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- //===== rAthena Documentation ================================
- //= Item Database Structure
- //===== By: ==================================================
- //= rAthena Dev Team
- //===== Last Updated: ========================================
- //= 20220402
- //===== Description: =========================================
- //= Explanation of the item_db.yml 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 atcommands and script commands.
- ---------------------------------------
- Type: Item's type.
- Healing - Healing item.
- Usable - Usable item.
- Etc - Etc item.
- Armor - Armor/Garment/Boots/Headgear/Accessory item.
- Weapon - Weapon item.
- Card - Card item.
- PetEgg - Pet egg item.
- PetArmor - Pet equipment item.
- Ammo - Ammo (Arrows/Bullets/etc) item.
- DelayConsume - Usable with delayed consumption (intended for 'itemskill').
- Items using the 'itemskill' script command are consumed after selecting a target. Any other command will NOT consume the item.
- ShadowGear - Shadow Equipment item.
- Cash - Another delayed consume that requires user confirmation before using the item.
- ---------------------------------------
- SubType: Indicates the weapon-class of the item.
- For weapons, the types are:
- Fist
- Dagger
- 1hSword
- 2hSword
- 1hSpear
- 2hSpear
- 1hAxe
- 2hAxe
- Mace
- Staff
- Bow
- Knuckle
- Musical
- Whip
- Book
- Katar
- Revolver
- Rifle
- Gatling
- Shotgun
- Grenade
- Huuma
- 2hStaff
- For ammo, the types are:
- Arrow
- Dagger
- Bullet
- Shell
- Grenade
- Shuriken
- Kunai
- CannonBall
- ThrowWeapon
- For cards, the types are:
- Normal (default)
- Enchant
- ---------------------------------------
- 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.
- ---------------------------------------
- Attack: Weapon's attack.
- ---------------------------------------
- MagicAttack: Weapon's magic attack. (Renewal only)
- Unlike matk bonus from equipment, MagicAttack is taken into account in weapon variance calculation on Renewal.
- ---------------------------------------
- Defense: Armor's defense.
- ---------------------------------------
- Range: Weapon's attack range.
- ---------------------------------------
- Slots: Amount of slots the item possesses.
- ---------------------------------------
- Jobs: Equippable jobs.
- All - Applies to all jobs listed below.
- Acolyte
- Alchemist
- Archer
- Assassin
- BardDancer - Applies to Bard and Dancer.
- Blacksmith
- Crusader
- Gunslinger
- Hunter
- KagerouOboro - Applies to Kagerou and Oboro.
- Knight
- Mage
- Merchant
- Monk
- Ninja
- Novice
- Priest
- Rebellion
- Rogue
- Sage
- SoulLinker
- StarGladiator
- Summoner
- SuperNovice
- Swordman
- Taekwon
- Thief
- Wizard
- ---------------------------------------
- Classes: Equippable upper-types.
- All - Applies to all classes.
- Normal - Normal classes (no Baby/Transcendent/Third classes).
- Upper - Transcedent classes (no Transcedent-Third classes).
- Baby - Baby classes (no Third-Baby classes).
- Third - Third classes (no Transcedent-Third or Third-Baby classes).
- Third_Upper - Transcedent-Third classes.
- Third_Baby - Third-Baby classes.
- Fourth - Fourth classes.
- All_Upper - All Transcedent classes
- All_Baby - All baby classes
- All_Third - Applies to all Third classes.
- ---------------------------------------
- Gender: Gender restriction.
- Female
- Male
- Both
- ---------------------------------------
- Locations: Equipment's placement.
- Head_Top - Upper Headgear
- Head_Mid - Middle Headgear
- Head_Low - Lower Headgear
- Armor - Armor
- Right_Hand - Weapon
- Left_Hand - Shield
- Garment - Garment/Robe
- Shoes - Shoes
- Right_Accessory - Accessory Right
- Left_Accessory - Accessory Left
- Costume_Head_Top - Costume Top Headgear
- Costume_Head_Mid - Costume Mid Headgear
- Costume_Head_Low - Costume Low Headgear
- Costume_Garment - Costume Garment/Robe
- Ammo - Ammo
- Shadow_Armor - Shadow Armor
- Shadow_Weapon - Shadow Weapon
- Shadow_Shield - Shadow Shield
- Shadow_Shoes - Shadow Shoes
- Shadow_Right_Accessory - Shadow Accessory Right (Earring)
- Shadow_Left_Accessory - Shadow Accessory Left (Pendant)
- Both_Hand - Right_Hand + Left_Hand
- Both_Accessory - Right_Accessory + Left_Accessory
- ---------------------------------------
- WeaponLevel: Weapon level. Used for refinement.
- ---------------------------------------
- EquipLevelMin: Base level required to be able to equip.
- ---------------------------------------
- EquipLevelMax: Only able to equip if base level is lower than this.
- ---------------------------------------
- Refineable: Defines if the item can be refined.
- ---------------------------------------
- Gradable: Defines if the item can be graded.
- ---------------------------------------
- View: For normal items, defines a replacement view-sprite for the item.
- ---------------------------------------
- AliasName: Use the AegisName of another item which will be sent to the client instead of this item.
- This makes items visually appear as another without having to change the client data.
- ---------------------------------------
- Flags: Different types of flags for an item.
- BuyingStore - If the item is available to Buying Stores.
- DeadBranch - If the item is a Dead Branch type.
- Container - If the item is part of a Container.
- UniqueId - If the item is a unique stack.
- BindOnEquip - If the item is bound to the character upon equipping.
- DropAnnounce - If the item has a special announcement to self on drop.
- NoConsume - If the item is consumed on use.
- DropEffect - If the item has a special effect on the ground when dropped by a monster.
- ---------------------------------------
- Delay: Item use delay.
- Duration - Duration of delay in seconds.
- Status - Status Change used to keep track of the delay.
- ---------------------------------------
- Stack: Item stack amount.
- Amount - Maximum amount that can be stacked.
- Inventory - If the stack is applied to player's inventory.
- Cart - If the stack is applied to the player's cart.
- Storage - If the stack is applied to the player's storage.
- GuildStorage - If the stack is applied to the player's guild storage.
- ---------------------------------------
- NoUse: Conditions when the item is unusable.
- Override - Group level to override these conditions.
- Sitting - If the item can not be used while sitting.
- ---------------------------------------
- Trade: Trade restrictions.
- Override - Group level to override these conditions.
- NoDrop - If the item can not be dropped.
- NoTrade - If the item can not be traded.
- TradePartner - If the item can not be traded to the player's partner.
- NoSell - If the item can not be sold.
- NoCart - If the item can not be put in a cart.
- NoStorage - If the item can not be put in a storage.
- NoGuildStorage - If the item can not be put in a guild storage.
- NoMail - If the item can not be put in a mail.
- NoAuction - If the item can not be put in an auction.
- ---------------------------------------
- Script: Script to execute when the item is used/equipped.
- ---------------------------------------
- EquipScript: Script to execute when the item is equipped.
- Warning, not all item bonuses will work here as expected.
- ---------------------------------------
- UnEquipScript: Script to execute when the item is unequipped or when a rental item expires.
- Warning, not all item bonuses will work here as expected.
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