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(FIXME: Someone give this file better formatting)

- Explanation of the item_db.txt file and structure.

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)

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.

ATK: Weapon's attack

DEF: Armor's defense

Range: Weapon's attack range

Slots: Amount of slots the 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: Shuriken
		7: Kunai

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

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

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