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How to edit effects?


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Where i can edit effects or description?

item_db.txt

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Item descriptions are located in your Client Side name as idnum2itemdesctable.txt and as for the item effects you can find a guide about item creation in docitem_db.txt

ID: Item id

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:
0	Healing item.
2	Usable item.
3	Etc item
4	Weapon
5	Armor/Garment/Boots/Headgear
6	Card
7	Pet egg
8	Pet equipment
10	Ammo (Arrows/Bullets/etc)
11	Usable with delayed consumption (item is lost from inventory
	after selecting a target, for use with skills and pet lures)
18	Another delayed consume that requires user confirmation before
	using item.

Buy: Default buying price. When not specified, becomes double the sell price.

Sell: Default selling price. When not specified, becomes half the buy price.

Weight: Item's weight. Each 10 is 1 weight.

ATK: Weapon's attack

DEF: Armor's defense

Range: Weapon's attack range

Slots: Amount of slots the item possesses.

Job: Equippable jobs. Uses the following bitmask table:

(S.) Novice	(2^00): 0x00000001
Swordman	   (2^01): 0x00000002
Magician	   (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
Star Gladiator (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

Upper: Equippable upper-types. Uses the following bitmasks:
1: Normal jobs
2: Upper jobs
4: Baby jobs
8: Third jobs

Gender: Gender restriction. 0 is female, 1 is male, 2 for both.

Loc: Equipment's placement. Values are:
2^12 4096 = Costume Low Headgear
2^11 2048 = Costume Mid Headgear
2^10 1024 = Costume Top Headgear
2^8  256 = Upper Headgear
2^9  512 = Middle Headgear
2^0  001 = Lower Headgear
2^4  016 = Armor
2^1  002 = Weapon
2^5  032 = Shield
2^2  004 = Garment
2^6  064 = Footgear
2^3  008 = Accessory 1
2^7  128 = Accessory 2

wLV: Weapon level.

eLV: Base level required to be able to equip.

Refineable: 1 if the item can be refined, 0 otherwise.

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.

For weapons, the types are:
	0: bare fist
	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: Unused
	10: Staves
	11: Bows
	12: Knuckles
	13: Musical Instruments
	14: Whips
	15: Books
	16: Katars
	17: Revolvers
	18: Rifles
	19: Gatling guns
	20: Shotguns
	21: Grenade launchers
	22: Fuuma Shurikens

For ammo, the types are:
	1: Arrows
	2: Throwable daggers
	3: Bullets
	4: Shells
	5: Grenades
	6: Shuriken
	7: Kunai
	7: Cannonballs
	7: Throwable Items (Sling Item)

Script: Script to execute when the item is used/equipped.

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.

Item_db Structure

ID,AegisName,Name,Type,Buy,Sell,Weight,ATK,DEF,Range,Slots,Job,Upper,Gender,Loc,wLV,eLV,Refineable,View,{ Script },{ OnEquip_Script },{ OnUnequip_Script }

Edited by Lelouch
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