Item Details

Zodiac Boots (Swordsman) [1] ( Zodiac_Boots_SM )

ID 470255 Zodiac Boots (Swordsman) [1]
Zodiac Boots (Swordsman) [1] Precio de compra: zeny Precio de venta: 0 zeny Peso: 90 Ranuras: 1
Tipo: Equipamiento. Subtipo: No especificado Género: Ambos Ubicaciones: Zapatos
Ataque: No especificado Ataque mágico: No especificado Alcance: No especificado Defensa: 60
Nivel de arma: No especificado Nivel de armadura: 1 Nivel de Equipamiento (Mín.): 100 Nivel de Equipamiento (Máx.): No especificado
Refinable: 1 Graduable: No especificado Elemento: Neutral Clases: Cuarta clases., Todo Tercero

ATK +30
MATK +30
------------------------
Per 2 tingkat tempa:
ATK +10
ATK +1%
MATK +10
MATK +1%
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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%
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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

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();
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;
Referencias del Script
getrefine Comando
getrefine
Firma:
getrefine()
Descripción:
function is called. This function is intended for use in item scripts.
bBaseAtk Bono de Ítem
bBaseAtk
Firma:
bonus bBaseAtk,n;
Descripción:
Basic attack power + n
bMatk Bono de Ítem
bMatk
Firma:
bonus bMatk,n;
Descripción:
Magical attack power + n
bAtkRate Bono de Ítem
bAtkRate
Firma:
bonus bAtkRate,n;
Descripción:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
bMatkRate Bono de Ítem
bMatkRate
Firma:
bonus bMatkRate,n;
Descripción:
Magical attack power + n%
bSkillAtk Bono de Ítem
bSkillAtk
Firma:
bonus2 bSkillAtk,sk,n;
Descripción:
Increases damage of skill sk by 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;
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)
bDelayrate Bono de Ítem
bDelayrate
Firma:
bonus bDelayrate,n;
Descripción:
Increases skill delay by n%
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.

No especificado

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No especificado

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Refinado Grupo Nivel del objeto Refinable Nivel de arma Nivel de armadura Detalles
Refinado Armadura 1 No especificado 1 Detalles

No especificado