Item Details

Venus Feather Armor-LT [1] ( Vinus_Armor_TW_LT )

ID 450297 Venus Feather Armor-LT [1]
Venus Feather Armor-LT [1] Buy Price: zeny Sell Price: 0 zeny Weight: 30 Slots: 1
Type: Armor/Garment/Boots/Headgear/Accessory item. Sub Type: Not specified Gender: Both Locations: Armor
Attack: Not specified Magic Attack: Not specified Range: Not specified Defense: 30
Weapon Level: Not specified Armor Level: 2 Min. Equip Level: 150 Max. Equip Level: Not specified
Refineable: 1 Gradable: 1 Element: Neutral Classes: Not specified

ATK/MATK+100.
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Every 2 level refine, ATK/MATK+10.
Every 3 level refine, increase Rampage Blast/Lightning Ride/Duple Strike/Duple Magic/Adoramus skills damage by 20%.
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When refined to +9 or higher, ATK/MATK+10%.
When refined to +11 or higher, increase physical/magic damage to all races by 15%.
When refined to +13 or higher, reduce After cast delay skill by 15%.
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Set Bonus:
Venus Feather Armor-LT
Firelock Soldier Card

ATK+100,
Damage taken from all races -5%.
Increase physical damage to boss-level by 10%.
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Set Bonus:
Venus Feather Armor-LT
Lady Tanee Card

MaxHP+50%,
ATK+100,
Damage taken from all races -5%.
Increase physical damage to boss-level by 30%.
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[Grade Bonus]
[Grade D] Clearance skills cooldown time -5 seconds, Silentium skills cooldown time -5 seconds and Crescent Elbow skills cooldown time -1 second.
Every 3 level refine, increase physical/magic damage to enemies of all sizes by 4%.
[Grade C] Every 3 level refine, increase Flamen/Explosion Blaster skills damage by 5%.
[Grade B] Every 2 level refine, P.ATK+1/S.MATK+1.
Every 3 level refine, increase physical/magic damage to enemies of all sizes by 5%.
[Grade A] Every 3 level refine, increase Flamen/Explosion Blaster skills damage by 5%.
When refined to +13 or higher, Clearance skills cooldown time -5 seconds, Silentium skills cooldown time -5 seconds and Knuckle Arrow skills cooldown time -1 second.
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Type: Armor
Def: 30
Weight: 30
Armor Level: 2
Required Level: 150
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? 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();
.@g = getenchantgrade();
bonus bBaseAtk,100+(10*(.@r/2));
bonus bMatk,100+(10*(.@r/2));
bonus2 bSkillAtk,"SR_RAMPAGEBLASTER",20*(.@r/3);
bonus2 bSkillAtk,"SR_RIDEINLIGHTNING",20*(.@r/3);
bonus2 bSkillAtk,"AB_DUPLELIGHT_MELEE",20*(.@r/3);
bonus2 bSkillAtk,"AB_DUPLELIGHT_MAGIC",20*(.@r/3);
bonus2 bSkillAtk,"AB_ADORAMUS",20*(.@r/3);
if (.@r>=9) {
   bonus bAtkRate,10;
   bonus bMatkRate,10;
}
if (.@r>=11)
   bonus2 bAddRace,RC_All,15;
   bonus2 bMagicAddRace,RC_All,15;
if (.@r>=13)
   bonus bDelayrate,-15;
if (.@g>=ENCHANTGRADE_D) {
   bonus2 bSkillCooldown,"AB_CLEARANCE",-5000;
   bonus2 bSkillCooldown,"AB_SILENTIUM",-5000;
   bonus2 bSkillCooldown,"SR_CRESCENTELBOW",-3000;
   bonus2 bAddSize,Size_All,4*(.@r/3);
   bonus2 bMagicAddSize,Size_All,4*(.@r/3);
}
if (.@g>=ENCHANTGRADE_C) {
   bonus2 bSkillAtk,"CD_FRAMEN",5*(.@r/3);
   bonus2 bSkillAtk,"IQ_EXPOSION_BLASTER",5*(.@r/3);
}
if (.@g>=ENCHANTGRADE_B) {
   bonus bPAtk,.@r/2;
   bonus bSMatk,.@r/2;
   bonus2 bAddSize,Size_All,5*(.@r/3);
   bonus2 bMagicAddSize,Size_All,5*(.@r/3);
}
if (.@g>=ENCHANTGRADE_A) {
   bonus2 bSkillAtk,"CD_FRAMEN",5*(.@r/3);
   bonus2 bSkillAtk,"IQ_EXPOSION_BLASTER",5*(.@r/3);
   if (.@r>=13) {
       bonus2 bSkillCooldown,"AB_CLEARANCE",-5000;
       bonus2 bSkillCooldown,"AB_SILENTIUM",-5000;
       bonus2 bSkillCooldown,"SR_LIGHTNINGWALK",-1000;
   }
}
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'.
bBaseAtk Item Bonus
bBaseAtk
Signature:
bonus bBaseAtk,n;
Description:
Basic attack power + n
bMatk Item Bonus
bMatk
Signature:
bonus bMatk,n;
Description:
Magical attack power + n
bSkillAtk Item Bonus
bSkillAtk
Signature:
bonus2 bSkillAtk,sk,n;
Description:
Increases damage of skill sk by 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;
bAtkRate Item Bonus
bAtkRate
Signature:
bonus bAtkRate,n;
Description:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
bMatkRate Item Bonus
bMatkRate
Signature:
bonus bMatkRate,n;
Description:
Magical attack power + n%
bAddRace Item Bonus
bAddRace
Signature:
bonus2 bAddRace,r,x;
Description:
+x% physical damage against race r
bMagicAddRace Item Bonus
bMagicAddRace
Signature:
bonus2 bMagicAddRace,r,x;
Description:
+x% magical damage against race r
bDelayrate Item Bonus
bDelayrate
Signature:
bonus bDelayrate,n;
Description:
Increases skill delay by n%
bSkillCooldown Item Bonus
bSkillCooldown
Signature:
bonus2 bSkillCooldown,sk,t;
Description:
Increases cooldown of skill sk by t milliseconds
bAddSize Item Bonus
bAddSize
Signature:
bonus2 bAddSize,s,x;
Description:
+x% physical damage against size s
bMagicAddSize Item Bonus
bMagicAddSize
Signature:
bonus2 bMagicAddSize,s,x;
Description:
+x% magical damage against size s
bPAtk Item Bonus
bPAtk
Signature:
bonus bPAtk,n;
Description:
PAtk + n
bSMatk Item Bonus
bSMatk
Signature:
bonus bSMatk,n;
Description:
SMatk + 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 2 Yes Not specified 2 Details

Not specified