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	<updated>2026-07-11T15:46:07Z</updated>
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	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Spawn_npc_equipment&amp;diff=879</id>
		<title>Spawn npc equipment</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Spawn_npc_equipment&amp;diff=879"/>
		<updated>2010-01-12T18:52:15Z</updated>

		<summary type="html">&lt;p&gt;Astal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;spawn_npc_equipment&lt;br /&gt;
&lt;br /&gt;
I dont know about you guys but i was confused as heck as to why my mobs are so weak, hitting crappy ect.. a lot of it has to do with equipment. (please forgive the lack of punctuation my keyboard is kind of broke atm)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So what ive discovered is:&lt;br /&gt;
To give an npc an item or items you create an entry in spawn_npc_equipment with id, list_id and item_id same way you do merchants I assume, list id is so you can add multiple items to one list so say you could have list id 1 and have items 1,2,3,4,5,6 ect... in that list. Correct me if im wrong. The spawn will then use the damage and attack speed of said item (im not 100% sure thats the only way they get their damage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ive yet to figure out how to increase the spawns chance to hit without just decreasing the players migatation. If anyone knows please post here.&lt;br /&gt;
&lt;br /&gt;
*note, this seems to be buggy, after a while my create just didnt damage me much at all, i was tinkering around but really changed nothing that should have impacted it. Im probably missing something.&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Spawn_npc_equipment&amp;diff=878</id>
		<title>Spawn npc equipment</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Spawn_npc_equipment&amp;diff=878"/>
		<updated>2010-01-12T18:29:21Z</updated>

		<summary type="html">&lt;p&gt;Astal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;spawn_npc_equipment&lt;br /&gt;
&lt;br /&gt;
I dont know about you guys but i was confused as heck as to why my mobs are so weak, hitting crappy ect.. a lot of it has to do with equipment. (please forgive the lack of punctuation my keyboard is kind of broke atm)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So what ive discovered is:&lt;br /&gt;
To give an npc an item or items you create an entry in spawn_npc_equipment with id, list_id and item_id same way you do merchants I assume, list id is so you can add multiple items to one list so say you could have list id 1 and have items 1,2,3,4,5,6 ect... in that list. Correct me if im wrong. The spawn will then use the damage and attack speed of said item (im not 100% sure thats the only way they get their damage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ive yet to figure out how to increase the spawns chance to hit without just decreasing the players migatation. If anyone knows please post here.&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Spawn_npc_equipment&amp;diff=877</id>
		<title>Spawn npc equipment</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Spawn_npc_equipment&amp;diff=877"/>
		<updated>2010-01-12T18:27:23Z</updated>

		<summary type="html">&lt;p&gt;Astal: New page: spawn_npc_equipment  I dont know about you guys but i was confused as heck as to why my mobs are so weak, hitting crappy ect.. a lot of it has to do with equipment. (please forgive the lac...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;spawn_npc_equipment&lt;br /&gt;
&lt;br /&gt;
I dont know about you guys but i was confused as heck as to why my mobs are so weak, hitting crappy ect.. a lot of it has to do with equipment. (please forgive the lack of punctuation my keyboard is kind of broke atm)&lt;br /&gt;
&lt;br /&gt;
So what ive discovered is.&lt;br /&gt;
&lt;br /&gt;
To give an npc an item or items you create an entry in spawn_npc_equipment with id, list_id and item_id same way you do merchants I assume, list id is so you can add multiple items to one list so say you could have list id 1 and have items 1,2,3,4,5,6 ect... in that list. Correct me if im wrong.&lt;br /&gt;
&lt;br /&gt;
The spawn will then use the damage and attack speed of said item (im not 100% sure thats the only way they get their damage)&lt;br /&gt;
&lt;br /&gt;
Ive yet to figure out how to increase the spawns chance to hit without just decreasing the players migatation. If anyone knows please post here.&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Developer:Spells&amp;diff=876</id>
		<title>Developer:Spells</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Developer:Spells&amp;diff=876"/>
		<updated>2009-12-12T18:30:20Z</updated>

		<summary type="html">&lt;p&gt;Astal: /* Spells List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intro ==&lt;br /&gt;
&amp;quot;Spells&amp;quot; are anything the player can cast, or effect, on themselves or any object in the game. They are generally broken down into Ability, Spells, Combat Arts, Tradeskills, and etc, for the sake of development; we call them all &amp;quot;Spells&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For the official database release of Spells, we have come up with what we feel is a logical grouping of spell IDs for our database. This ensures consistency and ease of data retrieval when we need to look something up quickly. In this, Spell IDs have &amp;quot;ranges&amp;quot; that logically fit within our determined bounds. See [[Developer:Spell_IDs | this chart]] for a detailed explanation of our Spell ID structures.&lt;br /&gt;
&lt;br /&gt;
== Spells List ==&lt;br /&gt;
&lt;br /&gt;
Using the VPK Extractor tool by Blaz (google) you can extract the spellcast.dat file and view it with notepad.&lt;br /&gt;
&lt;br /&gt;
Or go here&lt;br /&gt;
*[[SpellEffectList | Spell List]]&lt;br /&gt;
&lt;br /&gt;
== Spell Videos ==&lt;br /&gt;
&lt;br /&gt;
I am going to post a video on youtube of all the spells being cast 1 - 2000 so you can see the visual/sound effects and what icon they have.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=GsmQ_Yqf8ZE]2 - 100]&lt;br /&gt;
[http://www.youtube.com/watch?v=wKgm26VKXpE]101 - 200]&lt;br /&gt;
[http://www.youtube.com/watch?v=44sjPA7Ey6E]201 - 300]&lt;br /&gt;
[http://www.youtube.com/watch?v=KnfQTYu4ngw]301 - 400]&lt;br /&gt;
[http://www.youtube.com/watch?v=yYxpY_265Zk]1000 - 1100]&lt;br /&gt;
[http://www.youtube.com/watch?v=AdB8KNW1hrQ]1101 - 1200]&lt;br /&gt;
[http://www.youtube.com/watch?v=y2L_ZbB_cZw]1201 - 1300]&lt;br /&gt;
[http://www.youtube.com/watch?v=BdWhScdSmVU]1301 - 1400]&lt;br /&gt;
[http://www.youtube.com/watch?v=y-uL6Utrw_A]1401 - 1455]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lua Scripts ==&lt;br /&gt;
&lt;br /&gt;
Here are some example spell scripts to get you started&lt;br /&gt;
&lt;br /&gt;
Heal&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--main process function&lt;br /&gt;
function cast(Caster, Target, DamageType, Damage)&lt;br /&gt;
	-- syntax for SpellDamage is Target, DamageType, and Damage&lt;br /&gt;
	--SpellDamage(Target, DamageType, Damage)&lt;br /&gt;
	ModifyHP(Caster, 20) &lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function remove(Caster, Target)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Poison/Dot&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function cast(Caster, Target, DamageType, Damage)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function remove(Caster, Target)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function tick(Caster, Target, DDType, MinDDVal, MaxDDVal, EffectType, MinEffectVal, MaxEffectVal)&lt;br /&gt;
	SpellDamage(Target, 6, 30)&lt;br /&gt;
&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Levitate&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function cast(Caster, Target, DamageType, Damage)&lt;br /&gt;
	SetServerControlFlag(Caster, 1, 32, 1)&lt;br /&gt;
	-- runs for 200 ticks&lt;br /&gt;
	SendPopUpMessage(Caster, &amp;quot;You feel lighter&amp;quot;);&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
function tick(Caster, Target, DDType, MinDDVal, MaxDDVal, EffectType, MinEffectVal, MaxEffectVal)&lt;br /&gt;
&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
function remove(Caster, Target)&lt;br /&gt;
	SetServerControlFlag(Caster, 1, 32, 0)&lt;br /&gt;
	SendPopUpMessage(Caster, &amp;quot;You feel heavier&amp;quot;);&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
HP Buff&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function cast(Caster, Target, DamageType, Damage)&lt;br /&gt;
	SetMaxHP(Target, (GetMaxHP(Target) + 50))&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function tick(Caster, Target, DDType, MinDDVal, MaxDDVal, EffectType, MinEffectVal, MaxEffectVal)&lt;br /&gt;
&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function remove(Caster, Target)&lt;br /&gt;
	SetMaxHP(Target, (GetMaxHP(Target) - 50))&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Using spells in items ==&lt;br /&gt;
&lt;br /&gt;
You can take use of the CastSpell(Target, SpellID, SpellTier, Caster) function in your item scripts to have a spell executed. This is useful for when you want your item to start an effect but also remove it after a duration. (See spell_tiers duration1/duration2 and the spell lua function remove()) &lt;br /&gt;
&lt;br /&gt;
== Spell Tables ==&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&lt;br /&gt;
==== ID ====&lt;br /&gt;
This is the unique ID for your spell. Just choose a number you have not used yet.&lt;br /&gt;
&lt;br /&gt;
==== Version ====&lt;br /&gt;
Unknown/ I have changed this value and it appears to do nothing.&lt;br /&gt;
&lt;br /&gt;
==== Sub_Version ====&lt;br /&gt;
Unknown/ I have changed this value and it appears to do nothing.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
could be what kind of damage it deals ex slashing or crushing.&lt;br /&gt;
&lt;br /&gt;
==== Cast_Type ====&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
==== Name ====&lt;br /&gt;
The Name you give your spell. &lt;br /&gt;
Example : Sprint&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
Gives the player a short description of the spell when the put their mouse over it appears in the upper right corner under spell name.&lt;br /&gt;
&lt;br /&gt;
==== Icon ====&lt;br /&gt;
This is the top icon and is the icon that will be shown in your spell book. I will update the id's as I try them.&lt;br /&gt;
1: Blue lightning bolt&lt;br /&gt;
I will post pictures of the rest.&lt;br /&gt;
example sprint2 would have the id of 2 sprint 3 would have an id of 3 ext....&lt;br /&gt;
[http://xs226.xs.to/xs226/08151/spells_page1260.jpg Image]&lt;br /&gt;
&lt;br /&gt;
Icons 792 - 2001 are just plain white.&lt;br /&gt;
&lt;br /&gt;
==== Icon2 ====&lt;br /&gt;
This is the bottom icon of your spell this will show the icon that is used to make combo's. I will update the id's as I try them.&lt;br /&gt;
1: Warrior type / blue / shield / 1&lt;br /&gt;
2: Warrior type / blue / horn / 1&lt;br /&gt;
3: Warrior type / blue / fist / 1&lt;br /&gt;
4: Warrior type / blue / boot / 1&lt;br /&gt;
5: Warrior type / blue / muscle-flex / 1&lt;br /&gt;
6: Warrior type / blue / sword / 1&lt;br /&gt;
7: Warrior type / blue / shield / 2&lt;br /&gt;
8: Warrior type / blue / horn / 2&lt;br /&gt;
9: Warrior type / blue / fist / 2&lt;br /&gt;
10: Warrior type / blue / boot / 2&lt;br /&gt;
11: Warrior type / blue / muscle-flex / 2&lt;br /&gt;
12: Healer Type / gold / chalice / 1&lt;br /&gt;
13: Healer Type / gold / symbol / 1&lt;br /&gt;
14: Healer Type / gold / hammer / 1&lt;br /&gt;
15: Healer Type / gold / eye / 1&lt;br /&gt;
16: Healer Type / gold / moon / 1&lt;br /&gt;
17: Healer Type / gold / stone henge / 1&lt;br /&gt;
18: Healer Type / gold / chalice / 2&lt;br /&gt;
19: Healer Type / gold / symbol / 2&lt;br /&gt;
20: Healer Type / gold / hammer / 2&lt;br /&gt;
21:&lt;br /&gt;
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47:&lt;br /&gt;
48: Generic icon.&lt;br /&gt;
&lt;br /&gt;
The max number here is 48 before the picture is just blank.&lt;br /&gt;
==== Icon Type ====&lt;br /&gt;
I am unsure of what this affects.&lt;br /&gt;
&lt;br /&gt;
==== Class_Skill ====&lt;br /&gt;
I am unsure of what this affects. I leave it at 0&lt;br /&gt;
&lt;br /&gt;
==== Mastery_Skill ====&lt;br /&gt;
I am unsure of what this affects. I leave it at 0&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
This is what determines what level your spell is.&lt;br /&gt;
Here are the values.&lt;br /&gt;
1: Apprentice 1&lt;br /&gt;
2: Apprentice 2&lt;br /&gt;
3: Apprentice 3&lt;br /&gt;
4: Apprentice 4&lt;br /&gt;
5: Adept 1&lt;br /&gt;
6: Adept 2&lt;br /&gt;
7: Adept 3&lt;br /&gt;
8: Adept 4&lt;br /&gt;
9: Master 1&lt;br /&gt;
10: Master 2&lt;br /&gt;
11: Master 3&lt;br /&gt;
12: Master 4&lt;br /&gt;
&lt;br /&gt;
==== HP_Req ====&lt;br /&gt;
Required HP in order to attempt to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Power_Req ====&lt;br /&gt;
Required Power in order to attempt to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Power_Upkeep ====&lt;br /&gt;
How much it costs to keep the spell going.&lt;br /&gt;
Example:  I cast sprint for 8 power and I set my cast time to 6 I would have to pay 8 power every 6 seconds to keep the buff going.&lt;br /&gt;
Cast_Time:&lt;br /&gt;
How long before you must pay the spells upkeep (time in seconds)&lt;br /&gt;
&lt;br /&gt;
==== Recast ====&lt;br /&gt;
How long before you can recast your spell after it ends.&lt;br /&gt;
&lt;br /&gt;
==== Radius ====&lt;br /&gt;
How far in meters away from the current target the spell will affect.&lt;br /&gt;
&lt;br /&gt;
==== Max_AOE_targets ====&lt;br /&gt;
when the radius is greater than 0 the max number of targets the spell will affect.&lt;br /&gt;
&lt;br /&gt;
==== Req_Concentration ====&lt;br /&gt;
How much concentration you need in order to cast the spell. (I set to 0 for now)&lt;br /&gt;
&lt;br /&gt;
==== Range ====&lt;br /&gt;
How far away the target can be from the caster in meters.&lt;br /&gt;
&lt;br /&gt;
==== Duration1 ====&lt;br /&gt;
Minimum length of the spell duration.&lt;br /&gt;
&lt;br /&gt;
==== Duration2 ====&lt;br /&gt;
Maximum length of the spell duration.&lt;br /&gt;
&lt;br /&gt;
==== Duration_Until_Cancel ====&lt;br /&gt;
If the first 2 are not specified then it will last forever until canceled.&lt;br /&gt;
&lt;br /&gt;
==== Call_Frequency ====&lt;br /&gt;
Unknown ( I set to 0)&lt;br /&gt;
&lt;br /&gt;
==== Resistibility ====&lt;br /&gt;
Chance of target resisting the spell.&lt;br /&gt;
&lt;br /&gt;
==== Target_Type ====&lt;br /&gt;
What object you are allowed to cast the spell on.&lt;br /&gt;
0: Self&lt;br /&gt;
1: Enemy&lt;br /&gt;
2: group (AE)&lt;br /&gt;
3: Passive spell / ability&lt;br /&gt;
4: Enemy's Pet&lt;br /&gt;
5: Enemy's Corpse&lt;br /&gt;
6: Group Members Corpse&lt;br /&gt;
7: Unknown&lt;br /&gt;
8: Raid (AE)&lt;br /&gt;
9: Unknown&lt;br /&gt;
10: Unknown&lt;br /&gt;
11: Unknown&lt;br /&gt;
12: Unknown&lt;br /&gt;
13: Unknown&lt;br /&gt;
14: Unknown&lt;br /&gt;
15: Unknown&lt;br /&gt;
16: Unknown&lt;br /&gt;
17: Unknown&lt;br /&gt;
18: Unknown&lt;br /&gt;
19: Unknown&lt;br /&gt;
20: Unknown&lt;br /&gt;
I stopped at 20&lt;br /&gt;
&lt;br /&gt;
==== Recovery ====&lt;br /&gt;
Shows recovery in the spell I am unsure of what this does. (time in hundredths of a second.) 1,0000 = 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Level ====&lt;br /&gt;
Minimum Level needed to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Power_req_Percent ====&lt;br /&gt;
The % of power you need remaining in order to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== HP_Req_Percent ====&lt;br /&gt;
The % of HP you need remaining in order to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Success_Message ====&lt;br /&gt;
The message you receive on screen when you successfully cast or receive a spell effect.&lt;br /&gt;
Example:&lt;br /&gt;
You begin to sneak.&lt;br /&gt;
&lt;br /&gt;
==== Fade_Message ====&lt;br /&gt;
The message you receive when the spell is canceled / wears off.&lt;br /&gt;
Example:&lt;br /&gt;
You stop sneaking. &lt;br /&gt;
&lt;br /&gt;
==== Lua_Script ====&lt;br /&gt;
The name of the lua script in your spells directory.&lt;br /&gt;
Example:&lt;br /&gt;
Sprint&lt;br /&gt;
Damage&lt;br /&gt;
These are case sensitive and do not need the .lua at the end.&lt;br /&gt;
&lt;br /&gt;
==== Spell_Visual ====&lt;br /&gt;
The visual effect id of the effect you want to see when the spell is cast.&lt;br /&gt;
&lt;br /&gt;
65 is a green glowing wolf like sow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*120- smack that makes u look all green, bubbley and puke&lt;br /&gt;
*121-firey whip&lt;br /&gt;
*122-cover you in ice&lt;br /&gt;
*123-surround you in fish lol&lt;br /&gt;
*124- fish with skin effect&lt;br /&gt;
*125- fish with skin effect&lt;br /&gt;
*126- 3 rotating shields around you&lt;br /&gt;
*127-chain you to the ground&lt;br /&gt;
*128- lightning with ice effect&lt;br /&gt;
*129-spikey ice ring buff&lt;br /&gt;
*130-ice nuke with snow flakes&lt;br /&gt;
*131-icicles fall on you&lt;br /&gt;
*132-green and blue void circle&lt;br /&gt;
*133-rust buff effect&lt;br /&gt;
*134-knock down&lt;br /&gt;
*135-knock to knees&lt;br /&gt;
*136-blue pulsing circle with red glowy buff&lt;br /&gt;
*137-orange sparkles with green body fog&lt;br /&gt;
*138-glowy stone hand above head, gold body glow&lt;br /&gt;
*139- rotating shields with glow&lt;br /&gt;
*140-yellowish shockwave&lt;br /&gt;
*141- purple electric, with fog cloud&lt;br /&gt;
*142- red exploding orb&lt;br /&gt;
*143 - golden exploding orb&lt;br /&gt;
*150 - rotating fire shields&lt;br /&gt;
*151 - rotating fire swords &lt;br /&gt;
*152 - exploding red sphere&lt;br /&gt;
*153 - red glow&lt;br /&gt;
*154 - green leaves and green circle&lt;br /&gt;
*156 - purple fog and blurr&lt;br /&gt;
*157 - rainbow sparkles and swirling swords&lt;br /&gt;
*158 - rocks falling over head&lt;br /&gt;
*159 - swirling leaves and green swords&lt;br /&gt;
&lt;br /&gt;
==== Effect_Message ====&lt;br /&gt;
This is at the bottom of the spell it say something like. increase speed bye 15%&lt;br /&gt;
&amp;quot;for every effect listed you must add 1 number to the number of bullets in spell_display_effects&lt;br /&gt;
&lt;br /&gt;
==== Spell_Book_Type ====&lt;br /&gt;
What spell category the spell will be scribed in.&lt;br /&gt;
0: Spells&lt;br /&gt;
1: Combat arts&lt;br /&gt;
2: Trade skills&lt;br /&gt;
&lt;br /&gt;
==== Interruptible ====&lt;br /&gt;
Is the spell able to be interrupted.&lt;br /&gt;
&lt;br /&gt;
=== Spell_data ===&lt;br /&gt;
&lt;br /&gt;
=== Spell_display_effects ===&lt;br /&gt;
&lt;br /&gt;
== Guide Written By: Chrrox ==&lt;br /&gt;
&lt;br /&gt;
== List of Spell Effects ==&lt;br /&gt;
&lt;br /&gt;
The best way is to use the vpktool by blaz to extract your spellcast.dat file so you have the latest version. However you can see this [[SpellEffectList]] here if you wish.&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Developer:Spells&amp;diff=875</id>
		<title>Developer:Spells</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Developer:Spells&amp;diff=875"/>
		<updated>2009-12-12T18:30:04Z</updated>

