//===== Hercules Documentation ===============================
//= Item Database
//===== By: ==================================================
//= Hercules Dev Team
//===== Current Version: =====================================
//= 20120904
//===== Description: =========================================
//= Explanation of the item_db.conf file and structure.
//============================================================
item_db: (
{
// =================== Mandatory fields ===============================
Id: ID (int)
AegisName: "Aegis_Name" (string, optional if Inherit: true)
Name: "Item Name" (string, optional if Inherit: true)
// =================== Optional fields ================================
Type: Item Type (int, defaults to 3 = etc item)
Buy: Buy Price (int, defaults to Sell * 2)
Sell: Sell Price (int, defaults to Buy / 2)
Weight: Item Weight (int, defaults to 0, units in Weight/10 )
Atk: Attack (int, defaults to 0)
Matk: Magical Attack (int, defaults to 0, ignored in pre-re)
Def: Defense (int, defaults to 0)
Range: Attack Range (int, defaults to 0)
Slots: Slots (int, defaults to 0)
Job: { (defaults to all job)
All: true/false (boolean, defaults to false)
Novice: true/false (boolean, defaults to false)
Swordsman: true/false (boolean, defaults to false)
Magician: true/false (boolean, defaults to false)
Archer: true/false (boolean, defaults to false)
Acolyte: true/false (boolean, defaults to false)
Merchant: true/false (boolean, defaults to false)
Thief: true/false (boolean, defaults to false)
Knight: true/false (boolean, defaults to false)
Priest: true/false (boolean, defaults to false)
Wizard: true/false (boolean, defaults to false)
Blacksmith: true/false (boolean, defaults to false)
Hunter: true/false (boolean, defaults to false)
Assassin: true/false (boolean, defaults to false)
Crusader: true/false (boolean, defaults to false)
Monk: true/false (boolean, defaults to false)
Sage: true/false (boolean, defaults to false)
Rogue: true/false (boolean, defaults to false)
Alchemist: true/false (boolean, defaults to false)
Bard: true/false (boolean, defaults to false)
Gunslinger: true/false (boolean, defaults to false)
Ninja: true/false (boolean, defaults to false)
Taekwon: true/false (boolean, defaults to false)
Star_Gladiator: true/false (boolean, defaults to false)
Soul_Linker: true/false (boolean, defaults to false)
Gangsi: true/false (boolean, defaults to false)
Death_Knight: true/false (boolean, defaults to false)
Dark_Collector: true/false (boolean, defaults to false)
Kagerou: true/false (boolean, defaults to false)
Rebellion: true/false (boolean, defaults to false)
Summoner: true/false (boolean, defaults to false)
}
Job: Job mask (alternate synxtax, int, defaults to all jobs = 0xFFFFFFFF)
Upper: Upper mask (int, defaults to any = 0x3f)
Gender: Gender (int, defaults to both = 2)
Loc: Equip location (int, required value for equipment)
WeaponLv: Weapon Level (int, defaults to 0)
EquipLv: Equip required level (int, defaults to 0)
EquipLv: [min, max] (alternative syntax with min / max level)
Refine: Refineable (boolean, defaults to true)
View: View ID (int, defaults to 0)
BindOnEquip: true/false (boolean, defaults to false)
ForceSerial: true/false (boolean, defaults to false)
BuyingStore: true/false (boolean, defaults to false)
Delay: Delay to use item (int, defaults to 0)
KeepAfterUse: true/false (boolean, defaults to false)
Trade: { (defaults to no restrictions)
override: GroupID (int, defaults to 100)
nodrop: true/false (boolean, defaults to false)
notrade: true/false (boolean, defaults to false)
nostorage: true/false (boolean, defaults to false)
nocart: true/false (boolean, defaults to false)
noselltonpc: true/false (boolean, defaults to false)
nomail: true/false (boolean, defaults to false)
noauction: true/false (boolean, defaults to false)
nogstorage: true/false (boolean, defaults to false)
partneroverride: true/false (boolean, defaults to false)
}
Nouse: { (defaults to no restrictions)
override: GroupID (int, defaults to 100)
sitting: true/false (boolean, defaults to false)
}
Stack: [amount, flag] (int, defaults to 0)
Sprite: SpriteID (int, defaults to 0)
Script: <"
Script
(it can be multi-line)
">
OnEquipScript: <" OnEquip Script (can also be multi-line) ">
OnUnequipScript: <" OnUnequip Script (can also be multi-line) ">
// =================== Optional fields (item_db2 only) ================
Inherit: true/false (boolean, if true, inherit the values
that weren't specified, from item_db.conf,
else override it and use default values)
},
...
