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The item database for the server is stored here: [serverdata/db/re/item_db.conf](https://gitlab.com/TMW2/serverdata/blob/master/db/re/item_db.conf)
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## Dataformat
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### Mandatory fields
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Property | Value Type | Description
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---------|------------|------------
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<a name="Id"></a>Id | (int) | Identification number
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<a name="AegisName"></a>AegisName | (string) | Server name to reference the item in scripts and lookups, should use no spaces
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<a name="Name"></a>Name | (string) | Name in English for displaying as output for @ and script commands.
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### Optional fields
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Property | Value Type | Default | Description
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---------|------------|---------|------------
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<a name="Type"></a>Type | (string) | `"IT_ETC"` |
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<a name="Subtype"></a>Subtype | (int) [#SubTypes](Available Subtypes) | `0` | Item Subtype
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<a name="Buy"></a>Buy | (int) | Sell * 2 | Buy Price (gets overwritten by most stores anyway)
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<a name="Sell"></a>Sell | (int) | Buy / 2 | Sell Price Buy
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<a name="Weight"></a>Weight | (int) | `0` | Item Weight
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<a name="Atk"></a>Atk | (int) | `0` | Weapon's Attack
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<a name="Matk"></a>Matk | (int) | `0` | Weapon's Magical Attack (ignored in pre-re)
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<a name="Def"></a>Def | (int) | `0` | Armor's Defense
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<a name="Range"></a>Range | (int) | `0` | Weapon's Attack Range
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<a name="MinRange"></a>MinRange | (int) | `0` | Minimal Attack Range
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<a name="Slots"></a>Slots | (int) | `0` | Amount of slots the item possesses
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<a name="Job"></a>Job | (int) | all jobs = `0xFFFFFFFF` | Jobrestrictions
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<a name="Upper"></a>Upper | bitmask array, string or int | `"ITEMUPPER_ALL"` | Equippable upper-types. Uses the following bitmasks: `Normal jobs: ITEMUPPER_NORMAL (0x01) Upper jobs: ITEMUPPER_UPPER (0x02) Baby jobs: ITEMUPPER_BABY (0x04) Third jobs: ITEMUPPER_THIRD (0x08) Upper Third jobs: ITEMUPPER_THIRDUPPER (0x10) Baby Third jobs: ITEMUPPER_THIRDBABY (0x20)`
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<a name="Gender"></a>Gender | `SEX_FEMALE`<br>or `SEX_MALE`<br> or `SEX_ANY` | `"SEX_ANY"` | Gender
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<a name="Loc"></a>Loc | (bitmask array, string or int) [#EquipmentLocation](Available Locations) | - | Equip location (**required value for equipment**)
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<a name="WeaponLv"></a>WeaponLv | (int) | `0` | Weapon Level
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<a name="EquipLv"></a>EquipLv | (int) or [min, max] | `0` | Equip required level (alternative syntax can specify min / max level)
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<a name="Refine"></a>Refine | (boolean) | `true` | Refineable
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<a name="DisableOptions"></a>DisableOptions | boolean | `false` | (**!!for equipment only!!**) [Smokexyz]
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<a name="ViewSprite"></a>ViewSprite | (int) | `0` | Sprite view ID
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<a name="Sprite"></a>Sprite | (int) | `0` | SpriteID
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<a name="BindOnEquip"></a>BindOnEquip | (boolean) | `false` |
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<a name="ForceSerial"></a>ForceSerial | (boolean) | `false` |
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<a name="BuyingStore"></a>BuyingStore | (boolean) | `false` |
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<a name="Delay"></a>Delay | (int) | `0` | Delay to use item
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<a name="FloorLifeTime"></a>FloorLifeTime| (int) | default flooritem_lifetime | Delay to remove item from ground {{What time unit?}}
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<a name="KeepAfterUse"></a>KeepAfterUse | (boolean) | `false` |
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<a name="DropAnnounce"></a>DropAnnounce | (boolean) | `false` |
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<a name="AllowPickup"></a>AllowPickup | (boolean) | `true` |
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<a name="Charm"></a>Charm | (boolean) | `false` |
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<a name="Identified"></a>Identified | (boolean) | `true` |
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| | |
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<a name="RequiredStr"></a>RequiredStr | (int) | `0` | required strength
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<a name="RequiredAgi"></a>RequiredAgi | (int) | `0` | required agility
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<a name="RequiredVit"></a>RequiredVit | (int) | `0` | required vitality
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<a name="RequiredInt"></a>RequiredInt | (int) | `0` | required intellect
