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-(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.