item_db.txt 3.2 KB

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  1. (FIXME: Someone give this file better formatting)
  2. - Explanation of the item_db.txt file and structure.
  3. ID: Item id
  4. JName: Server name to reference the item in scripts and lookups, should use no
  5. spaces.
  6. Name: Name in english for displaying as output for @ and script commands.
  7. Type:
  8. 0 Healing item.
  9. 2 Usable item.
  10. 3 Etc item
  11. 4 Weapon
  12. 5 Armor/Garment/Boots/Headgear
  13. 6 Card
  14. 7 Pet egg
  15. 8 Pet equipment
  16. 10 Ammo (Arrows/Bullets/etc)
  17. 11 Usable with delayed consumption (item is lost from inventory after
  18. selecting a target, for use with skills and pet lures)
  19. Price: Default buying price. When not specified, becomes double the sell price.
  20. Sell: Default buying price. When not specified, becomes half the buy price.
  21. Weight: Item's weight. Each 10 is 1 weight.
  22. ATK: Weapon's attack
  23. DEF: Armor's defense
  24. Range: Weapon's attack range
  25. Slot: Amount of slots item possesses.
  26. Job: Equippable jobs. Uses the following bitmask table:
  27. (S.) Novice (2^00): 0x00000001
  28. Swordman (2^01): 0x00000002
  29. Mage (2^02): 0x00000004
  30. Archer (2^03): 0x00000008
  31. Acolyte (2^04): 0x00000010
  32. Merchant (2^05): 0x00000020
  33. Thief (2^06): 0x00000040
  34. Knight (2^07): 0x00000080
  35. Priest (2^08): 0x00000100
  36. Wizard (2^09): 0x00000200
  37. Blacksmith (2^10): 0x00000400
  38. Hunter (2^11): 0x00000800
  39. Assassin (2^12): 0x00001000
  40. Unused (2^13): 0x00002000
  41. Crusader (2^14): 0x00004000
  42. Monk (2^15): 0x00008000
  43. Sage (2^16): 0x00010000
  44. Rogue (2^17): 0x00020000
  45. Alchemist (2^18): 0x00040000
  46. Bard/Dancer (2^19): 0x00080000
  47. Unused (2^20): 0x00100000
  48. Taekwon (2^21): 0x00200000
  49. StarGladi (2^22): 0x00400000
  50. Soul Linker (2^23): 0x00800000
  51. Gunslinger (2^24): 0x01000000
  52. Ninja (2^25): 0x02000000
  53. Upper: Equippable upper-types. Uses the following bitmasks:
  54. 1: Normal jobs
  55. 2: Upper jobs
  56. 4: Baby jobs
  57. Gender: Gender restriction. 0 is female, 1 is male, 2 for both.
  58. Loc: Equipment's placement. Values are:
  59. 2^8 256 = Upper Headgear
  60. 2^9 512 = Middle Headgear
  61. 2^0 001 = Lower Headgear
  62. 2^4 016 = Armor
  63. 2^1 002 = Weapon
  64. 2^5 032 = Shield
  65. 2^2 004 = Garment
  66. 2^6 064 = Footgear
  67. 2^3 008 = Accessory 1
  68. 2^7 128 = Accessory 2
  69. wLV: Weapon level.
  70. eLV: Base level required to be able to equip.
  71. Refineable: 1 if the item can be refined, 0 otherwise.
  72. View: For normal items, defines a replacement view-sprite for the item (eg:
  73. Making apples look like apple juice). The special case are weapons and ammo
  74. where this value indicates the weapon-class of the item.
  75. For weapons, the types are:
  76. 0: bare fist
  77. 1: Daggers
  78. 2: One-handed swords
  79. 3: Two-handed swords
  80. 4: One-handed spears
  81. 5: Two-handed spears
  82. 6: One-handed axes
  83. 7: Two-handed axes
  84. 8: Maces
  85. 9: Unused
  86. 10: Staves
  87. 11: Bows
  88. 12: Knuckles
  89. 13: Musical Instruments
  90. 14: Whips
  91. 15: Books
  92. 16: Katars
  93. 17: Revolvers
  94. 18: Rifles
  95. 19: Shotguns
  96. 20: Gatling guns
  97. 21: Grenade launchers
  98. 22: Fuuma Shurikens
  99. For ammo, the types are:
  100. 1: Arrows
  101. 2: Throwable daggers
  102. 3: Bullets
  103. 4: Shells
  104. 5: Grenades
  105. 6: Shurikens
  106. 7: Kunais
  107. Script: Script to execute when the item is used/equipped.