item_db.txt 7.7 KB

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  1. //===== rAthena Documentation ================================
  2. //= Item Database Structure
  3. //===== By: ==================================================
  4. //= rAthena Dev Team
  5. //===== Last Updated: ========================================
  6. //= 20200602
  7. //===== Description: =========================================
  8. //= Explanation of the item_db.yml file and structure.
  9. //============================================================
  10. ---------------------------------------
  11. Id: Item ID.
  12. ---------------------------------------
  13. AegisName: Server name to reference the item in scripts and lookups, should use no spaces.
  14. ---------------------------------------
  15. Name: Name in English for displaying as output for atcommands and script commands.
  16. ---------------------------------------
  17. Type: Item's type.
  18. Healing - Healing item.
  19. Usable - Usable item.
  20. Etc - Etc item.
  21. Armor - Armor/Garment/Boots/Headgear/Accessory item.
  22. Weapon - Weapon item.
  23. Card - Card item.
  24. PetEgg - Pet egg item.
  25. PetArmor - Pet equipment item.
  26. Ammo - Ammo (Arrows/Bullets/etc) item.
  27. DelayConsume - Usable with delayed consumption (intended for 'itemskill').
  28. Items using the 'itemskill' script command are consumed after selecting a target. Any other command will NOT consume the item.