		<summary type="html">&lt;p&gt;Astal: /* Spells List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intro ==&lt;br /&gt;
&amp;quot;Spells&amp;quot; are anything the player can cast, or effect, on themselves or any object in the game. They are generally broken down into Ability, Spells, Combat Arts, Tradeskills, and etc, for the sake of development; we call them all &amp;quot;Spells&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For the official database release of Spells, we have come up with what we feel is a logical grouping of spell IDs for our database. This ensures consistency and ease of data retrieval when we need to look something up quickly. In this, Spell IDs have &amp;quot;ranges&amp;quot; that logically fit within our determined bounds. See [[Developer:Spell_IDs | this chart]] for a detailed explanation of our Spell ID structures.&lt;br /&gt;
&lt;br /&gt;
== Spells List ==&lt;br /&gt;
&lt;br /&gt;
Using the VPK Extractor tool by Blaz (google) you can extract the spellcast.dat file and view it with notepad.&lt;br /&gt;
&lt;br /&gt;
Or go here&lt;br /&gt;
&amp;lt;center&amp;gt;[[SpellEffectList | Spell List]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spell Videos ==&lt;br /&gt;
&lt;br /&gt;
I am going to post a video on youtube of all the spells being cast 1 - 2000 so you can see the visual/sound effects and what icon they have.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=GsmQ_Yqf8ZE]2 - 100]&lt;br /&gt;
[http://www.youtube.com/watch?v=wKgm26VKXpE]101 - 200]&lt;br /&gt;
[http://www.youtube.com/watch?v=44sjPA7Ey6E]201 - 300]&lt;br /&gt;
[http://www.youtube.com/watch?v=KnfQTYu4ngw]301 - 400]&lt;br /&gt;
[http://www.youtube.com/watch?v=yYxpY_265Zk]1000 - 1100]&lt;br /&gt;
[http://www.youtube.com/watch?v=AdB8KNW1hrQ]1101 - 1200]&lt;br /&gt;
[http://www.youtube.com/watch?v=y2L_ZbB_cZw]1201 - 1300]&lt;br /&gt;
[http://www.youtube.com/watch?v=BdWhScdSmVU]1301 - 1400]&lt;br /&gt;
[http://www.youtube.com/watch?v=y-uL6Utrw_A]1401 - 1455]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lua Scripts ==&lt;br /&gt;
&lt;br /&gt;
Here are some example spell scripts to get you started&lt;br /&gt;
&lt;br /&gt;
Heal&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--main process function&lt;br /&gt;
function cast(Caster, Target, DamageType, Damage)&lt;br /&gt;
	-- syntax for SpellDamage is Target, DamageType, and Damage&lt;br /&gt;
	--SpellDamage(Target, DamageType, Damage)&lt;br /&gt;
	ModifyHP(Caster, 20) &lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function remove(Caster, Target)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Poison/Dot&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function cast(Caster, Target, DamageType, Damage)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function remove(Caster, Target)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function tick(Caster, Target, DDType, MinDDVal, MaxDDVal, EffectType, MinEffectVal, MaxEffectVal)&lt;br /&gt;
	SpellDamage(Target, 6, 30)&lt;br /&gt;
&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Levitate&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function cast(Caster, Target, DamageType, Damage)&lt;br /&gt;
	SetServerControlFlag(Caster, 1, 32, 1)&lt;br /&gt;
	-- runs for 200 ticks&lt;br /&gt;
	SendPopUpMessage(Caster, &amp;quot;You feel lighter&amp;quot;);&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
function tick(Caster, Target, DDType, MinDDVal, MaxDDVal, EffectType, MinEffectVal, MaxEffectVal)&lt;br /&gt;
&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
function remove(Caster, Target)&lt;br /&gt;
	SetServerControlFlag(Caster, 1, 32, 0)&lt;br /&gt;
	SendPopUpMessage(Caster, &amp;quot;You feel heavier&amp;quot;);&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
HP Buff&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function cast(Caster, Target, DamageType, Damage)&lt;br /&gt;
	SetMaxHP(Target, (GetMaxHP(Target) + 50))&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function tick(Caster, Target, DDType, MinDDVal, MaxDDVal, EffectType, MinEffectVal, MaxEffectVal)&lt;br /&gt;
&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function remove(Caster, Target)&lt;br /&gt;
	SetMaxHP(Target, (GetMaxHP(Target) - 50))&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Using spells in items ==&lt;br /&gt;
&lt;br /&gt;
You can take use of the CastSpell(Target, SpellID, SpellTier, Caster) function in your item scripts to have a spell executed. This is useful for when you want your item to start an effect but also remove it after a duration. (See spell_tiers duration1/duration2 and the spell lua function remove()) &lt;br /&gt;
&lt;br /&gt;
== Spell Tables ==&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&lt;br /&gt;
==== ID ====&lt;br /&gt;
This is the unique ID for your spell. Just choose a number you have not used yet.&lt;br /&gt;
&lt;br /&gt;
==== Version ====&lt;br /&gt;
Unknown/ I have changed this value and it appears to do nothing.&lt;br /&gt;
&lt;br /&gt;
==== Sub_Version ====&lt;br /&gt;
Unknown/ I have changed this value and it appears to do nothing.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
could be what kind of damage it deals ex slashing or crushing.&lt;br /&gt;
&lt;br /&gt;
==== Cast_Type ====&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
==== Name ====&lt;br /&gt;
The Name you give your spell. &lt;br /&gt;
Example : Sprint&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
Gives the player a short description of the spell when the put their mouse over it appears in the upper right corner under spell name.&lt;br /&gt;
&lt;br /&gt;
==== Icon ====&lt;br /&gt;
This is the top icon and is the icon that will be shown in your spell book. I will update the id's as I try them.&lt;br /&gt;
1: Blue lightning bolt&lt;br /&gt;
I will post pictures of the rest.&lt;br /&gt;
example sprint2 would have the id of 2 sprint 3 would have an id of 3 ext....&lt;br /&gt;
[http://xs226.xs.to/xs226/08151/spells_page1260.jpg Image]&lt;br /&gt;
&lt;br /&gt;
Icons 792 - 2001 are just plain white.&lt;br /&gt;
&lt;br /&gt;
==== Icon2 ====&lt;br /&gt;
This is the bottom icon of your spell this will show the icon that is used to make combo's. I will update the id's as I try them.&lt;br /&gt;
1: Warrior type / blue / shield / 1&lt;br /&gt;
2: Warrior type / blue / horn / 1&lt;br /&gt;
3: Warrior type / blue / fist / 1&lt;br /&gt;
4: Warrior type / blue / boot / 1&lt;br /&gt;
5: Warrior type / blue / muscle-flex / 1&lt;br /&gt;
6: Warrior type / blue / sword / 1&lt;br /&gt;
7: Warrior type / blue / shield / 2&lt;br /&gt;
8: Warrior type / blue / horn / 2&lt;br /&gt;
9: Warrior type / blue / fist / 2&lt;br /&gt;
10: Warrior type / blue / boot / 2&lt;br /&gt;
11: Warrior type / blue / muscle-flex / 2&lt;br /&gt;
12: Healer Type / gold / chalice / 1&lt;br /&gt;
13: Healer Type / gold / symbol / 1&lt;br /&gt;
14: Healer Type / gold / hammer / 1&lt;br /&gt;
15: Healer Type / gold / eye / 1&lt;br /&gt;
16: Healer Type / gold / moon / 1&lt;br /&gt;
17: Healer Type / gold / stone henge / 1&lt;br /&gt;
18: Healer Type / gold / chalice / 2&lt;br /&gt;
19: Healer Type / gold / symbol / 2&lt;br /&gt;
20: Healer Type / gold / hammer / 2&lt;br /&gt;
21:&lt;br /&gt;
22:&lt;br /&gt;
23:&lt;br /&gt;
24:&lt;br /&gt;
25:&lt;br /&gt;
26:&lt;br /&gt;
27:&lt;br /&gt;
28:&lt;br /&gt;
29:&lt;br /&gt;
30:&lt;br /&gt;
31:&lt;br /&gt;
32:&lt;br /&gt;
33:&lt;br /&gt;
34:&lt;br /&gt;
35:&lt;br /&gt;
36:&lt;br /&gt;
37:&lt;br /&gt;
38:&lt;br /&gt;
39:&lt;br /&gt;
40:&lt;br /&gt;
41:&lt;br /&gt;
42:&lt;br /&gt;
43:&lt;br /&gt;
44:&lt;br /&gt;
45:&lt;br /&gt;
46:&lt;br /&gt;
47:&lt;br /&gt;
48: Generic icon.&lt;br /&gt;
&lt;br /&gt;
The max number here is 48 before the picture is just blank.&lt;br /&gt;
==== Icon Type ====&lt;br /&gt;
I am unsure of what this affects.&lt;br /&gt;
&lt;br /&gt;
==== Class_Skill ====&lt;br /&gt;
I am unsure of what this affects. I leave it at 0&lt;br /&gt;
&lt;br /&gt;
==== Mastery_Skill ====&lt;br /&gt;
I am unsure of what this affects. I leave it at 0&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
This is what determines what level your spell is.&lt;br /&gt;
Here are the values.&lt;br /&gt;
1: Apprentice 1&lt;br /&gt;
2: Apprentice 2&lt;br /&gt;
3: Apprentice 3&lt;br /&gt;
4: Apprentice 4&lt;br /&gt;
5: Adept 1&lt;br /&gt;
6: Adept 2&lt;br /&gt;
7: Adept 3&lt;br /&gt;
8: Adept 4&lt;br /&gt;
9: Master 1&lt;br /&gt;
10: Master 2&lt;br /&gt;
11: Master 3&lt;br /&gt;
12: Master 4&lt;br /&gt;
&lt;br /&gt;
==== HP_Req ====&lt;br /&gt;
Required HP in order to attempt to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Power_Req ====&lt;br /&gt;
Required Power in order to attempt to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Power_Upkeep ====&lt;br /&gt;
How much it costs to keep the spell going.&lt;br /&gt;
Example:  I cast sprint for 8 power and I set my cast time to 6 I would have to pay 8 power every 6 seconds to keep the buff going.&lt;br /&gt;
Cast_Time:&lt;br /&gt;
How long before you must pay the spells upkeep (time in seconds)&lt;br /&gt;
&lt;br /&gt;
==== Recast ====&lt;br /&gt;
How long before you can recast your spell after it ends.&lt;br /&gt;
&lt;br /&gt;
==== Radius ====&lt;br /&gt;
How far in meters away from the current target the spell will affect.&lt;br /&gt;
&lt;br /&gt;
==== Max_AOE_targets ====&lt;br /&gt;
when the radius is greater than 0 the max number of targets the spell will affect.&lt;br /&gt;
&lt;br /&gt;
==== Req_Concentration ====&lt;br /&gt;
How much concentration you need in order to cast the spell. (I set to 0 for now)&lt;br /&gt;
&lt;br /&gt;
==== Range ====&lt;br /&gt;
How far away the target can be from the caster in meters.&lt;br /&gt;
&lt;br /&gt;
==== Duration1 ====&lt;br /&gt;
Minimum length of the spell duration.&lt;br /&gt;
&lt;br /&gt;
==== Duration2 ====&lt;br /&gt;
Maximum length of the spell duration.&lt;br /&gt;
&lt;br /&gt;
==== Duration_Until_Cancel ====&lt;br /&gt;
If the first 2 are not specified then it will last forever until canceled.&lt;br /&gt;
&lt;br /&gt;
==== Call_Frequency ====&lt;br /&gt;
Unknown ( I set to 0)&lt;br /&gt;
&lt;br /&gt;
==== Resistibility ====&lt;br /&gt;
Chance of target resisting the spell.&lt;br /&gt;
&lt;br /&gt;
==== Target_Type ====&lt;br /&gt;
What object you are allowed to cast the spell on.&lt;br /&gt;
0: Self&lt;br /&gt;
1: Enemy&lt;br /&gt;
2: group (AE)&lt;br /&gt;
3: Passive spell / ability&lt;br /&gt;
4: Enemy's Pet&lt;br /&gt;
5: Enemy's Corpse&lt;br /&gt;
6: Group Members Corpse&lt;br /&gt;
7: Unknown&lt;br /&gt;
8: Raid (AE)&lt;br /&gt;
9: Unknown&lt;br /&gt;
10: Unknown&lt;br /&gt;
11: Unknown&lt;br /&gt;
12: Unknown&lt;br /&gt;
13: Unknown&lt;br /&gt;
14: Unknown&lt;br /&gt;
15: Unknown&lt;br /&gt;
16: Unknown&lt;br /&gt;
17: Unknown&lt;br /&gt;
18: Unknown&lt;br /&gt;
19: Unknown&lt;br /&gt;
20: Unknown&lt;br /&gt;
I stopped at 20&lt;br /&gt;
&lt;br /&gt;
==== Recovery ====&lt;br /&gt;
Shows recovery in the spell I am unsure of what this does. (time in hundredths of a second.) 1,0000 = 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Level ====&lt;br /&gt;
Minimum Level needed to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Power_req_Percent ====&lt;br /&gt;
The % of power you need remaining in order to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== HP_Req_Percent ====&lt;br /&gt;
The % of HP you need remaining in order to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Success_Message ====&lt;br /&gt;
The message you receive on screen when you successfully cast or receive a spell effect.&lt;br /&gt;
Example:&lt;br /&gt;
You begin to sneak.&lt;br /&gt;
&lt;br /&gt;
==== Fade_Message ====&lt;br /&gt;
The message you receive when the spell is canceled / wears off.&lt;br /&gt;
Example:&lt;br /&gt;
You stop sneaking. &lt;br /&gt;
&lt;br /&gt;
==== Lua_Script ====&lt;br /&gt;
The name of the lua script in your spells directory.&lt;br /&gt;
Example:&lt;br /&gt;
Sprint&lt;br /&gt;
Damage&lt;br /&gt;
These are case sensitive and do not need the .lua at the end.&lt;br /&gt;
&lt;br /&gt;
==== Spell_Visual ====&lt;br /&gt;
The visual effect id of the effect you want to see when the spell is cast.&lt;br /&gt;
&lt;br /&gt;
65 is a green glowing wolf like sow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*120- smack that makes u look all green, bubbley and puke&lt;br /&gt;
*121-firey whip&lt;br /&gt;
*122-cover you in ice&lt;br /&gt;
*123-surround you in fish lol&lt;br /&gt;
*124- fish with skin effect&lt;br /&gt;
*125- fish with skin effect&lt;br /&gt;
*126- 3 rotating shields around you&lt;br /&gt;
*127-chain you to the ground&lt;br /&gt;
*128- lightning with ice effect&lt;br /&gt;
*129-spikey ice ring buff&lt;br /&gt;
*130-ice nuke with snow flakes&lt;br /&gt;
*131-icicles fall on you&lt;br /&gt;
*132-green and blue void circle&lt;br /&gt;
*133-rust buff effect&lt;br /&gt;
*134-knock down&lt;br /&gt;
*135-knock to knees&lt;br /&gt;
*136-blue pulsing circle with red glowy buff&lt;br /&gt;
*137-orange sparkles with green body fog&lt;br /&gt;
*138-glowy stone hand above head, gold body glow&lt;br /&gt;
*139- rotating shields with glow&lt;br /&gt;
*140-yellowish shockwave&lt;br /&gt;
*141- purple electric, with fog cloud&lt;br /&gt;
*142- red exploding orb&lt;br /&gt;
*143 - golden exploding orb&lt;br /&gt;
*150 - rotating fire shields&lt;br /&gt;
*151 - rotating fire swords &lt;br /&gt;
*152 - exploding red sphere&lt;br /&gt;
*153 - red glow&lt;br /&gt;
*154 - green leaves and green circle&lt;br /&gt;
*156 - purple fog and blurr&lt;br /&gt;
*157 - rainbow sparkles and swirling swords&lt;br /&gt;
*158 - rocks falling over head&lt;br /&gt;
*159 - swirling leaves and green swords&lt;br /&gt;
&lt;br /&gt;
==== Effect_Message ====&lt;br /&gt;
This is at the bottom of the spell it say something like. increase speed bye 15%&lt;br /&gt;
&amp;quot;for every effect listed you must add 1 number to the number of bullets in spell_display_effects&lt;br /&gt;
&lt;br /&gt;
==== Spell_Book_Type ====&lt;br /&gt;
What spell category the spell will be scribed in.&lt;br /&gt;
0: Spells&lt;br /&gt;
1: Combat arts&lt;br /&gt;
2: Trade skills&lt;br /&gt;
&lt;br /&gt;
==== Interruptible ====&lt;br /&gt;
Is the spell able to be interrupted.&lt;br /&gt;
&lt;br /&gt;
=== Spell_data ===&lt;br /&gt;
&lt;br /&gt;
=== Spell_display_effects ===&lt;br /&gt;
&lt;br /&gt;
== Guide Written By: Chrrox ==&lt;br /&gt;
&lt;br /&gt;
== List of Spell Effects ==&lt;br /&gt;
&lt;br /&gt;
The best way is to use the vpktool by blaz to extract your spellcast.dat file so you have the latest version. However you can see this [[SpellEffectList]] here if you wish.&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Main_Page&amp;diff=874</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Main_Page&amp;diff=874"/>
		<updated>2009-12-12T18:29:10Z</updated>