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<a name="RequiredDex"></a>RequiredDex | (int) | `0` | required dexterity
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<a name="RequiredLuk"></a>RequiredLuk | (int) | `0` | required luck
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<a name="RequiredMaxHp"></a>RequiredMaxHp | (int) | `0` | required max hp
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<a name="RequiredMaxSp"></a>RequiredMaxSp | (int) | `0` | required max sp
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<a name="RequiredAtk"></a>RequiredAtk | (int) | `0` | required attack
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<a name="RequiredMAtkMin"></a>RequiredMAtkMin | (int) | `0` | required minimal magic attack
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<a name="RequiredMAtkMax"></a>RequiredMAtkMax | (int) | `0` | required maximum magic attack
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<a name="RequiredDef"></a>RequiredDef | (int) | `0` | required defence
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<a name="RequiredMDef"></a>RequiredMDef | (int) | `0` | required magic defence
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<a name="RequiredSkill"></a>RequiredSkill | (int) | `0` | required skill
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<a name="UseEffect"></a>UseEffect | (int) | `-1` | effect if use/equip item success
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<a name="UseFailEffect"></a>UseFailEffect | (int) | `-1` | effect if use/equip item failed
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<a name="UnequipEffect"></a>UnequipEffect | (int) | `-1` | effect if unequip item success
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<a name="UnequipFailEffect"></a>UnequipFailEffect | (int) | `-1` | effect if unequip item failed
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<a name="Trade"></a>Trade | [#TradeLimitations](See Trade Limitations) | (defaults to no restrictions) | Trade restrictions
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<a name="Nouse"></a>Nouse | [#UseLimitations](See Use Limitations) |
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<a name="Script"></a>Script | [#Scripts](`<"Script">`) | - | Script to execute when the item is used/equipped.
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<a name="OnEquipScript"></a>OnEquipScript | [#Scripts](`<"Script">`) | - | Script to execute when the item is equipped. **Warning, not all item bonuses will work here as expected.**
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<a name="OnUnequipScript"></a>OnUnequipScript | [#Scripts](`<"Script">`) | - | Script to execute when the item is unequipped. **Warning, not all item bonuses will work here as expected.**
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<a name="OnDropScript"></a>OnDropScript | [#Scripts](`<"Script">`) | - |
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<a name="OnTakeScript"></a> | [#Scripts](`<"Script">`) | - |
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<a name="OnInsertCardScript"></a> | [#Scripts](`<"Script">`) | - |
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## SubTypes
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For weapons, the types are:
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W_FIST 0: Bare fist
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W_DAGGER 1: Daggers
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W_1HSWORD 2: One-handed swords
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W_2HSWORD 3: Two-handed swords
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W_1HSPEAR 4: One-handed spears
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W_2HSPEAR 5: Two-handed spears
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W_1HAXE 6: One-handed axes
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W_2HAXE 7: Two-handed axes
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W_MACE 8: Maces
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W_2HMACE 9: Unused
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W_STAFF 10: Staves
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W_BOW 11: Bows
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W_KNUCKLE 12: Knuckles
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W_MUSICAL 13: Musical instruments
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W_WHIP 14: Whips
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W_BOOK 15: Books
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W_KATAR 16: Katars
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W_REVOLVER 17: Reveolvers
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W_RIFLE 18: Rifles
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W_GATLING 19: Gatling guns
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W_SHOTGUN 20: Shotguns
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W_GRENADE 21: Grenade launchers
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W_HUUMA 22: Fuuma shurikens
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W_2HSTAFF 23: Two-handed staves
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For ammo, the types are:
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A_ARROW 1: Arrows
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A_DAGGER 2: Throwable daggers
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A_BULLET 3: Bullets
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A_SHELL 4: Shells
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A_GRENADE 5: Grenades
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A_SHURIKEN 6: Shuriken
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A_KUNAI 7: Kunai
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A_CANNONBALL 8: Cannon balls
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A_THROWWEAPON 9: Throwable items (Sling Item)
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## EquipmentLocation
