//===== rAthena Documentation ================================
//= Item Database
//===== By: ==================================================
//= rAthena Dev Team
//===== Last Updated: ========================================
//= 20130819
//===== Description: =========================================
//= Explanation of the item_db.txt file and structure.
//============================================================

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ID: Item id

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AegisName: Server name to reference the item in scripts and lookups,
           should use no spaces.

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Name: Name in English for displaying as output for @ and script commands.

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Type: 
	0	Healing item.
	2	Usable item.
	3	Etc item
	4	Armor/Garment/Boots/Headgear/Accessory
	5	Weapon
	6	Card
	7	Pet egg
	8	Pet equipment
	10	Ammo (Arrows/Bullets/etc)
	11	Usable with delayed consumption (intended for 'itemskill')
		Items using the 'itemskill' script command are consumed after
		selecting a target. Any other command will NOT consume the item.
	12	Shadow Equipment
	18	Another delayed consume that requires user confirmation before
		using item.

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Buy: Default buying price. When not specified, becomes double the sell price.

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Sell: Default selling price. When not specified, becomes half the buy price.

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Weight: Item's weight. Each 10 is 1 weight.

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ATK: Weapon's attack

MATK: Weapon's magic attack (Renewal only)

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DEF: Armor's defense

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Range: Weapon's attack range

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Slots: Amount of slots the item possesses.

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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

	Novice + Swordman + Magician + Archer = 0x0000000F, why?
	Because: 10 = A, 11 = B, 12 = C, 13 = D, 14 = E, and 15 = F
	It's using hexadecimal.

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Class: Equippable upper-types. Uses the following bitmasks:
	 1: Normal classes (no Baby/Transcendent/Third classes)
	 2: Transcedent classes (no Transcedent-Third classes)
	 4: Baby classes (no Third-Baby classes)
	 8: Third classes (no Transcedent-Third or Third-Baby classes)
	16: Transcedent-Third classes
	32: Third-Baby classes

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Gender: Gender restriction. 0 is female, 1 is male, 2 for both.

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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 Right
	2^7      128 = Accessory Left
	2^10    1024 = Costume Top Headgear
	2^11    2048 = Costume Mid Headgear
	2^12    4096 = Costume Low Headgear
	2^13    8192 = Costume Garment/Robe
	2^15   32768 = Ammo
	2^16   65536 = Shadow Armor
	2^17  131072 = Shadow Weapon
	2^18  262144 = Shadow Shield
	2^19  524288 = Shadow Shoes
	2^20 1048576 = Shadow Accessory Right (Earring)
	2^21 2097152 = Shadow Accessory Left (Pendant)

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wLV: Weapon level.

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eLV: Base level required to be able to equip.

maxLevel: Only able to equip if base level is lower than this.

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Refineable: 1 if the item can be refined, 0 otherwise.

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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
		23: Two-handed staves
		24: Max Type
		25: Dual-wield Daggers
		26: Dual-wield Swords
		27: Dual-wield Axes
		28: Dagger + Sword
		29: Dagger + Axe
		30: Sword + Axe

	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)

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

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

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

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