
* Added 'checkhomcall' & 'morphembryo' commands and updated 'hommutate' command, as required by the Hom-S quest. (code by Aleos/lighta) * Modified 'gethominfo' to work for Homunculi in 'rest' state, also needed for the Hom-S quest to run properly. * Updated spawns for Scaraba Hole (dic_dun) and Dewata (dew_fild, dew_dun). * Minor update to some item scripts. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@17220 54d463be-8e91-2dee-dedb-b68131a5f0ec
157 lines
4.2 KiB
Plaintext
157 lines
4.2 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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//===== Current Version: =====================================
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//= 20120904
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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 Weapon
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5 Armor/Garment/Boots/Headgear
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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 (item is lost from inventory
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after selecting a target, for use with skills and pet lures)
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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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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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Upper: Equippable upper-types. Uses the following bitmasks:
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1: Normal jobs
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2: Upper jobs
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4: Baby jobs
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8: Third jobs
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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 1
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2^7 128 = Accessory 2
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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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wLV: Weapon level.
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eLV: Base level required to be able to equip.
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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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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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Warning, not all item bonuses will work here as expected.
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