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Equipment's placement. A value needs to be specified if the item is an equipment piece. Values are (bitmask arrays are supported):
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Description | String Value | Bit Value
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----------------------|--------------------------|------------------
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Lower Headgear: | EQP_HEAD_LOW | (2^00 = 0x000001)
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Weapon: | EQP_HAND_R or EQP_WEAPON | (2^01 = 0x000002)
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Garment: | EQP_GARMENT | (2^02 = 0x000004)
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Accessory 1: | EQP_ACC_L | (2^03 = 0x000008)
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Armor: | EQP_ARMOR | (2^04 = 0x000010)
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Shield: | EQP_HAND_L or EQP_SHIELD | (2^05 = 0x000020)
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(Both Hands): | EQP_ARMS | (EQP_HAND_L | EQP_HAND_R = 0x000022)
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Footgear: | EQP_SHOES | (2^06 = 0x000040)
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Accessory 2: | EQP_ACC_R | (2^07 = 0x000080)
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(Both Accessories): | EQP_ACC | (EQP_ACC_R | EQP_ACC_L = 0x000088)
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Upper Headgear: | EQP_HEAD_TOP | (2^08 = 0x000100)
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Middle Headgear: | EQP_HEAD_MID | (2^09 = 0x000200)
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(T+M+B Headgear): | EQP_HELM | (EQP_HEAD_LOW | EQP_HEAD_MID | EQP_HEAD_TOP = 0x000301)
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Costume Top Headgear: | EQP_COSTUME_HEAD_TOP | (2^10 = 0x000400)
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Costume Mid Headgear: | EQP_COSTUME_HEAD_MID | (2^11 = 0x000800)
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Costume Low Headgear: | EQP_COSTUME_HEAD_LOW | (2^12 = 0x001000)
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Costume Garment/Robe: | EQP_COSTUME_GARMENT | (2^13 = 0x002000)
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Ammunition: | EQP_AMMO | (2^15 = 0x008000)
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Shadow Armor: | EQP_SHADOW_ARMOR | (2^16 = 0x010000)
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Shadow Weapon: | EQP_SHADOW_WEAPON | (2^17 = 0x020000)
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Shadow Shield: | EQP_SHADOW_SHIELD | (2^18 = 0x040000)
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(Shadow 2H Weapon): | EQP_SHADOW_ARMS | (EQP_SHADOW_WEAPON | EQP_SHADOW_SHIELD = 0x060000)
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Shadow Shoes: | EQP_SHADOW_SHOES | (2^19 = 0x080000)
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Shadow Accessory 2: | EQP_SHADOW_ACC_R | (2^20 = 0x100000)
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Shadow Accessory 1: | EQP_SHADOW_ACC_L | (2^21 = 0x200000)
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(Shadow Accessories): | EQP_SHADOW_ACC | (EQP_SHADOW_ACC_R | EQP_SHADOW_ACC_L = 0x300000)
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## TradeLimitation
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The data type for the (#Trade)[Trade Restrictions Property]:
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{
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override: GroupID (int, defaults to 100)
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nodrop: true/false (boolean, defaults to false)
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notrade: true/false (boolean, defaults to false)
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partneroverride: true/false (boolean, defaults to false)
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noselltonpc: true/false (boolean, defaults to false)
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nocart: true/false (boolean, defaults to false)
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nostorage: true/false (boolean, defaults to false)
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nogstorage: true/false (boolean, defaults to false)
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nomail: true/false (boolean, defaults to false)
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noauction: true/false (boolean, defaults to false)
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}
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## UseLimitations
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{{ Is it used? }}
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Nouse: {
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override: GroupID (int, defaults to 100)
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sitting: true/false (boolean, defaults to false)
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}
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## Scripts
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Script: <"
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Script
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(it can be multi-line)
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">
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## Not yet included in this wiki
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AllowCards: {
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idNUM: amount (NUM is id number, amount is amount)
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}
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AllowAmmo: {
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idNUM: something (NUM is id number)
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}
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## Are these properties used?
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- `MaxFloorOffset`
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- `Stack` |