<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Recent changes to Custom Items</title><link>https://sourceforge.net/p/hercules/wiki/Custom%2520Items/</link><description>Recent changes to Custom Items</description><atom:link href="https://sourceforge.net/p/hercules/wiki/Custom%20Items/feed" rel="self"/><language>en</language><lastBuildDate>Mon, 20 Feb 2023 05:05:07 -0000</lastBuildDate><atom:link href="https://sourceforge.net/p/hercules/wiki/Custom%20Items/feed" rel="self" type="application/rss+xml"/><item><title>Custom Items modified by Brynner</title><link>https://sourceforge.net/p/hercules/wiki/Custom%2520Items/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v2
+++ v3
@@ -336,12 +336,35 @@
 For more information about this structure read [Item DB file structure
 overhaul](http://herc.ws/board/topic/2954-item-db-file-structure-overhaul/)

-# Defining Item clientside (Renewal Clients \&amp;lt;
-
-2012-04-10a &amp;amp; Main Clients \&amp;lt;= 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.
+# Defining Items clientside - all clients
+
+For old and new clients alike, the following two files need to be updated
+
+## accname.lub
+
+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](http://herc.ws/board/topic/398-client-translation-project/) 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",`
+
+## accessoryid.lub
+
+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#,`
+
+# Defining Items clientside - old clients
+
+Renewal Clients \&amp;lt; 2012-04-10a &amp;amp; Main Clients \&amp;lt;= 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.

 ## idnum2itemdisplaynametable.txt

@@ -404,25 +427,7 @@
   - num2itemdisplaynametable.txt
   - num2itemresnametable.txt

-## accname.lub
-
-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](http://herc.ws/board/topic/398-client-translation-project/) 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",`
-
-## accessoryid.lub
-
-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#,`
-
-# Defining Items clientside (For New Clients)
+# Defining Items clientside - new clients

 If your client date is newer than specified above then you need to
 specify all the above item information in 1
&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Brynner</dc:creator><pubDate>Mon, 20 Feb 2023 05:05:07 -0000</pubDate><guid>https://sourceforge.net6b18ce8d24fc4fd351ae3085fd037b0d09b6a0e0</guid></item><item><title>Custom Items modified by Brynner</title><link>https://sourceforge.net/p/hercules/wiki/Custom%2520Items/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v1
+++ v2
@@ -6,94 +6,94 @@
     :::txt
     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: &amp;lt;"
-           Script
-           (it can be multi-line)
-       "&amp;gt;
-       OnEquipScript: &amp;lt;" OnEquip Script (can also be multi-line) "&amp;gt;
-       OnUnequipScript: &amp;lt;" OnUnequip Script (can also be multi-line) "&amp;gt;
-       // =================== 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)
+      // =================== 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: &amp;lt;"
+        Script
+        (it can be multi-line)
+      "&amp;gt;
+      OnEquipScript: &amp;lt;" OnEquip Script (can also be multi-line) "&amp;gt;
+      OnUnequipScript: &amp;lt;" OnUnequip Script (can also be multi-line) "&amp;gt;
+      // =================== 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)
     },
     )

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Brynner</dc:creator><pubDate>Mon, 20 Feb 2023 05:05:07 -0000</pubDate><guid>https://sourceforge.net6e6f4b94a6e0c506e737d2798ace85ac42d3c9ff</guid></item><item><title>Custom Items modified by Brynner</title><link>https://sourceforge.net/p/hercules/wiki/Custom%2520Items/</link><description>&lt;div class="markdown_content"&gt;&lt;h1 id="structure"&gt;Structure&lt;/h1&gt;
&lt;p&gt;First, let's take a look at the item_db.conf in the db folder, and its&lt;br/&gt;
structure:&lt;/p&gt;
&lt;div class="codehilite"&gt;&lt;pre&gt;&lt;span&gt;&lt;/span&gt;&lt;code&gt;&lt;span class="nv"&gt;item_db&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;
{
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="o"&gt;//&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;===================&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Mandatory&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;fields&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;===============================&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;Id&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;ID&lt;/span&gt;&lt;span class="w"&gt;                        &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;int&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;AegisName&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="s2"&gt;"Aegis_Name"&lt;/span&gt;&lt;span class="w"&gt;       &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;string&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;optional&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="k"&gt;if&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Inherit&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;Name&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="s2"&gt;"Item Name"&lt;/span&gt;&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;string&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;optional&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="k"&gt;if&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Inherit&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="o"&gt;//&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;===================&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Optional&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;fields&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;================================&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;Type&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Item&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Type&lt;/span&gt;&lt;span class="w"&gt;               &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;int&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="mi"&gt;3&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;etc&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;item&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;Buy&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Buy&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Price&lt;/span&gt;&lt;span class="w"&gt;                &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;int&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Sell&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;*&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;Sell&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Sell&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Price&lt;/span&gt;&lt;span class="w"&gt;              &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;int&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Buy&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;Weight&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Item&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Weight&lt;/span&gt;&lt;span class="w"&gt;           &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;int&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;Atk&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Attack&lt;/span&gt;&lt;span class="w"&gt;                   &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;int&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;Matk&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Magical&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Attack&lt;/span&gt;&lt;span class="w"&gt;          &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;int&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;ignored&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;in&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;pre&lt;/span&gt;&lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="nv"&gt;re&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;Def&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Defense&lt;/span&gt;&lt;span class="w"&gt;                  &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;int&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;Range&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Attack&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Range&lt;/span&gt;&lt;span class="w"&gt;           &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;int&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;Slots&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Slots&lt;/span&gt;&lt;span class="w"&gt;                  &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;int&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;Job&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;{&lt;span class="w"&gt;                        &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;all&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;job&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;All&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;               &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Novice&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;            &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Swordsman&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;         &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Magician&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;          &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Archer&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;            &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Acolyte&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;           &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Merchant&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;          &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Thief&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Knight&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;            &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Priest&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;            &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Wizard&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;            &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Blacksmith&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;        &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Hunter&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;            &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Assassin&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;          &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Crusader&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;          &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Monk&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;              &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Sage&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;              &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Rogue&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Alchemist&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;         &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Bard&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;              &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Taekwon&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;           &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Star_Gladiator&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;    &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Soul_Linker&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;       &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Gunslinger&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;        &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Ninja&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Gangsi&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;            &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Death_Knight&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;      &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Dark_Collector&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;    &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Kagerou&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;           &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="nv"&gt;Rebellion&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;         &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;}
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;Job&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Job&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;mask&lt;/span&gt;&lt;span class="w"&gt;                 &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;int&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;all&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;jobs&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="nv"&gt;xFFFFFFFF&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;Upper&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Upper&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;mask&lt;/span&gt;&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;int&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;any&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="nv"&gt;x3f&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;Gender&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Gender&lt;/span&gt;&lt;span class="w"&gt;                &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;int&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;both&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;Loc&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Equip&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;location&lt;/span&gt;&lt;span class="w"&gt;           &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;int&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;required&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;value&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="k"&gt;for&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;equipment&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;WeaponLv&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Weapon&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Level&lt;/span&gt;&lt;span class="w"&gt;        &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;int&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;EquipLv&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Equip&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;required&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;level&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;int&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;EquipLv&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;[&lt;span class="nv"&gt;min&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;max&lt;/span&gt;]&lt;span class="w"&gt;           &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;alternative&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;syntax&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;with&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;min&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;max&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;level&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;Refine&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Refineable&lt;/span&gt;&lt;span class="w"&gt;            &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;View&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;View&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;ID&lt;/span&gt;&lt;span class="w"&gt;                 &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;int&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;BindOnEquip&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;       &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;ForceSerial&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;       &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;BuyingStore&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;       &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;Delay&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Delay&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;use&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;item&lt;/span&gt;&lt;span class="w"&gt;      &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;int&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;KeepAfterUse&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;      &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;Trade&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;{&lt;span class="w"&gt;                      &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;no&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;restrictions&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;       &lt;/span&gt;&lt;span class="nv"&gt;override&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;GroupID&lt;/span&gt;&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;int&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="mi"&gt;100&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;       &lt;/span&gt;&lt;span class="nv"&gt;nodrop&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;            &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;       &lt;/span&gt;&lt;span class="nv"&gt;notrade&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;           &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;       &lt;/span&gt;&lt;span class="nv"&gt;nostorage&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;         &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;       &lt;/span&gt;&lt;span class="nv"&gt;nocart&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;            &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;       &lt;/span&gt;&lt;span class="nv"&gt;noselltonpc&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;       &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;       &lt;/span&gt;&lt;span class="nv"&gt;nomail&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;            &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;       &lt;/span&gt;&lt;span class="nv"&gt;noauction&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;         &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;       &lt;/span&gt;&lt;span class="nv"&gt;nogstorage&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;        &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;       &lt;/span&gt;&lt;span class="nv"&gt;partneroverride&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;}
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;Nouse&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;{&lt;span class="w"&gt;                      &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;no&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;restrictions&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;override&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;GroupID&lt;/span&gt;&lt;span class="w"&gt;             &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;int&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="mi"&gt;100&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;       &lt;/span&gt;&lt;span class="nv"&gt;sitting&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;           &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;}
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;Stack&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;[&lt;span class="nv"&gt;amount&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;type&lt;/span&gt;]&lt;span class="w"&gt;         &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;int&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;Sprite&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;SpriteID&lt;/span&gt;&lt;span class="w"&gt;              &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;int&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;defaults&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;Script&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="err"&gt;"&lt;/span&gt;
&lt;span class="err"&gt;       Script&lt;/span&gt;
&lt;span class="err"&gt;       (it can be multi-line)&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="err"&gt;"&amp;gt;&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;OnEquipScript&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="s2"&gt;" OnEquip Script (can also be multi-line) "&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;OnUnequipScript&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="s2"&gt;" OnUnequip Script (can also be multi-line) "&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="o"&gt;//&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;===================&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;Optional&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;fields&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;item_db2&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;only&lt;/span&gt;&lt;span class="ss"&gt;)&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;================&lt;/span&gt;
&lt;span class="w"&gt;   &lt;/span&gt;&lt;span class="nv"&gt;Inherit&lt;/span&gt;:&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;&lt;span class="o"&gt;/&lt;/span&gt;&lt;span class="nv"&gt;false&lt;/span&gt;&lt;span class="w"&gt;           &lt;/span&gt;&lt;span class="ss"&gt;(&lt;/span&gt;&lt;span class="nv"&gt;boolean&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="k"&gt;if&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;true&lt;/span&gt;,&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;inherit&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;the&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;values&lt;/span&gt;
&lt;span class="w"&gt;                                 &lt;/span&gt;&lt;span class="nv"&gt;that&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;weren&lt;/span&gt;&lt;span class="err"&gt;'t specified, from item_db.conf,&lt;/span&gt;
&lt;span class="err"&gt;                                 else override it and use default values)&lt;/span&gt;
&lt;span class="err"&gt;},&lt;/span&gt;
&lt;span class="err"&gt;)&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;

