Item Details

Illusion Military Boots [1] ( Military_Boots_IL_ )

ID 470037 Illusion Military Boots [1]
Illusion Military Boots [1] Buy Price: zeny Sell Price: 0 zeny Weight: 40 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: 12
Weapon Level: Not specified Armor Level: 1 Min. Equip Level: 100 Max. Equip Level: Not specified
Refineable: 1 Gradable: Not specified Element: Neutral Classes: Not specified

Botas super resistentes , que protegem o usuário de cortes de machados. Só cuidado para não bater o dedinho!!
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Habilita [Impacto Explosivo] nv.3.
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HP e SP máx. +3%.
Refino +5 ou mais:
ATQ +50.
HP e SP máx. +7% adicional.
Refino +7 ou mais:
ATQ +50 adicional.
HP e SP máx. +10% adicional.
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Ao aprender [Artilharia Arcana] nv.5:
Velocidade de ataque +10%.
A cada nível de base, HP máx. +100.
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A cada nível aprendido de [Arremesso de Machado]:
Dano de [Fúria do Furacão] +30%.
Dano de [Arremesso de Machado] +20%.
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A cada nível aprendido de [Erupção de Magma]:
Ignora 20% da DEF de todas as raças.
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Conjunto
[Machado Ilusional]
Resistência a monstros Chefes +15%.
Arma com refino +10 ou mais:
Dano físico contra monstros Chefes +25%.
Arma com refino +14 ou mais:
Dano físico contra monstros Chefes +25% adicional.
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Tipo: Calçado
DEF: 12 DEFM: 10
Peso: 40
Nível necessário: 100
Classes: Todas

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? 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();
.@lvl = getskilllv("NC_AXEBOOMERANG");
bonus bMdef,10;
bonus bMaxHPrate,3;
bonus bMaxSPrate,3;
skill "SM_MAGNUM",3;
bonus2 bSkillAtk,"NC_AXETORNADO",30*.@lvl;
bonus2 bSkillAtk,"NC_AXEBOOMERANG",20*.@lvl;
bonus2 bIgnoreDefRaceRate,RC_All,20*getskilllv("NC_MAGMA_ERUPTION");
if (getskilllv("NC_MAGICDECOY") == 5) {
   bonus bAspdRate,10;
   bonus bMaxHP,150*BaseLevel;
}
if (.@r>=5) {
   bonus bMaxHPrate,7;
   bonus bMaxSPrate,7;
   bonus bBaseAtk,50;
}
if (.@r>=7) {
   bonus bMaxHPrate,10;
   bonus bMaxSPrate,10;
   bonus bBaseAtk,50;
}
Script References
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
getskilllv Command
getskilllv
Signature:
getskilllv(<skill id>)
getskilllv("<skill name>")
Description:
character has. If they don't have the skill, 0 will be returned. The full list of character skills is available in ''. There are two main uses for this function, it can check whether the character has a skill or not, and it can tell you if the level is high enough. Example 1: Example 2:
Example:
if (getskilllv(152))
mes "You have got the skill Throw Stone";
else
mes "You don't have Throw Stone";
close;
if (getskilllv(28) >= 5)
mes "Your heal lvl is 5 or more";
else if (getskilllv(28) == 10)
mes "Your heal lvl has been maxed";
else
mes "You heal skill is below lvl 5";
close;
bMdef Item Bonus
bMdef
Signature:
bonus bMdef,n;
Description:
Equipment MDEF + n
bMaxHPrate Item Bonus
bMaxHPrate
Signature:
bonus bMaxHPrate,n;
Description:
MaxHP + n%
bMaxSPrate Item Bonus
bMaxSPrate
Signature:
bonus bMaxSPrate,n;
Description:
MaxSP + n%
bSkillAtk Item Bonus
bSkillAtk
Signature:
bonus2 bSkillAtk,sk,n;
Description:
Increases damage of skill sk by n%
bIgnoreDefRaceRate Item Bonus
bIgnoreDefRaceRate
Signature:
bonus2 bIgnoreDefRaceRate,r,n;
Description:
Disregard n% of the target's DEF if the target belongs to race r
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;
bAspdRate Item Bonus
bAspdRate
Signature:
bonus bAspdRate,n;
Description:
Attack speed + n%
bMaxHP Item Bonus
bMaxHP
Signature:
bonus bMaxHP,n;
Description:
MaxHP + n
bBaseAtk Item Bonus
bBaseAtk
Signature:
bonus bBaseAtk,n;
Description:
Basic attack power + n
Not specified
Script References

No documented script references were detected.

Not specified
Script References

No documented script references were detected.

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

Not specified