesis Ray" +5%

Jika tingkat tempa +9 atau lebih,
Reduce Fix Cast-time -0.2 detik

Jika tingkat tempa +11 atau lebih,
After Cast-delay -4%
------------------------
Set Bonus
Biolab Boots (Swordman) [1]
Seyren's Memory

Cooldown-time dari skill "Sonic Wave" -0.3 detik

Per 4 tingkat tempa senjata:
CRIT DMG +12%
------------------------
Set Bonus
Biolab Boots (Swordman) [1]
Seyren's Memory
Valkyrie Blessing

Cooldown-time dari skill "Sonic Wave" -0.2 detik

Per 4 tingkat tempa senjata:
CRIT DMG +8%
------------------------
Set Bonus
Biolab Boots (Swordman) [1]
Randel's Memory

Cooldown-time dari skill "Genesis Ray" -0.1 detik

Per 4 tingkat tempa senjata:
Damage dari skill "Gloria Domini" +25%
------------------------
Set Bonus
Biolab Boots (Swordman) [1]
Randel's Memory
Valkyrie Blessing

Cooldown-time dari skill "Genesis Ray" -0.1 detik

Per 4 tingkat tempa senjata:
Damage dari skill "Gloria Domini" +15%
------------------------
Set Bonus
Biolab Boots (Swordman) [1]
Biolab Aries Crown [1]
Seyren's Memory

Jika total tingkat tempa "Headgear, Shoes, Weapon" +36 atau lebih,
Damage serangan jarak-jauh +30%

Jika total tingkat tempa "Headgear, Shoes, Weapon" +40 atau lebih,
Bypass Hard DEF lawan (kecuali player) sebesar 40%
------------------------
Set Bonus
Biolab Boots (Swordman) [1]
Biolab Libra Diadem [1]
Randel's Memory

Jika total tingkat tempa "Headgear, Shoes, Weapon" +36 atau lebih,
Damage skill element Holy +30%

Jika total tingkat tempa "Headgear, Shoes, Weapon" +40 atau lebih,
Bypass Hard MDEF lawan (kecuali player) sebesar 40%
------------------------
Jenis : Equipment
Posisi : Shoes
Def : 60
Berat : 90
Lv Min. : 100
Job: 3rd Class Swordman

Shoes modeled after the constellations of Aries and Libra.
It can unleash powerful abilities when combined with certain memories.
------------------------
ATK + 50, MATK + 50.
------------------------
For every 2 refine level,
ATK + 10, MATK + 10.
ATK + 1%, MATK + 1%.
------------------------
For every 4 refine level, increase Sonic Wave and Genesis Ray damage by 15%.
------------------------
When refined to +9 or higher, reduce Fixed Casting Time by 0.5 seconds.
------------------------
When refined to +11 or higher, reduce After Cast Delay by 10%.
------------------------
Set Bonus:
Zodiac Boots (Swordman) [1]
Seyren's Memory

Reduce Sonic Wave cooldown by 0.5 seconds.

For every 4 refine level of weapon, increase Critical Damage by 20%.
------------------------
Set Bonus:
Zodiac Boots (Swordman) [1]
Randel's Memory

Reduce Ray of Genesis cooldown by 0.2 seconds.

For every 4 refine level of weapon, increase Gloria Domini damage by 40%.
------------------------
Set Bonus:
Zodiac Boots (Swordman) [1]
Biolab Aries Crown [1]
Seyren's Memory

When total refine level of helmet, shoes, and weapon is 33 or higher,
Increase long ranged physical damage by 30%.

When total refine level of helmet, shoes, and weapon is 35 or higher,
Ignore physical defense of monsters of all races (except players) by 40%.
------------------------
Set Bonus:
Zodiac Boots (Swordman) [1]
Biolab Libra Diadem [1]
Randel's Memory

When total refine level of helmet, shoes, and weapon is 33 or higher,
Increase Holy property magic damage by 30%.

When total refine level of helmet, shoes, and weapon is 35 or higher,
Ignore magic defense of monsters of all races (except players) by 40%.
------------------------
Class : Shoes
Def : 60
Weight : 90
Required Level : 1
Jobs : 3rd Swordman Classes

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();
bonus bBaseAtk,50+(10*(.@r/2));
bonus bMatk,50+(10*(.@r/2));
bonus bAtkRate,.@r/2;
bonus bMatkRate,.@r/2;
bonus2 bSkillAtk,"RK_SONICWAVE",15*(.@r/4);
bonus2 bSkillAtk,"LG_RAYOFGENESIS",15*(.@r/4);
if (.@r>=9)
   bonus bFixedCast,-500;
if (.@r>=11)
   bonus bDelayrate,-10;
Script References
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
bBaseAtk Item Bonus
bBaseAtk
Signature:
bonus bBaseAtk,n;
Description:
Basic attack power + n
bMatk Item Bonus
bMatk
Signature:
bonus bMatk,n;
Description:
Magical attack power + 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)
bMatkRate Item Bonus
bMatkRate
Signature:
bonus bMatkRate,n;
Description:
Magical attack power + n%
bSkillAtk Item Bonus
bSkillAtk
Signature:
bonus2 bSkillAtk,sk,n;
Description:
Increases damage of skill sk by n%
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;
bFixedCast Item Bonus
bFixedCast
Signature:
bonus bFixedCast,t;
Description:
Increases fixed cast time of all skills by t milliseconds (has effect in RENEWAL_CAST only)
bDelayrate Item Bonus
bDelayrate
Signature:
bonus bDelayrate,n;
Description:
Increases skill delay by n%
Not specified
Script References

No documented script references were detected.

Not specified
Script References

No documented script references were detected.

Not specified

Not specified

Not specified

Not specified

Not specified

Not specified

Refine Group Item Level Refineable Weapon Level Armor Level Details
Refine Armor 1 Yes Not specified 1 Details

Not specified