&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;ID&lt;/strong&gt;: ID of the item.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;AegisName&lt;/strong&gt;: Server name to reference the item in scripts and&lt;br/&gt;
    lookups, should use no spaces.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Name&lt;/strong&gt;: Name in English for displaying as output for @ and script&lt;br/&gt;
    commands.&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Type&lt;/strong&gt;: Purpose of the&lt;br/&gt;
item.&lt;/p&gt;
&lt;p&gt;:::txt&lt;br/&gt;
0 = Usable : healing&lt;br/&gt;
2 = Usable : other&lt;br/&gt;
3 = Misc&lt;br/&gt;
4 = Weapon&lt;br/&gt;
5 = Armor&lt;br/&gt;
6 = Card&lt;br/&gt;
7 = Pet Egg&lt;br/&gt;
8 = Pet Equipment&lt;br/&gt;
10 = Arrow/Ammunition&lt;br/&gt;
11 = Usable : delayed consumption (items with script "pet" or "itemskill")&lt;br/&gt;
18 = Another delayed consume that requires user confirmation before using item.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Buy&lt;/strong&gt;: Default &lt;a class="" href="/p/hercules/wiki/NPC/" title="wikilink"&gt;NPC&lt;/a&gt; buying price in Zeny. When&lt;br/&gt;
    not specified, becomes double the sell price.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Sell&lt;/strong&gt;: Default &lt;a class="" href="/p/hercules/wiki/NPC/" title="wikilink"&gt;NPC&lt;/a&gt; selling price in Zeny. When&lt;br/&gt;
    not specified, becomes half the buy price.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Weight&lt;/strong&gt;: Item's weight. Each 10 is 1 weight. When not specified,&lt;br/&gt;
    becomes 0.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;ATK&lt;/strong&gt;: Base weapon attack, in case of a weapon. When not&lt;br/&gt;
    specified, becomes 0.&lt;ul&gt;
&lt;li&gt;In &lt;strong&gt;RE&lt;/strong&gt; enabled servers this field have a optional delimiter&lt;br/&gt;
&lt;strong&gt;:&lt;/strong&gt; to define this item's weaponMATK bonus, for example,&lt;br/&gt;
&lt;strong&gt;30:50&lt;/strong&gt; would mean the item gives 30 atk and 50 weaponMATK&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Matk&lt;/strong&gt;: Weapon's magical attack (only used in renewal mode,&lt;br/&gt;
    ignored in pre-renewal). When not specified, becomes 0.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;DEF&lt;/strong&gt;: Base defense for armor-type items. When not specified,&lt;br/&gt;
    becomes 0.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Range&lt;/strong&gt;: Maximum range in map cells a weapon allows to be the&lt;br/&gt;
    player apart from it's target. When not specified, becomes 0.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Slots&lt;/strong&gt;: Amount of card slots in weapon/armor-type items. When not&lt;br/&gt;
    specified, becomes 0.&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Job&lt;/strong&gt;: Which jobs this item is available for. Values below can be&lt;br/&gt;
    combined to achieve availability for multiple job classes, i. e.&lt;br/&gt;
&lt;code&gt;0x2|0x4 -&amp;gt; 0x6&lt;/code&gt; (Swordman+Mage)&lt;/p&gt;
&lt;p&gt;:::txt&lt;br/&gt;
(S.) Novice         (2^00): 0x00000001&lt;br/&gt;
Swordman            (2^01): 0x00000002&lt;br/&gt;
Mage                (2^02): 0x00000004&lt;br/&gt;
Archer              (2^03): 0x00000008&lt;br/&gt;
Acolyte             (2^04): 0x00000010&lt;br/&gt;
Merchant            (2^05): 0x00000020&lt;br/&gt;
Thief               (2^06): 0x00000040&lt;br/&gt;
Knight              (2^07): 0x00000080&lt;br/&gt;
Priest              (2^08): 0x00000100&lt;br/&gt;
Wizard              (2^09): 0x00000200&lt;br/&gt;
Blacksmith          (2^10): 0x00000400&lt;br/&gt;
Hunter              (2^11): 0x00000800&lt;br/&gt;
Assassin            (2^12): 0x00001000&lt;br/&gt;
&lt;em&gt;Unused&lt;/em&gt;            (2^13): 0x00002000&lt;br/&gt;
Crusader            (2^14): 0x00004000&lt;br/&gt;
Monk                (2^15): 0x00008000&lt;br/&gt;
Sage                (2^16): 0x00010000&lt;br/&gt;
Rogue               (2^17): 0x00020000&lt;br/&gt;
Alchemist           (2^18): 0x00040000&lt;br/&gt;
Bard/Dancer         (2^19): 0x00080000&lt;br/&gt;
&lt;em&gt;Unused&lt;/em&gt;            (2^20): 0x00100000&lt;br/&gt;
Taekwon             (2^21): 0x00200000&lt;br/&gt;
StarGladiator       (2^22): 0x00400000&lt;br/&gt;
Soul Linker         (2^23): 0x00800000&lt;br/&gt;
Gunslinger          (2^24): 0x01000000&lt;br/&gt;
Ninja               (2^25): 0x02000000&lt;br/&gt;
Gangsi              (2^26): 0x04000000&lt;br/&gt;
Death Knight        (2^27): 0x08000000&lt;br/&gt;
Dark Collector      (2^28): 0x10000000&lt;br/&gt;
Kagerou/Oboro       (2^29): 0x20000000&lt;br/&gt;
Rebellion           (2^30): 0x40000000&lt;/p&gt;
&lt;p&gt;Some commonly used values:&lt;br/&gt;
All Classes               : 0xFFFFFFFF&lt;br/&gt;
Every Job Except Novice   : 0xFFFFFFFE&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Upper&lt;/strong&gt;: Specifies whether the item can be used by normal, baby or&lt;br/&gt;
    reborn classes. Values below can be combined, i. e. &lt;code&gt;1|4 -&amp;gt; 5&lt;/code&gt;&lt;br/&gt;
    (Normal+Baby Classes)&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Note: Setting &lt;code&gt;2&lt;/code&gt; enables the item for Transcendant and 3rd&lt;br/&gt;
    classes. Use &lt;code&gt;8&lt;/code&gt; to enable the item for 3rd classes&lt;br/&gt;
only.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;:::txt&lt;br/&gt;
Normal jobs:      0x01 (1)&lt;br/&gt;
Upper jobs:       0x02 (2)&lt;br/&gt;
Baby jobs:        0x04 (4)&lt;br/&gt;
Third jobs:       0x08 (8)&lt;br/&gt;
Upper Third jobs: 0x10 (16)&lt;br/&gt;
Baby Third jobs:  0x20 (32)&lt;/p&gt;
&lt;p&gt;Under pre-re mode third classes are considered upper, making use of&lt;br/&gt;
the 8 and above masks is therefore not necessary unless in renewal&lt;br/&gt;
mode. When no value is specified, all classes (mask 0x3f) are able to&lt;br/&gt;
equip the item.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Gender&lt;/strong&gt;: Gender restriction for the item.&lt;/p&gt;
&lt;p&gt;:::txt&lt;br/&gt;
0 = Female&lt;br/&gt;
1 = Male&lt;br/&gt;
2 = No restriction (both)&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Loc&lt;/strong&gt;: Equipment location of armor and arrow-type items. Values&lt;br/&gt;
    below can be combined, i. e. 136 would indicate both accessory slots&lt;br/&gt;
    (typical value for accessories).&lt;/p&gt;
&lt;p&gt;:::txt&lt;br/&gt;
(2^0)        1 = Lower headgear&lt;br/&gt;
(2^1)        2 = Right hand&lt;br/&gt;
(2^2)        4 = Mantle&lt;br/&gt;
(2^3)        8 = Accessory 1&lt;br/&gt;
(2^4)       16 = Armor&lt;br/&gt;
(2^5)       32 = Left hand&lt;br/&gt;
(2^6)       64 = Shoes&lt;br/&gt;
(2^7)      128 = Accessory 2&lt;br/&gt;
(2^8)      256 = Upper headgear&lt;br/&gt;
(2^9)      512 = Middle headgear&lt;br/&gt;
(2^10)    1024 = Costume Top Headgear&lt;br/&gt;
(2^11)    2048 = Costume Mid Headgear&lt;br/&gt;
(2^12)    4096 = Costume Low Headgear&lt;br/&gt;
(2^13)    8192 = Costume Garment/Robe&lt;br/&gt;
(2^15)   32768 = Arrow (arrow-type items only)&lt;br/&gt;
(2^16)   65536 = Shadow Armor&lt;br/&gt;
(2^17)  131072 = Shadow Weapon&lt;br/&gt;
(2^18)  262144 = Shadow Shield&lt;br/&gt;
(2^19)  524288 = Shadow Shoes&lt;br/&gt;
(2^20) 1048576 = Shadow Accessory 2&lt;br/&gt;
(2^21) 2097152 = Shadow Accessory 1&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;WeaponLv&lt;/strong&gt;: Weapon level of an item (1-4), Becomes 0 when not&lt;br/&gt;
    specified.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;EquipLv&lt;/strong&gt;: Base level required to be able to equip. It is possible&lt;br/&gt;
    to specify two values, if an item has a maximum level, by using the&lt;br/&gt;
    following&lt;br/&gt;
syntax:&lt;/p&gt;
&lt;p&gt;:::txt&lt;br/&gt;
EquipLv: &lt;span&gt;[minLv, maxLv]&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;If only one value is specified, maxLv becomes the current server's&lt;br/&gt;
   MAX_LEVEL. If no values are specified, minLv becomes 0.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Refineable&lt;/strong&gt;: Whether the item is available for refining (1) or&lt;br/&gt;
    not (0). If no value is specified, it defaults to true.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;View&lt;/strong&gt;: For normal items, defines a replacement view-sprite for&lt;br/&gt;
    the item&lt;/li&gt;
&lt;/ul&gt;


