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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 4dcbe491c..dec53ffa9 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:
-
- 2^8 256 = 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: Shotguns
- 20: Gatling guns
- 21: Grenade launchers
- 22: Fuuma Shurikens
-
- 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: + + 2^8 256 = 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: Shotguns + 20: Gatling guns + 21: Grenade launchers + 22: Fuuma Shurikens + + 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. |