Item Details

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

ID 470205 Asteria's Boots-LT [1]
Asteria's Boots-LT [1] Precio de compra: zeny Precio de venta: 0 zeny Peso: 25 Ranuras: 1
Tipo: Equipamiento. Subtipo: No especificado Género: Ambos Ubicaciones: Zapatos
Ataque: No especificado Ataque mágico: No especificado Alcance: No especificado Defensa: 25
Nivel de arma: No especificado Nivel de armadura: 2 Nivel de Equipamiento (Mín.): 190 Nivel de Equipamiento (Máx.): No especificado
Refinable: 1 Graduable: 1 Elemento: Neutral Clases: No especificado

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

Todo

No especificado

Banderas
¿Puede agregarse a una tienda de compra de jugador? No
¿Invoca un monstruo? No
¿Forma parte de un contenedor? No
¿Tiene pila única? No
¿Se vincula al equipar? No
¿Anuncia el drop? No
¿Se consume al usarlo?
¿Tiene efecto al caer? No
Apilamiento
No especificado
Uso
No especificado
Comercio
Sobrescribir No especificado
¿Puede soltarse?
¿Puede comerciarse?
¿Puede comerciarse con la pareja?
¿Puede venderse a NPC?
¿Puede colocarse en el carrito?
¿Puede colocarse en el almacén?
¿Puede colocarse en el almacén de guild?
¿Puede enviarse por correo?
¿Puede ponerse en subasta?
Retraso
No especificado
.@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;
   }
}
Referencias del Script
getrefine Comando
getrefine
Firma:
getrefine()
Descripción:
function is called. This function is intended for use in item scripts.
getenchantgrade Comando
getenchantgrade
Firma:
getenchantgrade({<equipment slot>,<char_id>})
Descripción:
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 Bono de Ítem
bAllStats
Firma:
bonus bAllStats,n;
Descripción:
STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n
bMdef Bono de Ítem
bMdef
Firma:
bonus bMdef,n;
Descripción:
Equipment MDEF + n
if Comando
if
Firma:
if (<condition>) <statement>;
Descripción:
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.
Ejemplo:
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 Comando
readparam
Firma:
readparam(<parameter number>{,"<character name>"})
readparam(<parameter number>{,<char_id>})
Descripción:
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.
Ejemplo:
// 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 Bono de Ítem
bStr
Firma:
bonus bStr,n;
Descripción:
STR + n
bMaxHPrate Bono de Ítem
bMaxHPrate
Firma:
bonus bMaxHPrate,n;
Descripción:
MaxHP + n%
bMaxSPrate Bono de Ítem
bMaxSPrate
Firma:
bonus bMaxSPrate,n;
Descripción:
MaxSP + n%
bAgi Bono de Ítem
bAgi
Firma:
bonus bAgi,n;
Descripción:
AGI + n
bAspdRate Bono de Ítem
bAspdRate
Firma:
bonus bAspdRate,n;
Descripción:
Attack speed + n%
bVit Bono de Ítem
bVit
Firma:
bonus bVit,n;
Descripción:
VIT + n
bSubSize Bono de Ítem
bSubSize
Firma:
bonus2 bSubSize,s,x;
Descripción:
+x% damage reduction against size s
bInt Bono de Ítem
bInt
Firma:
bonus bInt,n;
Descripción:
INT + n
bFixedCast Bono de Ítem
bFixedCast
Firma:
bonus bFixedCast,t;
Descripción:
Increases fixed cast time of all skills by t milliseconds (has effect in RENEWAL_CAST only)
bDex Bono de Ítem
bDex
Firma:
bonus bDex,n;
Descripción:
DEX + n
bDelayrate Bono de Ítem
bDelayrate
Firma:
bonus bDelayrate,n;
Descripción:
Increases skill delay by n%
bLuk Bono de Ítem
bLuk
Firma:
bonus bLuk,n;
Descripción:
LUK + n
bCritical Bono de Ítem
bCritical
Firma:
bonus bCritical,n;
Descripción:
Critical + n
bFlee2 Bono de Ítem
bFlee2
Firma:
bonus bFlee2,n;
Descripción:
Perfect Dodge + n
bPow Bono de Ítem
bPow
Firma:
bonus bPow,n;
Descripción:
POW + n
bShortAtkRate Bono de Ítem
bShortAtkRate
Firma:
bonus bShortAtkRate,n;
Descripción:
Increases damage of short ranged attacks by n%
bSta Bono de Ítem
bSta
Firma:
bonus bSta,n;
Descripción:
STA + n
bRes Bono de Ítem
bRes
Firma:
bonus bRes,n;
Descripción:
Res + n
bWis Bono de Ítem
bWis
Firma:
bonus bWis,n;
Descripción:
WIS + n
bMRes Bono de Ítem
bMRes
Firma:
bonus bMRes,n;
Descripción:
MRes + n
bSpl Bono de Ítem
bSpl
Firma:
bonus bSpl,n;
Descripción:
SPL + n
bMagicAtkEle Bono de Ítem
bMagicAtkEle
Firma:
bonus2 bMagicAtkEle,e,x;
Descripción:
Increases damage of e element magic by x%
bCon Bono de Ítem
bCon
Firma:
bonus bCon,n;
Descripción:
CON + n
bLongAtkRate Bono de Ítem
bLongAtkRate
Firma:
bonus bLongAtkRate,n;
Descripción:
Increases damage of long ranged attacks by n%
bCrt Bono de Ítem
bCrt
Firma:
bonus bCrt,n;
Descripción:
CRT + n
bHPlus Bono de Ítem
bHPlus
Firma:
bonus bHPlus,n;
Descripción:
HPlus + n
bCRate Bono de Ítem
bCRate
Firma:
bonus bCRate,n;
Descripción:
CRate + n
bPAtk Bono de Ítem
bPAtk
Firma:
bonus bPAtk,n;
Descripción:
PAtk + n
bSMatk Bono de Ítem
bSMatk
Firma:
bonus bSMatk,n;
Descripción:
SMatk + n
bAddSize Bono de Ítem
bAddSize
Firma:
bonus2 bAddSize,s,x;
Descripción:
+x% physical damage against size s
bMagicAddSize Bono de Ítem
bMagicAddSize
Firma:
bonus2 bMagicAddSize,s,x;
Descripción:
+x% magical damage against size s
No especificado
Referencias del Script

No se detectaron referencias documentadas en este script.

No especificado
Referencias del Script

No se detectaron referencias documentadas en este script.

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No especificado

Refinado Grupo Nivel del objeto Refinable Nivel de arma Nivel de armadura Detalles
Refinado Armadura 2 No especificado 2 Detalles

No especificado