		<summary type="html">&lt;p&gt;Astal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| id=&amp;quot;mp-topbanner&amp;quot; style=&amp;quot;width:100%; background:#fcfcfc; margin-top:1.2em; border:1px solid #ccc;&amp;quot;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;top:+0.2em; font-size:95%;&amp;quot;&amp;gt;Making developing a server that little bit easier.&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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* [[Players:How_To_Connect | How to connect]]&lt;br /&gt;
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* [[Developer:LUA_Functions | LUA Functions]]&lt;br /&gt;
|}&lt;br /&gt;
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| style=&amp;quot;font-size:95%; padding:10px 0; margin:0; text-align:left; white-space:nowrap; color:#000;&amp;quot; | [[EQ2Emulator:About|Overview]]&amp;amp;nbsp;'''Â·''' [[EQ2Emulator:Tutorial|Editing]]&amp;amp;nbsp;'''Â·''' [[EQ2Emulator:Questions|Questions]]&amp;amp;nbsp;'''Â·''' [http://www.eq2emulator.net/phpBB3/viewforum.php?f=42 Help]&lt;br /&gt;
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{{MainPageInterwikis}}__NOTOC____NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Developer:Spells&amp;diff=862</id>
		<title>Developer:Spells</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Developer:Spells&amp;diff=862"/>
		<updated>2009-12-05T17:06:39Z</updated>

		<summary type="html">&lt;p&gt;Astal: /* Spell_Visual */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intro ==&lt;br /&gt;
&amp;quot;Spells&amp;quot; are anything the player can cast, or effect, on themselves or any object in the game. They are generally broken down into Ability, Spells, Combat Arts, Tradeskills, and etc, for the sake of development; we call them all &amp;quot;Spells&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For the official database release of Spells, we have come up with what we feel is a logical grouping of spell IDs for our database. This ensures consistency and ease of data retrieval when we need to look something up quickly. In this, Spell IDs have &amp;quot;ranges&amp;quot; that logically fit within our determined bounds. See [[Developer:Spell_IDs | this chart]] for a detailed explanation of our Spell ID structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spell Videos ==&lt;br /&gt;
&lt;br /&gt;
I am going to post a video on youtube of all the spells being cast 1 - 2000 so you can see the visual/sound effects and what icon they have.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=GsmQ_Yqf8ZE]2 - 100]&lt;br /&gt;
[http://www.youtube.com/watch?v=wKgm26VKXpE]101 - 200]&lt;br /&gt;
[http://www.youtube.com/watch?v=44sjPA7Ey6E]201 - 300]&lt;br /&gt;
[http://www.youtube.com/watch?v=KnfQTYu4ngw]301 - 400]&lt;br /&gt;
[http://www.youtube.com/watch?v=yYxpY_265Zk]1000 - 1100]&lt;br /&gt;
[http://www.youtube.com/watch?v=AdB8KNW1hrQ]1101 - 1200]&lt;br /&gt;
[http://www.youtube.com/watch?v=y2L_ZbB_cZw]1201 - 1300]&lt;br /&gt;
[http://www.youtube.com/watch?v=BdWhScdSmVU]1301 - 1400]&lt;br /&gt;
[http://www.youtube.com/watch?v=y-uL6Utrw_A]1401 - 1455]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lua Scripts ==&lt;br /&gt;
&lt;br /&gt;
== Spell Tables ==&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&lt;br /&gt;
==== ID ====&lt;br /&gt;
This is the unique ID for your spell. Just choose a number you have not used yet.&lt;br /&gt;
&lt;br /&gt;
==== Version ====&lt;br /&gt;
Unknown/ I have changed this value and it appears to do nothing.&lt;br /&gt;
&lt;br /&gt;
==== Sub_Version ====&lt;br /&gt;
Unknown/ I have changed this value and it appears to do nothing.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
could be what kind of damage it deals ex slashing or crushing.&lt;br /&gt;
&lt;br /&gt;
==== Cast_Type ====&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
==== Name ====&lt;br /&gt;
The Name you give your spell. &lt;br /&gt;
Example : Sprint&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
Gives the player a short description of the spell when the put their mouse over it appears in the upper right corner under spell name.&lt;br /&gt;
&lt;br /&gt;
==== Icon ====&lt;br /&gt;
This is the top icon and is the icon that will be shown in your spell book. I will update the id's as I try them.&lt;br /&gt;
1: Blue lightning bolt&lt;br /&gt;
I will post pictures of the rest.&lt;br /&gt;
example sprint2 would have the id of 2 sprint 3 would have an id of 3 ext....&lt;br /&gt;
[http://xs226.xs.to/xs226/08151/spells_page1260.jpg Image]&lt;br /&gt;
&lt;br /&gt;
Icons 792 - 2001 are just plain white.&lt;br /&gt;
&lt;br /&gt;
==== Icon2 ====&lt;br /&gt;
This is the bottom icon of your spell this will show the icon that is used to make combo's. I will update the id's as I try them.&lt;br /&gt;
1: Warrior type / blue / shield / 1&lt;br /&gt;
2: Warrior type / blue / horn / 1&lt;br /&gt;
3: Warrior type / blue / fist / 1&lt;br /&gt;
4: Warrior type / blue / boot / 1&lt;br /&gt;
5: Warrior type / blue / muscle-flex / 1&lt;br /&gt;
6: Warrior type / blue / sword / 1&lt;br /&gt;
7: Warrior type / blue / shield / 2&lt;br /&gt;
8: Warrior type / blue / horn / 2&lt;br /&gt;
9: Warrior type / blue / fist / 2&lt;br /&gt;
10: Warrior type / blue / boot / 2&lt;br /&gt;
11: Warrior type / blue / muscle-flex / 2&lt;br /&gt;
12: Healer Type / gold / chalice / 1&lt;br /&gt;
13: Healer Type / gold / symbol / 1&lt;br /&gt;
14: Healer Type / gold / hammer / 1&lt;br /&gt;
15: Healer Type / gold / eye / 1&lt;br /&gt;
16: Healer Type / gold / moon / 1&lt;br /&gt;
17: Healer Type / gold / stone henge / 1&lt;br /&gt;
18: Healer Type / gold / chalice / 2&lt;br /&gt;
19: Healer Type / gold / symbol / 2&lt;br /&gt;
20: Healer Type / gold / hammer / 2&lt;br /&gt;
21:&lt;br /&gt;
22:&lt;br /&gt;
23:&lt;br /&gt;
24:&lt;br /&gt;
25:&lt;br /&gt;
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35:&lt;br /&gt;
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38:&lt;br /&gt;
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40:&lt;br /&gt;
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43:&lt;br /&gt;
44:&lt;br /&gt;
45:&lt;br /&gt;
46:&lt;br /&gt;
47:&lt;br /&gt;
48: Generic icon.&lt;br /&gt;
&lt;br /&gt;
The max number here is 48 before the picture is just blank.&lt;br /&gt;
==== Icon Type ====&lt;br /&gt;
I am unsure of what this affects.&lt;br /&gt;
&lt;br /&gt;
==== Class_Skill ====&lt;br /&gt;
I am unsure of what this affects. I leave it at 0&lt;br /&gt;
&lt;br /&gt;
==== Mastery_Skill ====&lt;br /&gt;
I am unsure of what this affects. I leave it at 0&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
This is what determines what level your spell is.&lt;br /&gt;
Here are the values.&lt;br /&gt;
1: Apprentice 1&lt;br /&gt;
2: Apprentice 2&lt;br /&gt;
3: Apprentice 3&lt;br /&gt;
4: Apprentice 4&lt;br /&gt;
5: Adept 1&lt;br /&gt;
6: Adept 2&lt;br /&gt;
7: Adept 3&lt;br /&gt;
8: Adept 4&lt;br /&gt;
9: Master 1&lt;br /&gt;
10: Master 2&lt;br /&gt;
11: Master 3&lt;br /&gt;
12: Master 4&lt;br /&gt;
&lt;br /&gt;
==== HP_Req ====&lt;br /&gt;
Required HP in order to attempt to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Power_Req ====&lt;br /&gt;
Required Power in order to attempt to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Power_Upkeep ====&lt;br /&gt;
How much it costs to keep the spell going.&lt;br /&gt;
Example:  I cast sprint for 8 power and I set my cast time to 6 I would have to pay 8 power every 6 seconds to keep the buff going.&lt;br /&gt;
Cast_Time:&lt;br /&gt;
How long before you must pay the spells upkeep (time in seconds)&lt;br /&gt;
&lt;br /&gt;
==== Recast ====&lt;br /&gt;
How long before you can recast your spell after it ends.&lt;br /&gt;
&lt;br /&gt;
==== Radius ====&lt;br /&gt;
How far in meters away from the current target the spell will affect.&lt;br /&gt;
&lt;br /&gt;
==== Max_AOE_targets ====&lt;br /&gt;
when the radius is greater than 0 the max number of targets the spell will affect.&lt;br /&gt;
&lt;br /&gt;
==== Req_Concentration ====&lt;br /&gt;
How much concentration you need in order to cast the spell. (I set to 0 for now)&lt;br /&gt;
&lt;br /&gt;
==== Range ====&lt;br /&gt;
How far away the target can be from the caster in meters.&lt;br /&gt;
&lt;br /&gt;
==== Duration1 ====&lt;br /&gt;
Minimum length of the spell duration.&lt;br /&gt;
&lt;br /&gt;
==== Duration2 ====&lt;br /&gt;
Maximum length of the spell duration.&lt;br /&gt;
&lt;br /&gt;
==== Duration_Until_Cancel ====&lt;br /&gt;
If the first 2 are not specified then it will last forever until canceled.&lt;br /&gt;
&lt;br /&gt;
==== Call_Frequency ====&lt;br /&gt;
Unknown ( I set to 0)&lt;br /&gt;
&lt;br /&gt;
==== Resistibility ====&lt;br /&gt;
Chance of target resisting the spell.&lt;br /&gt;
&lt;br /&gt;
==== Target_Type ====&lt;br /&gt;
What object you are allowed to cast the spell on.&lt;br /&gt;
0: Self&lt;br /&gt;
1: Enemy&lt;br /&gt;
2: group (AE)&lt;br /&gt;
3: Passive spell / ability&lt;br /&gt;
4: Enemy's Pet&lt;br /&gt;
5: Enemy's Corpse&lt;br /&gt;
6: Group Members Corpse&lt;br /&gt;
7: Unknown&lt;br /&gt;
8: Raid (AE)&lt;br /&gt;
9: Unknown&lt;br /&gt;
10: Unknown&lt;br /&gt;
11: Unknown&lt;br /&gt;
12: Unknown&lt;br /&gt;
13: Unknown&lt;br /&gt;
14: Unknown&lt;br /&gt;
15: Unknown&lt;br /&gt;
16: Unknown&lt;br /&gt;
17: Unknown&lt;br /&gt;
18: Unknown&lt;br /&gt;
19: Unknown&lt;br /&gt;
20: Unknown&lt;br /&gt;
I stopped at 20&lt;br /&gt;
&lt;br /&gt;
==== Recovery ====&lt;br /&gt;
Shows recovery in the spell I am unsure of what this does. (time in hundredths of a second.) 1,0000 = 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Level ====&lt;br /&gt;
Minimum Level needed to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Power_req_Percent ====&lt;br /&gt;
The % of power you need remaining in order to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== HP_Req_Percent ====&lt;br /&gt;
The % of HP you need remaining in order to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Success_Message ====&lt;br /&gt;
The message you receive on screen when you successfully cast or receive a spell effect.&lt;br /&gt;
Example:&lt;br /&gt;
You begin to sneak.&lt;br /&gt;
&lt;br /&gt;
==== Fade_Message ====&lt;br /&gt;
The message you receive when the spell is canceled / wears off.&lt;br /&gt;
Example:&lt;br /&gt;
You stop sneaking. &lt;br /&gt;
&lt;br /&gt;
==== Lua_Script ====&lt;br /&gt;
The name of the lua script in your spells directory.&lt;br /&gt;
Example:&lt;br /&gt;
Sprint&lt;br /&gt;
Damage&lt;br /&gt;
These are case sensitive and do not need the .lua at the end.&lt;br /&gt;
&lt;br /&gt;
==== Spell_Visual ====&lt;br /&gt;
The visual effect id of the effect you want to see when the spell is cast.&lt;br /&gt;
&lt;br /&gt;
65 is a green glowing wolf like sow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*120- smack that makes u look all green, bubbley and puke&lt;br /&gt;
*121-firey whip&lt;br /&gt;
*122-cover you in ice&lt;br /&gt;
*123-surround you in fish lol&lt;br /&gt;
*124- fish with skin effect&lt;br /&gt;
*125- fish with skin effect&lt;br /&gt;
*126- 3 rotating shields around you&lt;br /&gt;
*127-chain you to the ground&lt;br /&gt;
*128- lightning with ice effect&lt;br /&gt;
*129-spikey ice ring buff&lt;br /&gt;
*130-ice nuke with snow flakes&lt;br /&gt;
*131-icicles fall on you&lt;br /&gt;
*132-green and blue void circle&lt;br /&gt;
*133-rust buff effect&lt;br /&gt;
*134-knock down&lt;br /&gt;
*135-knock to knees&lt;br /&gt;
*136-blue pulsing circle with red glowy buff&lt;br /&gt;
*137-orange sparkles with green body fog&lt;br /&gt;
*138-glowy stone hand above head, gold body glow&lt;br /&gt;
*139- rotating shields with glow&lt;br /&gt;
*140-yellowish shockwave&lt;br /&gt;
*141- purple electric, with fog cloud&lt;br /&gt;
*142- red exploding orb&lt;br /&gt;
*143 - golden exploding orb&lt;br /&gt;
*150 - rotating fire shields&lt;br /&gt;
*151 - rotating fire swords &lt;br /&gt;
*152 - exploding red sphere&lt;br /&gt;
*153 - red glow&lt;br /&gt;
*154 - green leaves and green circle&lt;br /&gt;
*156 - purple fog and blurr&lt;br /&gt;
*157 - rainbow sparkles and swirling swords&lt;br /&gt;
*158 - rocks falling over head&lt;br /&gt;
*159 - swirling leaves and green swords&lt;br /&gt;
&lt;br /&gt;
==== Effect_Message ====&lt;br /&gt;
This is at the bottom of the spell it say something like. increase speed bye 15%&lt;br /&gt;
&amp;quot;for every effect listed you must add 1 number to the number of bullets in spell_display_effects&lt;br /&gt;
&lt;br /&gt;
==== Spell_Book_Type ====&lt;br /&gt;
What spell category the spell will be scribed in.&lt;br /&gt;
0: Spells&lt;br /&gt;
1: Combat arts&lt;br /&gt;
2: Trade skills&lt;br /&gt;
&lt;br /&gt;
==== Interruptible ====&lt;br /&gt;
Is the spell able to be interrupted.&lt;br /&gt;
&lt;br /&gt;
=== Spell_data ===&lt;br /&gt;
&lt;br /&gt;
=== Spell_display_effects ===&lt;br /&gt;
&lt;br /&gt;
== Guide Written By: Chrrox ==&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Developer:Spells&amp;diff=861</id>
		<title>Developer:Spells</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Developer:Spells&amp;diff=861"/>
		<updated>2009-12-05T17:01:55Z</updated>

