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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)
- 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.
- 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
- 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
- Upper: Equippable upper-types. Uses the following bitmasks:
- 1: Normal jobs
- 2: Upper jobs
- 4: Baby jobs
- 8: Third jobs
- Gender: Gender restriction. 0 is female, 1 is male, 2 for both.
- Loc: Equipment's placement. Values are:
- 2^12 4096 = Costume Low Headgear
- 2^11 2048 = Costume Mid Headgear
- 2^10 1024 = Costume Top Headgear
- 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: 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
- 7: Cannonballs
- 7: Throwable Items (Sling Item)
- 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.
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