First, let's take a look at the item_db.conf in the db folder, and its
structure:
item_db: (
{
// =================== Mandatory fields ===============================
Id: ID (int)
AegisName: "Aegis_Name" (string, optional if Inherit: true)
Name: "Item Name" (string, optional if Inherit: true)
// =================== Optional fields ================================
Type: Item Type (int, defaults to 3 = etc item)
Buy: Buy Price (int, defaults to Sell * 2)
Sell: Sell Price (int, defaults to Buy / 2)
Weight: Item Weight (int, defaults to 0)
Atk: Attack (int, defaults to 0)
Matk: Magical Attack (int, defaults to 0, ignored in pre-re)
Def: Defense (int, defaults to 0)
Range: Attack Range (int, defaults to 0)
Slots: Slots (int, defaults to 0)
Job: { (defaults to all job)
All: true/false (boolean, defaults to false)
Novice: true/false (boolean, defaults to false)
Swordsman: true/false (boolean, defaults to false)
Magician: true/false (boolean, defaults to false)
Archer: true/false (boolean, defaults to false)
Acolyte: true/false (boolean, defaults to false)
Merchant: true/false (boolean, defaults to false)
Thief: true/false (boolean, defaults to false)
Knight: true/false (boolean, defaults to false)
Priest: true/false (boolean, defaults to false)
Wizard: true/false (boolean, defaults to false)
Blacksmith: true/false (boolean, defaults to false)
Hunter: true/false (boolean, defaults to false)
Assassin: true/false (boolean, defaults to false)
Crusader: true/false (boolean, defaults to false)
Monk: true/false (boolean, defaults to false)
Sage: true/false (boolean, defaults to false)
Rogue: true/false (boolean, defaults to false)
Alchemist: true/false (boolean, defaults to false)
Bard: true/false (boolean, defaults to false)
Taekwon: true/false (boolean, defaults to false)
Star_Gladiator: true/false (boolean, defaults to false)
Soul_Linker: true/false (boolean, defaults to false)
Gunslinger: true/false (boolean, defaults to false)
Ninja: true/false (boolean, defaults to false)
Gangsi: true/false (boolean, defaults to false)
Death_Knight: true/false (boolean, defaults to false)
Dark_Collector: true/false (boolean, defaults to false)
Kagerou: true/false (boolean, defaults to false)
Rebellion: true/false (boolean, defaults to false)
}
Job: Job mask (int, defaults to all jobs = 0xFFFFFFFF)
Upper: Upper mask (int, defaults to any = 0x3f)
Gender: Gender (int, defaults to both = 2)
Loc: Equip location (int, required value for equipment)
WeaponLv: Weapon Level (int, defaults to 0)
EquipLv: Equip required level (int, defaults to 0)
EquipLv: [min, max] (alternative syntax with min / max level)
Refine: Refineable (boolean, defaults to true)
View: View ID (int, defaults to 0)
BindOnEquip: true/false (boolean, defaults to false)
ForceSerial: true/false (boolean, defaults to false)
BuyingStore: true/false (boolean, defaults to false)
Delay: Delay to use item (int, defaults to 0)
KeepAfterUse: true/false (boolean, defaults to false)
Trade: { (defaults to no restrictions)
override: GroupID (int, defaults to 100)
nodrop: true/false (boolean, defaults to false)
notrade: true/false (boolean, defaults to false)
nostorage: true/false (boolean, defaults to false)
nocart: true/false (boolean, defaults to false)
noselltonpc: true/false (boolean, defaults to false)
nomail: true/false (boolean, defaults to false)
noauction: true/false (boolean, defaults to false)
nogstorage: true/false (boolean, defaults to false)
partneroverride: true/false (boolean, defaults to false)
}
Nouse: { (defaults to no restrictions)
override: GroupID (int, defaults to 100)
sitting: true/false (boolean, defaults to false)
}
Stack: [amount, type] (int, defaults to 0)
Sprite: SpriteID (int, defaults to 0)
Script: <"
Script
(it can be multi-line)
">
OnEquipScript: <" OnEquip Script (can also be multi-line) ">
OnUnequipScript: <" OnUnequip Script (can also be multi-line) ">
// =================== Optional fields (item_db2 only) ================
Inherit: true/false (boolean, if true, inherit the values
that weren't specified, from item_db.conf,
else override it and use default values)
},
)
Type: Purpose of the
item.