		<summary type="html">&lt;p&gt;Astal: /* Spell_Visual */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intro ==&lt;br /&gt;
&amp;quot;Spells&amp;quot; are anything the player can cast, or effect, on themselves or any object in the game. They are generally broken down into Ability, Spells, Combat Arts, Tradeskills, and etc, for the sake of development; we call them all &amp;quot;Spells&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For the official database release of Spells, we have come up with what we feel is a logical grouping of spell IDs for our database. This ensures consistency and ease of data retrieval when we need to look something up quickly. In this, Spell IDs have &amp;quot;ranges&amp;quot; that logically fit within our determined bounds. See [[Developer:Spell_IDs | this chart]] for a detailed explanation of our Spell ID structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spell Videos ==&lt;br /&gt;
&lt;br /&gt;
I am going to post a video on youtube of all the spells being cast 1 - 2000 so you can see the visual/sound effects and what icon they have.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=GsmQ_Yqf8ZE]2 - 100]&lt;br /&gt;
[http://www.youtube.com/watch?v=wKgm26VKXpE]101 - 200]&lt;br /&gt;
[http://www.youtube.com/watch?v=44sjPA7Ey6E]201 - 300]&lt;br /&gt;
[http://www.youtube.com/watch?v=KnfQTYu4ngw]301 - 400]&lt;br /&gt;
[http://www.youtube.com/watch?v=yYxpY_265Zk]1000 - 1100]&lt;br /&gt;
[http://www.youtube.com/watch?v=AdB8KNW1hrQ]1101 - 1200]&lt;br /&gt;
[http://www.youtube.com/watch?v=y2L_ZbB_cZw]1201 - 1300]&lt;br /&gt;
[http://www.youtube.com/watch?v=BdWhScdSmVU]1301 - 1400]&lt;br /&gt;
[http://www.youtube.com/watch?v=y-uL6Utrw_A]1401 - 1455]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lua Scripts ==&lt;br /&gt;
&lt;br /&gt;
== Spell Tables ==&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&lt;br /&gt;
==== ID ====&lt;br /&gt;
This is the unique ID for your spell. Just choose a number you have not used yet.&lt;br /&gt;
&lt;br /&gt;
==== Version ====&lt;br /&gt;
Unknown/ I have changed this value and it appears to do nothing.&lt;br /&gt;
&lt;br /&gt;
==== Sub_Version ====&lt;br /&gt;
Unknown/ I have changed this value and it appears to do nothing.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
could be what kind of damage it deals ex slashing or crushing.&lt;br /&gt;
&lt;br /&gt;
==== Cast_Type ====&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
==== Name ====&lt;br /&gt;
The Name you give your spell. &lt;br /&gt;
Example : Sprint&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
Gives the player a short description of the spell when the put their mouse over it appears in the upper right corner under spell name.&lt;br /&gt;
&lt;br /&gt;
==== Icon ====&lt;br /&gt;
This is the top icon and is the icon that will be shown in your spell book. I will update the id's as I try them.&lt;br /&gt;
1: Blue lightning bolt&lt;br /&gt;
I will post pictures of the rest.&lt;br /&gt;
example sprint2 would have the id of 2 sprint 3 would have an id of 3 ext....&lt;br /&gt;
[http://xs226.xs.to/xs226/08151/spells_page1260.jpg Image]&lt;br /&gt;
&lt;br /&gt;
Icons 792 - 2001 are just plain white.&lt;br /&gt;
&lt;br /&gt;
==== Icon2 ====&lt;br /&gt;
This is the bottom icon of your spell this will show the icon that is used to make combo's. I will update the id's as I try them.&lt;br /&gt;
1: Warrior type / blue / shield / 1&lt;br /&gt;
2: Warrior type / blue / horn / 1&lt;br /&gt;
3: Warrior type / blue / fist / 1&lt;br /&gt;
4: Warrior type / blue / boot / 1&lt;br /&gt;
5: Warrior type / blue / muscle-flex / 1&lt;br /&gt;
6: Warrior type / blue / sword / 1&lt;br /&gt;
7: Warrior type / blue / shield / 2&lt;br /&gt;
8: Warrior type / blue / horn / 2&lt;br /&gt;
9: Warrior type / blue / fist / 2&lt;br /&gt;
10: Warrior type / blue / boot / 2&lt;br /&gt;
11: Warrior type / blue / muscle-flex / 2&lt;br /&gt;
12: Healer Type / gold / chalice / 1&lt;br /&gt;
13: Healer Type / gold / symbol / 1&lt;br /&gt;
14: Healer Type / gold / hammer / 1&lt;br /&gt;
15: Healer Type / gold / eye / 1&lt;br /&gt;
16: Healer Type / gold / moon / 1&lt;br /&gt;
17: Healer Type / gold / stone henge / 1&lt;br /&gt;
18: Healer Type / gold / chalice / 2&lt;br /&gt;
19: Healer Type / gold / symbol / 2&lt;br /&gt;
20: Healer Type / gold / hammer / 2&lt;br /&gt;
21:&lt;br /&gt;
22:&lt;br /&gt;
23:&lt;br /&gt;
24:&lt;br /&gt;
25:&lt;br /&gt;
26:&lt;br /&gt;
27:&lt;br /&gt;
28:&lt;br /&gt;
29:&lt;br /&gt;
30:&lt;br /&gt;
31:&lt;br /&gt;
32:&lt;br /&gt;
33:&lt;br /&gt;
34:&lt;br /&gt;
35:&lt;br /&gt;
36:&lt;br /&gt;
37:&lt;br /&gt;
38:&lt;br /&gt;
39:&lt;br /&gt;
40:&lt;br /&gt;
41:&lt;br /&gt;
42:&lt;br /&gt;
43:&lt;br /&gt;
44:&lt;br /&gt;
45:&lt;br /&gt;
46:&lt;br /&gt;
47:&lt;br /&gt;
48: Generic icon.&lt;br /&gt;
&lt;br /&gt;
The max number here is 48 before the picture is just blank.&lt;br /&gt;
==== Icon Type ====&lt;br /&gt;
I am unsure of what this affects.&lt;br /&gt;
&lt;br /&gt;
==== Class_Skill ====&lt;br /&gt;
I am unsure of what this affects. I leave it at 0&lt;br /&gt;
&lt;br /&gt;
==== Mastery_Skill ====&lt;br /&gt;
I am unsure of what this affects. I leave it at 0&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
This is what determines what level your spell is.&lt;br /&gt;
Here are the values.&lt;br /&gt;
1: Apprentice 1&lt;br /&gt;
2: Apprentice 2&lt;br /&gt;
3: Apprentice 3&lt;br /&gt;
4: Apprentice 4&lt;br /&gt;
5: Adept 1&lt;br /&gt;
6: Adept 2&lt;br /&gt;
7: Adept 3&lt;br /&gt;
8: Adept 4&lt;br /&gt;
9: Master 1&lt;br /&gt;
10: Master 2&lt;br /&gt;
11: Master 3&lt;br /&gt;
12: Master 4&lt;br /&gt;
&lt;br /&gt;
==== HP_Req ====&lt;br /&gt;
Required HP in order to attempt to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Power_Req ====&lt;br /&gt;
Required Power in order to attempt to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Power_Upkeep ====&lt;br /&gt;
How much it costs to keep the spell going.&lt;br /&gt;
Example:  I cast sprint for 8 power and I set my cast time to 6 I would have to pay 8 power every 6 seconds to keep the buff going.&lt;br /&gt;
Cast_Time:&lt;br /&gt;
How long before you must pay the spells upkeep (time in seconds)&lt;br /&gt;
&lt;br /&gt;
==== Recast ====&lt;br /&gt;
How long before you can recast your spell after it ends.&lt;br /&gt;
&lt;br /&gt;
==== Radius ====&lt;br /&gt;
How far in meters away from the current target the spell will affect.&lt;br /&gt;
&lt;br /&gt;
==== Max_AOE_targets ====&lt;br /&gt;
when the radius is greater than 0 the max number of targets the spell will affect.&lt;br /&gt;
&lt;br /&gt;
==== Req_Concentration ====&lt;br /&gt;
How much concentration you need in order to cast the spell. (I set to 0 for now)&lt;br /&gt;
&lt;br /&gt;
==== Range ====&lt;br /&gt;
How far away the target can be from the caster in meters.&lt;br /&gt;
&lt;br /&gt;
==== Duration1 ====&lt;br /&gt;
Minimum length of the spell duration.&lt;br /&gt;
&lt;br /&gt;
==== Duration2 ====&lt;br /&gt;
Maximum length of the spell duration.&lt;br /&gt;
&lt;br /&gt;
==== Duration_Until_Cancel ====&lt;br /&gt;
If the first 2 are not specified then it will last forever until canceled.&lt;br /&gt;
&lt;br /&gt;
==== Call_Frequency ====&lt;br /&gt;
Unknown ( I set to 0)&lt;br /&gt;
&lt;br /&gt;
==== Resistibility ====&lt;br /&gt;
Chance of target resisting the spell.&lt;br /&gt;
&lt;br /&gt;
==== Target_Type ====&lt;br /&gt;
What object you are allowed to cast the spell on.&lt;br /&gt;
0: Self&lt;br /&gt;
1: Enemy&lt;br /&gt;
2: group (AE)&lt;br /&gt;
3: Passive spell / ability&lt;br /&gt;
4: Enemy's Pet&lt;br /&gt;
5: Enemy's Corpse&lt;br /&gt;
6: Group Members Corpse&lt;br /&gt;
7: Unknown&lt;br /&gt;
8: Raid (AE)&lt;br /&gt;
9: Unknown&lt;br /&gt;
10: Unknown&lt;br /&gt;
11: Unknown&lt;br /&gt;
12: Unknown&lt;br /&gt;
13: Unknown&lt;br /&gt;
14: Unknown&lt;br /&gt;
15: Unknown&lt;br /&gt;
16: Unknown&lt;br /&gt;
17: Unknown&lt;br /&gt;
18: Unknown&lt;br /&gt;
19: Unknown&lt;br /&gt;
20: Unknown&lt;br /&gt;
I stopped at 20&lt;br /&gt;
&lt;br /&gt;
==== Recovery ====&lt;br /&gt;
Shows recovery in the spell I am unsure of what this does. (time in hundredths of a second.) 1,0000 = 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Level ====&lt;br /&gt;
Minimum Level needed to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Power_req_Percent ====&lt;br /&gt;
The % of power you need remaining in order to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== HP_Req_Percent ====&lt;br /&gt;
The % of HP you need remaining in order to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Success_Message ====&lt;br /&gt;
The message you receive on screen when you successfully cast or receive a spell effect.&lt;br /&gt;
Example:&lt;br /&gt;
You begin to sneak.&lt;br /&gt;
&lt;br /&gt;
==== Fade_Message ====&lt;br /&gt;
The message you receive when the spell is canceled / wears off.&lt;br /&gt;
Example:&lt;br /&gt;
You stop sneaking. &lt;br /&gt;
&lt;br /&gt;
==== Lua_Script ====&lt;br /&gt;
The name of the lua script in your spells directory.&lt;br /&gt;
Example:&lt;br /&gt;
Sprint&lt;br /&gt;
Damage&lt;br /&gt;
These are case sensitive and do not need the .lua at the end.&lt;br /&gt;
&lt;br /&gt;
==== Spell_Visual ====&lt;br /&gt;
The visual effect id of the effect you want to see when the spell is cast.&lt;br /&gt;
&lt;br /&gt;
65 is a green glowing wolf like sow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*120- smack that makes u look all green, bubbley and puke&lt;br /&gt;
*121-firey whip&lt;br /&gt;
*122-cover you in ice&lt;br /&gt;
*123-surround you in fish lol&lt;br /&gt;
*124- fish with skin effect&lt;br /&gt;
*125- fish with skin effect&lt;br /&gt;
*126- 3 rotating shields around you&lt;br /&gt;
*127-chain you to the ground&lt;br /&gt;
*128- lightning with ice effect&lt;br /&gt;
*129-spikey ice ring buff&lt;br /&gt;
*130-ice nuke with snow flakes&lt;br /&gt;
*131-icicles fall on you&lt;br /&gt;
*132-green and blue void circle&lt;br /&gt;
*133-rust buff effect&lt;br /&gt;
*134-knock down&lt;br /&gt;
*135-knock to knees&lt;br /&gt;
*136-blue pulsing circle with red glowy buff&lt;br /&gt;
*137-orange sparkles with green body fog&lt;br /&gt;
*138-glowy stone hand above head, gold body glow&lt;br /&gt;
*139- rotating shields with glow&lt;br /&gt;
*140-yellowish shockwave&lt;br /&gt;
*141- purple electric, with fog cloud&lt;br /&gt;
*142- red exploding orb&lt;br /&gt;
*143 - golden exploding orb&lt;br /&gt;
&lt;br /&gt;
==== Effect_Message ====&lt;br /&gt;
This is at the bottom of the spell it say something like. increase speed bye 15%&lt;br /&gt;
&amp;quot;for every effect listed you must add 1 number to the number of bullets in spell_display_effects&lt;br /&gt;
&lt;br /&gt;
==== Spell_Book_Type ====&lt;br /&gt;
What spell category the spell will be scribed in.&lt;br /&gt;
0: Spells&lt;br /&gt;
1: Combat arts&lt;br /&gt;
2: Trade skills&lt;br /&gt;
&lt;br /&gt;
==== Interruptible ====&lt;br /&gt;
Is the spell able to be interrupted.&lt;br /&gt;
&lt;br /&gt;
=== Spell_data ===&lt;br /&gt;
&lt;br /&gt;
=== Spell_display_effects ===&lt;br /&gt;
&lt;br /&gt;
== Guide Written By: Chrrox ==&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Developer:Spells&amp;diff=860</id>
		<title>Developer:Spells</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Developer:Spells&amp;diff=860"/>
		<updated>2009-12-05T17:01:13Z</updated>

