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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