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Skyzone

Item DB Structure

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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:
      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. (not used)
      10. Wand/Staff
      11. Bows/Crossbows
      12. Knuckle Weapons
      13. Musical Instruments
      14. Whips
      15. Books
      16. Katars
      17. Revolvers
      18. Rifles
      19. Shotguns
      20. Gatling guns
      21. Grenade launchers
      22. Fuuma shuriken
      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
    • Shield-type items:
      1. Guard, Novice Guard
      2. Buckler
      3. Shield, Holy Guard, Evangelist
      4. Mirror Shield
    • Ammunition-type items:
      1. Arrows
      2. Throw-able daggers
      3. Bullets
      4. Shells
      5. Grenades
      6. Shuriken
      7. Kunai
      8. Cannonballs
      9. 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.

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