Item Details

Tiger King Doll Hat-LT [1] ( King_Tiger_Doll_Hat_LT )

ID 400245 Tiger King Doll Hat-LT [1]
Tiger King Doll Hat-LT [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: Upper Headgear
Attack: Not specified Magic Attack: Not specified Range: Not specified Defense: 6
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

Team Lighth own modified Tiger King doll hat.
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STR +2, DEX +2, POW +2, CON +2.
------------------------
ASPD + 10%.
------------------------
Increases physical damage on Brute race monsters by 10%.
Increases physical damage on Doram players by 10%.
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There's a chance to activate 'Might of the Beast' for 7 seconds,
when doing physical attacks.

'Might of the Beast' effects:
For every refine level, ATK + 35.
When refined +10 or higher, P.ATK + 20.
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When refined +7 or higher,
increases melee physical damage by 15%.
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When refined +9 or higher,
ATK + 10%.
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When refined +11 or higher,
increases melee physical damage by an additional 10%.
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[Grade Bonus]
[Grade D] ATK +5%, POW +3.
[Grade C] STA +2, reduced Fixed Casting Time by 0.5 seconds.
[Grade B] P.ATK +2, RES +20.
[Grade A] P.ATK +7.
------------------------
Type : Headgear
Def : 6
Location : Upper
Weight : 40
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
.@g = getenchantgrade();
.@r = getrefine();
bonus bStr,2;
bonus bDex,2;
bonus bPow,2;
bonus bCon,2;
bonus bAspdRate,10;
bonus2 bAddRace,RC_Brute,10;
bonus2 bAddRace,RC_Player_Doram,10;
autobonus "{ .@r = getrefine(); bonus bBaseAtk,35*.@r; if (.@r>=10) { bonus bPAtk,20; } }",1,7000,BF_WEAPON;
if (.@r>=7) {
   bonus bShortAtkRate,15;
   if (.@r>=9) {
      bonus bAtkRate,10;
      if (.@r>=11) {
         bonus bShortAtkRate,10;
      }
   }
}
if (.@g >= ENCHANTGRADE_D) {
   bonus bAtkRate,5;
   bonus bPow,3;
   if (.@g >= ENCHANTGRADE_C) {
      bonus bFixedCast,-500;
      bonus bSta,2;
      if (.@g >= ENCHANTGRADE_B) {
         bonus bPAtk,2;
         bonus bRes,20;
         if (.@g >= ENCHANTGRADE_A) {
            bonus bPAtk,7;
         }
      }
   }
}
Script References
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'.
getrefine Command
getrefine
Signature:
getrefine()
Description:
function is called. This function is intended for use in item scripts.
bStr Item Bonus
bStr
Signature:
bonus bStr,n;
Description:
STR + n
bDex Item Bonus
bDex
Signature:
bonus bDex,n;
Description:
DEX + n
bPow Item Bonus
bPow
Signature:
bonus bPow,n;
Description:
POW + n
bCon Item Bonus
bCon
Signature:
bonus bCon,n;
Description:
CON + n
bAspdRate Item Bonus
bAspdRate
Signature:
bonus bAspdRate,n;
Description:
Attack speed + n%
bAddRace Item Bonus
bAddRace
Signature:
bonus2 bAddRace,r,x;
Description:
+x% physical damage against race r
bBaseAtk Item Bonus
bBaseAtk
Signature:
bonus bBaseAtk,n;
Description:
Basic attack power + 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;
bPAtk Item Bonus
bPAtk
Signature:
bonus bPAtk,n;
Description:
PAtk + n
bShortAtkRate Item Bonus
bShortAtkRate
Signature:
bonus bShortAtkRate,n;
Description:
Increases damage of short ranged attacks by n%
bAtkRate Item Bonus
bAtkRate
Signature:
bonus bAtkRate,n;
Description:
ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only)
bFixedCast Item Bonus
bFixedCast
Signature:
bonus bFixedCast,t;
Description:
Increases fixed cast time of all skills by t milliseconds (has effect in RENEWAL_CAST only)
bSta Item Bonus
bSta
Signature:
bonus bSta,n;
Description:
STA + n
bRes Item Bonus
bRes
Signature:
bonus bRes,n;
Description:
Res + n
Not specified
Script References

No documented script references were detected.

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Script References

No documented script references were detected.

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ID Trigger Item Base Items Materials Roles Details
#7 Armor Modification Box (Lower) 23 57 Result Item Details
#8 Armor Modification Box (Middle) 23 57 Result Item Details
#34 Refinement Hammer for Special Hats 9 9 rodatabase.base_item Result Item Details
Refine Group Item Level Refineable Weapon Level Armor Level Details
Refine Armor 2 Yes Not specified 2 Details

Not specified