Here the boots:
2499,Temporal_Boots,Temporal Boots,4,20,10,60,,20,,0,0xFFFFFFFF,63,2,64,,10,1,0,{ bonus bMaxHP,300; bonus bMaxSP,30; bonus bMaxHP,getrefine(3)>=3,300; bonus bMaxHP,100+(getrefine()/3); bonus bMaxSP,10+(getrefine()/3); },{},{}
22000,Temporal_Str_Boots,Temporal Str Boots,4,20,10,60,,25,,0,0xFFFFFFFE,63,2,64,,99,1,0,{ bonus bMaxHP,300; bonus bMaxSP,30; bonus bMaxHP,100+(getrefine()/3); bonus bMaxSP,10+(getrefine()/3); bonus bBaseAtk,7+(getrefine()/3); if(readparam(bStr)>=120) bonus bBaseAtk,50; },{},{}
22001,Temporal_Int_Boots,Temporal Int Boots,4,20,10,60,,20,,0,0xFFFFFFFE,63,2,64,,99,1,0,{ bonus bMaxHP,300; bonus bMaxSP,30; bonus bMaxHP,100+(getrefine()/3); bonus bMaxSP,10+(getrefine()/3); bonus bMAtk,10+(getrefine()/3); if(readparam(bInt)>=120) bonus bMAtk,60; Bonus bMdef,5; },{},{}
22002,Temporal_Agi_Boots,Temporal Agi Boots,4,20,10,60,,25,,0,0xFFFFFFFE,63,2,64,,99,1,0,{ bonus bMaxHP,300; bonus bMaxSP,30; bonus bMaxHP,100+(getrefine()/3); bonus bMaxSP,10+(getrefine()/3); bonus bAspdRate,3+(getrefine()/3); if(readparam(bAgi)>=120) bonus bAspd,1; },{},{}
22003,Temporal_Vit_Boots,Temporal Vit Boots,4,20,10,60,,25,,0,0xFFFFFFFE,63,2,64,,99,1,0,{ bonus bMaxHP,300; bonus bMaxSP,30; bonus bMaxHP,300+(getrefine()/3); bonus bMaxSP,10+(getrefine()/3); if(readparam(bVit)>=120) bonus bMaxHPRate,8; },{},{}
22004,Temporal_Dex_Boots,Temporal Dex Boots,4,20,10,60,,25,,0,0xFFFFFFFE,63,2,64,,99,1,0,{ bonus bMaxHP,300; bonus bMaxSP,30; bonus bMaxHP,100+(getrefine()/3); bonus bMaxSP,10+(getrefine()/3); bonus bDex,3+(getrefine()/3); if(readparam(bDex)>=120) bonus bFixedCastRate,-0.5; if(readparam(bDex)>=120) bonus bFixedCastRate,-0.5; if(readparam(bDex)>=120) bonus bLongAtkRate,5},{},{}
22005,Temporal_Luk_Boots,Temporal Luk Boots,4,20,10,60,,20,,0,0xFFFFFFFE,63,2,64,,99,1,0,{ bonus bMaxHP,300; bonus bMaxSP,30; bonus bMaxHP,100+(getrefine()/3); bonus bMaxSP,10+(getrefine()/3); bonus bCritAtkRate,2+(getrefine()/3); if(readparam(bLuk)>=120) bonus bCritAtkRate,30; Bonus bMdef,5;},{},{}
22006,Temporal_Str_Boots_,Temporal Str Boots,4,20,10,60,,25,,1,0xFFFFFFFE,63,2,64,,99,1,0,{ bonus bMaxHP,300; bonus bMaxSP,30; bonus bMaxHP,100+(getrefine()/3); bonus bMaxSP,10+(getrefine()/3); bonus bBaseAtk,7+(getrefine()/3); if(readparam(bStr)>=120) bonus bBaseAtk,50; },{},{}
22007,Temporal_Int_Boots_,Temporal Int Boots,4,20,10,60,,20,,1,0xFFFFFFFE,63,2,64,,99,1,0,{ bonus bMaxHP,300; bonus bMaxSP,30; bonus bMaxHP,100+(getrefine()/3); bonus bMaxSP,10+(getrefine()/3); bonus bMAtk,10+(getrefine()/3); if(readparam(bInt)>=120) bonus bMAtk,60; Bonus bMdef,5; },{},{}
22008,Temporal_Agi_Boots_,Temporal Agi Boots,4,20,10,60,,25,,1,0xFFFFFFFE,63,2,64,,99,1,0,{ bonus bMaxHP,300; bonus bMaxSP,30; bonus bMaxHP,100+(getrefine()/3); bonus bMaxSP,10+(getrefine()/3); bonus bAspdRate,3+(getrefine()/3); if(readparam(bAgi)>=120) bonus bAspd,1; },{},{}
22009,Temporal_Vit_Boots_,Temporal Vit Boots,4,20,10,60,,25,,1,0xFFFFFFFE,63,2,64,,99,1,0,{ bonus bMaxHP,300; bonus bMaxSP,30; bonus bMaxHP,300+(getrefine()/3); bonus bMaxSP,10+(getrefine()/3); if(readparam(bVit)>=120) bonus bMaxHPRate,8; },{},{}
22010,Temporal_Dex_Boots_,Temporal Dex Boots,4,20,10,60,,25,,1,0xFFFFFFFE,63,2,64,,99,1,0,{ bonus bMaxHP,300; bonus bMaxSP,30; bonus bMaxHP,100+(getrefine()/3); bonus bMaxSP,10+(getrefine()/3); bonus bDex,3+(getrefine()/3); if(readparam(bDex)>=120) bonus bFixedCastRate,-0.5; if(readparam(bDex)>=120) bonus bFixedCastRate,-0.5; if(readparam(bDex)>=120) bonus bLongAtkRate,5},{},{}
22011,Temporal_Luk_Boots_,Temporal Luk Boots,4,20,10,60,,20,,1,0xFFFFFFFE,63,2,64,,99,1,0,{ bonus bMaxHP,300; bonus bMaxSP,30; bonus bMaxHP,100+(getrefine()/3); bonus bMaxSP,10+(getrefine()/3); bonus bCritAtkRate,2+(getrefine()/3); if(readparam(bLuk)>=120) bonus bCritAtkRate,30; Bonus bMdef,5;},{},{}Check if on refine and on 120 status are working correctly...Enchants looks easy to make, but the +200 status activate with how chance? There's the problem...
Other status are like malangdo enchanter, you can use him for base, and the socket enchant NPC too, you can use seyablem for base.