:::txt
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.
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)
:::txt
(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 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)
2 enables the item for Transcendant and 3rd8 to enable the item for 3rd classes:::txt
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.
:::txt
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).
:::txt
(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:
:::txt
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.
(eg: Making apples look like apple juice). The special case are
weapons and ammo where this value indicates the weapon-class of the
item.
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.
all the missing fields will be inherited from there rather than
using their default values.
In the doc folder look for a text file called "item_bonus", it shows
all the scripts items can have and how they work.
For more information about this structure read Item DB file structure
overhaul
For old and new clients alike, the following two files need to be updated
accname.lub can be found with the other lua files under RO
folder/data/luafiles514/luafiles/datainfo. If you do not have these
folders or this file, see this
topic and
download the latest translated data folder. It points to the item's
sprite file. It is as follows:
[ACCESSORY_IDs.ACCESSORY_ITEM_NAME] = "Item_Name",
This is where the view ID for your item can be found. It can be located
in the same folder as accname.lub. It is as follows:
ACCESSORY_ITEM_NAME = ViewID#,
Renewal Clients \< 2012-04-10a & Main Clients \<= 2012-07-10a
After you make your item, put it in your item_db2.txt, so that you
will not run into conflicts when updating your repository later. Then
go to your data folder and modify the following files, one after another.
This file holds the item names, as displayed inside the client. Each
item added as:
ItemID#ItemName#
ItemID is the number from your ID column inside the item db. If your
item name contains spaces, replace those with _ (underscore).
This file contains the description of your item, when it is
right-clicked. The syntax for an item is:
ItemID#
Item Description Line 1
Item Description Line 2 (And so on)
#
You can use any amount of lines for the description. If your description
contains a #, make sure it is followed by a space character. You can
look at existing items for an idea of how to format a description.
This file sets the inventory and drop-sprite for the item. Item is
defined as follows:
ItemID#SpriteName#
The SpriteName is the name of the files in collection and item folders
inside texture and the ones inside sprite folder. If you want to use the
look of an another item, search for it's id and copy the sprite name
from there.
In this file you set the amount of visible slots for the item. You do
not need to add 0 slot items or items, which do not have slots at all
(i. e. usable items). Syntax:
ItemID#NumberOfSlots#
NumberOfSlots should be a number from 1-4, larger values might have
undesired effects.
The following files specify the name, description and look for items,
which have not yet been identified. Their syntax follows the same rules
as for the files with idnum prefix. Normally the same text is entered
for non-equipment and generic description (which can be copied from
official items) is used for equipment of all sorts (weapons, armor,
headgears).
If your client date is newer than specified above then you need to
specify all the above item information in 1
file.
Syntax:
[<item id>] = {
unidentifiedDisplayName = <item name to show when not magnified>,
unidentifiedResourceName = <file name prefix used for all the images and drop sprite when not magnified>,
unidentifiedDescriptionName = { <comma separated list of strings>,<to get multiple lines>,<in item description> },
identifiedDisplayName = <item name to show when magnified>,
identifiedResourceName = <file name prefix used for all the images and drop sprite when magnified>,
identifiedDescriptionName = { <same format as unidentifiedDescriptionName but for magnified items> },
slotCount = <number of slots>,
ClassNum = <View ID - yes the same one that was there item_db>
},
For Weapons, ClassNum = View ID specified in Weapon_IDs table
(inside weapontable.lub file). Look
below
for details.
You can also put the different values in DescriptionName in separate
lines.
Example: Lets say I want to add a weapon to item id 25000 - a One-handed
sword named Devastator with 3 slots and the image/drop sprite files are
all named Black_Sword.* . Also I want to display a Sword when not
identified.