&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;(eg: Making apples look like apple juice). The special case are&lt;br/&gt;
weapons and ammo where this value indicates the weapon-class of the&lt;br/&gt;
item.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;


&lt;ul&gt;
&lt;li&gt;
&lt;ul&gt;
&lt;li&gt;Weapon-type items:&lt;br/&gt;
        1.  Daggers&lt;br/&gt;
        2.  One-Handed Swords&lt;br/&gt;
        3.  Two-Handed Swords&lt;br/&gt;
        4.  One-Handed Spears&lt;br/&gt;
        5.  Two-Handed Spears&lt;br/&gt;
        6.  One-Handed Axes&lt;br/&gt;
        7.  Two-Handed Axes&lt;br/&gt;
        8.  Maces&lt;br/&gt;
        9.  &lt;em&gt;(not used)&lt;/em&gt;&lt;br/&gt;
        10. Wand/Staff&lt;br/&gt;
        11. Bows/Crossbows&lt;br/&gt;
        12. Knuckle Weapons&lt;br/&gt;
        13. Musical Instruments&lt;br/&gt;
        14. Whips&lt;br/&gt;
        15. Books&lt;br/&gt;
        16. Katars&lt;br/&gt;
        17. Revolvers&lt;br/&gt;
        18. Rifles&lt;br/&gt;
        19. Shotguns&lt;br/&gt;
        20. Gatling guns&lt;br/&gt;
        21. Grenade launchers&lt;br/&gt;
        22. Fuuma shuriken&lt;/li&gt;
&lt;li&gt;Shield-type items:&lt;ol&gt;
&lt;li&gt;Guard, Novice Guard&lt;/li&gt;
&lt;li&gt;Buckler&lt;/li&gt;
&lt;li&gt;Shield, Holy Guard, Evangelist&lt;/li&gt;
&lt;li&gt;Mirror Shield&lt;/li&gt;
&lt;/ol&gt;
&lt;/li&gt;
&lt;li&gt;Ammunition-type items:&lt;ol&gt;
&lt;li&gt;Arrows&lt;/li&gt;
&lt;li&gt;Throw-able daggers&lt;/li&gt;
&lt;li&gt;Bullets&lt;/li&gt;
&lt;li&gt;Shells&lt;/li&gt;
&lt;li&gt;Grenades&lt;/li&gt;
&lt;li&gt;Shuriken&lt;/li&gt;
&lt;li&gt;Kunai&lt;/li&gt;
&lt;li&gt;Cannonballs&lt;/li&gt;
&lt;li&gt;Throwable Items (Sling Item)&lt;/li&gt;
&lt;/ol&gt;
&lt;/li&gt;
&lt;li&gt;Headgear-type items: Please see the View IDs section of this&lt;br/&gt;
    guide.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;BindOnEquip&lt;/strong&gt;: Whether the item will automatically bind to the&lt;br/&gt;
    character when it is equipped for the first time.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;


&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;An item that has this field set, will display a confirmation dialog&lt;br/&gt;
the first time it is equipped, and, if accepted, the item will&lt;br/&gt;
become character-bound.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;


&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Script&lt;/strong&gt;: This is where you put your item bonus. Whether it's an&lt;br/&gt;
    usable item or an equip item, it will take effect according to the&lt;br/&gt;
    item type.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;OnEquip_Script&lt;/strong&gt;: Script to execute when the item is equipped.&lt;br/&gt;
    Warning, not all item bonuses will work here as expected.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;OnUnequip_Script&lt;/strong&gt;: Script to execute when the item is&lt;br/&gt;
    unequipped. Warning, not all item bonuses will work here as&lt;br/&gt;
    expected.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Inherit&lt;/strong&gt;: This can be used only in item_db2.conf, and if set to&lt;br/&gt;
    true, and the item already exists in item_db.conf,&lt;/li&gt;
&lt;/ul&gt;


&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;all the missing fields will be inherited from there rather than&lt;br/&gt;
using their default values.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;In the doc folder look for a text file called "item_bonus", it shows&lt;br/&gt;
all the scripts items can have and how they work.  &lt;/p&gt;
&lt;p&gt;For more information about this structure read &lt;a class="" href="http://herc.ws/board/topic/2954-item-db-file-structure-overhaul/" rel="nofollow"&gt;Item DB file structure&lt;br/&gt;
overhaul&lt;/a&gt;&lt;/p&gt;
&lt;h1 id="defining-item-clientside-renewal-clients"&gt;Defining Item clientside (Renewal Clients \&amp;lt;&lt;/h1&gt;
&lt;p&gt;2012-04-10a &amp;amp; Main Clients \&amp;lt;= 2012-07-10a) = After you make your item,&lt;br/&gt;
put it in your item_db2.txt, so that you will not run into conflicts&lt;br/&gt;
when updating your repository later. Then go to your data folder and&lt;br/&gt;
modify the following files, one after another.&lt;/p&gt;
&lt;h2 id="idnum2itemdisplaynametabletxt"&gt;idnum2itemdisplaynametable.txt&lt;/h2&gt;
&lt;p&gt;This file holds the item names, as displayed inside the client. Each&lt;br/&gt;
item added as:&lt;/p&gt;
&lt;p&gt;&lt;code&gt;ItemID#ItemName#&lt;/code&gt;&lt;/p&gt;
&lt;p&gt;ItemID is the number from your ID column inside the item db. If your&lt;br/&gt;
item name contains spaces, replace those with _ (underscore).&lt;/p&gt;
&lt;h2 id="idnum2itemdesctabletxt"&gt;idnum2itemdesctable.txt&lt;/h2&gt;
&lt;p&gt;This file contains the description of your item, when it is&lt;br/&gt;
right-clicked. The syntax for an item is:&lt;/p&gt;
&lt;div class="codehilite"&gt;&lt;pre&gt;&lt;span&gt;&lt;/span&gt;&lt;code&gt;ItemID#
Item Description Line 1
Item Description Line 2 (And so on)
#
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;

