//===== rAthena Documentation ================================ //= Item Database //===== By: ================================================== //= rAthena Dev Team //===== Last Updated: ======================================== //= 20160319 //===== Description: ========================================= //= Explanation of the item_db.txt 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 @ and script commands. --------------------------------------- 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. --------------------------------------- Sell: Default selling price. When not specified, becomes half the buy price. --------------------------------------- Weight: Item's weight. Each 10 is 1 weight. --------------------------------------- ATK: Weapon's attack MATK: Weapon's magic attack (Renewal only) --------------------------------------- DEF: Armor's defense --------------------------------------- Range: Weapon's attack range --------------------------------------- Slots: Amount of slots the item possesses. --------------------------------------- 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. --------------------------------------- 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. ---------------------------------------