[1] | 1 | (FIXME: Someone give this file better formatting) |
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| 2 | |
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| 3 | - Explanation of the item_db.txt file and structure. |
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| 4 | |
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| 5 | ID: Item id |
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| 6 | |
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| 7 | AegisName: Server name to reference the item in scripts and lookups, |
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| 8 | should use no spaces. |
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| 9 | |
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| 10 | Name: Name in english for displaying as output for @ and script commands. |
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| 11 | |
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| 12 | Type: |
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| 13 | 0 Healing item. |
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| 14 | 2 Usable item. |
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| 15 | 3 Etc item |
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| 16 | 4 Weapon |
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| 17 | 5 Armor/Garment/Boots/Headgear |
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| 18 | 6 Card |
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| 19 | 7 Pet egg |
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| 20 | 8 Pet equipment |
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| 21 | 10 Ammo (Arrows/Bullets/etc) |
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| 22 | 11 Usable with delayed consumption (item is lost from inventory |
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| 23 | after selecting a target, for use with skills and pet lures) |
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| 24 | |
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| 25 | Buy: Default buying price. When not specified, becomes double the sell price. |
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| 26 | |
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| 27 | Sell: Default selling price. When not specified, becomes half the buy price. |
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| 28 | |
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| 29 | Weight: Item's weight. Each 10 is 1 weight. |
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| 30 | |
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| 31 | ATK: Weapon's attack |
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| 32 | |
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| 33 | DEF: Armor's defense |
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| 34 | |
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| 35 | Range: Weapon's attack range |
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| 36 | |
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| 37 | Slots: Amount of slots the item possesses. |
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| 38 | |
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| 39 | Job: Equippable jobs. Uses the following bitmask table: |
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| 40 | |
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| 41 | (S.) Novice (2^00): 0x00000001 |
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| 42 | Swordman (2^01): 0x00000002 |
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| 43 | Mage (2^02): 0x00000004 |
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| 44 | Archer (2^03): 0x00000008 |
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| 45 | Acolyte (2^04): 0x00000010 |
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| 46 | Merchant (2^05): 0x00000020 |
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| 47 | Thief (2^06): 0x00000040 |
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| 48 | Knight (2^07): 0x00000080 |
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| 49 | Priest (2^08): 0x00000100 |
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| 50 | Wizard (2^09): 0x00000200 |
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| 51 | Blacksmith (2^10): 0x00000400 |
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| 52 | Hunter (2^11): 0x00000800 |
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| 53 | Assassin (2^12): 0x00001000 |
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| 54 | Unused (2^13): 0x00002000 |
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| 55 | Crusader (2^14): 0x00004000 |
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| 56 | Monk (2^15): 0x00008000 |
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| 57 | Sage (2^16): 0x00010000 |
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| 58 | Rogue (2^17): 0x00020000 |
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| 59 | Alchemist (2^18): 0x00040000 |
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| 60 | Bard/Dancer (2^19): 0x00080000 |
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| 61 | Unused (2^20): 0x00100000 |
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| 62 | Taekwon (2^21): 0x00200000 |
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| 63 | StarGladi (2^22): 0x00400000 |
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| 64 | Soul Linker (2^23): 0x00800000 |
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| 65 | Gunslinger (2^24): 0x01000000 |
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| 66 | Ninja (2^25): 0x02000000 |
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| 67 | |
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| 68 | Upper: Equippable upper-types. Uses the following bitmasks: |
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| 69 | 1: Normal jobs |
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| 70 | 2: Upper jobs |
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| 71 | 4: Baby jobs |
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| 72 | |
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| 73 | Gender: Gender restriction. 0 is female, 1 is male, 2 for both. |
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| 74 | |
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| 75 | Loc: Equipment's placement. Values are: |
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| 76 | |
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| 77 | 2^8 256 = Upper Headgear |
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| 78 | 2^9 512 = Middle Headgear |
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| 79 | 2^0 001 = Lower Headgear |
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| 80 | 2^4 016 = Armor |
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| 81 | 2^1 002 = Weapon |
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| 82 | 2^5 032 = Shield |
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| 83 | 2^2 004 = Garment |
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| 84 | 2^6 064 = Footgear |
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| 85 | 2^3 008 = Accessory 1 |
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| 86 | 2^7 128 = Accessory 2 |
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| 87 | |
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| 88 | wLV: Weapon level. |
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| 89 | |
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| 90 | eLV: Base level required to be able to equip. |
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| 91 | |
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| 92 | Refineable: 1 if the item can be refined, 0 otherwise. |
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| 93 | |
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| 94 | View: For normal items, defines a replacement view-sprite for the item (eg: |
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| 95 | Making apples look like apple juice). The special case are weapons |
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| 96 | and ammo where this value indicates the weapon-class of the item. |
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| 97 | |
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| 98 | For weapons, the types are: |
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| 99 | 0: bare fist |
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| 100 | 1: Daggers |
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| 101 | 2: One-handed swords |
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| 102 | 3: Two-handed swords |
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| 103 | 4: One-handed spears |
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| 104 | 5: Two-handed spears |
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| 105 | 6: One-handed axes |
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| 106 | 7: Two-handed axes |
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| 107 | 8: Maces |
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| 108 | 9: Unused |
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| 109 | 10: Staves |
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| 110 | 11: Bows |
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| 111 | 12: Knuckles |
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| 112 | 13: Musical Instruments |
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| 113 | 14: Whips |
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| 114 | 15: Books |
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| 115 | 16: Katars |
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| 116 | 17: Revolvers |
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| 117 | 18: Rifles |
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| 118 | 19: Gatling guns |
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| 119 | 20: Shotguns |
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| 120 | 21: Grenade launchers |
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| 121 | 22: Fuuma Shurikens |
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| 122 | |
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| 123 | For ammo, the types are: |
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| 124 | 1: Arrows |
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| 125 | 2: Throwable daggers |
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| 126 | 3: Bullets |
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| 127 | 4: Shells |
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| 128 | 5: Grenades |
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| 129 | 6: Shuriken |
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| 130 | 7: Kunai |
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| 131 | |
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| 132 | Script: Script to execute when the item is used/equipped. |
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| 133 | |
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| 134 | OnEquip_Script: Script to execute when the item is equipped. |
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| 135 | Warning, not all item bonuses will work here as expected. |
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| 136 | |
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| 137 | OnUnequip_Script: Script to execute when the item is unequipped. |
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| 138 | Warning, not all item bonuses will work here as expected. |
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