Item Details

Thanos Boots (Fighter) [1] ( Thanos_Boots4 )

ID 470328 Thanos Boots (Fighter) [1]
Thanos Boots (Fighter) [1] Buy Price: zeny Sell Price: 0 zeny Weight: 120 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: 2 Min. Equip Level: 190 Max. Equip Level: Not specified
Refineable: 1 Gradable: 1 Element: Neutral Classes: Not specified

A pair of boots designed to resonate with Thanatos equipment.
You can feel the spirit of a fighter from it.
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Account Bound
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MHP + 1500, MSP + 100.
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For every 2 refine level, MHP + 2%, MSP + 1%.
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When refined to +7 or higher, ATK + 50.
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When refined to +9 or higher, MHP + 2500, MSP + 300.
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When refined to +11 or higher, reduce After Cast Delay by 5% and reduce Fixed Casting Time by 0.5s.
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Set Bonus:
Thanatos Fighter Boots [1]
Thanos Hammer-AD [2]

Increase long-range physical damage by 20%.
CRI + 10.

When Weapon Grade is C or higher, increase Petitio damage by 10%.
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Set Bonus:
Thanatos Fighter Boots [1]
Thanatos Knuckle-AD [2]

Increase Tiger Cannon and Third Flame Bomb damage by 15%.

When Weapon Grade is C or higher, increase Third Flame Bomb damage by 10%.
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Set Bonus:
Thanatos Fighter Boots [1]
Thanatos Katar-AD [2]

Perfect Hit + 20%.

When Weapon Grade is C or higher, increase Counter Slash damage by 20%.
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[Grade Bonus]
[Grade D] MHP + 2500, MSP + 300.
[Grade C] After Cast Delay - 5%, Melee and Long-range Physical Damage + 5%.
[Grade B] P.ATK + 5.
[Grade A] P.ATK + 3, Fixed Casting Time - 0.5s.
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Type : Shoes
Def : 60
Weight : 120
Armor Level : 2
Required Level : 190
Class : All jobs

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? No
Can be traded? No
Can be traded with partner? Yes
Can be sold to NPC? Yes
Can be placed in cart? No
Can be placed in storage? No
Can be placed in guild storage? No
Can be sent by mail? No
Can be put in auction? No
Delay
Not specified
.@r = getrefine();
.@g = getenchantgrade();
bonus bMaxHP,1500;
bonus bMaxSP,100;
bonus bMaxHPrate,2*(.@r/2);
bonus bMaxSPrate,.@r/2;
if (.@r>=7) {
   bonus bBaseAtk,50;
   if (.@r>=9) {
       bonus bMaxHP,2500;
       bonus bMaxSP,300;
       if (.@r>=11) {
            bonus bDelayrate,-5;
            bonus bFixedCast,-500;
       }
   }
}
if (.@g>=ENCHANTGRADE_D) {
   bonus bMaxHP,2500;
   bonus bMaxSP,300;
   if (.@g>=ENCHANTGRADE_C) {
       bonus bDelayrate,-5;
       bonus bShortAtkRate,5;
       bonus bLongAtkRate,5;
       if (.@g>=ENCHANTGRADE_B) {
            bonus bPAtk,5;
            if (.@g>=ENCHANTGRADE_A) {
                bonus bPAtk,3;
                bonus bFixedCast,-500;
            }
       }
   }
}
Script References
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
getenchantgrade Command
getenchantgrade
Signature:
getenchantgrade({<equipment slot>,<char_id>})
Description:
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'.
bMaxHP Item Bonus
bMaxHP
Signature:
bonus bMaxHP,n;
Description:
MaxHP + n
bMaxSP Item Bonus
bMaxSP
Signature:
bonus bMaxSP,n;
Description:
MaxSP + n
bMaxHPrate Item Bonus
bMaxHPrate
Signature:
bonus bMaxHPrate,n;
Description:
MaxHP + n%
bMaxSPrate Item Bonus
bMaxSPrate
Signature:
bonus bMaxSPrate,n;
Description:
MaxSP + 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;
bBaseAtk Item Bonus
bBaseAtk
Signature:
bonus bBaseAtk,n;
Description:
Basic attack power + n
bDelayrate Item Bonus
bDelayrate
Signature:
bonus bDelayrate,n;
Description:
Increases skill delay by n%
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)
bShortAtkRate Item Bonus
bShortAtkRate
Signature:
bonus bShortAtkRate,n;
Description:
Increases damage of short ranged attacks by n%
bLongAtkRate Item Bonus
bLongAtkRate
Signature:
bonus bLongAtkRate,n;
Description:
Increases damage of long ranged attacks by n%
bPAtk Item Bonus
bPAtk
Signature:
bonus bPAtk,n;
Description:
PAtk + n
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 2 Yes Not specified 2 Details

Not specified