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authorTrojal <trojal@gmail.com>2013-01-10 20:09:39 -0800
committerTrojal <trojal@gmail.com>2013-01-10 20:32:02 -0800
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+//===== rAthena Documentation ================================
+//= Item Database
+//===== By: ==================================================
+//= rAthena 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
+
+Gender: Gender restriction. 0 is female, 1 is male, 2 for both.
+
+Loc: Equipment's placement. Values are:
+ 2^12 4096 = Costume Low Headgear
+ 2^11 2048 = Costume Mid Headgear
+ 2^10 1024 = Costume Top Headgear
+ 2^8 256 = Upper Headgear
+ 2^9 512 = Middle Headgear
+ 2^0 001 = Lower Headgear
+ 2^4 016 = Armor
+ 2^1 002 = Weapon
+ 2^5 032 = Shield
+ 2^2 004 = Garment
+ 2^6 064 = Footgear
+ 2^3 008 = Accessory 1
+ 2^7 128 = Accessory 2
+
+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.