item_db.txt 5.7 KB

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  1. //===== rAthena Documentation ================================
  2. //= Item Database
  3. //===== By: ==================================================
  4. //= rAthena Dev Team
  5. //===== Last Updated: ========================================
  6. //= 20130819
  7. //===== Description: =========================================
  8. //= Explanation of the item_db.txt file and structure.
  9. //============================================================
  10. ---------------------------------------
  11. ID: Item id
  12. ---------------------------------------
  13. AegisName: Server name to reference the item in scripts and lookups,
  14. should use no spaces.
  15. ---------------------------------------
  16. Name: Name in English for displaying as output for @ and script commands.
  17. ---------------------------------------
  18. Type:
  19. 0 Healing item.
  20. 2 Usable item.
  21. 3 Etc item
  22. 4 Weapon
  23. 5 Armor/Garment/Boots/Headgear
  24. 6 Card
  25. 7 Pet egg
  26. 8 Pet equipment
  27. 10 Ammo (Arrows/Bullets/etc)
  28. 11 Usable with delayed consumption (item is lost from inventory
  29. after selecting a target, for use with skills and pet lures)
  30. 12 Shadow Equipment
  31. 18 Another delayed consume that requires user confirmation before
  32. using item.
  33. ---------------------------------------
  34. Buy: Default buying price. When not specified, becomes double the sell price.
  35. ---------------------------------------
  36. Sell: Default selling price. When not specified, becomes half the buy price.
  37. ---------------------------------------
  38. Weight: Item's weight. Each 10 is 1 weight.
  39. ---------------------------------------
  40. ATK: Weapon's attack
  41. ---------------------------------------
  42. DEF: Armor's defense
  43. ---------------------------------------
  44. Range: Weapon's attack range
  45. ---------------------------------------
  46. Slots: Amount of slots the item possesses.
  47. ---------------------------------------
  48. Job: Equippable jobs. Uses the following bitmask table:
  49. (S.) Novice (2^00): 0x00000001
  50. Swordman (2^01): 0x00000002
  51. Magician (2^02): 0x00000004
  52. Archer (2^03): 0x00000008
  53. Acolyte (2^04): 0x00000010
  54. Merchant (2^05): 0x00000020
  55. Thief (2^06): 0x00000040
  56. Knight (2^07): 0x00000080
  57. Priest (2^08): 0x00000100
  58. Wizard (2^09): 0x00000200
  59. Blacksmith (2^10): 0x00000400
  60. Hunter (2^11): 0x00000800
  61. Assassin (2^12): 0x00001000
  62. Unused (2^13): 0x00002000
  63. Crusader (2^14): 0x00004000
  64. Monk (2^15): 0x00008000
  65. Sage (2^16): 0x00010000
  66. Rogue (2^17): 0x00020000
  67. Alchemist (2^18): 0x00040000
  68. Bard/Dancer (2^19): 0x00080000
  69. Unused (2^20): 0x00100000
  70. Taekwon (2^21): 0x00200000
  71. Star Gladiator (2^22): 0x00400000
  72. Soul Linker (2^23): 0x00800000
  73. Gunslinger (2^24): 0x01000000
  74. Ninja (2^25): 0x02000000
  75. Gangsi (2^26): 0x04000000
  76. Death Knight (2^27): 0x08000000
  77. Dark Collector (2^28): 0x10000000
  78. Kagerou/Oboro (2^29): 0x20000000
  79. Rebellion (2^30): 0x40000000
  80. Novice + Swordman + Magician + Archer = 0x0000000F, why?
  81. Because: 10 = A, 11 = B, 12 = C, 13 = D, 14 = E, and 15 = F
  82. It's using hexadecimal.
  83. ---------------------------------------
  84. Class: Equippable upper-types. Uses the following bitmasks:
  85. 1: Normal classes (no Baby/Transcendent/Third classes)
  86. 2: Transcedent classes (no Transcedent-Third classes)
  87. 4: Baby classes (no Third-Baby classes)
  88. 8: Third classes (no Transcedent-Third or Third-Baby classes)
  89. 16: Transcedent-Third classes
  90. 32: Third-Baby classes
  91. ---------------------------------------
  92. Gender: Gender restriction. 0 is female, 1 is male, 2 for both.
  93. ---------------------------------------
  94. Loc: Equipment's placement. Values are (hexadecimal):
  95. 2^8 256 = Upper Headgear
  96. 2^9 512 = Middle Headgear
  97. 2^0 001 = Lower Headgear
  98. 2^4 016 = Armor
  99. 2^1 002 = Weapon
  100. 2^5 032 = Shield
  101. 2^2 004 = Garment
  102. 2^6 064 = Footgear
  103. 2^3 008 = Accessory 1
  104. 2^7 128 = Accessory 2
  105. 2^10 1024 = Costume Top Headgear
  106. 2^11 2048 = Costume Mid Headgear
  107. 2^12 4096 = Costume Low Headgear
  108. 2^13 8192 = Costume Garment/Robe
  109. 2^15 32768 = Ammo
  110. 2^16 65536 = Shadow Armor
  111. 2^17 131072 = Shadow Weapon
  112. 2^18 262144 = Shadow Shield
  113. 2^18 524288 = Shadow Shoes
  114. 2^20 1048576 = Shadow Accessory 2
  115. 2^21 2097152 = Shadow Accessory 1
  116. ---------------------------------------
  117. wLV: Weapon level.
  118. ---------------------------------------
  119. eLV: Base level required to be able to equip.
  120. ---------------------------------------
  121. Refineable: 1 if the item can be refined, 0 otherwise.
  122. ---------------------------------------
  123. View: For normal items, defines a replacement view-sprite for the item (eg:
  124. Making apples look like apple juice). The special case are weapons
  125. and ammo where this value indicates the weapon-class of the item.
  126. For weapons, the types are:
  127. 0: bare fist
  128. 1: Daggers
  129. 2: One-handed swords
  130. 3: Two-handed swords
  131. 4: One-handed spears
  132. 5: Two-handed spears
  133. 6: One-handed axes
  134. 7: Two-handed axes
  135. 8: Maces
  136. 9: Unused
  137. 10: Staves
  138. 11: Bows
  139. 12: Knuckles
  140. 13: Musical Instruments
  141. 14: Whips
  142. 15: Books
  143. 16: Katars
  144. 17: Revolvers
  145. 18: Rifles
  146. 19: Gatling guns
  147. 20: Shotguns
  148. 21: Grenade launchers
  149. 22: Fuuma Shurikens
  150. For ammo, the types are:
  151. 1: Arrows
  152. 2: Throwable daggers
  153. 3: Bullets
  154. 4: Shells
  155. 5: Grenades
  156. 6: Shuriken
  157. 7: Kunai
  158. 8: Cannonballs
  159. 9: Throwable Items (Sling Item)
  160. ---------------------------------------
  161. Script: Script to execute when the item is used/equipped.
  162. ---------------------------------------
  163. OnEquip_Script: Script to execute when the item is equipped.
  164. Warning, not all item bonuses will work here as expected.
  165. ---------------------------------------
  166. OnUnequip_Script: Script to execute when the item is unequipped.
  167. Warning, not all item bonuses will work here as expected.
  168. ---------------------------------------