		<summary type="html">&lt;p&gt;Astal: /* Spell_Visual */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intro ==&lt;br /&gt;
&amp;quot;Spells&amp;quot; are anything the player can cast, or effect, on themselves or any object in the game. They are generally broken down into Ability, Spells, Combat Arts, Tradeskills, and etc, for the sake of development; we call them all &amp;quot;Spells&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For the official database release of Spells, we have come up with what we feel is a logical grouping of spell IDs for our database. This ensures consistency and ease of data retrieval when we need to look something up quickly. In this, Spell IDs have &amp;quot;ranges&amp;quot; that logically fit within our determined bounds. See [[Developer:Spell_IDs | this chart]] for a detailed explanation of our Spell ID structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spell Videos ==&lt;br /&gt;
&lt;br /&gt;
I am going to post a video on youtube of all the spells being cast 1 - 2000 so you can see the visual/sound effects and what icon they have.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=GsmQ_Yqf8ZE]2 - 100]&lt;br /&gt;
[http://www.youtube.com/watch?v=wKgm26VKXpE]101 - 200]&lt;br /&gt;
[http://www.youtube.com/watch?v=44sjPA7Ey6E]201 - 300]&lt;br /&gt;
[http://www.youtube.com/watch?v=KnfQTYu4ngw]301 - 400]&lt;br /&gt;
[http://www.youtube.com/watch?v=yYxpY_265Zk]1000 - 1100]&lt;br /&gt;
[http://www.youtube.com/watch?v=AdB8KNW1hrQ]1101 - 1200]&lt;br /&gt;
[http://www.youtube.com/watch?v=y2L_ZbB_cZw]1201 - 1300]&lt;br /&gt;
[http://www.youtube.com/watch?v=BdWhScdSmVU]1301 - 1400]&lt;br /&gt;
[http://www.youtube.com/watch?v=y-uL6Utrw_A]1401 - 1455]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lua Scripts ==&lt;br /&gt;
&lt;br /&gt;
== Spell Tables ==&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&lt;br /&gt;
==== ID ====&lt;br /&gt;
This is the unique ID for your spell. Just choose a number you have not used yet.&lt;br /&gt;
&lt;br /&gt;
==== Version ====&lt;br /&gt;
Unknown/ I have changed this value and it appears to do nothing.&lt;br /&gt;
&lt;br /&gt;
==== Sub_Version ====&lt;br /&gt;
Unknown/ I have changed this value and it appears to do nothing.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
could be what kind of damage it deals ex slashing or crushing.&lt;br /&gt;
&lt;br /&gt;
==== Cast_Type ====&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
==== Name ====&lt;br /&gt;
The Name you give your spell. &lt;br /&gt;
Example : Sprint&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
Gives the player a short description of the spell when the put their mouse over it appears in the upper right corner under spell name.&lt;br /&gt;
&lt;br /&gt;
==== Icon ====&lt;br /&gt;
This is the top icon and is the icon that will be shown in your spell book. I will update the id's as I try them.&lt;br /&gt;
1: Blue lightning bolt&lt;br /&gt;
I will post pictures of the rest.&lt;br /&gt;
example sprint2 would have the id of 2 sprint 3 would have an id of 3 ext....&lt;br /&gt;
[http://xs226.xs.to/xs226/08151/spells_page1260.jpg Image]&lt;br /&gt;
&lt;br /&gt;
Icons 792 - 2001 are just plain white.&lt;br /&gt;
&lt;br /&gt;
==== Icon2 ====&lt;br /&gt;
This is the bottom icon of your spell this will show the icon that is used to make combo's. I will update the id's as I try them.&lt;br /&gt;
1: Warrior type / blue / shield / 1&lt;br /&gt;
2: Warrior type / blue / horn / 1&lt;br /&gt;
3: Warrior type / blue / fist / 1&lt;br /&gt;
4: Warrior type / blue / boot / 1&lt;br /&gt;
5: Warrior type / blue / muscle-flex / 1&lt;br /&gt;
6: Warrior type / blue / sword / 1&lt;br /&gt;
7: Warrior type / blue / shield / 2&lt;br /&gt;
8: Warrior type / blue / horn / 2&lt;br /&gt;
9: Warrior type / blue / fist / 2&lt;br /&gt;
10: Warrior type / blue / boot / 2&lt;br /&gt;
11: Warrior type / blue / muscle-flex / 2&lt;br /&gt;
12: Healer Type / gold / chalice / 1&lt;br /&gt;
13: Healer Type / gold / symbol / 1&lt;br /&gt;
14: Healer Type / gold / hammer / 1&lt;br /&gt;
15: Healer Type / gold / eye / 1&lt;br /&gt;
16: Healer Type / gold / moon / 1&lt;br /&gt;
17: Healer Type / gold / stone henge / 1&lt;br /&gt;
18: Healer Type / gold / chalice / 2&lt;br /&gt;
19: Healer Type / gold / symbol / 2&lt;br /&gt;
20: Healer Type / gold / hammer / 2&lt;br /&gt;
21:&lt;br /&gt;
22:&lt;br /&gt;
23:&lt;br /&gt;
24:&lt;br /&gt;
25:&lt;br /&gt;
26:&lt;br /&gt;
27:&lt;br /&gt;
28:&lt;br /&gt;
29:&lt;br /&gt;
30:&lt;br /&gt;
31:&lt;br /&gt;
32:&lt;br /&gt;
33:&lt;br /&gt;
34:&lt;br /&gt;
35:&lt;br /&gt;
36:&lt;br /&gt;
37:&lt;br /&gt;
38:&lt;br /&gt;
39:&lt;br /&gt;
40:&lt;br /&gt;
41:&lt;br /&gt;
42:&lt;br /&gt;
43:&lt;br /&gt;
44:&lt;br /&gt;
45:&lt;br /&gt;
46:&lt;br /&gt;
47:&lt;br /&gt;
48: Generic icon.&lt;br /&gt;
&lt;br /&gt;
The max number here is 48 before the picture is just blank.&lt;br /&gt;
==== Icon Type ====&lt;br /&gt;
I am unsure of what this affects.&lt;br /&gt;
&lt;br /&gt;
==== Class_Skill ====&lt;br /&gt;
I am unsure of what this affects. I leave it at 0&lt;br /&gt;
&lt;br /&gt;
==== Mastery_Skill ====&lt;br /&gt;
I am unsure of what this affects. I leave it at 0&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
This is what determines what level your spell is.&lt;br /&gt;
Here are the values.&lt;br /&gt;
1: Apprentice 1&lt;br /&gt;
2: Apprentice 2&lt;br /&gt;
3: Apprentice 3&lt;br /&gt;
4: Apprentice 4&lt;br /&gt;
5: Adept 1&lt;br /&gt;
6: Adept 2&lt;br /&gt;
7: Adept 3&lt;br /&gt;
8: Adept 4&lt;br /&gt;
9: Master 1&lt;br /&gt;
10: Master 2&lt;br /&gt;
11: Master 3&lt;br /&gt;
12: Master 4&lt;br /&gt;
&lt;br /&gt;
==== HP_Req ====&lt;br /&gt;
Required HP in order to attempt to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Power_Req ====&lt;br /&gt;
Required Power in order to attempt to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Power_Upkeep ====&lt;br /&gt;
How much it costs to keep the spell going.&lt;br /&gt;
Example:  I cast sprint for 8 power and I set my cast time to 6 I would have to pay 8 power every 6 seconds to keep the buff going.&lt;br /&gt;
Cast_Time:&lt;br /&gt;
How long before you must pay the spells upkeep (time in seconds)&lt;br /&gt;
&lt;br /&gt;
==== Recast ====&lt;br /&gt;
How long before you can recast your spell after it ends.&lt;br /&gt;
&lt;br /&gt;
==== Radius ====&lt;br /&gt;
How far in meters away from the current target the spell will affect.&lt;br /&gt;
&lt;br /&gt;
==== Max_AOE_targets ====&lt;br /&gt;
when the radius is greater than 0 the max number of targets the spell will affect.&lt;br /&gt;
&lt;br /&gt;
==== Req_Concentration ====&lt;br /&gt;
How much concentration you need in order to cast the spell. (I set to 0 for now)&lt;br /&gt;
&lt;br /&gt;
==== Range ====&lt;br /&gt;
How far away the target can be from the caster in meters.&lt;br /&gt;
&lt;br /&gt;
==== Duration1 ====&lt;br /&gt;
Minimum length of the spell duration.&lt;br /&gt;
&lt;br /&gt;
==== Duration2 ====&lt;br /&gt;
Maximum length of the spell duration.&lt;br /&gt;
&lt;br /&gt;
==== Duration_Until_Cancel ====&lt;br /&gt;
If the first 2 are not specified then it will last forever until canceled.&lt;br /&gt;
&lt;br /&gt;
==== Call_Frequency ====&lt;br /&gt;
Unknown ( I set to 0)&lt;br /&gt;
&lt;br /&gt;
==== Resistibility ====&lt;br /&gt;
Chance of target resisting the spell.&lt;br /&gt;
&lt;br /&gt;
==== Target_Type ====&lt;br /&gt;
What object you are allowed to cast the spell on.&lt;br /&gt;
0: Self&lt;br /&gt;
1: Enemy&lt;br /&gt;
2: group (AE)&lt;br /&gt;
3: Passive spell / ability&lt;br /&gt;
4: Enemy's Pet&lt;br /&gt;
5: Enemy's Corpse&lt;br /&gt;
6: Group Members Corpse&lt;br /&gt;
7: Unknown&lt;br /&gt;
8: Raid (AE)&lt;br /&gt;
9: Unknown&lt;br /&gt;
10: Unknown&lt;br /&gt;
11: Unknown&lt;br /&gt;
12: Unknown&lt;br /&gt;
13: Unknown&lt;br /&gt;
14: Unknown&lt;br /&gt;
15: Unknown&lt;br /&gt;
16: Unknown&lt;br /&gt;
17: Unknown&lt;br /&gt;
18: Unknown&lt;br /&gt;
19: Unknown&lt;br /&gt;
20: Unknown&lt;br /&gt;
I stopped at 20&lt;br /&gt;
&lt;br /&gt;
==== Recovery ====&lt;br /&gt;
Shows recovery in the spell I am unsure of what this does. (time in hundredths of a second.) 1,0000 = 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Level ====&lt;br /&gt;
Minimum Level needed to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Power_req_Percent ====&lt;br /&gt;
The % of power you need remaining in order to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== HP_Req_Percent ====&lt;br /&gt;
The % of HP you need remaining in order to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Success_Message ====&lt;br /&gt;
The message you receive on screen when you successfully cast or receive a spell effect.&lt;br /&gt;
Example:&lt;br /&gt;
You begin to sneak.&lt;br /&gt;
&lt;br /&gt;
==== Fade_Message ====&lt;br /&gt;
The message you receive when the spell is canceled / wears off.&lt;br /&gt;
Example:&lt;br /&gt;
You stop sneaking. &lt;br /&gt;
&lt;br /&gt;
==== Lua_Script ====&lt;br /&gt;
The name of the lua script in your spells directory.&lt;br /&gt;
Example:&lt;br /&gt;
Sprint&lt;br /&gt;
Damage&lt;br /&gt;
These are case sensitive and do not need the .lua at the end.&lt;br /&gt;
&lt;br /&gt;
==== Spell_Visual ====&lt;br /&gt;
The visual effect id of the effect you want to see when the spell is cast.&lt;br /&gt;
&lt;br /&gt;
65 is a green glowing wolf like sow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
120- smack that makes u look all green, bubbley and puke&lt;br /&gt;
121-firey whip&lt;br /&gt;
122-cover you in ice&lt;br /&gt;
123-surround you in fish lol&lt;br /&gt;
124- fish with skin effect&lt;br /&gt;
125- fish with skin effect&lt;br /&gt;
126- 3 rotating shields around you&lt;br /&gt;
127-chain you to the ground&lt;br /&gt;
128- lightning with ice effect&lt;br /&gt;
129-spikey ice ring buff&lt;br /&gt;
130-ice nuke with snow flakes&lt;br /&gt;
131-icicles fall on you&lt;br /&gt;
132-green and blue void circle&lt;br /&gt;
133-rust buff effect&lt;br /&gt;
134-knock down&lt;br /&gt;
135-knock to knees&lt;br /&gt;
136-blue pulsing circle with red glowy buff&lt;br /&gt;
137-orange sparkles with green body fog&lt;br /&gt;
138-glowy stone hand above head, gold body glow&lt;br /&gt;
139- rotating shields with glow&lt;br /&gt;
140-yellowish shockwave&lt;br /&gt;
141- purple electric, with fog cloud&lt;br /&gt;
142- red exploding orb&lt;br /&gt;
143 - golden exploding orb&lt;br /&gt;
&lt;br /&gt;
==== Effect_Message ====&lt;br /&gt;
This is at the bottom of the spell it say something like. increase speed bye 15%&lt;br /&gt;
&amp;quot;for every effect listed you must add 1 number to the number of bullets in spell_display_effects&lt;br /&gt;
&lt;br /&gt;
==== Spell_Book_Type ====&lt;br /&gt;
What spell category the spell will be scribed in.&lt;br /&gt;
0: Spells&lt;br /&gt;
1: Combat arts&lt;br /&gt;
2: Trade skills&lt;br /&gt;
&lt;br /&gt;
==== Interruptible ====&lt;br /&gt;
Is the spell able to be interrupted.&lt;br /&gt;
&lt;br /&gt;
=== Spell_data ===&lt;br /&gt;
&lt;br /&gt;
=== Spell_display_effects ===&lt;br /&gt;
&lt;br /&gt;
== Guide Written By: Chrrox ==&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Developer:Spells&amp;diff=859</id>
		<title>Developer:Spells</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Developer:Spells&amp;diff=859"/>
		<updated>2009-12-02T16:12:46Z</updated>

		<summary type="html">&lt;p&gt;Astal: /* Spell_Visual */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intro ==&lt;br /&gt;
&amp;quot;Spells&amp;quot; are anything the player can cast, or effect, on themselves or any object in the game. They are generally broken down into Ability, Spells, Combat Arts, Tradeskills, and etc, for the sake of development; we call them all &amp;quot;Spells&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For the official database release of Spells, we have come up with what we feel is a logical grouping of spell IDs for our database. This ensures consistency and ease of data retrieval when we need to look something up quickly. In this, Spell IDs have &amp;quot;ranges&amp;quot; that logically fit within our determined bounds. See [[Developer:Spell_IDs | this chart]] for a detailed explanation of our Spell ID structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spell Videos ==&lt;br /&gt;
&lt;br /&gt;
I am going to post a video on youtube of all the spells being cast 1 - 2000 so you can see the visual/sound effects and what icon they have.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=GsmQ_Yqf8ZE]2 - 100]&lt;br /&gt;
[http://www.youtube.com/watch?v=wKgm26VKXpE]101 - 200]&lt;br /&gt;
[http://www.youtube.com/watch?v=44sjPA7Ey6E]201 - 300]&lt;br /&gt;
[http://www.youtube.com/watch?v=KnfQTYu4ngw]301 - 400]&lt;br /&gt;
[http://www.youtube.com/watch?v=yYxpY_265Zk]1000 - 1100]&lt;br /&gt;
[http://www.youtube.com/watch?v=AdB8KNW1hrQ]1101 - 1200]&lt;br /&gt;
[http://www.youtube.com/watch?v=y2L_ZbB_cZw]1201 - 1300]&lt;br /&gt;
[http://www.youtube.com/watch?v=BdWhScdSmVU]1301 - 1400]&lt;br /&gt;
[http://www.youtube.com/watch?v=y-uL6Utrw_A]1401 - 1455]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lua Scripts ==&lt;br /&gt;
&lt;br /&gt;
== Spell Tables ==&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&lt;br /&gt;
==== ID ====&lt;br /&gt;
This is the unique ID for your spell. Just choose a number you have not used yet.&lt;br /&gt;
&lt;br /&gt;
==== Version ====&lt;br /&gt;
Unknown/ I have changed this value and it appears to do nothing.&lt;br /&gt;
&lt;br /&gt;
==== Sub_Version ====&lt;br /&gt;
Unknown/ I have changed this value and it appears to do nothing.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
could be what kind of damage it deals ex slashing or crushing.&lt;br /&gt;
&lt;br /&gt;
==== Cast_Type ====&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
==== Name ====&lt;br /&gt;
The Name you give your spell. &lt;br /&gt;
Example : Sprint&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
Gives the player a short description of the spell when the put their mouse over it appears in the upper right corner under spell name.&lt;br /&gt;
&lt;br /&gt;
==== Icon ====&lt;br /&gt;
This is the top icon and is the icon that will be shown in your spell book. I will update the id's as I try them.&lt;br /&gt;
1: Blue lightning bolt&lt;br /&gt;
I will post pictures of the rest.&lt;br /&gt;
example sprint2 would have the id of 2 sprint 3 would have an id of 3 ext....&lt;br /&gt;
[http://xs226.xs.to/xs226/08151/spells_page1260.jpg Image]&lt;br /&gt;
&lt;br /&gt;
Icons 792 - 2001 are just plain white.&lt;br /&gt;
&lt;br /&gt;
==== Icon2 ====&lt;br /&gt;
This is the bottom icon of your spell this will show the icon that is used to make combo's. I will update the id's as I try them.&lt;br /&gt;
1: Warrior type / blue / shield / 1&lt;br /&gt;
2: Warrior type / blue / horn / 1&lt;br /&gt;
3: Warrior type / blue / fist / 1&lt;br /&gt;
4: Warrior type / blue / boot / 1&lt;br /&gt;
5: Warrior type / blue / muscle-flex / 1&lt;br /&gt;
6: Warrior type / blue / sword / 1&lt;br /&gt;
7: Warrior type / blue / shield / 2&lt;br /&gt;
8: Warrior type / blue / horn / 2&lt;br /&gt;
9: Warrior type / blue / fist / 2&lt;br /&gt;
10: Warrior type / blue / boot / 2&lt;br /&gt;
11: Warrior type / blue / muscle-flex / 2&lt;br /&gt;
12: Healer Type / gold / chalice / 1&lt;br /&gt;
13: Healer Type / gold / symbol / 1&lt;br /&gt;
14: Healer Type / gold / hammer / 1&lt;br /&gt;
15: Healer Type / gold / eye / 1&lt;br /&gt;
16: Healer Type / gold / moon / 1&lt;br /&gt;
17: Healer Type / gold / stone henge / 1&lt;br /&gt;
18: Healer Type / gold / chalice / 2&lt;br /&gt;
19: Healer Type / gold / symbol / 2&lt;br /&gt;
20: Healer Type / gold / hammer / 2&lt;br /&gt;
21:&lt;br /&gt;
22:&lt;br /&gt;
23:&lt;br /&gt;
24:&lt;br /&gt;
25:&lt;br /&gt;
26:&lt;br /&gt;
27:&lt;br /&gt;
28:&lt;br /&gt;
29:&lt;br /&gt;
30:&lt;br /&gt;
31:&lt;br /&gt;
32:&lt;br /&gt;
33:&lt;br /&gt;
34:&lt;br /&gt;
35:&lt;br /&gt;
36:&lt;br /&gt;
37:&lt;br /&gt;
38:&lt;br /&gt;
39:&lt;br /&gt;
40:&lt;br /&gt;
41:&lt;br /&gt;
42:&lt;br /&gt;
43:&lt;br /&gt;
44:&lt;br /&gt;
45:&lt;br /&gt;
46:&lt;br /&gt;
47:&lt;br /&gt;
48: Generic icon.&lt;br /&gt;
&lt;br /&gt;
The max number here is 48 before the picture is just blank.&lt;br /&gt;
==== Icon Type ====&lt;br /&gt;
I am unsure of what this affects.&lt;br /&gt;
&lt;br /&gt;
==== Class_Skill ====&lt;br /&gt;
I am unsure of what this affects. I leave it at 0&lt;br /&gt;
&lt;br /&gt;
==== Mastery_Skill ====&lt;br /&gt;
I am unsure of what this affects. I leave it at 0&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
This is what determines what level your spell is.&lt;br /&gt;
Here are the values.&lt;br /&gt;
1: Apprentice 1&lt;br /&gt;
2: Apprentice 2&lt;br /&gt;
3: Apprentice 3&lt;br /&gt;
4: Apprentice 4&lt;br /&gt;
5: Adept 1&lt;br /&gt;
6: Adept 2&lt;br /&gt;
7: Adept 3&lt;br /&gt;
8: Adept 4&lt;br /&gt;
9: Master 1&lt;br /&gt;
10: Master 2&lt;br /&gt;
11: Master 3&lt;br /&gt;
12: Master 4&lt;br /&gt;
&lt;br /&gt;
==== HP_Req ====&lt;br /&gt;
Required HP in order to attempt to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Power_Req ====&lt;br /&gt;
Required Power in order to attempt to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Power_Upkeep ====&lt;br /&gt;
How much it costs to keep the spell going.&lt;br /&gt;
Example:  I cast sprint for 8 power and I set my cast time to 6 I would have to pay 8 power every 6 seconds to keep the buff going.&lt;br /&gt;
Cast_Time:&lt;br /&gt;
How long before you must pay the spells upkeep (time in seconds)&lt;br /&gt;
&lt;br /&gt;
==== Recast ====&lt;br /&gt;
How long before you can recast your spell after it ends.&lt;br /&gt;
&lt;br /&gt;
==== Radius ====&lt;br /&gt;
How far in meters away from the current target the spell will affect.&lt;br /&gt;
&lt;br /&gt;
==== Max_AOE_targets ====&lt;br /&gt;
when the radius is greater than 0 the max number of targets the spell will affect.&lt;br /&gt;
&lt;br /&gt;
==== Req_Concentration ====&lt;br /&gt;
How much concentration you need in order to cast the spell. (I set to 0 for now)&lt;br /&gt;
&lt;br /&gt;
==== Range ====&lt;br /&gt;
How far away the target can be from the caster in meters.&lt;br /&gt;
&lt;br /&gt;
==== Duration1 ====&lt;br /&gt;
Minimum length of the spell duration.&lt;br /&gt;
&lt;br /&gt;
==== Duration2 ====&lt;br /&gt;
Maximum length of the spell duration.&lt;br /&gt;
&lt;br /&gt;
==== Duration_Until_Cancel ====&lt;br /&gt;
If the first 2 are not specified then it will last forever until canceled.&lt;br /&gt;
&lt;br /&gt;
==== Call_Frequency ====&lt;br /&gt;
Unknown ( I set to 0)&lt;br /&gt;
&lt;br /&gt;
==== Resistibility ====&lt;br /&gt;
Chance of target resisting the spell.&lt;br /&gt;
&lt;br /&gt;
==== Target_Type ====&lt;br /&gt;
What object you are allowed to cast the spell on.&lt;br /&gt;
0: Self&lt;br /&gt;
1: Enemy&lt;br /&gt;
2: group (AE)&lt;br /&gt;
3: Passive spell / ability&lt;br /&gt;
4: Enemy's Pet&lt;br /&gt;
5: Enemy's Corpse&lt;br /&gt;
6: Group Members Corpse&lt;br /&gt;
7: Unknown&lt;br /&gt;
8: Raid (AE)&lt;br /&gt;
9: Unknown&lt;br /&gt;
10: Unknown&lt;br /&gt;
11: Unknown&lt;br /&gt;
12: Unknown&lt;br /&gt;
13: Unknown&lt;br /&gt;
14: Unknown&lt;br /&gt;
15: Unknown&lt;br /&gt;
16: Unknown&lt;br /&gt;
17: Unknown&lt;br /&gt;
18: Unknown&lt;br /&gt;
19: Unknown&lt;br /&gt;
20: Unknown&lt;br /&gt;
I stopped at 20&lt;br /&gt;
&lt;br /&gt;
==== Recovery ====&lt;br /&gt;
Shows recovery in the spell I am unsure of what this does. (time in hundredths of a second.) 1,0000 = 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Level ====&lt;br /&gt;
Minimum Level needed to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Power_req_Percent ====&lt;br /&gt;
The % of power you need remaining in order to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== HP_Req_Percent ====&lt;br /&gt;
The % of HP you need remaining in order to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Success_Message ====&lt;br /&gt;
The message you receive on screen when you successfully cast or receive a spell effect.&lt;br /&gt;
Example:&lt;br /&gt;
You begin to sneak.&lt;br /&gt;
&lt;br /&gt;
==== Fade_Message ====&lt;br /&gt;
The message you receive when the spell is canceled / wears off.&lt;br /&gt;
Example:&lt;br /&gt;
You stop sneaking. &lt;br /&gt;
&lt;br /&gt;
==== Lua_Script ====&lt;br /&gt;
The name of the lua script in your spells directory.&lt;br /&gt;
Example:&lt;br /&gt;
Sprint&lt;br /&gt;
Damage&lt;br /&gt;
These are case sensitive and do not need the .lua at the end.&lt;br /&gt;
&lt;br /&gt;
==== Spell_Visual ====&lt;br /&gt;
The visual effect id of the effect you want to see when the spell is cast.&lt;br /&gt;
&lt;br /&gt;
65 is a green glowing wolf like sow&lt;br /&gt;
&lt;br /&gt;
==== Effect_Message ====&lt;br /&gt;
This is at the bottom of the spell it say something like. increase speed bye 15%&lt;br /&gt;
&amp;quot;for every effect listed you must add 1 number to the number of bullets in spell_display_effects&lt;br /&gt;
&lt;br /&gt;
==== Spell_Book_Type ====&lt;br /&gt;
What spell category the spell will be scribed in.&lt;br /&gt;
0: Spells&lt;br /&gt;
1: Combat arts&lt;br /&gt;
2: Trade skills&lt;br /&gt;
&lt;br /&gt;
==== Interruptible ====&lt;br /&gt;
Is the spell able to be interrupted.&lt;br /&gt;
&lt;br /&gt;
=== Spell_data ===&lt;br /&gt;
&lt;br /&gt;
=== Spell_display_effects ===&lt;br /&gt;
&lt;br /&gt;
== Guide Written By: Chrrox ==&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=LUA&amp;diff=858</id>
		<title>LUA</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=LUA&amp;diff=858"/>
		<updated>2009-11-30T04:18:08Z</updated>

