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//===== Hercules Documentation ===============================
//= Item Database
//===== By: ==================================================
//= Hercules Dev Team
//===== Current Version: =====================================
//= 20120904
//===== Description: =========================================
//= Explanation of the item_db.conf file and structure.
//============================================================

item_db: (
{
	// =================== Mandatory fields ===============================
	Id: ID                        (int)
	AegisName: "Aegis_Name"       (string, optional if Inherit: true)
	Name: "Item Name"             (string, optional if Inherit: true)
	// =================== Optional fields ================================
	Type: Item Type               (int, defaults to 3 = etc item)
	Buy: Buy Price                (int, defaults to Sell * 2)
	Sell: Sell Price              (int, defaults to Buy / 2)
	Weight: Item Weight           (int, defaults to 0, units in Weight/10 )
	Atk: Attack                   (int, defaults to 0)
	Matk: Magical Attack          (int, defaults to 0, ignored in pre-re)
	Def: Defense                  (int, defaults to 0)
	Range: Attack Range           (int, defaults to 0)
	Slots: Slots                  (int, defaults to 0)
	Job: Job mask                 (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)
	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)
	BindOnEquip: true/false       (boolean, defaults to false)
	BuyingStore: true/false       (boolean, defaults to false)
	Delay: Delay to use item      (int, defaults to 0)
	Trade: {                      (defaults to no restrictions)
		override: GroupID             (int, defaults to 100)
		nodrop: true/false            (boolean, defaults to false)
		notrade: true/false           (boolean, defaults to false)
		partneroverride: true/false   (boolean, defaults to false)
		noselltonpc: true/false       (boolean, defaults to false)
		nocart: true/false            (boolean, defaults to false)
		nostorage: true/false         (boolean, defaults to false)
		nogstorage: true/false        (boolean, defaults to false)
		nomail: true/false            (boolean, defaults to false)
		noauction: true/false         (boolean, defaults to false)
	}
	Nouse: {                      (defaults to no restrictions)
		override: GroupID             (int, defaults to 100)
		sitting: true/false           (boolean, defaults to false)
	}
	Stack: [amount, flag]         (int, defaults to 0)
	Sprite: SpriteID              (int, defaults to 0)
	Script: <"
		Script
		(it can be multi-line)
	">
	OnEquipScript: <" OnEquip Script (can also be multi-line) ">
	OnUnequipScript: <" OnUnequip Script (can also be multi-line) ">
	// =================== Optional fields (item_db2 only) ================
	Inherit: true/false           (boolean, if true, inherit the values
	                              that weren't specified, from item_db.conf,
	                              else override it and use default values)
},
...
)

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. When not specified, becomes 0.

Atk: Weapon's attack. When not specified, becomes 0.

Matk: Weapon's magical attack (only used in renewal mode, ignored in
      pre-renewal). When not specified, becomes 0.

Def: Armor's defense. When not specified, becomes 0.

Range: Weapon's attack range. When not specified, becomes 0.

Slots: Amount of slots the item possesses. When not specified, becomes 0.

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
	Rebellion      (2^30): 0x40000000
	Some other commonly used values:
	All except novice:     0xFFFFFFFE
	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)

	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.

Gender: Gender restriction. 0 is female, 1 is male, 2 for both (default value).

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

WeaponLv: Weapon level. Becomes 0 when not specified.

EquipLv: Base level required to be able to equip. It is possible to specify
	 two values, if an item has a maximum level, by using the following
         syntax:

	EquipLv: [minLv, maxLv]

	If only one value is specified, maxLv becomes the current server's
	MAX_LEVEL. If no values are specified, minLv becomes 0.

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.

	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)

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,
             will display a confirmation dialog the first time it is equipped,
             and, if accepted, the item will become character-bound.

BuyingStore: Whether the item can be sold via buyingstore, one must also edit
             data\buyingstoreitemlist.txt for client to accept item.

Delay: Delay for an item to be used again. Value is in milliseconds.
       There is a max concurrent number of entries modifiable in
       src/map/itemdb.h as MAX_ITEMDELAYS.

Trade: Item trade restrictions. If this block is omitted, the item will have no
       trade restrictions.
       All the settings in this group are boolean values, unless otherwise
       specified. Default value is false (restriction not set) for any missing
       setting.

	Allowed settings in this block are:
		override: If specified and in the interval [1:100], sets the
		          minimum GM Group ID that can bypass the defined trade
		          restrictions. This is an integer value.
		nodrop: Item can't be dropped.
		notrade: Item can't be traded (nor vended).
		partneroverride: Wedded partners can override the notrade setting.
		noselltonpc: Item can't be sold to NPCs.
		nocart: Item can't be placed in the cart.
		nostorage: Item can't be placed in the storage.
		nogstorage: Item can't be placed in the guild storage.
		nomail: Item can't be attached to mail messages.
		noauction: Item can't be auctioned.

Nouse: Defines if an item cannot be used under certain circumstances. If this
       block is omitted, there will be no usage restrictions.
       All the settings in this group are boolean values, unless otherwise
       specified. Default value is false (restriction not set) for any missing
       setting.

	Allowed settings in this block are:
		override: If specified and in the interval [1:100], sets the
		          minimum GM Group ID that can bypass the defined usage
		          restrictions. This is an integer value.
		sitting: Item can't be used while sitting.

Stack: Prevents an item to be stacked more than x times in given
       inventory types. Generally used by 3rd class related skill items.
       Syntax: [amount, type]
    Available types:
       1: Character inventory restriction
       2: Character cart restriction
       4: Account storage restriction
       8: Guild storage restriction
       Note: Stack limit of 0 will disable a restriction.

Sprite: SpriteID will be sent to the client instead of ItemID.
        NOTE: Replaces an item client-side while keeping them separate server-side.
              Think of it as a way to disguise items.

Script: Script to execute when the item is used/equipped.

OnEquipScript: Script to execute when the item is equipped.
               Warning, not all item bonuses will work here as expected.

OnUnequipScript: Script to execute when the item is unequipped.
                 Warning, not all item bonuses will work here as expected.

Inherit: This can be used only in item_db2.conf, and if set to true, and the
         item already exists in item_db.conf, all the missing fields will be
         inherited from there rather than using their default values.