&lt;p&gt;You can use any amount of lines for the description. If your description&lt;br/&gt;
contains a #, make sure it is followed by a space character. You can&lt;br/&gt;
look at existing items for an idea of how to format a description.&lt;/p&gt;
&lt;h2 id="idnum2itemresnametabletxt"&gt;idnum2itemresnametable.txt&lt;/h2&gt;
&lt;p&gt;This file sets the inventory and drop-sprite for the item. Item is&lt;br/&gt;
defined as follows:&lt;/p&gt;
&lt;p&gt;&lt;code&gt;ItemID#SpriteName#&lt;/code&gt;&lt;/p&gt;
&lt;p&gt;The SpriteName is the name of the files in collection and item folders&lt;br/&gt;
inside texture and the ones inside sprite folder. If you want to use the&lt;br/&gt;
look of an another item, search for it's id and copy the sprite name&lt;br/&gt;
from there.&lt;/p&gt;
&lt;h2 id="itemslotcounttabletxt"&gt;itemslotcounttable.txt&lt;/h2&gt;
&lt;p&gt;In this file you set the amount of visible slots for the item. You do&lt;br/&gt;
not need to add 0 slot items or items, which do not have slots at all&lt;br/&gt;
(i. e. usable items). Syntax:&lt;/p&gt;
&lt;p&gt;&lt;code&gt;ItemID#NumberOfSlots#&lt;/code&gt;&lt;/p&gt;
&lt;p&gt;NumberOfSlots should be a number from 1-4, larger values might have&lt;br/&gt;
undesired effects.&lt;/p&gt;
&lt;h2 id="files-for-non-identified-items"&gt;Files for non-identified items&lt;/h2&gt;
&lt;p&gt;The following files specify the name, description and look for items,&lt;br/&gt;
which have not yet been identified. Their syntax follows the same rules&lt;br/&gt;
as for the files with &lt;em&gt;idnum&lt;/em&gt; prefix. Normally the same text is entered&lt;br/&gt;
for non-equipment and generic description (which can be copied from&lt;br/&gt;
official items) is used for equipment of all sorts (weapons, armor,&lt;br/&gt;
headgears).&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;num2itemdesctable.txt&lt;/li&gt;
&lt;li&gt;num2itemdisplaynametable.txt&lt;/li&gt;
&lt;li&gt;num2itemresnametable.txt&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="accnamelub"&gt;accname.lub&lt;/h2&gt;
&lt;p&gt;accname.lub can be found with the other lua files under RO&lt;br/&gt;
folder/data/luafiles514/luafiles/datainfo. If you do not have these&lt;br/&gt;
folders or this file, &lt;a class="" href="http://herc.ws/board/topic/398-client-translation-project/" rel="nofollow"&gt;see this&lt;br/&gt;
topic&lt;/a&gt; and&lt;br/&gt;
download the latest translated data folder. It points to the item's&lt;br/&gt;
sprite file. It is as follows:&lt;/p&gt;
&lt;p&gt;&lt;code&gt;[ACCESSORY_IDs.ACCESSORY_ITEM_NAME] = "Item_Name",&lt;/code&gt;&lt;/p&gt;
&lt;h2 id="accessoryidlub"&gt;accessoryid.lub&lt;/h2&gt;
&lt;p&gt;This is where the view ID for your item can be found. It can be located&lt;br/&gt;
in the same folder as accname.lub. It is as follows:&lt;/p&gt;
&lt;p&gt;&lt;code&gt;ACCESSORY_ITEM_NAME = ViewID#,&lt;/code&gt;&lt;/p&gt;
&lt;h1 id="defining-items-clientside-for-new-clients"&gt;Defining Items clientside (For New Clients)&lt;/h1&gt;
&lt;p&gt;If your client date is newer than specified above then you need to&lt;br/&gt;
specify all the above item information in 1&lt;br/&gt;
file.&lt;/p&gt;
&lt;h2 id="systemiteminfolub"&gt;System/ItemInfo.lub&lt;/h2&gt;
&lt;p&gt;Syntax:&lt;/p&gt;
&lt;div class="codehilite"&gt;&lt;pre&gt;&lt;span&gt;&lt;/span&gt;&lt;code&gt;[&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nv"&gt;item&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;id&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;]&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;{
&lt;span class="w"&gt;  &lt;/span&gt;&lt;span class="nv"&gt;unidentifiedDisplayName&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nv"&gt;item&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;name&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="k"&gt;show&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;when&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;not&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;magnified&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;,
&lt;span class="w"&gt;  &lt;/span&gt;&lt;span class="nv"&gt;unidentifiedResourceName&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nv"&gt;file&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;name&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;prefix&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;used&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="k"&gt;for&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;all&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;the&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;images&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;and&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;drop&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;sprite&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;when&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;not&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;magnified&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;,
&lt;span class="w"&gt;  &lt;/span&gt;&lt;span class="nv"&gt;unidentifiedDescriptionName&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;{&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nv"&gt;comma&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;separated&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;list&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;of&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;strings&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;,&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;get&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;multiple&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;lines&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;,&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nv"&gt;in&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;item&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;description&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;},
&lt;span class="w"&gt;  &lt;/span&gt;&lt;span class="nv"&gt;identifiedDisplayName&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nv"&gt;item&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;name&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;to&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="k"&gt;show&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;when&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;magnified&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;,
&lt;span class="w"&gt;  &lt;/span&gt;&lt;span class="nv"&gt;identifiedResourceName&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nv"&gt;file&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;name&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;prefix&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;used&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="k"&gt;for&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;all&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;the&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;images&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;and&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;drop&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;sprite&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;when&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;magnified&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;,
&lt;span class="w"&gt;  &lt;/span&gt;&lt;span class="nv"&gt;identifiedDescriptionName&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;{&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nv"&gt;same&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;format&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;as&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;unidentifiedDescriptionName&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;but&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="k"&gt;for&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;magnified&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;items&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;},
&lt;span class="w"&gt;  &lt;/span&gt;&lt;span class="nv"&gt;slotCount&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nv"&gt;number&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;of&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;slots&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;,
&lt;span class="w"&gt;  &lt;/span&gt;&lt;span class="nv"&gt;ClassNum&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nv"&gt;View&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;ID&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;yes&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;the&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;same&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;one&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;that&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;was&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;there&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="nv"&gt;item_db&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;
},
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;

&lt;p&gt;&lt;b&gt;For Weapons, ClassNum = View ID specified in Weapon_IDs table&lt;br/&gt;
(inside weapontable.lub file). Look&lt;br/&gt;
&lt;a class="" href="../Custom_Items#Weapon_Sprite_Solution_.28For_New_Clients.29" title="wikilink"&gt;below&lt;/a&gt;&lt;br/&gt;
for details.&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;You can also put the different values in DescriptionName in separate&lt;br/&gt;
lines.&lt;/p&gt;
&lt;p&gt;Example: Lets say I want to add a weapon to item id 25000 - a One-handed&lt;br/&gt;
sword named Devastator with 3 slots and the image/drop sprite files are&lt;br/&gt;
all named Black_Sword.* . Also I want to display a Sword when not&lt;br/&gt;
identified.&lt;/p&gt;
&lt;div class="codehilite"&gt;&lt;pre&gt;&lt;span&gt;&lt;/span&gt;&lt;code&gt;&lt;span class="o"&gt;[&lt;/span&gt;&lt;span class="n"&gt;25000&lt;/span&gt;&lt;span class="o"&gt;]&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="err"&gt;{&lt;/span&gt;
&lt;span class="w"&gt;  &lt;/span&gt;&lt;span class="n"&gt;unidentifiedDisplayName&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="ss"&gt;"Sword"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;span class="w"&gt;  &lt;/span&gt;&lt;span class="n"&gt;unidentifiedResourceName&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="ss"&gt;"¼Òµå"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;span class="w"&gt;  &lt;/span&gt;&lt;span class="n"&gt;unidentifiedDescriptionName&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="err"&gt;{&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="ss"&gt;"Unidentified item, can be identified with [Magnifier]."&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="err"&gt;}&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;span class="w"&gt;  &lt;/span&gt;&lt;span class="n"&gt;identifiedDisplayName&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="ss"&gt;"Devastator"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;span class="w"&gt;  &lt;/span&gt;&lt;span class="n"&gt;identifiedResourceName&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="ss"&gt;"Black_Sword"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;span class="w"&gt;  &lt;/span&gt;&lt;span class="n"&gt;identifiedDescriptionName&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="err"&gt;{&lt;/span&gt;
&lt;span class="w"&gt;    &lt;/span&gt;&lt;span class="ss"&gt;"An Unholy Sword that was created with the sole purpose of destruction"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;span class="w"&gt;    &lt;/span&gt;&lt;span class="ss"&gt;"Class :^777777 Sword^000000"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;span class="w"&gt;    &lt;/span&gt;&lt;span class="ss"&gt;"Attack :^777777 325^000000"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;span class="w"&gt;    &lt;/span&gt;&lt;span class="ss"&gt;"Weight :^777777 80^000000"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;span class="w"&gt;    &lt;/span&gt;&lt;span class="ss"&gt;"Weapon Level :^777777 4^000000"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;span class="w"&gt;    &lt;/span&gt;&lt;span class="ss"&gt;"Required Level :^777777 100^000000"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;span class="w"&gt;    &lt;/span&gt;&lt;span class="ss"&gt;"Applicable Job :^777777 Novice, Swordsman Class, Merchant Class, Thief Class^000000"&lt;/span&gt;
&lt;span class="w"&gt;  &lt;/span&gt;&lt;span class="err"&gt;}&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;span class="w"&gt;  &lt;/span&gt;&lt;span class="n"&gt;slotCount&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="mi"&gt;3&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;span class="w"&gt;  &lt;/span&gt;&lt;span class="n"&gt;ClassNum&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="mi"&gt;2&lt;/span&gt;
&lt;span class="err"&gt;}&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;