[25000] = {
unidentifiedDisplayName = "Sword",
unidentifiedResourceName = "¼Òµå",
unidentifiedDescriptionName = { "Unidentified item, can be identified with [Magnifier]." },
identifiedDisplayName = "Devastator",
identifiedResourceName = "Black_Sword",
identifiedDescriptionName = {
"An Unholy Sword that was created with the sole purpose of destruction",
"Class :^777777 Sword^000000",
"Attack :^777777 325^000000",
"Weight :^777777 80^000000",
"Weapon Level :^777777 4^000000",
"Required Level :^777777 100^000000",
"Applicable Job :^777777 Novice, Swordsman Class, Merchant Class, Thief Class^000000"
},
slotCount = 3,
ClassNum = 2
},
The unidentifiedResourceName is the Sword item's sprite name, so the
client will show it as a sword when not identified. The ClassNum is also
2, for a one-handed sword. If you want to use another sprite for your
unidentifiedResourceName, simply search (ctrl+f) for the item's name in
iteminfo.lub and copy the identifiedResourceName value for that item and
apply it to your custom item's unidentifiedResourceName value.
Most custom items will have 6 files (if yours does not, see Less Than 6
Files):
1) Drop sprite -> Helmet_drop.spr
2) Drop act file -> Helmet_drop.act
3) Item Inventory image -> Helmet_item.bmp
4) Item Collection image -> Helmet_collection.bmp (the one you see on its description window)
5) Headgear View sprite -> Helmet.spr
6) Headgear View act file -> Helmet.act
Lets say I downloaded a custom item called Helmet which serves as a
headgear and the above six files were in them.
We place the six files in the following folders
If the process confused you, here is an example
folder, the sprite is done
by drkangel. The folder is virus free.
1) Drop sprites - ideally have 1 frame & its act file will be just an
empty act (only header will be there inside)
2) Equip sprites - typically have 3+ frames to show images for various
orientations & its act file will have the info on where to place each
frame and movement animations.
3) Item bmp - 24x24 size 256 bit bmp file. Magenta (FF00FF hexadecimal
value) background.
4) Collection bmp - 75x100 size bmp file (usually 256 bit but there is
no restriction)
Open both sprite files in Spr
Conview.
The number of frames in the files can be seen at bottom (Sprite:
<currentframe>/<total>). If it says Sprite: 1/1 then its a drop sprite
and the other is equip sprite.</total></currentframe>
Sometimes what sprite authors do is they simply copy the original sprite
itself to make a drop sprite. In this case you will see both of them as
identical when opened in Spr Conview & we don't need to worry about
which one is which (since they are the same).
In rare cases or for garment and accessory items, you may have less than
6 files to place. For a garment or accessory, you do not need a .spr and
.act because these items are not visible on a character, therefore they
do not require a .spr or .act file. For weapons, headgears, and shields,
you should have 6 files. If you do not, you will have to create the
missing files yourself. Especially for old sprites, the spriter may have
just made the sprites and made no collection image, item image, or drop
sprite. See Spriting on how to create these
yourself.
To replace a headgear with your customized headgear, just delete one of
the items you want, and replace your customised item ID with that id.
Lets say you have something like this:
15000,Angel_Wing,Angel Wing,4,,10,10,0,,1,0,0,3,0,0,0,0,0,{},{},{}
And there's an item you wont need, such as:
2220,Hat,Hat,5,1000,,200,,2,,0,10477567,2,256,,0,1,16,{},{},{}
Well, to replace it, just delete everything in the hat line but its ID,
and paste there your custom item, all the line but the ID. Should be
like this:
2220,Hat,Hat,5,1000,,200,,2,,0,10477567,2,256,,0,1,16,{},{},{}
15000,Angel_Wing,Angel Wing,4,,10,10,0,,1,0,0,3,0,0,0,0,0,{},{},{}
2220,Angel_Wing,Angel Wing,4,,10,10,0,,1,0,0,3,0,0,0,0,0,{},{},{}
All you need to do now is changing the View ID to the Hat, and change
your file names to its name. You can find them on the
idnum2resnametable.txt Search for 2220 and the gibberish besides it, w/o
the # # is the file name, then rename it to your custom item name.