		<summary type="html">&lt;p&gt;Astal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The LUA Scripting System ==&lt;br /&gt;
We have chosen [http://www.lua.org LUA] as our script engine for EQ2Emulator. Things like Quests, Spawn movement or interaction, Spells, and Zone-wide events are ''scripted'' in LUA using custom '''functions''' specific to the emulator core. Below you will find a list of current EQ2Emulator LUA Functions with links to what they do and examples of how to use them.&lt;br /&gt;
&lt;br /&gt;
You will quickly see that the ease of the LUA Scripting language and it's tight integration with EQ2Emulator make our server extremely dynamic and customizable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, EQ2Emulator employs LUA scripting for the following systems:&lt;br /&gt;
&lt;br /&gt;
[[LUA:SpawnScripts | SpawnScripts]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:Spells | Spells]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:Quests | Quests]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:ZoneScripts | ZoneScripts]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Follow any of these links for a closer look at the system. Below is a general list of LUA functions we'll keep at this top-level for easier reference.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LUA Parameter Basics ==&lt;br /&gt;
EQ2Emulator LUA Functions normally have ''parameters'' - that is, some value required to be passed from the World to the Script or vice-versa. An example of this is the '''function hailed(NPC, Spawn)'''. Note that there are 2 parameters for '''function hailed()'''. What the parameter ''names'' are is up to you, as long as there are the proper number of parameters in the () parens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example: Here, the NPC says Hello to the player.&lt;br /&gt;
  function hailed(NPC, Spawn)&lt;br /&gt;
    Say(NPC, &amp;quot;Hello Player!&amp;quot;)&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example: Here, the Player says Hello to the NPC.&lt;br /&gt;
  function hailed(NPC, Player)&lt;br /&gt;
    Say(Spawn, &amp;quot;Hello NPC!&amp;quot;)&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
Current ''standards'' we have adopted are to use '''NPC''' as the value for the NPCs parameters, and depending on the type of script, '''Spawn''' or '''Player''' for the Players parameters. Nearly all other parameter values are dynamic - that is, they can be any valid variable name you choose. But when coding scripts for the Official EQ2Emulator Project, be sure to follow ''our guidelines'' or your scripts will get rejected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LUA Functions ==&lt;br /&gt;
Our LUA Functions list is broken into several categories for clarity of functionality. More functions are added often, so check back if you are looking for something that you need for your scripts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Get Functions ===&lt;br /&gt;
This set of functions will ''GET'' info from the World or Database for use within any LUA script&lt;br /&gt;
&lt;br /&gt;
Developer: [[Team:LethalEncounter | LethalEncounter]], [[Team:Scatman | Scatman]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetLocationProximityFunction | SetLocationProximityFunction(zone, x, y, z, maxvariation, inrangefunction, leavingrangefunction)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetAgi | GetAgi(param)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetClass | GetClass(param)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetCurrentHP | GetCurrentHP(param)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetCurrentPower | GetCurrentPower(param)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetDistance | GetDistance(param)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetHeading | GetHeading(param)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetInt | GetInt(param)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetLevel | GetLevel(param)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetLootCoin | GetLootCoin(param)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetMaxHP | GetMaxHP(param)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetMaxPower | GetMaxPower(param)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetName | GetName(param)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetNPC | GetNPC(param, id)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetRace | GetRace(param)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetRaceType | GetRaceType(param)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetSpawn | GetSpawn(param, int)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetSpeed | GetSpeed(param)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetSta | GetSta(param)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetStr | GetStr(param)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetWis | GetWis(param)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetX | GetX(param)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetY | GetY(param)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetZ | GetZ(param)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetZone | GetZone(param)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetZoneID | GetZoneID(param)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetZoneName | GetZoneName(param)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Set Functions ===&lt;br /&gt;
This set of functions will ''SET'' info in the World or Database from within any LUA script&lt;br /&gt;
&lt;br /&gt;
Developer: [[Team:LethalEncounter | LethalEncounter]], [[Team:Scatman | Scatman]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetServerControlFlag | SetServerControlFlag]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:ModifyHP | ModifyHP]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:ModifyMaxHP | ModifyMaxHP]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:ModifyMaxPower | ModifyMaxPower]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:ModifyPower | ModifyPower]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetAgi | SetAgi]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetCurrentHP | SetCurrentHP]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetCurrentPower | SetCurrentPower]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetHeading | SetHeading]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetInt | SetInt]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetLootCoin | SetLootCoin]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetMaxHP | SetMaxHP]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetMaxPower | SetMaxPower]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetPosition | SetPosition]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetRaceType | SetRaceType]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetSpeed | SetSpeed]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetSta | SetSta]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetStr | SetStr]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetWis | SetWis]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SpawnSet | SpawnSet]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SpawnSetByDistance | SpawnSetByDistance]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SummonItem | SummonItem]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:RemoveItem | RemoveItem(Spawn, ItemId)]] &lt;br /&gt;
&lt;br /&gt;
[[LUA:SetMount | SetMount(Spawn, mount_mode_type (int))]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetMountColor | SetMountColor(Spawn, horse_color_red, horse_color_green, horse_color_blue, horse_color_saddle_red, horse_color_saddle_green, horse_color_saddle_blue)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Quest Functions ===&lt;br /&gt;
These functions are for use within Quest scripts, and are some of the more complex LUA Functions in the EQ2Emulator.&lt;br /&gt;
&lt;br /&gt;
Developer: [[Team:LethalEncounter | LethalEncounter]], [[Team:Scatman | Scatman]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[LUA:Accepted | Accepted]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:AddQuestPrereqClass | AddQuestPrereqClass]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:AddQuestPrereqFaction | AddQuestPrereqFaction]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:AddQuestPrereqItem | AddQuestPrereqItem]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetQuestPrereqLevel | SetQuestPrereqLevel]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:AddQuestPrereqQuest | AddQuestPrereqQuest]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:AddQuestPrereqRace | AddQuestPrereqRace]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:AddQuestPrereqTradeskillLevel  | AddQuestPrereqTradeskillLevel ]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:AddQuestPrereqTradeskillClass  | AddQuestPrereqTradeskillClass ]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:AddQuestRewardCoin | AddQuestRewardCoin]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:AddQuestRewardItem | AddQuestRewardItem]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:AddQuestRewardFaction | AddQuestRewardFaction]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:AddQuestSelectableRewardItem | AddQuestSelectableRewardItem]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:AddQuestStep | AddQuestStep]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:AddQuestStepChat | AddQuestStepChat]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:AddQuestStepCompleteAction | AddQuestStepCompleteAction]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:AddQuestStepKill | AddQuestStepKill]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:AddQuestStepLocation | AddQuestStepLocation]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:AddQuestStepObtainItem | AddQuestStepObtainItem]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:AddQuestStepSpell | AddQuestStepSpell]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:AddStepProgress | AddStepProgress]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:AddTimer | AddTimer]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:Declined | Declined]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetQuest | GetQuest]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetQuestStep | GetQuestStep]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetTaskGroupStep | GetTaskGroupStep]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:GiveQuestReward | GiveQuestReward]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:HasCompletedQuest | HasCompletedQuest]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:HasQuest | HasQuest]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:OfferQuest | OfferQuest]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:ProvidesQuest | ProvidesQuest]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:QuestIsComplete | QuestIsComplete]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:QuestReturnNPC | QuestReturnNPC]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:QuestStepIsComplete | QuestStepIsComplete]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:RegisterQuest | RegisterQuest]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:Reload | Reload]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetCompletedDescription | SetCompletedDescription]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetQuestCompleteAction | SetQuestCompleteAction]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetQuestRewardComment | SetQuestRewardComment]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetQuestRewardExp | SetQuestRewardExp]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetQuestRewardStatus | SetQuestRewardStatus]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetRequiredQuest | SetRequiredQuest]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetStepComplete | SetStepComplete]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:UpdateQuestDescription | UpdateQuestDescription]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:UpdateQuestStepDescription | UpdateQuestStepDescription]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:UpdateQuestTaskGroupDescription | UpdateQuestTaskGroupDescription]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:UpdateQuestZone | UpdateQuestZone]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Spell Functions ===&lt;br /&gt;
These functions are used within Spell scripts to generate the expected effect of casting spells or using abilities.&lt;br /&gt;
&lt;br /&gt;
Developer: [[Team:LethalEncounter | LethalEncounter]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SPECIAL NOTE ABOUT SPELL FUNCTIONS''':&lt;br /&gt;
Many spells simply alter an existing stat of one kind or another to yourself or a target, so there are not very many &amp;quot;spell functions&amp;quot; to speak of. SpellDamage is one of the few, since buffing, debuffing, or slowing (etc) a target are done through the '''SET''' Functions inside a Spell Script.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[LUA:SpellDamage | SpellDamage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Spawn Functions ===&lt;br /&gt;
These are functions that normally go into SpawnScripts for interacting with NPCs or other types of Spawns.&lt;br /&gt;
&lt;br /&gt;
Developer: [[Team:LethalEncounter | LethalEncounter]], [[Team:Scatman | Scatman]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[LUA:AddConversationOption | AddConversationOption]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:AddLootCoin | AddLootCoin]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:AddLootItem | AddLootItem]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:aggro | aggro]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:attacked | attacked]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:casted_on | casted_on]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:CreateConversation | CreateConversation]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:death | death]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:Emote | Emote]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:Despawn | Despawn]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:FaceTarget | Face Targer]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:hailed | hailed]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:hailed_busy | hailed_busy]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:healthchanged | healthchanged]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:IsAlive | IsAlive]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:killed | killed]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:KillSpawn | KillSpawn]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:KillSpawnByDistance | KillSpawnByDistance]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:MoveToLocation | MoveToLocation]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:MovementLoopAddLocation | MovementLoopAddLocation(Spawn, x, y, z, speed, delay, function)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:PlayFlavor | PlayFlavor]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:PlaySound | PlaySounds]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:PlayVoice| PlayVoice]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:RemoveLootItem | RemoveLootItem]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:respawn | respawn]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:Say | Say]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SayOOC | SayOOC]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:Shout | Shout]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:spawn | spawn]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SpawnMob | SpawnMob]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:StartConversation | StartConversation]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:targeted | targeted]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== General Functions ===&lt;br /&gt;
These are general functions that are either to set/retrieve player or ''target'' data, or get references to nearby objects.&lt;br /&gt;
&lt;br /&gt;
Developer: [[Team:LethalEncounter | LethalEncounter]], [[Team:Scatman | Scatman]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[LUA:GetCurrentZoneSafeLocation | GetCurrentZoneSafeLocation]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:HasItem | HasItem(param, item, bool)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:HasMoved | HasMoved(param)]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:IsPlayer | IsPlayer]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:SetPlayerProximityFunction | SetPlayerProximityFunction]]&lt;br /&gt;
&lt;br /&gt;
[[LUA:Zone | Zone]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LUA Script Examples ==&lt;br /&gt;
Just a few examples of what you can do with LUA Scripting and EQ2Emulator custom functions... This is by no means a comprehensive list, just some concepts in use:&lt;br /&gt;
&lt;br /&gt;
  function hailed(NPC, Spawn)&lt;br /&gt;
    Say(NPC, &amp;quot;Your class is &amp;quot; .. GetClass(Spawn) .. &amp;quot;!&amp;quot;)&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
This makes the NPC respond to the player who hails it with the players class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  function ChangePlayerClass(NPC, Spawn)&lt;br /&gt;
    ''var'' = GetClass(Spawn)&lt;br /&gt;
    SetClass(Spawn, 1)                                        -- changes Spawn to class 1&lt;br /&gt;
    .&lt;br /&gt;
    .&lt;br /&gt;
    .&lt;br /&gt;
    SetClass(Spawn, ''var'')                                      -- changes Spawn back to original class&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
Sets variable ''var'' to the value of the function for use in other parts of the script, for example returning to original value after function has completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
LUA functions are added often, usually when we discover some new way that SOE does their spawns, quests or other content. If you find you are unable to achieve your goal in your scripting, it is possible you need a LUA function added. You can either choose to develop your own LUA function and submit it to the core Devs for inclusion, or post your requirements in the Feature Request forum for a script dev to add to the server.&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=829</id>
		<title>Database:Items</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=829"/>
		<updated>2009-11-18T00:29:58Z</updated>