&lt;p&gt;The unidentifiedResourceName is the Sword item's sprite name, so the&lt;br/&gt;
client will show it as a sword when not identified. The ClassNum is also&lt;br/&gt;
2, for a one-handed sword. If you want to use another sprite for your&lt;br/&gt;
unidentifiedResourceName, simply search (ctrl+f) for the item's name in&lt;br/&gt;
iteminfo.lub and copy the identifiedResourceName value for that item and&lt;br/&gt;
apply it to your custom item's unidentifiedResourceName value.&lt;/p&gt;
&lt;h1 id="allocating-items-on-client-side"&gt;Allocating Items on Client Side&lt;/h1&gt;
&lt;p&gt;Most custom items will have 6 files (if yours does not, see &lt;a class="" href="../Custom_Items#Less_Than_6_Files" title="wikilink"&gt;Less Than 6&lt;br/&gt;
Files&lt;/a&gt;):&lt;/p&gt;
&lt;div class="codehilite"&gt;&lt;pre&gt;&lt;span&gt;&lt;/span&gt;&lt;code&gt;&lt;span class="mf"&gt;1&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;Drop&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;sprite&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;-&amp;gt;&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;Helmet_drop&lt;/span&gt;&lt;span class="mf"&gt;.&lt;/span&gt;&lt;span class="n"&gt;spr&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;
&lt;span class="mf"&gt;2&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;Drop&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;act&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;file&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;-&amp;gt;&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;Helmet_drop&lt;/span&gt;&lt;span class="mf"&gt;.&lt;/span&gt;&lt;span class="n"&gt;act&lt;/span&gt;
&lt;span class="mf"&gt;3&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;Item&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;Inventory&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;image&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;-&amp;gt;&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;Helmet_item&lt;/span&gt;&lt;span class="mf"&gt;.&lt;/span&gt;&lt;span class="n"&gt;bmp&lt;/span&gt;
&lt;span class="mf"&gt;4&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;Item&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;Collection&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;image&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;-&amp;gt;&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;Helmet_collection&lt;/span&gt;&lt;span class="mf"&gt;.&lt;/span&gt;&lt;span class="n"&gt;bmp&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;the&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="kr"&gt;on&lt;/span&gt;&lt;span class="n"&gt;e&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;you&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;see&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="kr"&gt;on&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;its&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;description&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;window&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;span class="mf"&gt;5&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;Headgear&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;View&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;sprite&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;-&amp;gt;&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;Helmet&lt;/span&gt;&lt;span class="mf"&gt;.&lt;/span&gt;&lt;span class="n"&gt;spr&lt;/span&gt;
&lt;span class="mf"&gt;6&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;Headgear&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;View&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;act&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;file&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="o"&gt;-&amp;gt;&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;Helmet&lt;/span&gt;&lt;span class="mf"&gt;.&lt;/span&gt;&lt;span class="n"&gt;act&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;

&lt;p&gt;Lets say I downloaded a custom item called Helmet which serves as a&lt;br/&gt;
headgear and the above six files were in them.&lt;/p&gt;
&lt;h2 id="sprite-locations"&gt;Sprite Locations&lt;/h2&gt;
&lt;p&gt;We place the six files in the following folders&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Copy Helmet_drop.spr to [RO&lt;br/&gt;
    Folder]\data\sprite\¾ÆÀÌÅÛ\Helmet.spr&lt;/li&gt;
&lt;li&gt;Copy Helmet_drop.act to [RO&lt;br/&gt;
    Folder]\data\sprite\¾ÆÀÌÅÛ\Helmet.act&lt;/li&gt;
&lt;li&gt;Copy Helmet_item.bmp to [RO&lt;br/&gt;
    Folder]\data\texture\À¯ÀúÀÎÅÍÆäÀÌ½º\item\Helmet.bmp&lt;/li&gt;
&lt;li&gt;Copy Helmet_collection.bmp to [RO&lt;br/&gt;
    Folder]\data\texture\À¯ÀúÀÎÅÍÆäÀÌ½º\collection\Helmet.bmp&lt;/li&gt;
&lt;li&gt;Copy Helmet.spr to [RO&lt;br/&gt;
    Folder]\data\sprite\¾Ç¼¼»ç¸®\¿©\¿©_Helmet.spr&lt;br/&gt;
    (Female) &lt;strong&gt;AND&lt;/strong&gt; ¿©_Helmet.act&lt;/li&gt;
&lt;li&gt;Copy Helmet.spr to [RO&lt;br/&gt;
    Folder]\data\sprite\¾Ç¼¼»ç¸®\³²\³²_Helmet.spr&lt;br/&gt;
    (Male) &lt;strong&gt;AND&lt;/strong&gt; ³²_Helmet.act&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;If the process confused you, &lt;a class="" href="http://www.mediafire.com/?8lzt4cbot100w44" rel="nofollow"&gt;here is an example&lt;br/&gt;
folder&lt;/a&gt;, the sprite is done&lt;br/&gt;
by drkangel. The folder is virus free.&lt;/p&gt;
&lt;h2 id="specifications-of-the-files"&gt;Specifications of the files&lt;/h2&gt;
&lt;p&gt;1) Drop sprites - ideally have 1 frame &amp;amp; its act file will be just an&lt;br/&gt;
empty act (only header will be there inside)&lt;/p&gt;
&lt;p&gt;2) Equip sprites - typically have 3+ frames to show images for various&lt;br/&gt;
orientations &amp;amp; its act file will have the info on where to place each&lt;br/&gt;
frame and movement animations.&lt;/p&gt;
&lt;p&gt;3) Item bmp - 24x24 size 256 bit bmp file. Magenta (FF00FF hexadecimal&lt;br/&gt;
value) background.&lt;/p&gt;
&lt;p&gt;4) Collection bmp - 75x100 size bmp file (usually 256 bit but there is&lt;br/&gt;
no restriction)&lt;/p&gt;
&lt;h2 id="how-to-differentiate-between-sprite-files"&gt;How to differentiate between sprite files?&lt;/h2&gt;
&lt;p&gt;Open both sprite files in &lt;a class="" href="http://ratemyserver.net/download_agent.php?type=1&amp;amp;file_num=10" rel="nofollow"&gt;Spr&lt;br/&gt;
Conview&lt;/a&gt;.&lt;br/&gt;
The number of frames in the files can be seen at bottom (Sprite:&lt;br/&gt;
&amp;lt;currentframe&amp;gt;/&amp;lt;total&amp;gt;). If it says Sprite: 1/1 then its a drop sprite&lt;br/&gt;
and the other is equip sprite.&amp;lt;/total&amp;gt;&amp;lt;/currentframe&amp;gt;&lt;/p&gt;
&lt;p&gt;Sometimes what sprite authors do is they simply copy the original sprite&lt;br/&gt;
itself to make a drop sprite. In this case you will see both of them as&lt;br/&gt;
identical when opened in Spr Conview &amp;amp; we don't need to worry about&lt;br/&gt;
which one is which (since they are the same).&lt;/p&gt;
&lt;h2 id="less-than-6-files"&gt;Less Than 6 Files&lt;/h2&gt;
&lt;p&gt;In rare cases or for garment and accessory items, you may have less than&lt;br/&gt;
6 files to place. For a garment or accessory, you do not need a .spr and&lt;br/&gt;
.act because these items are not visible on a character, therefore they&lt;br/&gt;
do not require a .spr or .act file. For weapons, headgears, and shields,&lt;br/&gt;
you should have 6 files. If you do not, you will have to create the&lt;br/&gt;
missing files yourself. Especially for old sprites, the spriter may have&lt;br/&gt;
just made the sprites and made no collection image, item image, or drop&lt;br/&gt;
sprite. See &lt;a class="" href="/p/hercules/wiki/Spriting/" title="wikilink"&gt;Spriting&lt;/a&gt; on how to create these&lt;br/&gt;
yourself.&lt;/p&gt;
&lt;h1 id="modifications"&gt;Modifications&lt;/h1&gt;
&lt;h2 id="sprite-replacement"&gt;Sprite Replacement&lt;/h2&gt;
&lt;p&gt;To replace a headgear with your customized headgear, just delete one of&lt;br/&gt;
the items you want, and replace your customised item ID with that id.&lt;/p&gt;
&lt;p&gt;Lets say you have something like this:&lt;/p&gt;
&lt;p&gt;&lt;code&gt;15000,Angel_Wing,Angel Wing,4,,10,10,0,,1,0,0,3,0,0,0,0,0,{},{},{}&lt;/code&gt;&lt;/p&gt;
&lt;p&gt;And there's an item you wont need, such as:&lt;/p&gt;
&lt;p&gt;&lt;code&gt;2220,Hat,Hat,5,1000,,200,,2,,0,10477567,2,256,,0,1,16,{},{},{}&lt;/code&gt;&lt;/p&gt;
&lt;p&gt;Well, to replace it, just delete everything in the hat line but its ID,&lt;br/&gt;
and paste there your custom item, all the line but the ID. Should be&lt;br/&gt;
like this:&lt;/p&gt;
&lt;div class="codehilite"&gt;&lt;pre&gt;&lt;span&gt;&lt;/span&gt;&lt;code&gt;&lt;span class="mf"&gt;2220&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="n"&gt;Hat&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="n"&gt;Hat&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;5&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;1000&lt;/span&gt;&lt;span class="p"&gt;,,&lt;/span&gt;&lt;span class="mf"&gt;200&lt;/span&gt;&lt;span class="p"&gt;,,&lt;/span&gt;&lt;span class="mf"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,,&lt;/span&gt;&lt;span class="mf"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;10477567&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;256&lt;/span&gt;&lt;span class="p"&gt;,,&lt;/span&gt;&lt;span class="mf"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;16&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="err"&gt;{}&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="err"&gt;{}&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="err"&gt;{}&lt;/span&gt;
&lt;span class="mf"&gt;15000&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="n"&gt;Angel_Wing&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="n"&gt;Angel&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;Wing&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;4&lt;/span&gt;&lt;span class="p"&gt;,,&lt;/span&gt;&lt;span class="mf"&gt;10&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;10&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,,&lt;/span&gt;&lt;span class="mf"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;3&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="err"&gt;{}&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="err"&gt;{}&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="err"&gt;{}&lt;/span&gt;
&lt;span class="mf"&gt;2220&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="n"&gt;Angel_Wing&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="n"&gt;Angel&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;Wing&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;4&lt;/span&gt;&lt;span class="p"&gt;,,&lt;/span&gt;&lt;span class="mf"&gt;10&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;10&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,,&lt;/span&gt;&lt;span class="mf"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;3&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="err"&gt;{}&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="err"&gt;{}&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="err"&gt;{}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;

