diff options
Diffstat (limited to 'doc/item_db.txt')
-rw-r--r-- | doc/item_db.txt | 156 |
1 files changed, 85 insertions, 71 deletions
diff --git a/doc/item_db.txt b/doc/item_db.txt index 86e397636..913ab80e0 100644 --- a/doc/item_db.txt +++ b/doc/item_db.txt @@ -58,14 +58,15 @@ item_db: ( Summoner: true/false (boolean, defaults to false) } Job: Job mask (alternate synxtax, int, defaults to all jobs = 0xFFFFFFFF) - Upper: Upper mask (int, defaults to any = 0x3f) - Gender: Gender (int, defaults to both = 2) - Loc: Equip location (int, required value for equipment) + Upper: Upper mask (bitmask array, string or int, defaults to "ITEMUPPER_ALL") + Gender: Gender (string, defaults to "SEX_ANY") + Loc: Equip location (bitmask array, string or int, required value for equipment) WeaponLv: Weapon Level (int, defaults to 0) EquipLv: Equip required level (int, defaults to 0) EquipLv: [min, max] (alternative syntax with min / max level) Refine: Refineable (boolean, defaults to true) - View: View ID (int, defaults to 0) + Subtype: Item Subtype (int, defaults to 0) + ViewSprite: Sprite view ID (int, defaults to 0) BindOnEquip: true/false (boolean, defaults to false) ForceSerial: true/false (boolean, defaults to false) BuyingStore: true/false (boolean, defaults to false) @@ -187,43 +188,54 @@ Job: Job restrictions. If this block is omitted, item can be equipped by all cl All (default value): 0xFFFFFFFF Upper: Equippable upper-types. Uses the following bitmasks: - Normal jobs: 0x01 (1) - Upper jobs: 0x02 (2) - Baby jobs: 0x04 (4) - Third jobs: 0x08 (8) - Upper Third jobs: 0x10 (16) - Baby Third jobs: 0x20 (32) + Normal jobs: ITEMUPPER_NORMAL (0x01) + Upper jobs: ITEMUPPER_UPPER (0x02) + Baby jobs: ITEMUPPER_BABY (0x04) + Third jobs: ITEMUPPER_THIRD (0x08) + Upper Third jobs: ITEMUPPER_THIRDUPPER (0x10) + Baby Third jobs: ITEMUPPER_THIRDBABY (0x20) Under pre-re mode third classes are considered upper, making use of - the 8 and above masks is therefore not necessary unless in renewal - mode. When no value is specified, all classes (mask 0x3f) are able to - equip the item. + the ITEMUPPER_THIRD and above masks is therefore not necessary unless + in renewal mode. When no value is specified, all classes (mask + ITEMUPPER_ALL = 0x3f) are able to equip the item. -Gender: Gender restriction. 0 is female, 1 is male, 2 for both (default value). +Gender: Gender restriction. + Available genders: + SEX_FEMALE: 0 + SEX_MALE: 1 + SEX_ANY: 2 + When not specified, becomes "SEX_ANY". Loc: Equipment's placement. A value needs to be specified if the item is an - equipment piece. Values are: - - 2^0 001 = Lower Headgear - 2^1 002 = Weapon - 2^2 004 = Garment - 2^3 008 = Accessory 1 - 2^4 016 = Armor - 2^5 032 = Shield - 2^6 064 = Footgear - 2^7 128 = Accessory 2 - 2^8 256 = Upper Headgear - 2^9 512 = Middle Headgear - 2^10 1024 = Costume Top Headgear - 2^11 2048 = Costume Mid Headgear - 2^12 4096 = Costume Low Headgear - 2^13 8192 = Costume Garment/Robe - 2^16 65536 = Shadow Armor - 2^17 131072 = Shadow Weapon - 2^18 262144 = Shadow Shield - 2^18 524288 = Shadow Shoes - 2^20 1048576 = Shadow Accessory 2 - 2^21 