		<summary type="html">&lt;p&gt;Astal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About ==&lt;br /&gt;
&lt;br /&gt;
The items tables offer an extremely flexible system for generating new armour, tradeskill items, food and much more!&lt;br /&gt;
&lt;br /&gt;
'''NOTE: Due to the current status, some of this information may not be correct in the future. Please be sure to check each item before adding lots of them. For example at the moment due to Feedback testing a slashing weapon may sometimes respond as crushing, this doesn't mean you have got anything wrong. It just means it's not completed coded yet. If you want to keep an eye on the status please [http://www.eq2emulator.net/phpBB3/viewtopic.php?f=6&amp;amp;t=942 see this thread]'''&lt;br /&gt;
&lt;br /&gt;
If your making custom items this is the normal database will be using these fields for their items at the moment. So if you wanna work on custom items for your server I would use 1-999 for them, then they should be erased of course unless they decide to change things. :)&lt;br /&gt;
&lt;br /&gt;
*1000 - 13714 - Normal&lt;br /&gt;
*20000 - 58949 - Armor&lt;br /&gt;
*75000 - 96520 - Spell&lt;br /&gt;
*100000 - 117764 - Weapon&lt;br /&gt;
*130000 - 134455 - Shield&lt;br /&gt;
*140000 - 143649 - Bauble&lt;br /&gt;
*150000 - 153465 - House&lt;br /&gt;
*160000 - 162309 - Food&lt;br /&gt;
*170000 - 172236 - Ranged&lt;br /&gt;
*180000 - 181958 - Recipe&lt;br /&gt;
*200000 - 200979 - Adornment&lt;br /&gt;
*210000 - 210431 - Book&lt;br /&gt;
*220000 - 220312 - Bag&lt;br /&gt;
*230000 - 230138 - Pattern&lt;br /&gt;
*240000 - 240126 - Thrown&lt;br /&gt;
*250000 - 250055 - House Container&lt;br /&gt;
*260000 - 260008 - Armor Set&lt;br /&gt;
&lt;br /&gt;
== Table Breakdown ==&lt;br /&gt;
&lt;br /&gt;
The following lists how fields function in the database&lt;br /&gt;
&lt;br /&gt;
=== Generic Item Fields ===&lt;br /&gt;
&lt;br /&gt;
Generic item information like name, slots, nodrop, broker value etc&lt;br /&gt;
&lt;br /&gt;
* name = Name of item&lt;br /&gt;
&lt;br /&gt;
* slots = 32-bit value for slots ie 11 = Primary &amp;amp; Head&lt;br /&gt;
&lt;br /&gt;
* stack_count = determines how this item will store in inventories (ie may stack 20) &lt;br /&gt;
&lt;br /&gt;
* description - the description directly under the item name.&lt;br /&gt;
&lt;br /&gt;
* attuneable  - 1 Adds the Attuneable tag to the weapon, but doesnt make the weapon attune when equipped&lt;br /&gt;
&lt;br /&gt;
* artifact - 1 Adds the Artifact tag to the weapon.&lt;br /&gt;
&lt;br /&gt;
* lore - 1 Adds the Lore tag to the weapon&lt;br /&gt;
&lt;br /&gt;
* temporary - 1 adds the Temporary tag to the weapon&lt;br /&gt;
&lt;br /&gt;
* no_trade - 1 adds the No Trade tag to the weapon&lt;br /&gt;
&lt;br /&gt;
* no_value - 1 adds the No Value tag and makes merchants unable to buy the item from you&lt;br /&gt;
&lt;br /&gt;
* no_zone - 1 makes you unable to zone when the weapon is equipped (dont ask me the point of this)&lt;br /&gt;
&lt;br /&gt;
* no_destroy - 1 Adds No Destroy tag, you are still able to destroy&lt;br /&gt;
&lt;br /&gt;
* crafted  1 adds Crafted tag&lt;br /&gt;
&lt;br /&gt;
* good_only - see below&lt;br /&gt;
&lt;br /&gt;
* evil_only - adds good or evil tag, can still equip with either type of race&lt;br /&gt;
&lt;br /&gt;
* sell_price - sets the sell price EG: 1 = 1cp, 100 = 1sp, 10000 = 1gp, 1000000 = 1pp&lt;br /&gt;
&lt;br /&gt;
* stack_count - 2+ Makes the item stackable and determines the maximum number of items per stack.&lt;br /&gt;
&lt;br /&gt;
* collectable - adds This Item Is Collectable to the description, will probably influence weather or not the item can be added to collections once the functionality is implemented&lt;br /&gt;
&lt;br /&gt;
* max_charges - sets the maximum number of charges on the item, used for clicky spells&lt;br /&gt;
&lt;br /&gt;
* adventure_default_level - Sets the level of the item, also the color of the name, for example if the item is level 10 and you are one the name will appear red&lt;br /&gt;
&lt;br /&gt;
* adventure_classes - &lt;br /&gt;
&lt;br /&gt;
* tradeskill_classes - &lt;br /&gt;
&lt;br /&gt;
* soe_id - the soe item id (not necessary)&lt;br /&gt;
&lt;br /&gt;
* lua_script - a way to attach a script to an item&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
* Step 1: Create the item in the items table&lt;br /&gt;
INSERT INTO items (name,item_type,icon,skill_id_req,slots) VALUES ('A dagger','Weapon',47,418532101,1);&lt;br /&gt;
Find a skill_id_req by SELECT id,name FROM skills WHERE name LIKE '%Slashing%';&lt;br /&gt;
&lt;br /&gt;
* Step 2: Assign an appearance in the appearance table&lt;br /&gt;
INSERT INTO item_appearances (item_id,equip_type) VALUES (7,7415);&lt;br /&gt;
Find an appearance (equip_type) by SELECT appearance_id, name FROM appearances WHERE name LIKE '%dagger%'&lt;br /&gt;
Another Example: select * from appearances where name like '%wieldable_items/%sword%'&lt;br /&gt;
&lt;br /&gt;
* Step 3: Assign weapon information in the weapons table&lt;br /&gt;
INSERT INTO item_details_weapon (item_id, wield_style,damage_type,damage_low1, damage_high1,delay, damage_rating) VALUES (7,2,0,10,30,30,1);&lt;br /&gt;
&lt;br /&gt;
* Reload your items&lt;br /&gt;
&lt;br /&gt;
/reload items&lt;br /&gt;
&lt;br /&gt;
== Damage Types ==&lt;br /&gt;
* SLASH 0&lt;br /&gt;
* CRUSH 1&lt;br /&gt;
* PIERCE 2&lt;br /&gt;
* HEAT 3&lt;br /&gt;
* COLD 4&lt;br /&gt;
* MAGIC 5&lt;br /&gt;
* MENTAL 6&lt;br /&gt;
* DIVINE 7&lt;br /&gt;
* DISEASE 8&lt;br /&gt;
* POISON 9&lt;br /&gt;
* DROWN 10&lt;br /&gt;
* FALLING 11&lt;br /&gt;
* PAIN 12&lt;br /&gt;
&lt;br /&gt;
== Wield Styles ==&lt;br /&gt;
* Dual 1&lt;br /&gt;
* Single 2&lt;br /&gt;
* Two Handed 3&lt;br /&gt;
&lt;br /&gt;
== Slots ==&lt;br /&gt;
* PRIMARY_SLOT 1&lt;br /&gt;
* SECONDARY_SLOT 2&lt;br /&gt;
* HEAD_SLOT 4&lt;br /&gt;
* CHEST_SLOT 8&lt;br /&gt;
* SHOULDERS_SLOT 16&lt;br /&gt;
* FOREARMS_SLOT 32&lt;br /&gt;
* HANDS_SLOT 64&lt;br /&gt;
* LEGS_SLOT 128&lt;br /&gt;
* FEET_SLOT 256&lt;br /&gt;
* LRING_SLOT 512&lt;br /&gt;
* RRING_SLOT 1024&lt;br /&gt;
* EARS_SLOT_1 2048&lt;br /&gt;
* EARS_SLOT_2 4096&lt;br /&gt;
* NECK_SLOT 8192&lt;br /&gt;
* LWRIST_SLOT 16384&lt;br /&gt;
* RWRIST_SLOT 32768&lt;br /&gt;
* RANGE_SLOT 65536&lt;br /&gt;
* AMMO_SLOT 131072&lt;br /&gt;
* WAIST_SLOT 262144&lt;br /&gt;
* CLOAK_SLOT 524288&lt;br /&gt;
* CHARM_SLOT_1 1048576&lt;br /&gt;
* CHARM_SLOT_2 2097152&lt;br /&gt;
* FOOD_SLOT 4194304&lt;br /&gt;
* DRINK_SLOT 8388608&lt;br /&gt;
* TEXTURES_SLOT 16777216&lt;br /&gt;
&lt;br /&gt;
== Damage High/Low:item_details_weapon ==&lt;br /&gt;
The only thing ive come up with so far is to set each of these to the damage range you want.&lt;br /&gt;
&lt;br /&gt;
* Damage_low1: 10, Damage_low2: 10, Damage_low3: 10&lt;br /&gt;
* Damage_high1: 30, Damage_high2: 30, Damage_high3: 30&lt;br /&gt;
&lt;br /&gt;
This will give you a weapon with 10-30 damage&lt;br /&gt;
&lt;br /&gt;
== Delay:item_details_weapon ==&lt;br /&gt;
The delay your weapon will have 1 = 0.01, 10 = 1.0, 100 = 10.0 ect..&lt;br /&gt;
&lt;br /&gt;
== Damage Rating:item_details_weapon ==&lt;br /&gt;
The damage rating your weapon will have, I do not believe this has any affect on the actual damage dealt, its just a number to help judge the effectiveness of a weapon vs a weapon of similar damage.&lt;br /&gt;
&lt;br /&gt;
== Tier ==&lt;br /&gt;
*1, 2 - None&lt;br /&gt;
*3 - Uncommon&lt;br /&gt;
*4, 5, 6 - Treasured&lt;br /&gt;
*7, 8 - Legendary&lt;br /&gt;
*9, 10, 11 - Fabled&lt;br /&gt;
*12 - Mythical&lt;br /&gt;
&lt;br /&gt;
== Item Stats ==&lt;br /&gt;
&lt;br /&gt;
Item stats allow an item to have effects that increase your player stats, for example strength or attack speed.&lt;br /&gt;
&lt;br /&gt;
* item_id - the id of the item&lt;br /&gt;
&lt;br /&gt;
* type - the type (see below)&lt;br /&gt;
&lt;br /&gt;
* subtype - the subtype (see below)&lt;br /&gt;
&lt;br /&gt;
* value - how much to raise a stat&lt;br /&gt;
&lt;br /&gt;
Example: Item with + 1 strength &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
INSERT INTO item_stats (item_id,type,subtype,value) VALUES (1,0,0,1);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that stat types work with two fields:&lt;br /&gt;
&lt;br /&gt;
* subtype - the most significant field, relates to the right two digits&lt;br /&gt;
* type - used for values 100 and above&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
VS Disease = 208&lt;br /&gt;
So:&lt;br /&gt;
subtype = 8&lt;br /&gt;
type = 2&lt;br /&gt;
&lt;br /&gt;
Str = 0&lt;br /&gt;
So:&lt;br /&gt;
subtype = 0&lt;br /&gt;
type = 0&lt;br /&gt;
&lt;br /&gt;
Attackspeed = 612&lt;br /&gt;
So:&lt;br /&gt;
subtype = 12&lt;br /&gt;
type = 6&lt;br /&gt;
&lt;br /&gt;
'''Current stat IDs as of 10/10/09'''&lt;br /&gt;
&lt;br /&gt;
Items in bold are known to work, anything unbolded is pending coding.&lt;br /&gt;
&lt;br /&gt;
'''ITEM_STAT_STR				0'''&lt;br /&gt;
&lt;br /&gt;
'''ITEM_STAT_STA				1'''&lt;br /&gt;
&lt;br /&gt;
'''ITEM_STAT_AGI				2'''&lt;br /&gt;
&lt;br /&gt;
'''ITEM_STAT_WIS				3'''&lt;br /&gt;
&lt;br /&gt;
'''ITEM_STAT_INT				4'''&lt;br /&gt;
&lt;br /&gt;
'''ITEM_STAT_VS_SLASH			200'''&lt;br /&gt;
&lt;br /&gt;
'''ITEM_STAT_VS_CRUSH			201'''&lt;br /&gt;
&lt;br /&gt;
'''ITEM_STAT_VS_PIERCE			202'''&lt;br /&gt;
&lt;br /&gt;
'''ITEM_STAT_VS_HEAT			203'''&lt;br /&gt;
&lt;br /&gt;
'''ITEM_STAT_VS_COLD			204'''&lt;br /&gt;
&lt;br /&gt;
'''ITEM_STAT_VS_MAGIC			205'''&lt;br /&gt;
&lt;br /&gt;
'''ITEM_STAT_VS_MENTAL			206'''&lt;br /&gt;
&lt;br /&gt;
'''ITEM_STAT_VS_DIVINE			207'''&lt;br /&gt;
&lt;br /&gt;
'''ITEM_STAT_VS_DISEASE			208'''&lt;br /&gt;
&lt;br /&gt;
'''ITEM_STAT_VS_POISON			209'''&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_VS_DROWNING			210&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_VS_FALLING			211&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_VS_PAIN			212&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_VS_MELEE			213&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_DMG_SLASH			300&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_DMG_CRUSH			301&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_DMG_PIERCE			302&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_DMG_HEAT			303&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_DMG_COLD 			304&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_DMG_MAGIC			305&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_DMG_MENTAL			306&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_DMG_DIVINE			307&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_DMG_DISEASE			308&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_DMG_POISON			309&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_DMG_DROWNING			310&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_DMG_FALLING			311&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_DMG_PAIN			312&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_DMG_MELEE			313&lt;br /&gt;
&lt;br /&gt;
'''ITEM_STAT_HEALTH			500'''&lt;br /&gt;
&lt;br /&gt;
'''ITEM_STAT_POWER			501'''&lt;br /&gt;
&lt;br /&gt;
'''ITEM_STAT_CONCENTRATION			502'''&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_HPREGEN 			600&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_MANAREGEN 			601&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_HPREGENPPT 			602&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_MPREGENPPT 			603&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_COMBATHPREGENPPT 		604&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_COMBATMPREGENPPT 		605&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_MAXHP 			606&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_MAXHPPERC 			607&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_SPEED 			608&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_SLOW 				609&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_MOUNTSPEED 			610&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_OFFENSIVESPEED 		611&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_ATTACKSPEED 			612&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_MAXMANA 			613&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_MAXMANAPERC 			614&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_MAXATTPERC 			615&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_BLURVISION 			616&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_MAGICLEVELIMMUNITY 		 617&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_HATEGAINMOD 			618&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_COMBATEXPMOD 			619&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_TRADESKILLEXPMOD 		620&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_ACHIEVEMENTEXPMOD 		 621&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_SIZEMOD 			622&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_UNKNOWN 			623&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_STEALTH 			624&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_INVIS 			625&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_SEESTEALTH 			626&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_SEEINVIS 			627&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_EFFECTIVELEVELMOD 		 628&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_RIPOSTECHANCE 		629&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_PARRYCHANCE 			630&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_DODGECHANCE 			631&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_AEAUTOATTACKCHANCE 		 632&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_DOUBLEATTACKCHANCE 		 633&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_RANGEDDOUBLEATTACKCHANCE 	634&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_SPELLDOUBLEATTACKCHANCE 	635&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_FLURRY 			636&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_EXTRAHARVESTCHANCE 		 637&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_EXTRASHIELDBLOCKCHANCE 	638&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_DEFLECTIONCHANCE 		639&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_ITEMHPREGENPPT 		640&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_ITEMPPREGENPPT 		641&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_MELEECRITCHANCE 		642&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_RANGEDCRITCHANCE 		643&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_DMGSPELLCRITCHANCE 		 644&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_HEALSPELLCRITCHANCE 		 645&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_MELEECRITBONUS 		646&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_RANGEDCRITBONUS 		647&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_DMGSPELLCRITBONUS 		 648&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_HEALSPELLCRITBONUS 		 649&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_UNCONSCIOUSHPMOD 		650&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_SPELLTIMEREUSEPCT 		 651&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_SPELLTIMERECOVERYPCT 		 652&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_SPELLTIMECASTPCT 		653&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_MELEEWEAPONRANGE 		654&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_RANGEDWEAPONRANGE 		 655&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_FALLINGDAMAGEREDUCTION 	656&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_SHIELDEFFECTIVENESS 		 657&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_RIPOSTEDAMAGE 		658&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_MINIMUMDEFLECTIONCHANCE 	659&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_MOVEMENTWEAVE 		660&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_COMBATHPREGEN 		661&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_COMBATMANAREGEN 		662&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_CONTESTSPEEDBOOST 		 663&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_TRACKINGAVOIDANCE 		 664&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_STEALTHINVISSPEEDMOD 		 665&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_LOOT_COIN 			666&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_ARMORMITIGATIONINCREASE 	667&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_AMMOCONSERVATION 		668&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_STRIKETHROUGH 		669&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_STATUSBONUS 			670&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_ACCURACY 			671&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_COUNTERSTRIKE 		672&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_SHIELDBASH 			673&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_WEAPONDAMAGEBONUS 		 674&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_ADDITIONALRIPOSTECHANCE 	675&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_CRITICALMITIGATION 		 676&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_COMBATARTDAMAGE 		677&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_SPELLDAMAGE 			678&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_HEALAMOUNT 			679&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_TAUNTAMOUNT 			680&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_SPELL_DAMAGE			700&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_HEAL_AMOUNT			701&lt;br /&gt;
&lt;br /&gt;
ITEM_STAT_SPELL_AND_HEAL		702&lt;br /&gt;
&lt;br /&gt;
== Food ==&lt;br /&gt;
&lt;br /&gt;
Be sure to set the following fields:&lt;br /&gt;
&lt;br /&gt;
* items.item_type = 'Food'&lt;br /&gt;
&lt;br /&gt;
* items.slots = 4194304 (food slot)&lt;br /&gt;
&lt;br /&gt;
EG where the item ID is: 11&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
UPDATE items SET slots = 4194304, item_type = 'Food' WHERE id = 11&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can then attach additional food information using the item_details_food table&lt;br /&gt;
&lt;br /&gt;
=== item_details_food ===&lt;br /&gt;
&lt;br /&gt;
* item_id - the ID of the item (see items table)&lt;br /&gt;
&lt;br /&gt;
* type - 0 = water, 1 = food&lt;br /&gt;
&lt;br /&gt;
* level - The level this item is best suited for (usually in 10 increments), effects regen&lt;br /&gt;
&lt;br /&gt;
* duration - The duration the food will last for&lt;br /&gt;
&lt;br /&gt;
* satiation - 0 Low, 1 Normal, 2 High, and 3 Superior, effects regen&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
INSERT INTO item_details_food (item_id,type,level,duration,satiation) VALUES (11,1,1,30,0);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=803</id>
		<title>Database:Items</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=803"/>
		<updated>2009-10-07T19:20:46Z</updated>

