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