&lt;p&gt;All you need to do now is changing the View ID to the Hat, and change&lt;br/&gt;
your file names to its name. You can find them on the&lt;br/&gt;
idnum2resnametable.txt Search for 2220 and the gibberish besides it, w/o&lt;br/&gt;
the # # is the file name, then rename it to your custom item name.&lt;/p&gt;
&lt;p&gt;Remember to add the files to data\sprite\¾ÆÀÌÅÛ (Icon sprite) and both&lt;br/&gt;
data\sprite\¾Ç¼¼»ç¸®\³² (Male Item Sprite) and&lt;br/&gt;
data\sprite\¾Ç¼¼»ç¸®\¿© (Female Item Sprite). Remember, these&lt;br/&gt;
2 last item names, must have either a ³²_ for male or ¿©_ for female,&lt;br/&gt;
at the beginning of the name, both .spr and .act. Also, don't forget to&lt;br/&gt;
change the other files:&lt;/p&gt;
&lt;p&gt;idnum2itemdisplaynametable.txt , idnum2itemdesctable.txt ,&lt;br/&gt;
idnum2itemdesctable.txt , num2itemdesctable.txt ,&lt;br/&gt;
num2itemdisplaynametable.txt , num2itemresnametable.txt and&lt;br/&gt;
itemslotcounttable.txt&lt;/p&gt;
&lt;p&gt;Use these files if you want to replace sprites, they will be useful.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;actOR:&lt;/strong&gt; with the actor you modify the act file, which is the one&lt;br/&gt;
    who tells the client where does the weapon go and what does it have&lt;br/&gt;
    to do and at a certain moment.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;SPR Conview:&lt;/strong&gt; you can use these to view which sprite is which,&lt;br/&gt;
    and also see sequence per sequence.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="item-restrictions"&gt;Item Restrictions&lt;/h2&gt;
&lt;p&gt;Look on your db folder for a file called item_trade.txt and open it&lt;/p&gt;
&lt;p&gt;Now, the pattern for a flag is:&lt;/p&gt;
&lt;p&gt;&lt;code&gt;Item ID, TradeMask, GM-Level Override&lt;/code&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Item ID&lt;/strong&gt;: the ID of your item.&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;TradeMask&lt;/strong&gt;: Testrictions the item will have, such as being&lt;br/&gt;
    dropped, stored or traded. These values can be combined to achieve&lt;br/&gt;
    multiple effects.&lt;/p&gt;
&lt;p&gt;:::txt&lt;br/&gt;
1:Item can't be dropped&lt;br/&gt;
2:Item can't be traded (nor vended)&lt;br/&gt;
4:Item can only be traded with wedded partner&lt;br/&gt;
8:Item can't be sold to NPCs&lt;br/&gt;
16:Item can't be placed in the cart&lt;br/&gt;
32:Item can't be placed in the storage&lt;br/&gt;
64:Item can't be placed in the guild storage&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;GM-Level Override&lt;/strong&gt;: This is the minimum GM level a player must&lt;br/&gt;
    have to avoid these restrictions.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="item-script"&gt;Item Script&lt;/h2&gt;
&lt;p&gt;Okay, I'll update this as I go; otherwise, I wont have anything new to&lt;br/&gt;
show. First with usable items.&lt;/p&gt;
&lt;p&gt;Well, there are 3 types of usables:&lt;/p&gt;
&lt;p&gt;1.- Healing items, they have in the type field a 0.&lt;/p&gt;
&lt;p&gt;2.- Other uses items, such as fly wings and so, which doesn't heal, but&lt;br/&gt;
does have an instant effect, they have in the type field a 2.&lt;/p&gt;
&lt;p&gt;3.- Usable items, which are skills that requires a target selection,&lt;br/&gt;
therefore they have a delayed use, and in newer versions the item wont&lt;br/&gt;
be gone until the target is chosen and the cast has finished. Means, you&lt;br/&gt;
wont lose the item if the skill hasn't been done. They have in the type&lt;br/&gt;
field an 11.&lt;/p&gt;
&lt;p&gt;Now, for an item skill, the pattern for a skill is:&lt;/p&gt;
&lt;p&gt;&lt;code&gt;itemskill&lt;/code&gt;&amp;lt;skill id=""&amp;gt;&lt;code&gt;,&lt;/code&gt;&amp;lt;skill level=""&amp;gt;&lt;code&gt;;&lt;/code&gt;&amp;lt;/skill&amp;gt;&amp;lt;/skill&amp;gt;&lt;/p&gt;
&lt;p&gt;Without \&amp;lt;&amp;gt; of course.&lt;/p&gt;
&lt;p&gt;Now, we go to our db\skill_db.txt and search for the blessing ID,&lt;br/&gt;
searching for AL_ or blessing, but first, the structure of a&lt;br/&gt;
skill:&lt;/p&gt;
&lt;p&gt;&lt;code&gt;id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description&lt;/code&gt;&lt;/p&gt;
&lt;p&gt;Now, the AL_BLESSING or Blessing Skill:&lt;/p&gt;
&lt;p&gt;&lt;code&gt;34,9,6,16,0,0x1,0,10,1,yes,0,0,0,magic,0,  AL_BLESSING,Blessing&lt;/code&gt;&lt;/p&gt;
&lt;p&gt;We grab the ID and put it on our code:&lt;/p&gt;
&lt;p&gt;&lt;code&gt;itemskill 34,&lt;/code&gt;&amp;lt;skill lvl=""&amp;gt;&lt;code&gt;;&lt;/code&gt;&amp;lt;/skill&amp;gt;&lt;/p&gt;
&lt;p&gt;Don't mind the actual level of the skill_db.txt for the skill level&lt;br/&gt;
part. You can actually put the level you want here below 99, so lets&lt;br/&gt;
pick 4:&lt;/p&gt;
&lt;p&gt;&lt;code&gt;itemskill 34,4;&lt;/code&gt;&lt;/p&gt;
&lt;p&gt;And finally, insert it on the code.&lt;/p&gt;
&lt;div class="codehilite"&gt;&lt;pre&gt;&lt;span&gt;&lt;/span&gt;&lt;code&gt;,{ itemskill 34,4; },{},{}
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;