Remember to add the files to data\sprite\¾ÆÀÌÅÛ (Icon sprite) and both
data\sprite\¾Ç¼¼»ç¸®\³² (Male Item Sprite) and
data\sprite\¾Ç¼¼»ç¸®\¿© (Female Item Sprite). Remember, these
2 last item names, must have either a ³²_ for male or ¿©_ for female,
at the beginning of the name, both .spr and .act. Also, don't forget to
change the other files:
idnum2itemdisplaynametable.txt , idnum2itemdesctable.txt ,
idnum2itemdesctable.txt , num2itemdesctable.txt ,
num2itemdisplaynametable.txt , num2itemresnametable.txt and
itemslotcounttable.txt
Use these files if you want to replace sprites, they will be useful.
Look on your db folder for a file called item_trade.txt and open it
Now, the pattern for a flag is:
Item ID, TradeMask, GM-Level Override
TradeMask: Testrictions the item will have, such as being
dropped, stored or traded. These values can be combined to achieve
multiple effects.
:::txt
1:Item can't be dropped
2:Item can't be traded (nor vended)
4:Item can only be traded with wedded partner
8:Item can't be sold to NPCs
16:Item can't be placed in the cart
32:Item can't be placed in the storage
64:Item can't be placed in the guild storage
GM-Level Override: This is the minimum GM level a player must
have to avoid these restrictions.
Okay, I'll update this as I go; otherwise, I wont have anything new to
show. First with usable items.
Well, there are 3 types of usables:
1.- Healing items, they have in the type field a 0.
2.- Other uses items, such as fly wings and so, which doesn't heal, but
does have an instant effect, they have in the type field a 2.
3.- Usable items, which are skills that requires a target selection,
therefore they have a delayed use, and in newer versions the item wont
be gone until the target is chosen and the cast has finished. Means, you
wont lose the item if the skill hasn't been done. They have in the type
field an 11.
Now, for an item skill, the pattern for a skill is:
itemskill<skill id="">,<skill level="">;</skill></skill>
Without \<> of course.
Now, we go to our db\skill_db.txt and search for the blessing ID,
searching for AL_ or blessing, but first, the structure of a
skill:
id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
Now, the AL_BLESSING or Blessing Skill:
34,9,6,16,0,0x1,0,10,1,yes,0,0,0,magic,0, AL_BLESSING,Blessing
We grab the ID and put it on our code:
itemskill 34,<skill lvl="">;</skill>
Don't mind the actual level of the skill_db.txt for the skill level
part. You can actually put the level you want here below 99, so lets
pick 4:
itemskill 34,4;
And finally, insert it on the code.
,{ itemskill 34,4; },{},{}
There, we have a Lvl 4 Blessing item skill.
Remember, one space before and one after the script, NOT TAB!
And so on with other skills. Just remember these steps and they should
be fine. And remember, itemskill is NOT the same as skill. itemskill
will make you CAST that skill, while skill will GIVE you the skill. If
you give an item, whether delayed use or normal usable two itemskill
commands, only the latter will come into effect, as you cannot cast two
skills at the same time.
Now, for Potions.
Instead of using itemskill, we will use itemheal:
,{ itemheal 100,0; },{},{}
The green is the HP, the blue is the SP. To add that random heal amount
effect, just pick a set amount, let's say 120, then pick 1 or 2 numbers,
up to you. Then, add the rand() command, like this:
,{ itemheal rand(120,9,49),0; },{},{}
Explanation: This item will heal about 49\~120 hp and 0 SP. To heal SP
you change the 0 to a number. Like this:
,{ itemheal rand(120,9,49),50; },{},{}
It will now heal 50 SP. Now, for skilleffect and sc_start.