  29. ShadowGear - Shadow Equipment item.
  30. Cash - Another delayed consume that requires user confirmation before using the item.
  31. ---------------------------------------
  32. SubType: Indicates the weapon-class of the item.
  33. For weapons, the types are:
  34. Fist
  35. Dagger
  36. 1hSword
  37. 2hSword
  38. 1hSpear
  39. 2hSpear
  40. 1hAxe
  41. 2hAxe
  42. Mace
  43. Staff
  44. Bow
  45. Knuckle
  46. Musical
  47. Whip
  48. Book
  49. Katar
  50. Revolver
  51. Rifle
  52. Gatling
  53. Shotgun
  54. Grenade
  55. Huuma
  56. 2hStaff
  57. For ammo, the types are:
  58. Arrow
  59. Dagger
  60. Bullet
  61. Shell
  62. Grenade
  63. Shuriken
  64. Kunai
  65. CannonBall
  66. ThrowWeapon
  67. ---------------------------------------
  68. Buy: Default buying price. When not specified, becomes double the sell price.
  69. ---------------------------------------
  70. Sell: Default selling price. When not specified, becomes half the buy price.
  71. ---------------------------------------
  72. Weight: Item's weight. Each 10 is 1 weight.
  73. ---------------------------------------
  74. Attack: Weapon's attack.
  75. ---------------------------------------
  76. MagicAttack: Weapon's magic attack. (Renewal only)
  77. ---------------------------------------
  78. Defense: Armor's defense.
  79. ---------------------------------------
  80. Range: Weapon's attack range.
  81. ---------------------------------------
  82. Slots: Amount of slots the item possesses.
  83. ---------------------------------------
  84. Jobs: Equippable jobs.
  85. All - Applies to all jobs listed below.
  86. Acolyte
  87. Alchemist
  88. Archer
  89. Assassin
  90. BardDancer - Applies to Bard and Dancer.
  91. Blacksmith
  92. Crusader
  93. Gunslinger
  94. Hunter
  95. KagerouOboro - Applies to Kagerou and Oboro.
  96. Knight
  97. Mage
  98. Merchant
  99. Monk
  100. Ninja
  101. Novice
  102. Priest
  103. Rebellion
  104. Rogue
  105. Sage
  106. SoulLinker
  107. StarGladiator
  108. Summoner
  109. SuperNovice
  110. Swordman
  111. Taekwon
  112. Thief
  113. Wizard
  114. ---------------------------------------
  115. Classes: Equippable upper-types.
  116. All - Applies to all classes.
  117. Normal - Normal classes (no Baby/Transcendent/Third classes).
  118. Upper - Transcedent classes (no Transcedent-Third classes).
  119. Baby - Baby classes (no Third-Baby classes).
  120. Third - Third classes (no Transcedent-Third or Third-Baby classes).
  121. Third_Upper - Transcedent-Third classes.
  122. Third_Baby - Third-Baby classes.
  123. All_Upper - All Transcedent classes
  124. All_Baby - All baby classes
  125. All_Third - Applies to all Third classes.
  126. Fourth - Fourth classes.
  127. ---------------------------------------
  128. Gender: Gender restriction.
  129. Female
  130. Male
  131. Both
  132. ---------------------------------------
  133. Locations: Equipment's placement.
  134. Head_Top - Upper Headgear
  135. Head_Mid - Middle Headgear
  136. Head_Low - Lower Headgear
  137. Armor - Armor
  138. Right_Hand - Weapon
  139. Left_Hand - Shield
  140. Garment - Garment/Robe
  141. Shoes - Shoes
  142. Right_Accessory - Accessory Right
  143. Left_Accessory - Accessory Left
  144. Costume_Head_Top - Costume Top Headgear
  145. Costume_Head_Mid - Costume Mid Headgear
  146. Costume_Head_Low - Costume Low Headgear
  147. Costume_Garment - Costume Garment/Robe
  148. Ammo - Ammo
  149. Shadow_Armor - Shadow Armor
  150. Shadow_Weapon - Shadow Weapon
  151. Shadow_Shield - Shadow Shield
  152. Shadow_Shoes - Shadow Shoes
  153. Shadow_Right_Accessory - Shadow Accessory Right (Earring)
  154. Shadow_Left_Accessory - Shadow Accessory Left (Pendant)
  155. Both_Hand - Right_Hand + Left_Hand
  156. Both_Accessory - Right_Accessory + Left_Accessory
  157. ---------------------------------------
  158. WeaponLevel: Weapon level. Used for refinement.
  159. ---------------------------------------
  160. EquipLevelMin: Base level required to be able to equip.
  161. ---------------------------------------
  162. EquipLevelMax: Only able to equip if base level is lower than this.
  163. ---------------------------------------
  164. Refineable: Defines if the item can be refined.
  165. ---------------------------------------
  166. View: For normal items, defines a replacement view-sprite for the item.
  167. ---------------------------------------
  168. AliasName: Use the AegisName of another item which will be sent to the client instead of this item.
  169. This makes items visually appear as another without having to change the client data.
  170. ---------------------------------------
  171. Flags: Different types of flags for an item.
  172. BuyingStore - If the item is available to Buying Stores.
  173. DeadBranch - If the item is a Dead Branch type.
  174. Container - If the item is part of a Container.
  175. UniqueId - If the item is a unique stack.
  176. BindOnEquip - If the item is bound to the character upon equipping.
  177. DropAnnounce - If the item has a special announcement to self on drop.
  178. NoConsume - If the item is consumed on use.
  179. DropEffect - If the item has a special effect on the ground when dropped by a monster.
  180. ---------------------------------------
  181. Delay: Item use delay.
  182. Duration - Duration of delay in seconds.
  183. Status - Status Change used to keep track of the delay.
  184. ---------------------------------------
  185. Stack: Item stack amount.
  186. Amount - Maximum amount that can be stacked.
  187. Inventory - If the stack is applied to player's inventory.
  188. Cart - If the stack is applied to the player's cart.
  189. Storage - If the stack is applied to the player's storage.
  190. GuildStorage - If the stack is applied to the player's guild storage.
  191. ---------------------------------------
  192. NoUse: Conditions when the item is unusable.
  193. Override - Group level to override these conditions.
  194. Sitting - If the item can not be used while sitting.
  195. ---------------------------------------
  196. Trade: Trade restrictions.
  197. Override - Group level to override these conditions.
  198. NoDrop - If the item can not be dropped.
  199. NoTrade - If the item can not be traded.
  200. TradePartner - If the item can not be traded to the player's partner.
  201. NoSell - If the item can not be sold.
  202. NoCart - If the item can not be put in a cart.
  203. NoStorage - If the item can not be put in a storage.
  204. NoGuildStorage - If the item can not be put in a guild storage.
  205. NoMail - If the item can not be put in a mail.
  206. NoAuction - If the item can not be put in an auction.
  207. ---------------------------------------
  208. Script: Script to execute when the item is used/equipped.
  209. ---------------------------------------
  210. OnEquip_Script: Script to execute when the item is equipped.
  211. Warning, not all item bonuses will work here as expected.
  212. ---------------------------------------
  213. OnUnequip_Script: Script to execute when the item is unequipped or when a rental item expires.
  214. Warning, not all item bonuses will work here as expected.