Item Details

Bacsojin Hat-LT [1] ( Baksojin_Hat_LT )

ID 400246 Bacsojin Hat-LT [1]
Bacsojin 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 Bacsojin doll hat.
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INT +2, DEX +2, SPL +2, CON +2.
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Reduced Variable Casting Time by 10%
------------------------
Increases magical damage on Undead race monsters by 10%.
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There's a chance to activate 'Divine Willpower' for 7 seconds,
when doing magical attacks.

'Divine Willpower' effects:
For every refine level, MATK + 35.
When refined +10 or higher, S.MATK + 20.
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When refined +7 or higher,
increases all property magical damage by 15%.
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When refined +9 or higher,
MATK + 10%.
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When refined +11 or higher,
increases all property magical damage by an additional 10%.
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[Grade Bonus]
[Grade D] MATK +5%, SPL +3.
[Grade C] WIS +2, Fixed Casting Time reduced by 0.5 seconds.
[Grade B] S.MATK +3, MRES +20.
[Grade A] S.MATK +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 bInt,2;
bonus bDex,2;
bonus bSpl,2;
bonus bCon,2;
bonus bVariableCastrate,-10;
bonus2 bMagicAddRace,RC_Undead,10;
autobonus "{ .@r = getrefine(); bonus bMatk,35*.@r; if (.@r>=10) { bonus bSMatk,20; } }",1,7000,BF_MAGIC;
if (.@r>=7) {
   bonus2 bMagicAtkEle,Ele_All,15;
   if (.@r>=9) {
      bonus bMatkRate,10;
      if (.@r>=11) {
         bonus2 bMagicAtkEle,Ele_All,10;
      }
   }
}
if (.@g >= ENCHANTGRADE_D) {
   bonus bMatkRate,5;
   bonus bSpl,3;
   if (.@g >= ENCHANTGRADE_C) {
      bonus bFixedCast,-500;
      bonus bWis,2;
      if (.@g >= ENCHANTGRADE_B) {
         bonus bSMatk,3;
         bonus bMRes,20;
         if (.@g >= ENCHANTGRADE_A) {
            bonus bSMatk,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.
bInt Item Bonus
bInt
Signature:
bonus bInt,n;
Description:
INT + n
bDex Item Bonus
bDex
Signature:
bonus bDex,n;
Description:
DEX + n
bSpl Item Bonus
bSpl
Signature:
bonus bSpl,n;
Description:
SPL + n
bCon Item Bonus
bCon
Signature:
bonus bCon,n;
Description:
CON + n
bVariableCastrate Item Bonus
bVariableCastrate
Signature:
bonus2 bVariableCastrate,sk,n;
Description:
Increases variable cast time of skill sk by n% (If RENEWAL_CAST is NOT defined, this bonus is equal to bCastrate)
bMagicAddRace Item Bonus
bMagicAddRace
Signature:
bonus2 bMagicAddRace,r,x;
Description:
+x% magical damage against race r
bMatk Item Bonus
bMatk
Signature:
bonus bMatk,n;
Description:
Magical 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;
bSMatk Item Bonus
bSMatk
Signature:
bonus bSMatk,n;
Description:
SMatk + n
bMagicAtkEle Item Bonus
bMagicAtkEle
Signature:
bonus2 bMagicAtkEle,e,x;
Description:
Increases damage of e element magic by x%
bMatkRate Item Bonus
bMatkRate
Signature:
bonus bMatkRate,n;
Description:
Magical attack power + n%
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)
bWis Item Bonus
bWis
Signature:
bonus bWis,n;
Description:
WIS + n
bMRes Item Bonus
bMRes
Signature:
bonus bMRes,n;
Description:
MRes + 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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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