Okay, let's see. Here's a example of an item casting a skill and
simulating a skill.
,{ itemskill 34,10; skilleffect 29,0; sc_start 12,140000,5; },{},{}
skilleffect will display on your client a skill visual effect. The
pattern is:
skilleffect<skill id="">,<number>;</number></skill>
sc_start has the following pattern:
sc_start<status id="">,<duration>,<val1>[,<unit id="">];</unit></val1></duration></status>
Now, for the item I said, it will show you the visual effect of Blessing
and cast on you a lvl 5 Agi-Up! skill for 140 seconds.
For more item scripts see script_commands.txt in your doc folder, as
well as item_bonus.txt in your doc folder.
\==Weapon Sprite Solution (Renewal Clients \<= 2012-04-10a & Main
Clients \<= 2012-07-10a)== For these clients, Weapons are limited to use
a range of Item IDs hardcoded in the clientn for each type. For
e.g.
1265,Bloody_Roar,Bloody Roar,4,,10,1000,120,,1,0,4096,7,2,34,4,75,1,16,{ bonus bIgnoreDefRace,RC_DemiHuman; bonus bFlee,-160; bonus bFlee2,-160; bonus bNoRegen,1; bonus bNoRegen,2; },{},{}
1266,Test,Test,4,4000,2000,10,165,,1,0,4096,7,2,34,3,33,1,16,{}
// 1-Handed Axes
1301,Axe,Axe,4,500,,800,38,,1,3,8803555,7,2,2,1,3,1,6,{}
Here the item 1266 is a custom katar and it does show up as a katar (if
you have the proper sprite files ofcourse). but if i use some id like
say 22000, client wont display it. So what is the range of item ids you
can use? Look below:
The number of unused Item IDs left known for a range has also been
mentioned above. Best practice to follow check in your range in official
db before adding custom weapon.
For new clients the view id system is also applicable to client. To add
a custom weapon you need to first edit a file called weapontable.lub in
your data folder
data/luafiles514/lua files/datainfo/weapontable.lub
I will be adding Oriental_Sword which will be a 1-Handed sword.
Open weapontable.lub. First you will see a table called
Weapon_IDs. Take note of the first 30 values in this table -
these are the only available Weapon types in the client right now.
Anyways go to the last entry which should be for Wizardy Staff = 97. You
can use a view id after that like shown below
WEAPONTYPE_Oriental_Sword = 98,
Come down and you see the next table called WeaponNameTable. Here
is where you add your sprite name suffix.
What do i mean by that? Its the last part in your weapon sprite & act
file. Before it used to be
_<item id="">.</item>
data/sprite/<job dependent="" folder="">/<job dependent="" prefix="">_<gender><weapon suffix="">.spr</weapon></gender></job></job>
OK Back to topic. so I add my entry like shown below.
[Weapon_IDs.WEAPONTYPE_Oriental_Sword] = "Oriental"
Lastly come down further in weapontable.lub and you see the last table
called Expansion_Weapon_IDs.
Remember the 30 types i told you to take note of ? here we assign one of
those to our custom (like a mapping or connection).
Since mine is a 1-Handed Sword I specify it like
below.
[Weapon_IDs.WEAPONTYPE_Oriental_Sword] = Weapon_IDs.WPCLASS_WEAPONTYPE_SWORD
Now for the most important part. For our client to actually pick up
all these details we need to provide the view id which we used in
Weapon_IDs table as the ClassNum value in ItemInfo.lua. Check the
ItemInfo.lub format
shown above for details.
With this your weapon sprite will become visible while
attacking.
As the error states, the client cannot find the file required to display
the sprite, act, collection, or item image for the item. Make sure you
put your file in the right place and that it is named correctly.
If your item's name is unknown item and it has an apple icon, refer to
Defining Items
Clientside
and make sure you added the item to each and every file, or just
iteminfo.lua for a newer client.
If you do not have your sprites and files compressed into a GRF, you
will need to make sure your client is diffed to read your data folder
first.