)
Id: Item id
AegisName: Server name to reference the item in scripts and lookups,
should use no spaces.
Name: Name in English for displaying as output for @ and script commands.
Type:
0 Healing item.
2 Usable item.
3 Etc item
4 Weapon
5 Armor/Garment/Boots/Headgear
6 Card
7 Pet egg
8 Pet equipment
10 Ammo (Arrows/Bullets/etc)
11 Usable with delayed consumption (item is lost from inventory
after selecting a target, for use with skills and pet lures)
18 Another delayed consume that requires user confirmation before
using item.
Buy: Default buying price. When not specified, becomes double the sell price.
Sell: Default selling price. When not specified, becomes half the buy price.
Weight: Item's weight. Each 10 is 1 weight. When not specified, becomes 0.
Atk: Weapon's attack. When not specified, becomes 0.
Matk: Weapon's magical attack (only used in renewal mode, ignored in
pre-renewal). When not specified, becomes 0.
Def: Armor's defense. When not specified, becomes 0.
Range: Weapon's attack range. When not specified, becomes 0.
Slots: Amount of slots the item possesses. When not specified, becomes 0.
Job: Job restrictions. If this block is omitted, item can be equipped by all class
All the settings in this group are boolean values,
Default value is false (restriction not set) for any missing setting.
Alternate Format:
Equippable jobs. Uses the following bitmask table:
(S.) Novice (2^00): 0x00000001
Swordman (2^01): 0x00000002
Magician (2^02): 0x00000004
Archer (2^03): 0x00000008
Acolyte (2^04): 0x00000010
Merchant (2^05): 0x00000020
Thief (2^06): 0x00000040
Knight (2^07): 0x00000080
Priest (2^08): 0x00000100
Wizard (2^09): 0x00000200
Blacksmith (2^10): 0x00000400
Hunter (2^11): 0x00000800
Assassin (2^12): 0x00001000
Unused (2^13): 0x00002000
Crusader (2^14): 0x00004000
Monk (2^15): 0x00008000
Sage (2^16): 0x00010000
Rogue (2^17): 0x00020000
Alchemist (2^18): 0x00040000
Bard/Dancer (2^19): 0x00080000
Unused (2^20): 0x00100000
Taekwon (2^21): 0x00200000
Star Gladiator (2^22): 0x00400000
Soul Linker (2^23): 0x00800000
Gunslinger (2^24): 0x01000000
Ninja (2^25): 0x02000000
Gangsi (2^26): 0x04000000
Death Knight (2^27): 0x08000000
Dark Collector (2^28): 0x10000000
Kagerou/Oboro (2^29): 0x20000000
Rebellion (2^30): 0x40000000
Summoner (2^31): 0x80000000
Some other commonly used values:
All except novice: 0xFFFFFFFE
All (default value): 0xFFFFFFFF
Upper: Equippable upper-types. Uses the following bitmasks:
Normal jobs: 0x01 (1)
Upper jobs: 0x02 (2)
Baby jobs: 0x04 (4)
Third jobs: 0x08 (8)
Upper Third jobs: 0x10 (16)
Baby Third jobs: 0x20 (32)
Under pre-re mode third classes are considered upper, making use of
the 8 and above masks is therefore not necessary unless in renewal
mode. When no value is specified, all classes (mask 0x3f) are able to
equip the item.
Gender: Gender restriction. 0 is female, 1 is male, 2 for both (default value).
Loc: Equipment's placement. A value needs to be specified if the item is an
equipment piece. Values are:
2^0 001 = Lower Headgear
2^1 002 = Weapon
2^2 004 = Garment
2^3 008 = Accessory 1
2^4 016 = Armor
2^5 032 = Shield
2^6 064 = Footgear
2^7 128 = Accessory 2
2^8 256 = Upper Headgear
2^9 512 = Middle Headgear
2^10 1024 = Costume Top Headgear
2^11 2048 = Costume Mid Headgear
2^12 4096 = Costume Low Headgear
2^13 8192 = Costume Garment/Robe
2^16 65536 = Shadow Armor
2^17 131072 = Shadow Weapon
2^18 262144 = Shadow Shield
2^18 524288 = Shadow Shoes
2^20 1048576 = Shadow Accessory 2
2^21 2097152 = Shadow Accessory 1
WeaponLv: Weapon level. Becomes 0 when not specified.
