Dim Glacier Boots

Item ID 470197 Name Dim Glacier Boots
Glacier's Boots that have lost their light due to being engulfed in venomous magic.
_______________________
POW +2, CON +2
_______________________
Refine Level +7:
ATK +5%, P.ATK +2
_______________________
Refine Level +9:
Decreases Variable Casting Time by 10%.
_______________________
Refine Level +11:
Increases Physical Damage by 10%.
_______________________
[Bonus by Grade]
[Grade D]: ATK +2%
[Grade C]: Fixed Casting Time -1 second.
[Grade B]: P.ATK +2, ATK +1%.
[Grade A]: ATK +2%
_______________________
Type: Shoes
Defense: 126
Weight: 200
Armor Level: 2
_______________________
Requirement:
Base Level 230
Weapon Level 0 Identifier D_Glacier_Boots
Attack 0 Type Armor
MATK 0 Equip Locations Footgear
Defense 126 Equippable Jobs None
Range 0 Equip Gender Both (Male and Female)
Slots 1 Equip Upper None
Weight 200 Min Equip Level 230
NPC Buy 0 Max Equip Level None
NPC Sell 0 Refineable Yes
Credit Price None Trade restriction None
Item Script
.@g = getenchantgrade();
.@r = getrefine();
bonus bPow,2;
bonus bCon,2;
if (.@r>=7) {
   bonus bPAtk,2;
   bonus bAtkRate,5;
   if (.@r>=9) {
      bonus bVariableCastrate,-10;
      if (.@r>=11) {
         bonus bLongAtkRate,10;
         bonus bShortAtkRate,10;
      }
   }
}
if (.@g>=ENCHANTGRADE_D) {
   bonus bAtkRate,2;
   if (.@g>=ENCHANTGRADE_C) {
      bonus bFixedCast,-1000;
      if (.@g>=ENCHANTGRADE_B) {
         bonus bPAtk,2;
         bonus bAtkRate,1;
         if (.@g>=ENCHANTGRADE_A) {
            bonus bAtkRate,2;
         }
      }
   }
}

Set Script
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
.@sum = getequiprefinerycnt(EQI_ARMOR)+getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT);
bonus bLongAtkRate,5;
bonus bShortAtkRate,5;
bonus bDelayrate,-5;
bonus bVariableCastrate,-5;
bonus bBaseAtk,2*.@sum;
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Two-handed Sword
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
         bonus2 bAddEle,Ele_All,20;
      }
   }
}
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Lance
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
         bonus2 bAddEle,Ele_All,20;
      }
   }
}
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Mechanic Axe
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
         bonus2 bAddEle,Ele_All,20;
      }
   }
}
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Staff
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
         bonus2 bAddEle,Ele_All,20;
      }
   }
}
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Katar
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
         bonus2 bAddEle,Ele_All,20;
      }
   }
}
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Huuma Shuriken
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
         bonus2 bAddEle,Ele_All,20;
      }
   }
}
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Bow
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
         bonus2 bAddEle,Ele_All,20;
      }
   }
}
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Pistol
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
         bonus2 bAddEle,Ele_All,20;
      }
   }
}
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Rifle
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
         bonus2 bAddEle,Ele_All,20;
      }
   }
}
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Shotgun
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
         bonus2 bAddEle,Ele_All,20;
      }
   }
}
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Gatling Gun
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
         bonus2 bAddEle,Ele_All,20;
      }
   }
}
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Grenade Launcher
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
         bonus2 bAddEle,Ele_All,20;
      }
   }
}
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Sword
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Basic Sword
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Rogue Knife
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Basic Knife
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Axe
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Spear
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Book
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Wand
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Foxtail
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Knuckle
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Violin
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Whip
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Mace
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}
Dim Glacier Armor
Dim Glacier Boots
Dim Glacier Manteau
Dim Glacier Mechanic Mace
.@r = getequiprefinerycnt(EQI_HAND_R);
.@g = getenchantgrade(EQI_HAND_R);
bonus bBaseAtk,10*(.@r/3);
if (.@g >= ENCHANTGRADE_C) {
   bonus bPAtk,6;
   bonus bPow,5;
   bonus bCon,5;
   if (.@g >= ENCHANTGRADE_B) {
      bonus bPAtk,5;
      bonus bPow,5;
      bonus bCon,5;
      if (.@g >= ENCHANTGRADE_A) {
         bonus bPAtk,4;
         bonus bPow,5;
         bonus bCon,5;
      }
   }
}