2097152 = Shadow Accessory 1 + equipment piece. Values are (bitmask arrays are supported): + + Lower Headgear: EQP_HEAD_LOW (2^00 = 0x000001) + Weapon: EQP_HAND_R or EQP_WEAPON (2^01 = 0x000002) + Garment: EQP_GARMENT (2^02 = 0x000004) + Accessory 1: EQP_ACC_L (2^03 = 0x000008) + Armor: EQP_ARMOR (2^04 = 0x000010) + Shield: EQP_HAND_L or EQP_SHIELD (2^05 = 0x000020) + (Both Hands): EQP_ARMS (EQP_HAND_L | EQP_HAND_R = 0x000022) + Footgear: EQP_SHOES (2^06 = 0x000040) + Accessory 2: EQP_ACC_R (2^07 = 0x000080) + (Both Accessories): EQP_ACC (EQP_ACC_R | EQP_ACC_L = 0x000088) + Upper Headgear: EQP_HEAD_TOP (2^08 = 0x000100) + Middle Headgear: EQP_HEAD_MID (2^09 = 0x000200) + (T+M+B Headgear): EQP_HELM (EQP_HEAD_LOW | EQP_HEAD_MID | EQP_HEAD_TOP = 0x000301) + Costume Top Headgear: EQP_COSTUME_HEAD_TOP (2^10 = 0x000400) + Costume Mid Headgear: EQP_COSTUME_HEAD_MID (2^11 = 0x000800) + Costume Low Headgear: EQP_COSTUME_HEAD_LOW (2^12 = 0x001000) + Costume Garment/Robe: EQP_COSTUME_GARMENT (2^13 = 0x002000) + Ammunition: EQP_AMMO (2^15 = 0x008000) + Shadow Armor: EQP_SHADOW_ARMOR (2^16 = 0x010000) + Shadow Weapon: EQP_SHADOW_WEAPON (2^17 = 0x020000) + Shadow Shield: EQP_SHADOW_SHIELD (2^18 = 0x040000) + (Shadow 2H Weapon): EQP_SHADOW_ARMS (EQP_SHADOW_WEAPON | EQP_SHADOW_SHIELD = 0x060000) + Shadow Shoes: EQP_SHADOW_SHOES (2^19 = 0x080000) + Shadow Accessory 2: EQP_SHADOW_ACC_R (2^20 = 0x100000) + Shadow Accessory 1: EQP_SHADOW_ACC_L (2^21 = 0x200000) + (Shadow Accessories): EQP_SHADOW_ACC (EQP_SHADOW_ACC_R | EQP_SHADOW_ACC_L = 0x300000) WeaponLv: Weapon level. Becomes 0 when not specified. @@ -239,45 +251,47 @@ EquipLv: Base level required to be able to equip. It is possible to specify Refineable: true if the item can be refined, false otherwise. If no value is specified, it defaults to true. -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. +ViewSprite: Defines a replacement view-sprite for the item (eg: + Making apples look like apple juice). + +Subtype: For weapons and ammo, 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 + W_FIST 0: Bare fist + W_DAGGER 1: Daggers + W_1HSWORD 2: One-handed swords + W_2HSWORD 3: Two-handed swords + W_1HSPEAR 4: One-handed spears + W_2HSPEAR 5: Two-handed spears + W_1HAXE 6: One-handed axes + W_2HAXE 7: Two-handed axes + W_MACE 8: Maces + W_2HMACE 9: Unused + W_STAFF 10: Staves + W_BOW 11: Bows + W_KNUCKLE 12: Knuckles + W_MUSICAL 13: Musical instruments + W_WHIP 14: Whips + W_BOOK 15: Books + W_KATAR 16: Katars + W_REVOLVER 17: Reveolvers + W_RIFLE 18: Rifles + W_GATLING 19: Gatling guns + W_SHOTGUN 20: Shotguns + W_GRENADE 21: Grenade launchers + W_HUUMA 22: Fuuma shurikens + W_2HSTAFF 23: Two-handed staves 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) + A_ARROW 1: Arrows + A_DAGGER 2: Throwable daggers + A_BULLET 3: Bullets + A_SHELL 4: Shells + A_GRENADE 5: Grenades + A_SHURIKEN 6: Shuriken + A_KUNAI 7: Kunai + A_CANNONBALL 8: Cannon balls + A_THROWWEAPON 9: Throwable items (Sling Item) BindOnEquip: Whether the item will automatically bind to the character when it is equipped for the first time. An item that has this field set, |