EquipLv: Base level required to be able to equip. It is possible to specify
two values, if an item has a maximum level, by using the following
syntax:
EquipLv: [minLv, maxLv]
If only one value is specified, maxLv becomes the current server's
MAX_LEVEL. If no values are specified, minLv becomes 0.
Refineable: true if the item can be refined, false otherwise. If no value is
specified, it defaults to true.
View: For normal items, defines a replacement view-sprite for the item (eg:
Making apples look like apple juice). The special case are weapons
and ammo where this value indicates the weapon-class of the item.
For weapons, the types are:
0: bare fist
1: Daggers
2: One-handed swords
3: Two-handed swords
4: One-handed spears
5: Two-handed spears
6: One-handed axes
7: Two-handed axes
8: Maces
9: Unused
10: Staves
11: Bows
12: Knuckles
13: Musical Instruments
14: Whips
15: Books
16: Katars
17: Revolvers
18: Rifles
19: Gatling guns
20: Shotguns
21: Grenade launchers
22: Fuuma Shurikens
For ammo, the types are:
1: Arrows
2: Throwable daggers
3: Bullets
4: Shells
5: Grenades
6: Shuriken
7: Kunai
8: Cannonballs
9: Throwable Items (Sling Item)
BindOnEquip: Whether the item will automatically bind to the character when it
is equipped for the first time. An item that has this field set,
will display a confirmation dialog the first time it is equipped,
and, if accepted, the item will become character-bound.
ForceSerial: Whether the item will be given new unique id or not. When the item
have this field as true, the item will be unstackable and new uniqueID
will be given to each item.
BuyingStore: Whether the item can be sold via buyingstore, one must also edit
data\buyingstoreitemlist.txt for client to accept item.
Delay: Delay for an item to be used again. Value is in milliseconds.
There is a max concurrent number of entries modifiable in
src/map/itemdb.h as MAX_ITEMDELAYS.
Trade: Item trade restrictions. If this block is omitted, the item will have no
trade restrictions.
All the settings in this group are boolean values, unless otherwise
specified. Default value is false (restriction not set) for any missing
setting.
Allowed settings in this block are:
override: If specified and in the interval [1:100], sets the
minimum GM Group ID that can bypass the defined trade
restrictions. This is an integer value.
nodrop: Item can't be dropped.
notrade: Item can't be traded (nor vended).
partneroverride: Wedded partners can override the notrade setting.
noselltonpc: Item can't be sold to NPCs.
nocart: Item can't be placed in the cart.
nostorage: Item can't be placed in the storage.
nogstorage: Item can't be placed in the guild storage.
nomail: Item can't be attached to mail messages.
noauction: Item can't be auctioned.
Nouse: Defines if an item cannot be used under certain circumstances. If this
block is omitted, there will be no usage restrictions.
All the settings in this group are boolean values, unless otherwise
specified. Default value is false (restriction not set) for any missing
setting.
Allowed settings in this block are:
override: If specified and in the interval [1:100], sets the
minimum GM Group ID that can bypass the defined usage
restrictions. This is an integer value.
sitting: Item can't be used while sitting.
Stack: Prevents an item to be stacked more than x times in given
inventory types. Generally used by 3rd class related skill items.
Syntax: [amount, type]
Available types:
1: Character inventory restriction
2: Character cart restriction
4: Account storage restriction
8: Guild storage restriction
Note: Stack limit of 0 will disable a restriction.
Sprite: SpriteID will be sent to the client instead of ItemID.
NOTE: Replaces an item client-side while keeping them separate server-side.
Think of it as a way to disguise items.
Script: Script to execute when the item is used/equipped.
OnEquipScript: Script to execute when the item is equipped.
Warning, not all item bonuses will work here as expected.
OnUnequipScript: Script to execute when the item is unequipped.
Warning, not all item bonuses will work here as expected.
Inherit: This can be used only in item_db2.conf, and if set to true, and the
item already exists in item_db.conf, all the missing fields will be
inherited from there rather than using their default values.