Skyzone 0 Posted March 11, 2021 First, let's take a look at the item_db in the db folder, and its structure: ID,DBName,ScreenName,Type,Price,Sell,Weight,ATK,DEF,Range,Slot,Job,Class,Gender,Loc,wLV,eLV, Refineable,View,{Script},{OnEquip_Script},{OnUnequip_Script} ID: ID of the item. Aegis Name: This first name is the DB name. When you use @item and you know the name of the item, but not the ID, type this name instead. Try making the ScreenName the same as this so you wont get confused. English Name: This is the name the server shows. Type: Purpose of the item. 0 = Usable : healing 2 = Usable : other 3 = Misc 4 = Armor 5 = Weapon 6 = Card 7 = Pet Egg 8 = Pet Equipment 10 = Arrow/Ammunition 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. Price: Default NPC buying price in Zeny. Sell: NPC selling price in Zeny. Weight: Weight of the item * 10. Means, an item of 0.1 weight each, must be entered as 1. ATK: Base weapon attack, in case of a weapon. In RE enabled servers this field have a optional delimiter : to define this item's weaponMATK bonus, for example, 30:50 would mean the item gives 30 atk and 50 weaponMATK DEF: Base defense for armor-type items. Range: Maximum range in map cells a weapon allows to be the player apart from it's target. Slot: Amount of card slots in weapon/armor-type items. Job: Which jobs this item is available for. Values below can be combined to achieve availability for multiple job classes, i. e. 0x2|0x4 -> 0x6 (Swordman+Mage) (S.) Novice (2^00): 0x00000001 Swordman (2^01): 0x00000002 Mage (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 StarGladiator (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 All Classes : 0xFFFFFFFF Every Job Except Novice : 0xFFFFFFFE Class: Specifies whether the item can be used by normal, baby or reborn/rebirth classes (trans.). Values below can be combined, i. e. 1|4 -> 5, Normal+Baby Classes (excl. Third Baby classes) Note: For Pre-Renewal Setting 2 enables the item for rebirth/reborn (trans.) classes and 3rd classes, and 8 can be used for all kinds of Third Classes. 1 = Normal 2 = Reborn/Trans. Classes (High Wizards, Champions etc.) (excl. Trans-3rd classes) 4 = Baby Classes (excl. 3rd Baby Classes) 8 = 3rd Classes (excl. Trans-3rd classes and 3rd Baby classes) 16 = Trans-3rd Classes 32 = Baby 3rd Classes Gender: Gender restriction for the item. 0 = Female 1 = Male 2 = No restriction (both) Loc: Equipment location of armor and arrow-type items. Values below can be combined, i. e. 136 would indicate both accessory slots (typical value for accessories). (2^0) 1 = Lower headgear (2^1) 2 = Right hand (2^2) 4 = Garment/Robe (2^3) 8 = Accessory 1 (2^4) 16 = Armor (2^5) 32 = Left hand (2^6) 64 = Shoes (2^7) 128 = Accessory 2 (2^8) 256 = Upper headgear (2^9) 512 = Middle headgear (2^10) 1024 = Costume Upper headgear (2^11) 2048 = Costume Middle headgear (2^12) 4096 = Costume Lower headgear (2^13) 8192 = Costume Garment/Robe (2^15) 32768 = Arrow (arrow-type items only) (2^16) 65536 = Shadow Armor (2^17) 131072 = Shadow Weapon (2^18) 262144 = Shadow Shield (2^18) 524288 = Shadow Shoes (2^20) 1048576 = Shadow Accessory 2 (2^21) 2097152 = Shadow Accessory 1 wLV: Weapon level of an item (1-4), other items 0. eLV: The minimum base level required for using/equipping the item. Refineable: Whether the item is available for refining (1) or not (0). View: Specifies the client-side look for the item. Weapon-type items: Daggers One-Handed Swords Two-Handed Swords One-Handed Spears Two-Handed Spears One-Handed Axes Two-Handed Axes Maces (not used) Wand/Staff Bows/Crossbows Knuckle Weapons Musical Instruments Whips Books Katars Revolvers Rifles Shotguns Gatling guns Grenade launchers Fuuma shuriken Two-handed staves Max Type Dual-wield Daggers Dual-wield Swords Dual-wield Axes Dagger + Sword Dagger + Axe Sword + Axe Shield-type items: Guard, Novice Guard Buckler Shield, Holy Guard, Evangelist Mirror Shield Ammunition-type items: Arrows Throw-able daggers Bullets Shells Grenades Shuriken Kunai Cannonballs Throwable Items (Sling Item) Headgear-type items: Please see the View IDs section of this guide. {Script}: This is where you put your item bonus. Whether it's an usable item or an equip item, it will take effect according to the item type. {OnEquip_Script}: This is where the bonus you want to be applied upon equipping goes. It will only execute as soon as you equip the item. {OnUnequip_Script}: This is where the bonus you want to be applied upon unequipping goes. It will only execute as soon as you unequip the item. Quote Share this post Link to post Share on other sites