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diff --git a/doc/item_db.txt b/doc/item_db.txt new file mode 100644 index 000000000..d474b08c9 --- /dev/null +++ b/doc/item_db.txt @@ -0,0 +1,155 @@ +//===== 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. |