Item Details

Ancient Ranger Shoes [1] ( Ranger_Shoes_US )

ID 470329 Ancient Ranger Shoes [1]
Ancient Ranger Shoes [1] Prix d'achat: zeny Prix de vente: 0 zeny Poids: 100 Emplacements: 1
Type: Armure/Vêtement/Bottes/Coiffure/Accessoire. Sous-type: Non spécifié Genre: Les deux Lieux: Chaussures
Attaque: Non spécifié Attaque magique: Non spécifié Portée: Non spécifié Défense: 50
Niveau d'arme: Non spécifié Niveau d'armure: 2 Niveau d'équipement min.: 100 Niveau d'équipement max.: Non spécifié
Affûtage: 1 Améliorable: 1 Élément: Neutre Classes: Non spécifié

A pair of greaves said to have been worn by ancient rangers.
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MDEF + 10.
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For every 2 refine level, CON + 3.
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For every 3 refine level, MHP + 3%, After Cast Delay - 2%.
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When refined to +10 or higher, ATK + 15%.
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When refined to +11 or higher, All Basic Status + 7, increase Movement Speed.
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When refined to +12 or higher, increase physical damage against all property enemies by 20%.
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When refined to +13 or higher, increase long-range physical damage by 30%.
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When refined to +14 or higher,
reduce Aimed Bolt Variable Casting Time by 100%,
reduce Aimed Bolt cooldown by 1 second,
increase Aimed Bolt and Arrow Storm damage by 100%.
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Set Bonus:
Ancient Ranger Shoes [1]
Goblin Archer Card

ATK + 75.
Increase Aimed Bolt damage by 40%.
Increase long-range physical damage by 20%.
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Set Bonus:
Ancient Ranger Shoes [1]
Kobold Archer Card

ATK + 75.
Increase Arrow Storm damage by 40%.
Increase long-range physical damage by 20%.
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Set Bonus:
Ancient Ranger Shoes [1]
Angry Moonlight Flower Card

ATK + 100, CON + 20.
Reduce physical damage taken from Medium and Large enemies by 15%.
For every 2 refine level of Shoes, increase long-range physical damage by 6%.
When equipped by Archer classes, ATK + 200.
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[Grade Bonus]
[Grade D] Reduces Fixed Casting Time by 0.7 seconds.
[Grade C] Increases physical damage to all sizes enemies by 20%.
[Grade B] All talent stat +10.
[Grade A] Increases Aimed Bolt and Arrow Storm damage by 100%.
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Type : Shoes
Def : 50
Weight : 100
Armor Level : 2
Required Level : 100
Class : All Jobs

