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Diffstat (limited to 'doc/item_db.txt')
-rw-r--r-- | doc/item_db.txt | 250 |
1 files changed, 125 insertions, 125 deletions
diff --git a/doc/item_db.txt b/doc/item_db.txt index 13581d63c..33235187d 100644 --- a/doc/item_db.txt +++ b/doc/item_db.txt @@ -1,125 +1,125 @@ -(FIXME: Someone give this file better formatting) - -- Explanation of the item_db.txt file and structure. - -ID: Item id -JName: 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) - -Price: Default buying price. When not specified, becomes double the sell price. -Sell: Default buying 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 -Slot: Amount of slots item possesses. - -Job: Equippable jobs. Uses the following bitmask table: - - (S.) Novice (2^00): 0x00000001 - Swordman (2^01): 0x00000002 - Mage (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 - StarGladi (2^22): 0x00400000 - Soul Linker (2^23): 0x00800000 - Gunslinger (2^24): 0x01000000 - Ninja (2^25): 0x02000000 - -Upper: Equippable upper-types. Uses the following bitmasks: - 1: Normal jobs - 2: Upper jobs - 4: Baby jobs - -Gender: Gender restriction. 0 is female, 1 is male, 2 for both. - -Loc: Equipment's placement. Values are: - - 2^0 001 = Lower Head - 2^9 512 = Middle Head - 2^8 256 = Top head - 2^1 002 = Right hand - 2^5 032 = Left hand - 2^2 004 = mantle - 2^4 016 = armor - 2^6 064 = boots - 2^3 008 = Acc 1 - 2^7 128 = Acc 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: Shotguns - 20: Gatling guns - 21: Grenade launchers - 22: Huuma - - For ammo, the types are: - 1: Arrows - 2: Throwable daggers - 3: Bullets - 4: Shells - 5: Grenades - 6: Shurikens - 7: Kunais - -Script: Script to execute when the item is used/equipped. +(FIXME: Someone give this file better formatting)
+
+- Explanation of the item_db.txt file and structure.
+
+ID: Item id
+JName: 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)
+
+Price: Default buying price. When not specified, becomes double the sell price.
+Sell: Default buying 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
+Slot: Amount of slots item possesses.
+
+Job: Equippable jobs. Uses the following bitmask table:
+
+ (S.) Novice (2^00): 0x00000001
+ Swordman (2^01): 0x00000002
+ Mage (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
+ StarGladi (2^22): 0x00400000
+ Soul Linker (2^23): 0x00800000
+ Gunslinger (2^24): 0x01000000
+ Ninja (2^25): 0x02000000
+
+Upper: Equippable upper-types. Uses the following bitmasks:
+ 1: Normal jobs
+ 2: Upper jobs
+ 4: Baby jobs
+
+Gender: Gender restriction. 0 is female, 1 is male, 2 for both.
+
+Loc: Equipment's placement. Values are:
+
+ 2^0 001 = Lower Head
+ 2^9 512 = Middle Head
+ 2^8 256 = Top head
+ 2^1 002 = Right hand
+ 2^5 032 = Left hand
+ 2^2 004 = mantle
+ 2^4 016 = armor
+ 2^6 064 = boots
+ 2^3 008 = Acc 1
+ 2^7 128 = Acc 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: Shotguns
+ 20: Gatling guns
+ 21: Grenade launchers
+ 22: Huuma
+
+ For ammo, the types are:
+ 1: Arrows
+ 2: Throwable daggers
+ 3: Bullets
+ 4: Shells
+ 5: Grenades
+ 6: Shurikens
+ 7: Kunais
+
+Script: Script to execute when the item is used/equipped.
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