&lt;p&gt;There, we have a Lvl 4 Blessing item skill.&lt;/p&gt;
&lt;p&gt;Remember, one space before and one after the script, NOT TAB!&lt;/p&gt;
&lt;p&gt;And so on with other skills. Just remember these steps and they should&lt;br/&gt;
be fine. And remember, itemskill is NOT the same as skill. itemskill&lt;br/&gt;
will make you CAST that skill, while skill will GIVE you the skill. If&lt;br/&gt;
you give an item, whether delayed use or normal usable two itemskill&lt;br/&gt;
commands, only the latter will come into effect, as you cannot cast two&lt;br/&gt;
skills at the same time.&lt;/p&gt;
&lt;p&gt;Now, for Potions.&lt;/p&gt;
&lt;p&gt;Instead of using itemskill, we will use itemheal:&lt;/p&gt;
&lt;p&gt;&lt;code&gt;,{ itemheal 100,0; },{},{}&lt;/code&gt;&lt;/p&gt;
&lt;p&gt;The green is the HP, the blue is the SP. To add that random heal amount&lt;br/&gt;
effect, just pick a set amount, let's say 120, then pick 1 or 2 numbers,&lt;br/&gt;
up to you. Then, add the rand() command, like this:&lt;/p&gt;
&lt;p&gt;&lt;code&gt;,{ itemheal rand(120,9,49),0; },{},{}&lt;/code&gt;&lt;/p&gt;
&lt;p&gt;Explanation: This item will heal about 49\~120 hp and 0 SP. To heal SP&lt;br/&gt;
you change the 0 to a number. Like this:&lt;/p&gt;
&lt;p&gt;&lt;code&gt;,{ itemheal rand(120,9,49),50; },{},{}&lt;/code&gt;&lt;/p&gt;
&lt;p&gt;It will now heal 50 SP. Now, for skilleffect and sc_start.&lt;/p&gt;
&lt;p&gt;Okay, let's see. Here's a example of an item casting a skill and&lt;br/&gt;
simulating a skill.&lt;/p&gt;
&lt;p&gt;&lt;code&gt;,{ itemskill 34,10; skilleffect 29,0; sc_start 12,140000,5; },{},{}&lt;/code&gt;&lt;/p&gt;
&lt;p&gt;skilleffect will display on your client a skill visual effect. The&lt;br/&gt;
pattern is:&lt;/p&gt;
&lt;p&gt;&lt;code&gt;skilleffect&lt;/code&gt;&amp;lt;skill id=""&amp;gt;&lt;code&gt;,&lt;/code&gt;&amp;lt;number&amp;gt;&lt;code&gt;;&lt;/code&gt;&amp;lt;/number&amp;gt;&amp;lt;/skill&amp;gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;skill ID&lt;br/&gt;
    Self-explanatory.&lt;/li&gt;
&lt;li&gt;number&lt;br/&gt;
    Have you seen those skills that shows up numbers upon casting? Such&lt;br/&gt;
    as heal? Well, putting a number there will display it. But only&lt;br/&gt;
    works on skills with numbers floating.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;sc_start has the following pattern:&lt;/p&gt;
&lt;p&gt;&lt;code&gt;sc_start&lt;/code&gt;&amp;lt;status id=""&amp;gt;&lt;code&gt;,&lt;/code&gt;&amp;lt;duration&amp;gt;&lt;code&gt;,&lt;/code&gt;&amp;lt;val1&amp;gt;&lt;code&gt;[,&lt;/code&gt;&amp;lt;unit id=""&amp;gt;&lt;code&gt;];&lt;/code&gt;&amp;lt;/unit&amp;gt;&amp;lt;/val1&amp;gt;&amp;lt;/duration&amp;gt;&amp;lt;/status&amp;gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;status id&lt;br/&gt;
    Refer to const.txt in your db folder for all effects. Open it with a&lt;br/&gt;
    text editor then search by either clicking edit, then find, or press&lt;br/&gt;
    and hold the ctrl key, and while still holding it press the f key,&lt;br/&gt;
    then release, and search for "SC_ALL -1". Everything below this is&lt;br/&gt;
    an effect. The effects stop at "e_gasp 0" which are emoticons.&lt;/li&gt;
&lt;li&gt;duration&lt;br/&gt;
    Is the amount time in milliseconds (1000 msec = 1 sec) that the&lt;br/&gt;
    status will be active.&lt;/li&gt;
&lt;li&gt;val1&lt;br/&gt;
    Typically it's the level of the skill, associated with this status.&lt;/li&gt;
&lt;li&gt;unit id&lt;br/&gt;
    Allows to start the status on an other unit, than the attached&lt;br/&gt;
    player. For players this is account id. This parameter is optional,&lt;br/&gt;
    and can be omitted.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Now, for the item I said, it will show you the visual effect of Blessing&lt;br/&gt;
and cast on you a lvl 5 Agi-Up! skill for 140 seconds.&lt;/p&gt;
&lt;p&gt;For more item scripts see script_commands.txt in your doc folder, as&lt;br/&gt;
well as item_bonus.txt in your doc folder.&lt;/p&gt;
&lt;p&gt;\==Weapon Sprite Solution (Renewal Clients \&amp;lt;= 2012-04-10a &amp;amp; Main&lt;br/&gt;
Clients \&amp;lt;= 2012-07-10a)== For these clients, Weapons are limited to use&lt;br/&gt;
a range of Item IDs hardcoded in the clientn for each type. For&lt;br/&gt;
e.g.&lt;/p&gt;
&lt;div class="codehilite"&gt;&lt;pre&gt;&lt;span&gt;&lt;/span&gt;&lt;code&gt;&lt;span class="mf"&gt;1265&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="n"&gt;Bloody_Roar&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="n"&gt;Bloody&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;Roar&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;4&lt;/span&gt;&lt;span class="p"&gt;,,&lt;/span&gt;&lt;span class="mf"&gt;10&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;1000&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;120&lt;/span&gt;&lt;span class="p"&gt;,,&lt;/span&gt;&lt;span class="mf"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;4096&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;7&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;34&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;4&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;75&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;16&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="err"&gt;{&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;bonus&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;bIgnoreDefRace&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="n"&gt;RC_DemiHuman&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;bonus&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;bFlee&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mf"&gt;160&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;bonus&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;bFlee2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mf"&gt;160&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;bonus&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;bNoRegen&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;bonus&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;bNoRegen&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;2&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="err"&gt;}&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="err"&gt;{}&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="err"&gt;{}&lt;/span&gt;
&lt;span class="mf"&gt;1266&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="n"&gt;Test&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="n"&gt;Test&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;4&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;4000&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;2000&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;10&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;165&lt;/span&gt;&lt;span class="p"&gt;,,&lt;/span&gt;&lt;span class="mf"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;4096&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;7&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;34&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;3&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;33&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;16&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="err"&gt;{}&lt;/span&gt;

&lt;span class="o"&gt;//&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="mf"&gt;1&lt;/span&gt;&lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="n"&gt;Handed&lt;/span&gt;&lt;span class="w"&gt; &lt;/span&gt;&lt;span class="n"&gt;Axes&lt;/span&gt;
&lt;span class="mf"&gt;1301&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="n"&gt;Axe&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="n"&gt;Axe&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;4&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;500&lt;/span&gt;&lt;span class="p"&gt;,,&lt;/span&gt;&lt;span class="mf"&gt;800&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;38&lt;/span&gt;&lt;span class="p"&gt;,,&lt;/span&gt;&lt;span class="mf"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;3&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;8803555&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;7&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;3&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="mf"&gt;6&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;&lt;span class="err"&gt;{}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;