Tous

Non spécifié

Drapeaux
Peut-il être ajouté à une boutique d'achat de joueur ? Non
Invoque un monstre ? Non
Fait partie d'un conteneur ? Non
Possède une pile unique ? Non
Se lie à l'équipement ? Non
Annonce le drop ? Non
Est consommé à l'utilisation ? Oui
A un effet au sol ? Non
Empilement
Non spécifié
Utilisation
Non spécifié
Commerce
Remplacer Non spécifié
Peut être jeté ? Oui
Peut être échangé ? Oui
Peut être échangé avec le partenaire ? Oui
Peut être vendu à un PNJ ? Oui
Peut être placé dans le chariot ? Oui
Peut être placé dans le stockage ? Oui
Peut être placé dans le stockage de guilde ? Oui
Peut être envoyé par courrier ? Oui
Peut être mis aux enchères ? Oui
Délai
Non spécifié
.@r = getrefine();
.@g = getenchantgrade();
bonus bMdef,10;
bonus bCon,3*(.@r/2);
bonus bMaxHPrate,3*(.@r/3);
bonus bDelayrate,-2*(.@r/3);
if (.@r>=10) {
   bonus bAtkRate,15;
   if (.@r>=11) {
       bonus bAllStats,7;
       bonus bSpeedRate,25;
       if (.@r>=12) {
            bonus2 bAddEle,Ele_All,20;
            if (.@r>=13) {
                bonus bLongAtkRate,30;
                if (.@r>=14) {
                    bonus2 bVariableCastrate,"RA_AIMEDBOLT",-100;
                    bonus2 bSkillCooldown,"RA_AIMEDBOLT",-1000;
                    bonus2 bSkillAtk,"RA_AIMEDBOLT",100;
                    bonus2 bSkillAtk,"RA_ARROWSTORM",100;
                }
            }
       }
   }
}
if (.@g>=ENCHANTGRADE_D) {
   bonus bFixedCast,-700;
   if (.@g>=ENCHANTGRADE_C) {
       bonus2 bAddSize,Size_All,20;
       if (.@g>=ENCHANTGRADE_B) {
            bonus bAllTraitStats,10;
            if (.@g>=ENCHANTGRADE_A) {
                bonus2 bSkillAtk,"RA_AIMEDBOLT",100;
                bonus2 bSkillAtk,"RA_ARROWSTORM",100;
            }
       }
   }
}
Références du Script
getrefine Commande
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
getenchantgrade Commande
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'.
bMdef Bonus d’Objet
bMdef
Signature:
bonus bMdef,n;
Description:
Equipment MDEF + n
bCon Bonus d’Objet
bCon
Signature:
bonus bCon,n;
Description:
CON + n
bMaxHPrate Bonus d’Objet
bMaxHPrate
Signature:
bonus bMaxHPrate,n;
Description:
MaxHP + n%
bDelayrate Bonus d’Objet
bDelayrate
Signature:
bonus bDelayrate,n;
Description:
Increases skill delay by n%
if Commande
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.
Exemple:
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;
bAtkRate Bonus d’Objet
bAtkRate
Signature:
bonus bAtkRate,n;
Description:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
bAllStats Bonus d’Objet
bAllStats
Signature:
bonus bAllStats,n;
Description:
STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n
bSpeedRate Bonus d’Objet
bSpeedRate
Signature:
bonus bSpeedRate,n;
Description:
Movement speed + n% (only the highest among all is applied, won't be stacked with SC_SPEEDUP0, SC_SPEEDUP1)
bAddEle Bonus d’Objet
bAddEle
Signature:
bonus3 bAddEle,e,x,bf;
Description:
+x% physical damage against element e with trigger criteria bf
bLongAtkRate Bonus d’Objet
bLongAtkRate
Signature:
bonus bLongAtkRate,n;
Description:
Increases damage of long ranged attacks by n%
bVariableCastrate Bonus d’Objet
bVariableCastrate
Signature:
bonus2 bVariableCastrate,sk,n;
Description:
Increases variable cast time of skill sk by n% (If RENEWAL_CAST is NOT defined, this bonus is equal to bCastrate)
bSkillCooldown Bonus d’Objet
bSkillCooldown
Signature:
bonus2 bSkillCooldown,sk,t;
Description:
Increases cooldown of skill sk by t milliseconds
bSkillAtk Bonus d’Objet
bSkillAtk
Signature:
bonus2 bSkillAtk,sk,n;
Description:
Increases damage of skill sk by n%
bFixedCast Bonus d’Objet
bFixedCast
Signature:
bonus bFixedCast,t;
Description:
Increases fixed cast time of all skills by t milliseconds (has effect in RENEWAL_CAST only)
bAddSize Bonus d’Objet
bAddSize
Signature:
bonus2 bAddSize,s,x;
Description:
+x% physical damage against size s
bAllTraitStats Bonus d’Objet
bAllTraitStats
Signature:
bonus bAllTraitStats,n;
Description:
POW + n, STA + n, WIS + n, SPL + n, CON + n, CRT + n
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Références du Script

Aucune référence documentée n’a été détectée dans ce script.

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Références du Script

Aucune référence documentée n’a été détectée dans ce script.

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Raffinage Groupe Niveau de l'objet Affûtage Niveau d'arme Niveau d'armure Détails
Raffinage Armure 2 Oui Non spécifié 2 Détails

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