Create item example

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ID,AegisName,Name,Type,Buy,Sell,Weight,ATK[:MATK],DEF,Range,Slots,Job,Class,Gender,Loc,wLV,eLV[:maxLevel],Refineable,View,{ Script },{ OnEquip_Script },{ OnUnequip_Script }

  • ID: ID of the item.
  • AegisName: Server name to reference the item in scripts and lookups, should use no spaces.
  • Name: Name in English for displaying as output for @ and script commands.
  • Type: Purpose of the item.
0 = Usable : healing
2 = Usable : other
3 = Misc
4 = Weapon
5 = Armor
6 = Card
7 = Pet Egg
8 = Pet Equipment
10 = Arrow/Ammunition
11 = Usable : delayed consumption (items with script "pet" or "itemskill")
18 = Another delayed consume that requires user confirmation before using item.
  • Buy: Default NPC buying price in Zeny. When not specified, becomes double the sell price.
  • Sell: Default NPC selling price in Zeny. When not specified, becomes half the buy price.
  • Weight: Item's weight. Each 10 is 1 weight. When not specified, becomes 0.
  • ATK: Base weapon attack, in case of a weapon. When not specified, becomes 0.
    • 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
  • Matk: Weapon's magical attack (only used in renewal mode, ignored in pre-renewal). When not specified, becomes 0.
  • DEF: Base defense for armor-type items. When not specified, becomes 0.
  • Range: Maximum range in map cells a weapon allows to be the player apart from it's target. When not specified, becomes 0.
  • Slots: Amount of card slots in weapon/armor-type items. When not specified, becomes 0.
  • 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
Some other commonly used values:
All Classes               : 0xFFFFFFFF
Every Job Except Novice   : 0xFFFFFFFE
  • Upper: Specifies whether the item can be used by normal, baby or reborn classes. Values below can be combined, i. e. 1|4 -> 5 (Normal+Baby Classes)
    • Note: Setting 2 enables the item for Transcendant and 3rd classes. Use 8 to enable the item for 3rd classes only.
Normal jobs:      0x01 (1)
Upper jobs:       0x02 (2)
Baby jobs:        0x04 (4)
Third jobs:       0x08 (8)
Upper Third jobs: 0x10 (16)
Baby Third jobs:  0x20 (32)

Under pre-re mode third classes are considered upper, making use of
the 8 and above masks is therefore not necessary unless in renewal
mode. When no value is specified, all classes (mask 0x3f) are able to
equip the item.
  • 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 = Mantle
(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 Top Headgear
(2^11)    2048 = Costume Mid Headgear
(2^12)    4096 = Costume Low 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
(2^19)  524288 = Shadow Shoes
(2^20) 1048576 = Shadow Accessory 2
(2^21) 2097152 = Shadow Accessory 1
  • WeaponLv: Weapon level of an item (1-4), Becomes 0 when not specified.
  • EquipLv: Base level required to be able to equip. It is possible to specify two values, if an item has a maximum level, by using the following syntax:
EquipLv: [minLv, maxLv]

	If only one value is specified, maxLv becomes the current server's
	MAX_LEVEL. If no values are specified, minLv becomes 0.
  • Refineable: Whether the item is available for refining (1) or not (0). If no value is specified, it defaults to true.
  • View: For normal items, defines a replacement view-sprite for the item
(eg: Making apples look like apple juice). The special case are weapons and ammo where this value indicates the weapon-class of 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
    • 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.
  • BindOnEquip: Whether the item will automatically bind to the character when it is equipped for the first time.
An item that has this field set, will display a confirmation dialog the first time it is equipped, and, if accepted, the item will become character-bound.
  • 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: Script to execute when the item is equipped. Warning, not all item bonuses will work here as expected.
  • OnUnequip_Script: Script to execute when the item is unequipped. Warning, not all item bonuses will work here as expected.
  • Inherit: This can be used only in item_db2.conf, and if set to true, and the item already exists in item_db.conf,
all the missing fields will be inherited from there rather than using their default values.