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Item DB

item_db

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0% found this document useful (0 votes)
82 views4 pages

Item DB

item_db

Uploaded by

Joe Sykes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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//===== rAthena Documentation ================================

//= Item Database


//===== By: ==================================================
//= rAthena Dev Team
//===== Last Updated: ========================================
//= 20160319
//===== Description: =========================================
//= Explanation of the item_db.txt file and structure.
//============================================================

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ID: Item id

---------------------------------------

AegisName: Server name to reference the item in scripts and lookups,


should use no spaces.

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Name: Name in English for displaying as output for @ and script commands.

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Type:
0 Healing item.
2 Usable item.
3 Etc item
4 Armor/Garment/Boots/Headgear/Accessory
5 Weapon
6 Card
7 Pet egg
8 Pet equipment
10 Ammo (Arrows/Bullets/etc)
11 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.
12 Shadow Equipment
18 Another delayed consume that requires user confirmation before
using item.

---------------------------------------

Buy: Default buying price. When not specified, becomes double the sell price.

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Sell: Default selling price. When not specified, becomes half the buy price.

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Weight: Item's weight. Each 10 is 1 weight.

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ATK: Weapon's attack

MATK: Weapon's magic attack (Renewal only)


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DEF: Armor's defense

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Range: Weapon's attack range

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Slots: Amount of slots the item possesses.

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Job: Equippable jobs. Uses the following bitmask table:


(S.) Novice (2^00): 0x00000001
Swordman (2^01): 0x00000002
Magician (2^02): 0x00000004
Archer (2^03): 0x00000008
Acolyte (2^04): 0x00000010
Merchant (2^05): 0x00000020
Thief (2^06): 0x00000040
Knight (2^07): 0x00000080
Priest (2^08): 0x00000100
Wizard (2^09): 0x00000200
Blacksmith (2^10): 0x00000400
Hunter (2^11): 0x00000800
Assassin (2^12): 0x00001000
Unused (2^13): 0x00002000
Crusader (2^14): 0x00004000
Monk (2^15): 0x00008000
Sage (2^16): 0x00010000
Rogue (2^17): 0x00020000
Alchemist (2^18): 0x00040000
Bard/Dancer (2^19): 0x00080000
Unused (2^20): 0x00100000
Taekwon (2^21): 0x00200000
Star Gladiator (2^22): 0x00400000
Soul Linker (2^23): 0x00800000
Gunslinger (2^24): 0x01000000
Ninja (2^25): 0x02000000
Gangsi (2^26): 0x04000000
Death Knight (2^27): 0x08000000
Dark Collector (2^28): 0x10000000
Kagerou/Oboro (2^29): 0x20000000
Rebellion (2^30): 0x40000000
Summoner (2^31): 0x80000000

Novice + Swordman + Magician + Archer = 0x0000000F, why?


Because: 10 = A, 11 = B, 12 = C, 13 = D, 14 = E, and 15 = F
It's using hexadecimal.

---------------------------------------

Class: Equippable upper-types. Uses the following bitmasks:


1: Normal classes (no Baby/Transcendent/Third classes)
2: Transcedent classes (no Transcedent-Third classes)
4: Baby classes (no Third-Baby classes)
8: Third classes (no Transcedent-Third or Third-Baby classes)
16: Transcedent-Third classes
32: Third-Baby classes

---------------------------------------

Gender: Gender restriction. 0 is female, 1 is male, 2 for both.

---------------------------------------

Loc: Equipment's placement. Values are:


2^8 256 = Upper Headgear
2^9 512 = Middle Headgear
2^0 001 = Lower Headgear
2^4 016 = Armor
2^1 002 = Weapon
2^5 032 = Shield
2^2 004 = Garment
2^6 064 = Footgear
2^3 008 = Accessory Right
2^7 128 = Accessory Left
2^10 1024 = Costume Top Headgear
2^11 2048 = Costume Mid Headgear
2^12 4096 = Costume Low Headgear
2^13 8192 = Costume Garment/Robe
2^15 32768 = Ammo
2^16 65536 = Shadow Armor
2^17 131072 = Shadow Weapon
2^18 262144 = Shadow Shield
2^19 524288 = Shadow Shoes
2^20 1048576 = Shadow Accessory Right (Earring)
2^21 2097152 = Shadow Accessory Left (Pendant)

---------------------------------------

wLV: Weapon level.

---------------------------------------

eLV: Base level required to be able to equip.

maxLevel: Only able to equip if base level is lower than this.

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Refineable: 1 if the item can be refined, 0 otherwise.

---------------------------------------

View: For normal items, defines a replacement view-sprite for the item (eg:
Making apples look like apple juice). The special case are weapons
and ammo where this value indicates the weapon-class of the item.

For weapons, the types are:


0: bare fist
1: Daggers
2: One-handed swords
3: Two-handed swords
4: One-handed spears
5: Two-handed spears
6: One-handed axes
7: Two-handed axes
8: Maces
9: Unused
10: Staves
11: Bows
12: Knuckles
13: Musical Instruments
14: Whips
15: Books
16: Katars
17: Revolvers
18: Rifles
19: Gatling guns
20: Shotguns
21: Grenade launchers
22: Fuuma Shurikens
23: Two-handed staves
24: Max Type
25: Dual-wield Daggers
26: Dual-wield Swords
27: Dual-wield Axes
28: Dagger + Sword
29: Dagger + Axe
30: Sword + Axe

For ammo, the types are:


1: Arrows
2: Throwable daggers
3: Bullets
4: Shells
5: Grenades
6: Shuriken
7: Kunai
8: Cannonballs
9: Throwable Items (Sling Item)

---------------------------------------

Script: Script to execute when the item is used/equipped.

---------------------------------------

OnEquip_Script: Script to execute when the item is equipped.


Warning, not all item bonuses will work here as expected.

---------------------------------------

OnUnequip_Script: 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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