item_db.txt 6.1 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 Armor/Garment/Boots/Headgear/Accessory
  23. 5 Weapon
  24. 6 Card
  25. 7 Pet egg
  26. 8 Pet equipment
  27. 10 Ammo (Arrows/Bullets/etc)
  28. 11 Usable with delayed consumption (intended for 'itemskill')
  29. Items using the 'itemskill' script command are consumed after
  30. selecting a target. Any other command will NOT consume the item.
  31. 12 Shadow Equipment
  32. 18 Another delayed consume that requires user confirmation before
  33. using item.
  34. ---------------------------------------
  35. Buy: Default buying price. When not specified, becomes double the sell price.
  36. ---------------------------------------
  37. Sell: Default selling price. When not specified, becomes half the buy price.
  38. ---------------------------------------
  39. Weight: Item's weight. Each 10 is 1 weight.
  40. ---------------------------------------
  41. ATK: Weapon's attack
  42. MATK: Weapon's magic attack (Renewal only)
  43. ---------------------------------------
  44. DEF: Armor's defense
  45. ---------------------------------------
  46. Range: Weapon's attack range
  47. ---------------------------------------
  48. Slots: Amount of slots the item possesses.
  49. ---------------------------------------
  50. Job: Equippable jobs. Uses the following bitmask table:
  51. (S.) Novice (2^00): 0x00000001
  52. Swordman (2^01): 0x00000002
  53. Magician (2^02): 0x00000004
  54. Archer (2^03): 0x00000008
  55. Acolyte (2^04): 0x00000010
  56. Merchant (2^05): 0x00000020
  57. Thief (2^06): 0x00000040
  58. Knight (2^07): 0x00000080
  59. Priest (2^08): 0x00000100
  60. Wizard (2^09): 0x00000200
  61. Blacksmith (2^10): 0x00000400
  62. Hunter (2^11): 0x00000800
  63. Assassin (2^12): 0x00001000
  64. Unused (2^13): 0x00002000
  65. Crusader (2^14): 0x00004000
  66. Monk (2^15): 0x00008000
  67. Sage (2^16): 0x00010000
  68. Rogue (2^17): 0x00020000
  69. Alchemist (2^18): 0x00040000
  70. Bard/Dancer (2^19): 0x00080000
  71. Unused (2^20): 0x00100000
  72. Taekwon (2^21): 0x00200000
  73. Star Gladiator (2^22): 0x00400000
  74. Soul Linker (2^23): 0x00800000
  75. Gunslinger (2^24): 0x01000000
  76. Ninja (2^25): 0x02000000
  77. Gangsi (2^26): 0x04000000
  78. Death Knight (2^27): 0x08000000
  79. Dark Collector (2^28): 0x10000000
  80. Kagerou/Oboro (2^29): 0x20000000
  81. Rebellion (2^30): 0x40000000
  82. Novice + Swordman + Magician + Archer = 0x0000000F, why?
  83. Because: 10 = A, 11 = B, 12 = C, 13 = D, 14 = E, and 15 = F
  84. It's using hexadecimal.
  85. ---------------------------------------
  86. Class: Equippable upper-types. Uses the following bitmasks:
  87. 1: Normal classes (no Baby/Transcendent/Third classes)
  88. 2: Transcedent classes (no Transcedent-Third classes)
  89. 4: Baby classes (no Third-Baby classes)
  90. 8: Third classes (no Transcedent-Third or Third-Baby classes)
  91. 16: Transcedent-Third classes
  92. 32: Third-Baby classes
  93. ---------------------------------------
  94. Gender: Gender restriction. 0 is female, 1 is male, 2 for both.
  95. ---------------------------------------
  96. Loc: Equipment's placement. Values are:
  97. 2^8 256 = Upper Headgear
  98. 2^9 512 = Middle Headgear
  99. 2^0 001 = Lower Headgear
  100. 2^4 016 = Armor
  101. 2^1 002 = Weapon
  102. 2^5 032 = Shield
  103. 2^2 004 = Garment
  104. 2^6 064 = Footgear
  105. 2^3 008 = Accessory Right
  106. 2^7 128 = Accessory Left
  107. 2^10 1024 = Costume Top Headgear
  108. 2^11 2048 = Costume Mid Headgear
  109. 2^12 4096 = Costume Low Headgear
  110. 2^13 8192 = Costume Garment/Robe
  111. 2^15 32768 = Ammo
  112. 2^16 65536 = Shadow Armor
  113. 2^17 131072 = Shadow Weapon
  114. 2^18 262144 = Shadow Shield
  115. 2^19 524288 = Shadow Shoes
  116. 2^20 1048576 = Shadow Accessory Right (Earring)
  117. 2^21 2097152 = Shadow Accessory Left (Pendant)
  118. ---------------------------------------
  119. wLV: Weapon level.
  120. ---------------------------------------
  121. eLV: Base level required to be able to equip.
  122. maxLevel: Only able to equip if base level is lower than this.
  123. ---------------------------------------
  124. Refineable: 1 if the item can be refined, 0 otherwise.
  125. ---------------------------------------
  126. View: For normal items, defines a replacement view-sprite for the item (eg:
  127. Making apples look like apple juice). The special case are weapons
  128. and ammo where this value indicates the weapon-class of the item.
  129. For weapons, the types are:
  130. 0: bare fist
  131. 1: Daggers
  132. 2: One-handed swords
  133. 3: Two-handed swords
  134. 4: One-handed spears
  135. 5: Two-handed spears
  136. 6: One-handed axes
  137. 7: Two-handed axes
  138. 8: Maces
  139. 9: Unused
  140. 10: Staves
  141. 11: Bows
  142. 12: Knuckles
  143. 13: Musical Instruments
  144. 14: Whips
  145. 15: Books
  146. 16: Katars
  147. 17: Revolvers
  148. 18: Rifles
  149. 19: Gatling guns
  150. 20: Shotguns
  151. 21: Grenade launchers
  152. 22: Fuuma Shurikens
  153. 23: Two-handed staves
  154. 24: Max Type
  155. 25: Dual-wield Daggers
  156. 26: Dual-wield Swords
  157. 27: Dual-wield Axes
  158. 28: Dagger + Sword
  159. 29: Dagger + Axe
  160. 30: Sword + Axe
  161. For ammo, the types are:
  162. 1: Arrows
  163. 2: Throwable daggers
  164. 3: Bullets
  165. 4: Shells
  166. 5: Grenades
  167. 6: Shuriken
  168. 7: Kunai
  169. 8: Cannonballs
  170. 9: Throwable Items (Sling Item)
  171. ---------------------------------------
  172. Script: Script to execute when the item is used/equipped.
  173. ---------------------------------------
  174. OnEquip_Script: Script to execute when the item is equipped.
  175. Warning, not all item bonuses will work here as expected.
  176. ---------------------------------------
  177. OnUnequip_Script: Script to execute when the item is unequipped.
  178. Warning, not all item bonuses will work here as expected.
  179. ---------------------------------------