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//===== Hercules Documentation ===============================
//= Item Database
//===== By: ==================================================
//= Hercules Dev Team
//===== Current Version: =====================================
//= 20120904
//===== Description: =========================================
//= Explanation of the item_db.txt file and structure.
//============================================================

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.

ATK: Weapon's attack

DEF: Armor's defense

Range: Weapon's attack range

Slots: Amount of slots the item possesses.

Job: 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

Upper: Equippable upper-types. Uses the following bitmasks:
	1: Normal jobs
	2: Upper jobs
	4: Baby jobs
	8: Third jobs
	16: Upper Third jobs
	32: Baby Third jobs
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.

Gender: Gender restriction. 0 is female, 1 is male, 2 for both.

Loc: Equipment's placement. 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

wLV: Weapon level.

eLV: Base level required to be able to equip.

Refineable: 1 if the item can be refined, 0 otherwise.

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)

Script: Script to execute when the item is used/equipped.

OnEquip_Script: Script to execute when the item is equipped.
                Warning, not all item bonuses will work here as expected.

OnUnequip_Script: Script to execute when the item is unequipped.
                  Warning, not all item bonuses will work here as expected.