
* Requires client 2015-10-01 and newer. * All skills are usable from from the base list to all 3 branch types. -- Some skills still need their official activation chance and durations. * Adjusted the char-server start point and start item split functions to be more dynamic. Thanks to Rytech and @NovaRagnarok for their information!
232 lines
6.2 KiB
Plaintext
232 lines
6.2 KiB
Plaintext
//===== rAthena Documentation ================================
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//= Item Database
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//===== By: ==================================================
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//= rAthena Dev Team
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//===== Last Updated: ========================================
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//= 20160319
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//===== Description: =========================================
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//= Explanation of the item_db.txt file and structure.
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//============================================================
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ID: Item id
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AegisName: Server name to reference the item in scripts and lookups,
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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:
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0 Healing item.
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2 Usable item.
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3 Etc item
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4 Armor/Garment/Boots/Headgear/Accessory
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5 Weapon
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6 Card
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7 Pet egg
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8 Pet equipment
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10 Ammo (Arrows/Bullets/etc)
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11 Usable with delayed consumption (intended for 'itemskill')
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Items using the 'itemskill' script command are consumed after
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selecting a target. Any other command will NOT consume the item.
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12 Shadow Equipment
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18 Another delayed consume that requires user confirmation before
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using item.
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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
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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:
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(S.) Novice (2^00): 0x00000001
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Swordman (2^01): 0x00000002
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Magician (2^02): 0x00000004
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Archer (2^03): 0x00000008
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Acolyte (2^04): 0x00000010
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Merchant (2^05): 0x00000020
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Thief (2^06): 0x00000040
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Knight (2^07): 0x00000080
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Priest (2^08): 0x00000100
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Wizard (2^09): 0x00000200
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Blacksmith (2^10): 0x00000400
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Hunter (2^11): 0x00000800
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Assassin (2^12): 0x00001000
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Unused (2^13): 0x00002000
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Crusader (2^14): 0x00004000
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Monk (2^15): 0x00008000
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Sage (2^16): 0x00010000
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Rogue (2^17): 0x00020000
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Alchemist (2^18): 0x00040000
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Bard/Dancer (2^19): 0x00080000
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Unused (2^20): 0x00100000
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Taekwon (2^21): 0x00200000
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Star Gladiator (2^22): 0x00400000
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Soul Linker (2^23): 0x00800000
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Gunslinger (2^24): 0x01000000
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Ninja (2^25): 0x02000000
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Gangsi (2^26): 0x04000000
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Death Knight (2^27): 0x08000000
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Dark Collector (2^28): 0x10000000
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Kagerou/Oboro (2^29): 0x20000000
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Rebellion (2^30): 0x40000000
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Summoner (2^31): 0x80000000
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Novice + Swordman + Magician + Archer = 0x0000000F, why?
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Because: 10 = A, 11 = B, 12 = C, 13 = D, 14 = E, and 15 = F
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It's using hexadecimal.
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Class: Equippable upper-types. Uses the following bitmasks:
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1: Normal classes (no Baby/Transcendent/Third classes)
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2: Transcedent classes (no Transcedent-Third classes)
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4: Baby classes (no Third-Baby classes)
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8: Third classes (no Transcedent-Third or Third-Baby classes)
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16: Transcedent-Third classes
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32: Third-Baby classes
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Gender: Gender restriction. 0 is female, 1 is male, 2 for both.
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Loc: Equipment's placement. Values are:
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2^8 256 = Upper Headgear
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2^9 512 = Middle Headgear
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2^0 001 = Lower Headgear
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2^4 016 = Armor
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2^1 002 = Weapon
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2^5 032 = Shield
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2^2 004 = Garment
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2^6 064 = Footgear
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2^3 008 = Accessory Right
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2^7 128 = Accessory Left
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2^10 1024 = Costume Top Headgear
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2^11 2048 = Costume Mid Headgear
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2^12 4096 = Costume Low Headgear
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2^13 8192 = Costume Garment/Robe
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2^15 32768 = Ammo
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2^16 65536 = Shadow Armor
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2^17 131072 = Shadow Weapon
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2^18 262144 = Shadow Shield
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2^19 524288 = Shadow Shoes
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2^20 1048576 = Shadow Accessory Right (Earring)
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2^21 2097152 = Shadow Accessory Left (Pendant)
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wLV: Weapon level.
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eLV: Base level required to be able to equip.
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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.
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View: For normal items, defines a replacement view-sprite for the item (eg:
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Making apples look like apple juice). The special case are weapons
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and ammo where this value indicates the weapon-class of the item.
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For weapons, the types are:
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0: bare fist
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1: Daggers
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2: One-handed swords
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3: Two-handed swords
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4: One-handed spears
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5: Two-handed spears
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6: One-handed axes
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7: Two-handed axes
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8: Maces
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9: Unused
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10: Staves
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11: Bows
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12: Knuckles
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13: Musical Instruments
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14: Whips
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15: Books
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16: Katars
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17: Revolvers
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18: Rifles
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19: Gatling guns
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20: Shotguns
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21: Grenade launchers
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22: Fuuma Shurikens
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23: Two-handed staves
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24: Max Type
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25: Dual-wield Daggers
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26: Dual-wield Swords
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27: Dual-wield Axes
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28: Dagger + Sword
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29: Dagger + Axe
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30: Sword + Axe
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For ammo, the types are:
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1: Arrows
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2: Throwable daggers
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3: Bullets
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4: Shells
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5: Grenades
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6: Shuriken
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7: Kunai
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8: Cannonballs
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9: Throwable Items (Sling Item)
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Script: Script to execute when the item is used/equipped.
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OnEquip_Script: Script to execute when the item is equipped.
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Warning, not all item bonuses will work here as expected.
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OnUnequip_Script: Script to execute when the item is unequipped
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or when a rental item expires.
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Warning, not all item bonuses will work here as expected.
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