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-rw-r--r--doc/item_db.txt156
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,