&lt;p&gt;Here the item 1266 is a custom katar and it does show up as a katar (if&lt;br/&gt;
you have the proper sprite files ofcourse). but if i use some id like&lt;br/&gt;
say 22000, client wont display it. So what is the range of item ids you&lt;br/&gt;
can use? Look below:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;One handed Swords = 1100-1149, 13400-13499&lt;/li&gt;
&lt;li&gt;Two handed Swords = 1150-1199, 21000-21999&lt;/li&gt;
&lt;/ul&gt;


&lt;ul&gt;
&lt;li&gt;Knives, Daggers etc = 1200-1249, 13000-13099&lt;/li&gt;
&lt;li&gt;Katars = 1250-1299 ; Has 35 free IDs&lt;/li&gt;
&lt;/ul&gt;


&lt;ul&gt;
&lt;li&gt;One handed Axes = 1300-1349; Has 43 free IDs&lt;/li&gt;
&lt;li&gt;Two handed Axes = 1350-1399; Has 32 free IDs&lt;/li&gt;
&lt;/ul&gt;


&lt;ul&gt;
&lt;li&gt;One handed Spears = 1400-1449; Has 34 free IDs&lt;/li&gt;
&lt;li&gt;Two Handed Spears = 1450-1471, 1474-1499&lt;/li&gt;
&lt;/ul&gt;


&lt;ul&gt;
&lt;li&gt;Maces = 1500-1549, 16000-16999&lt;/li&gt;
&lt;li&gt;Books = 1550-1599 ; Has only 2 IDs.&lt;/li&gt;
&lt;li&gt;Knuckles = 1800-1899 ; Has 95 free IDs&lt;/li&gt;
&lt;/ul&gt;


&lt;ul&gt;
&lt;li&gt;One Handed Staves/Rods = 1600-1699; Has 79 free IDs&lt;/li&gt;
&lt;li&gt;Two Handed Staves/Rods = 1472,1473,2000-2099&lt;/li&gt;
&lt;/ul&gt;


&lt;ul&gt;
&lt;li&gt;Bows = 1700-1749, 18100-18499&lt;/li&gt;
&lt;li&gt;Guitars = 1900-1949 ; Has 32 free IDs&lt;/li&gt;
&lt;li&gt;Whips = 1950-1999 ; Has 130 free IDs&lt;/li&gt;
&lt;/ul&gt;


&lt;ul&gt;
&lt;li&gt;Handguns = 13100-13149&lt;/li&gt;
&lt;li&gt;Other guns = 13150-13199&lt;/li&gt;
&lt;/ul&gt;


&lt;ul&gt;
&lt;li&gt;Ninja weapons = 13300-13399&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The number of unused Item IDs left known for a range has also been&lt;br/&gt;
mentioned above. Best practice to follow check in your range in official&lt;br/&gt;
db before adding custom weapon.&lt;/p&gt;
&lt;h2 id="weapon-sprite-solution-for-new-clients"&gt;Weapon Sprite Solution (For New Clients)&lt;/h2&gt;
&lt;p&gt;For new clients the view id system is also applicable to client. To add&lt;br/&gt;
a custom weapon you need to first edit a file called weapontable.lub in&lt;br/&gt;
your data folder&lt;/p&gt;
&lt;p&gt;&lt;code&gt;data/luafiles514/lua files/datainfo/weapontable.lub&lt;/code&gt;&lt;/p&gt;
&lt;p&gt;I will be adding &lt;b&gt;Oriental_Sword&lt;/b&gt; which will be a 1-Handed sword.&lt;br/&gt;
Open weapontable.lub. First you will see a table called&lt;br/&gt;
&lt;b&gt;Weapon_IDs&lt;/b&gt;. Take note of the first 30 values in this table -&lt;br/&gt;
these are the only available Weapon types in the client right now.&lt;/p&gt;
&lt;p&gt;Anyways go to the last entry which should be for Wizardy Staff = 97. You&lt;br/&gt;
can use a view id after that like shown below&lt;/p&gt;
&lt;p&gt;&lt;code&gt;WEAPONTYPE_Oriental_Sword = 98,&lt;/code&gt;&lt;/p&gt;
&lt;p&gt;Come down and you see the next table called &lt;b&gt;WeaponNameTable&lt;/b&gt;. Here&lt;br/&gt;
is where you add your sprite name suffix.&lt;br/&gt;
What do i mean by that? Its the last part in your weapon sprite &amp;amp; act&lt;br/&gt;
file. Before it used to be&lt;br/&gt;
_&amp;lt;item id=""&amp;gt;.&amp;lt;/item&amp;gt;&lt;/p&gt;
&lt;p&gt;&lt;code&gt;data/sprite/&lt;/code&gt;&amp;lt;job dependent="" folder=""&amp;gt;&lt;code&gt;/&lt;/code&gt;&amp;lt;job dependent="" prefix=""&amp;gt;&lt;code&gt;_&lt;/code&gt;&amp;lt;gender&amp;gt;&amp;lt;weapon suffix=""&amp;gt;&lt;code&gt;.spr&lt;/code&gt;&amp;lt;/weapon&amp;gt;&amp;lt;/gender&amp;gt;&amp;lt;/job&amp;gt;&amp;lt;/job&amp;gt;&lt;/p&gt;
&lt;p&gt;OK Back to topic. so I add my entry like shown below.&lt;/p&gt;
&lt;p&gt;&lt;code&gt;[Weapon_IDs.WEAPONTYPE_Oriental_Sword] = "Oriental"&lt;/code&gt;&lt;/p&gt;
&lt;p&gt;Lastly come down further in weapontable.lub and you see the last table&lt;br/&gt;
called &lt;b&gt;Expansion_Weapon_IDs&lt;/b&gt;.&lt;br/&gt;
Remember the 30 types i told you to take note of ? here we assign one of&lt;br/&gt;
those to our custom (like a mapping or connection).&lt;br/&gt;
Since mine is a 1-Handed Sword I specify it like&lt;br/&gt;
below.&lt;/p&gt;
&lt;p&gt;&lt;code&gt;[Weapon_IDs.WEAPONTYPE_Oriental_Sword] = Weapon_IDs.WPCLASS_WEAPONTYPE_SWORD&lt;/code&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Now for the most important part. For our client to actually pick up&lt;br/&gt;
all these details we need to provide the view id which we used in&lt;br/&gt;
Weapon_IDs table as the ClassNum value in ItemInfo.lua. Check the&lt;br/&gt;
&lt;a class="" href="../Custom_Items#System.2FItemInfo.lub" title="wikilink"&gt;ItemInfo.lub format&lt;/a&gt;&lt;br/&gt;
shown above for details.&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;With this your weapon sprite will become visible while&lt;br/&gt;
attacking.&lt;/p&gt;
&lt;h1 id="troubleshooting"&gt;Troubleshooting&lt;/h1&gt;
&lt;h2 id="file-not-found-cannot-find-file-pathtofilefilenameextension"&gt;File Not Found "Cannot find File : path\to\file\filename.extension"&lt;/h2&gt;
&lt;p&gt;As the error states, the client cannot find the file required to display&lt;br/&gt;
the sprite, act, collection, or item image for the item. Make sure you&lt;br/&gt;
put your file in the right place and that it is named correctly.&lt;/p&gt;
&lt;h2 id="unknown-item"&gt;Unknown Item&lt;/h2&gt;
&lt;p&gt;If your item's name is unknown item and it has an apple icon, refer to&lt;br/&gt;
&lt;a class="" href="../Custom_Items#Defining_Item_clientside_.28Renewal_Clients_.3C.3D_2012-04-10a_.26_Main_Clients_.3C.3D_2012-07-10a.29" title="wikilink"&gt;Defining Items&lt;br/&gt;
Clientside&lt;/a&gt;&lt;br/&gt;
and make sure you added the item to each and every file, or just&lt;br/&gt;
iteminfo.lua for a newer client.&lt;/p&gt;
&lt;h2 id="files-configured-correctly-sprite-still-does-not-show-up-in-game"&gt;Files Configured Correctly, Sprite Still Does Not Show up In-game&lt;/h2&gt;
&lt;p&gt;If you do not have your sprites and files compressed into a GRF, you&lt;br/&gt;
will need to make sure your client is diffed to read your data folder&lt;br/&gt;
first.&lt;/p&gt;
&lt;p&gt;&lt;a class="" title="wikilink"&gt;Category:Database&lt;/a&gt;&lt;br/&gt;
&lt;a class="" title="wikilink"&gt;Category:Data&lt;/a&gt;&lt;br/&gt;
&lt;a class="" title="wikilink"&gt;Category:Customization&lt;/a&gt;&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Brynner</dc:creator><pubDate>Mon, 20 Feb 2023 05:05:05 -0000</pubDate><guid>https://sourceforge.net57cda83dab0f2443799a86ebfabebcb5e10c26cb</guid></item></channel></rss>