		<summary type="html">&lt;p&gt;Astal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About ==&lt;br /&gt;
&lt;br /&gt;
The items tables offer an extremely flexible system for generating new armour, tradeskill items, food and much more!&lt;br /&gt;
&lt;br /&gt;
'''NOTE: Due to the current status, some of this information may not be correct in the future. Please be sure to check each item before adding lots of them. For example at the moment due to Feedback testing a slashing weapon may sometimes respond as crushing, this doesn't mean you have got anything wrong. It just means it's not completed coded yet. If you want to keep an eye on the status please [http://www.eq2emulator.net/phpBB3/viewtopic.php?f=6&amp;amp;t=942 see this thread]'''&lt;br /&gt;
&lt;br /&gt;
If your making custom items this is the normal database will be using these fields for their items at the moment. So if you wanna work on custom items for your server I would use 1-999 for them, then they should be erased of course unless they decide to change things. :)&lt;br /&gt;
&lt;br /&gt;
*1000 - 13714 - Normal&lt;br /&gt;
*20000 - 58949 - Armor&lt;br /&gt;
*75000 - 96520 - Spell&lt;br /&gt;
*100000 - 117764 - Weapon&lt;br /&gt;
*130000 - 134455 - Shield&lt;br /&gt;
*140000 - 143649 - Bauble&lt;br /&gt;
*150000 - 153465 - House&lt;br /&gt;
*160000 - 162309 - Food&lt;br /&gt;
*170000 - 172236 - Ranged&lt;br /&gt;
*180000 - 181958 - Recipe&lt;br /&gt;
*200000 - 200979 - Adornment&lt;br /&gt;
*210000 - 210431 - Book&lt;br /&gt;
*220000 - 220312 - Bag&lt;br /&gt;
*230000 - 230138 - Pattern&lt;br /&gt;
*240000 - 240126 - Thrown&lt;br /&gt;
*250000 - 250055 - House Container&lt;br /&gt;
*260000 - 260008 - Armor Set&lt;br /&gt;
&lt;br /&gt;
== Table Breakdown ==&lt;br /&gt;
&lt;br /&gt;
The following lists how fields function in the database&lt;br /&gt;
&lt;br /&gt;
=== Generic Item Fields ===&lt;br /&gt;
&lt;br /&gt;
Generic item information like name, slots, nodrop, broker value etc&lt;br /&gt;
&lt;br /&gt;
* name = Name of item&lt;br /&gt;
&lt;br /&gt;
* slots = 32-bit value for slots ie 11 = Primary &amp;amp; Head&lt;br /&gt;
&lt;br /&gt;
* stack_count = determines how this item will store in inventories (ie may stack 20) &lt;br /&gt;
&lt;br /&gt;
* description - the description directly under the item name.&lt;br /&gt;
&lt;br /&gt;
* attuneable  - 1 Adds the Attuneable tag to the weapon, but doesnt make the weapon attune when equipped&lt;br /&gt;
&lt;br /&gt;
* artifact - 1 Adds the Artifact tag to the weapon.&lt;br /&gt;
&lt;br /&gt;
* lore - 1 Adds the Lore tag to the weapon&lt;br /&gt;
&lt;br /&gt;
* temporary - 1 adds the Temporary tag to the weapon&lt;br /&gt;
&lt;br /&gt;
* no_trade - 1 adds the No Trade tag to the weapon&lt;br /&gt;
&lt;br /&gt;
* no_value - 1 adds the No Value tag and makes merchants unable to buy the item from you&lt;br /&gt;
&lt;br /&gt;
* no_zone - 1 makes you unable to zone when the weapon is equipped (dont ask me the point of this)&lt;br /&gt;
&lt;br /&gt;
* no_destroy - 1 Adds No Destroy tag, you are still able to destroy&lt;br /&gt;
&lt;br /&gt;
* crafted  1 adds Crafted tag&lt;br /&gt;
&lt;br /&gt;
* good_only - see below&lt;br /&gt;
&lt;br /&gt;
* evil_only - adds good or evil tag, can still equip with either type of race&lt;br /&gt;
&lt;br /&gt;
* sell_price - sets the sell price EG: 1 = 1cp, 100 = 1sp, 10000 = 1gp, 1000000 = 1pp&lt;br /&gt;
&lt;br /&gt;
* stack_count - 2+ Makes the item stackable and determines the maximum number of items per stack.&lt;br /&gt;
&lt;br /&gt;
* collectable - adds This Item Is Collectable to the description, will probably influence weather or not the item can be added to collections once the functionality is implemented&lt;br /&gt;
&lt;br /&gt;
* max_charges - sets the maximum number of charges on the item, used for clicky spells&lt;br /&gt;
&lt;br /&gt;
* adventure_default_level - Sets the level of the item, also the color of the name, for example if the item is level 10 and you are one the name will appear red&lt;br /&gt;
&lt;br /&gt;
* adventure_classes - &lt;br /&gt;
&lt;br /&gt;
* tradeskill_classes - &lt;br /&gt;
&lt;br /&gt;
* soe_id - the soe item id (not necessary)&lt;br /&gt;
&lt;br /&gt;
* lua_script - a way to attach a script to an item&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
* Step 1: Create the item in the items table&lt;br /&gt;
INSERT INTO items (name,item_type,icon,skill_id_req,slots) VALUES ('A dagger','Weapon',47,418532101,1);&lt;br /&gt;
Find a skill_id_req by SELECT id,name FROM skills WHERE name LIKE '%Slashing%';&lt;br /&gt;
&lt;br /&gt;
* Step 2: Assign an appearance in the appearance table&lt;br /&gt;
INSERT INTO item_appearances (item_id,equip_type) VALUES (7,7415);&lt;br /&gt;
Find an appearance (equip_type) by SELECT appearance_id, name FROM appearances WHERE name LIKE '%dagger%'&lt;br /&gt;
&lt;br /&gt;
* Step 3: Assign weapon information in the weapons table&lt;br /&gt;
INSERT INTO item_details_weapon (item_id, wield_style,damage_type,damage_low1, damage_high1,delay, damage_rating) VALUES (7,2,0,10,30,30,1);&lt;br /&gt;
&lt;br /&gt;
* Reload your items&lt;br /&gt;
&lt;br /&gt;
/reload items&lt;br /&gt;
&lt;br /&gt;
== Damage Types ==&lt;br /&gt;
* SLASH 0&lt;br /&gt;
* CRUSH 1&lt;br /&gt;
* PIERCE 2&lt;br /&gt;
* HEAT 3&lt;br /&gt;
* COLD 4&lt;br /&gt;
* MAGIC 5&lt;br /&gt;
* MENTAL 6&lt;br /&gt;
* DIVINE 7&lt;br /&gt;
* DISEASE 8&lt;br /&gt;
* POISON 9&lt;br /&gt;
* DROWN 10&lt;br /&gt;
* FALLING 11&lt;br /&gt;
* PAIN 12&lt;br /&gt;
&lt;br /&gt;
== Wield Styles ==&lt;br /&gt;
* Dual 1&lt;br /&gt;
* Single 2&lt;br /&gt;
* Two Handed 3&lt;br /&gt;
&lt;br /&gt;
== Slots ==&lt;br /&gt;
* PRIMARY_SLOT 1&lt;br /&gt;
* SECONDARY_SLOT 2&lt;br /&gt;
* HEAD_SLOT 4&lt;br /&gt;
* CHEST_SLOT 8&lt;br /&gt;
* SHOULDERS_SLOT 16&lt;br /&gt;
* FOREARMS_SLOT 32&lt;br /&gt;
* HANDS_SLOT 64&lt;br /&gt;
* LEGS_SLOT 128&lt;br /&gt;
* FEET_SLOT 256&lt;br /&gt;
* LRING_SLOT 512&lt;br /&gt;
* RRING_SLOT 1024&lt;br /&gt;
* EARS_SLOT_1 2048&lt;br /&gt;
* EARS_SLOT_2 4096&lt;br /&gt;
* NECK_SLOT 8192&lt;br /&gt;
* LWRIST_SLOT 16384&lt;br /&gt;
* RWRIST_SLOT 32768&lt;br /&gt;
* RANGE_SLOT 65536&lt;br /&gt;
* AMMO_SLOT 131072&lt;br /&gt;
* WAIST_SLOT 262144&lt;br /&gt;
* CLOAK_SLOT 524288&lt;br /&gt;
* CHARM_SLOT_1 1048576&lt;br /&gt;
* CHARM_SLOT_2 2097152&lt;br /&gt;
* FOOD_SLOT 4194304&lt;br /&gt;
* DRINK_SLOT 8388608&lt;br /&gt;
* TEXTURES_SLOT 16777216&lt;br /&gt;
&lt;br /&gt;
== Damage High/Low:item_details_weapon ==&lt;br /&gt;
The only thing ive come up with so far is to set each of these to the damage range you want.&lt;br /&gt;
&lt;br /&gt;
* Damage_low1: 10, Damage_low2: 10, Damage_low3: 10&lt;br /&gt;
* Damage_high1: 30, Damage_high2: 30, Damage_high3: 30&lt;br /&gt;
&lt;br /&gt;
This will give you a weapon with 10-30 damage&lt;br /&gt;
&lt;br /&gt;
== Delay:item_details_weapon ==&lt;br /&gt;
The delay your weapon will have 1 = 0.01, 10 = 1.0, 100 = 10.0 ect..&lt;br /&gt;
&lt;br /&gt;
== Damage Rating:item_details_weapon ==&lt;br /&gt;
The damage rating your weapon will have, I do not believe this has any affect on the actual damage dealt, its just a number to help judge the effectiveness of a weapon vs a weapon of similar damage.&lt;br /&gt;
&lt;br /&gt;
== Tier ==&lt;br /&gt;
*1, 2 - None&lt;br /&gt;
*3 - Uncommon&lt;br /&gt;
*4, 5, 6 - Treasured&lt;br /&gt;
*7, 8 - Legendary&lt;br /&gt;
*9, 10, 11 - Fabled&lt;br /&gt;
*12 - Mythical&lt;br /&gt;
&lt;br /&gt;
== Food ==&lt;br /&gt;
&lt;br /&gt;
Be sure to set the following fields:&lt;br /&gt;
&lt;br /&gt;
* items.item_type = 'Food'&lt;br /&gt;
&lt;br /&gt;
* items.slots = 4194304 (food slot)&lt;br /&gt;
&lt;br /&gt;
EG where the item ID is: 11&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
UPDATE items SET slots = 4194304, item_type = 'Food' WHERE id = 11&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can then attach additional food information using the item_details_food table&lt;br /&gt;
&lt;br /&gt;
=== item_details_food ===&lt;br /&gt;
&lt;br /&gt;
* item_id - the ID of the item (see items table)&lt;br /&gt;
&lt;br /&gt;
* type - 0 = water, 1 = food&lt;br /&gt;
&lt;br /&gt;
* level - The level this item is best suited for (usually in 10 increments), effects regen&lt;br /&gt;
&lt;br /&gt;
* duration - The duration the food will last for&lt;br /&gt;
&lt;br /&gt;
* satiation - 0 Low, 1 Normal, 2 High, and 3 Superior, effects regen&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
INSERT INTO item_details_food (item_id,type,level,duration,satiation) VALUES (11,1,1,30,0);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Commands:spawn_create&amp;diff=758</id>
		<title>Commands:spawn create</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Commands:spawn_create&amp;diff=758"/>
		<updated>2009-09-30T19:28:35Z</updated>

		<summary type="html">&lt;p&gt;Astal: /* EQ2Emulator Admin Commands: /spawn create */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== EQ2Emulator Admin Commands: /spawn create ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can build an entire world in EQ2Emulator using in-game commands. Placing a spawn (NPC or Object) in-game is as simple as typing ''/spawn create (params)''.&lt;br /&gt;
&lt;br /&gt;
[[Admins:Ingame_Commands | Back to In-Game Commands]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Syntax:''' &lt;br /&gt;
  /spawn create [spawn type] [race type] [class type] [level] [name] (difficulty) (size)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''difficulty'' and ''size'' are optional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
  /spawn create npc 203 1 50 'Lady Vox' 1 32&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will make an NPC of the dragon, Lady Vox, appear at your location.&lt;br /&gt;
&lt;br /&gt;
Note: See the [http://www.eq2emulator.net/wiki/index.php/Race_list Race_List] for a list of Race Types&lt;br /&gt;
&lt;br /&gt;
''see '''/spawn add''' command for info on storing your new spawn in the database permanently''&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Commands:spawn_create&amp;diff=757</id>
		<title>Commands:spawn create</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Commands:spawn_create&amp;diff=757"/>
		<updated>2009-09-30T19:28:14Z</updated>

		<summary type="html">&lt;p&gt;Astal: /* EQ2Emulator Admin Commands: /spawn create */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== EQ2Emulator Admin Commands: /spawn create ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can build an entire world in EQ2Emulator using in-game commands. Placing a spawn (NPC or Object) in-game is as simple as typing ''/spawn create (params)''.&lt;br /&gt;
&lt;br /&gt;
[[Admins:Ingame_Commands | Back to In-Game Commands]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Syntax:''' &lt;br /&gt;
  /spawn create [spawn type] [race type] [class type] [level] [name] (difficulty) (size)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''difficulty'' and ''size'' are optional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
  /spawn create npc 203 1 50 'Lady Vox' 1 32&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will make an NPC of the dragon, Lady Vox, appear at your location.&lt;br /&gt;
&lt;br /&gt;
Note: See the [Race_list] for a list of Race Types&lt;br /&gt;
&lt;br /&gt;
''see '''/spawn add''' command for info on storing your new spawn in the database permanently''&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Community_Server_Details&amp;diff=752</id>
		<title>Community Server Details</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Community_Server_Details&amp;diff=752"/>
		<updated>2009-09-29T00:11:44Z</updated>

		<summary type="html">&lt;p&gt;Astal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About ==&lt;br /&gt;
&lt;br /&gt;
List of all community servers that are actively being developed by the community. Please note at the present the majority of servers are being used to help with development and testing.&lt;br /&gt;
&lt;br /&gt;
== EQ2EMU Official Servers ==&lt;br /&gt;
&lt;br /&gt;
=== Development Servers ===&lt;br /&gt;
&lt;br /&gt;
Development servers are important servers ran by the EQ2EMU team which assist in the testing of the codebase and content.&lt;br /&gt;
&lt;br /&gt;
==== TessEQ2 ====&lt;br /&gt;
&lt;br /&gt;
Admin: John Adams&lt;br /&gt;
&lt;br /&gt;
[http://www.eq2emulator.net/phpBB3/viewtopic.php?f=27&amp;amp;t=782 Read more about the TessEQ2 project in the Server forum]&lt;br /&gt;
&lt;br /&gt;
Official Database Development server, Used to help with stress testing and other development tasks.&lt;br /&gt;
&lt;br /&gt;
==== LethalEncounter Server ====&lt;br /&gt;
&lt;br /&gt;
Used to help with stress testing and other development tasks.&lt;br /&gt;
&lt;br /&gt;
== PVE Servers ==&lt;br /&gt;
&lt;br /&gt;
Player Vs Environment (PVE) projects are servers that focus specifically on single and group player content and generally does not have player vs player combat as a central role.&lt;br /&gt;
&lt;br /&gt;
=== Legit ===&lt;br /&gt;
&lt;br /&gt;
Legit Servers are best efforts at cloning the official sony EQ2 worlds. They do not offer player admin commands to change your level, zone, summon items and generally focus on the player earning their rewards through quests and progression.&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
=== Custom-Legit ===&lt;br /&gt;
&lt;br /&gt;
Custom-Legit servers are unique worlds using the EQ2 game engine which focus on the player progressing through a custom storyline to earn custom loot and experience original content.&lt;br /&gt;
&lt;br /&gt;
==== Sytherian Legends ====&lt;br /&gt;
&lt;br /&gt;
Admin: Zexis Stryfe (Jonas Hunter)&lt;br /&gt;
&lt;br /&gt;
[http://www.eq2emulator.net/phpBB3/viewtopic.php?f=27&amp;amp;t=785 Read more about the Sytherian Legends project in the Server forum]&lt;br /&gt;
&lt;br /&gt;
Sytherian Legends is going to be a Custom Legit EQ2 server. This server is going to be a totally unique experience. All quests, mobs, etc. will be totally custom. EQ2 zones are going to be re-arranged to form cohesive continents.&lt;br /&gt;
&lt;br /&gt;
==== EQ1 in EQ2 ====&lt;br /&gt;
&lt;br /&gt;
Admin: Secrets&lt;br /&gt;
&lt;br /&gt;
[http://www.eq2emulator.net/phpBB3/viewtopic.php?f=27&amp;amp;t=1662 Read more about the EQ1 in EQ2 project in the Server forum]&lt;br /&gt;
&lt;br /&gt;
This server is recreating EverQuest 1 as best as we can... in the EverQuest II Client with more modern features and conviences. It is based around original EverQuest lore, NPCs, etc. It's basically what EverQuest would be today, if it took a WoW turn, and not SOE's spin on modifying the original game.&lt;br /&gt;
&lt;br /&gt;
==== Aprilla ====&lt;br /&gt;
&lt;br /&gt;
Admin: Palaxe&lt;br /&gt;
&lt;br /&gt;
[http://www.eq2emulator.net/phpBB3/viewtopic.php?f=27&amp;amp;t=1384#p10852 Read more about the Aprilla project in the Server forum] &lt;br /&gt;
&lt;br /&gt;
Aprilla is a custom world with new Spawns, Quests, Items and Spells.&lt;br /&gt;
&lt;br /&gt;
==== Scars of Anarchy ====&lt;br /&gt;
&lt;br /&gt;
Admin: Tyr&lt;br /&gt;
&lt;br /&gt;
[http://www.eq2emulator.net/phpBB3/viewtopic.php?f=27&amp;amp;t=840 Read more about the Scars of Anarchy project in the Server forum]&lt;br /&gt;
&lt;br /&gt;
We aim to provide content for groups and for raiders, soloing will only be viable in the early levels, just as it should be. Raids are a main focus of ours, and there will be many of them spanning from the 20s to max. Other then attempting to do all content from 1-80 (or 90 should the level cap increase before we go live) we will release in the same order as live, coming out with expansions as we get them done, and polished. This will allow for a fuller, richer experience over all, as we can focus on one thing at a time.&lt;br /&gt;
Crafting will also be a viable, needed, path for players to take as certain quests and items can only be achieved with the assistance of a skilled tradesman, or tradeswoman.&lt;br /&gt;
&lt;br /&gt;
==== Dragon Land ====&lt;br /&gt;
&lt;br /&gt;
Admin: Jablambo Malambo (Jeff Orchard)&lt;br /&gt;
&lt;br /&gt;
[http://www.eq2emulator.net/phpBB3/viewtopic.php?f=27&amp;amp;t=837 Read more about the Dragon Land project in the Server forum]&lt;br /&gt;
&lt;br /&gt;
The storyline behind Dragon Land will use the general lore of Norrath. The story itself and the events that take place in the world will be completely different than that of any of the EverQuest franchise games.&lt;br /&gt;
As the name implies, the Dragon Land server will contain lots and lots of dragons. Final Tier progression quests will include at least 1 custom scripted Dragon fight. From tier 1, till tier 25, Dragon battle instances will become harder, and require more strategy. Strategies may be heard or read from somewhere in the world and could unlock the key to getting an upper hand in the fight.&lt;br /&gt;
&amp;quot;For every quest, there is a reason.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Non-Legit ===&lt;br /&gt;
&lt;br /&gt;
Non-Legit servers allow players to utilise many or some of the admin/GM commands such as the ability to warp, summon items and spawn npcs at their choosing.&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== PVP Servers ==&lt;br /&gt;
&lt;br /&gt;
Player Vs Player (PVP) servers are orientated around combat between guilds, players and also the environment.&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
=== Legit ===&lt;br /&gt;
&lt;br /&gt;
Legit Servers are best efforts at cloning the official sony EQ2 worlds. They do not offer player admin commands to change your level, zone, summon items and generally focus on the player earning their rewards through quests and progression.&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom Legit ==&lt;br /&gt;
Custom-Legit servers are unique worlds using the EQ2 game engine which focus on the player progressing through a custom storyline to earn custom loot and experience original content.&lt;br /&gt;
&lt;br /&gt;
==== Arda - The Undying Lands ====&lt;br /&gt;
&lt;br /&gt;
Admin: Astal/Arda&lt;br /&gt;
&lt;br /&gt;
No Website yet&lt;br /&gt;
&lt;br /&gt;
Will be a custom legit PVP experience I plan on having custom zones, a few vendors, a lot of quests, most content will be solo-able, epic gear and the like will be group able and i dont have plans for doing raid content at the moment.&lt;br /&gt;
&lt;br /&gt;
=== Non-Legit ===&lt;br /&gt;
&lt;br /&gt;
Non-Legit servers allow players to utilise many or some of the admin/GM commands such as the ability to warp, summon items and spawn npcs at their choosing.&lt;br /&gt;
&lt;br /&gt;
None&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=727</id>
		<title>Database:Items</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=727"/>
		<updated>2009-09-28T04:04:44Z</updated>

		<summary type="html">&lt;p&gt;Astal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About ==&lt;br /&gt;
&lt;br /&gt;
The items tables offer an extremely flexible system for generating new armour, tradeskill items, food and much more!&lt;br /&gt;
&lt;br /&gt;
'''NOTE: Due to the current status, some of this information may not be correct in the future. Please be sure to check each item before adding lots of them. For example at the moment due to Feedback testing a slashing weapon may sometimes respond as crushing, this doesn't mean you have got anything wrong. It just means it's not completed coded yet. If you want to keep an eye on the status please [http://www.eq2emulator.net/phpBB3/viewtopic.php?f=6&amp;amp;t=942 see this thread]'''&lt;br /&gt;
&lt;br /&gt;
== Table Breakdown ==&lt;br /&gt;
&lt;br /&gt;
The following lists how fields function in the database&lt;br /&gt;
&lt;br /&gt;
=== Generic Item Fields ===&lt;br /&gt;
&lt;br /&gt;
Generic item information like name, slots, nodrop, broker value etc&lt;br /&gt;
&lt;br /&gt;
* name = Name of item&lt;br /&gt;
&lt;br /&gt;
* slots = 32-bit value for slots ie 11 = Primary &amp;amp; Head&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
* Step 1: Create the item in the items table&lt;br /&gt;
INSERT INTO items (name,item_type,icon,skill_id_req,slots) VALUES ('A dagger','Weapon',47,418532101,1);&lt;br /&gt;
Find a skill_id_req by SELECT id,name FROM skills WHERE name LIKE '%Slashing%';&lt;br /&gt;
&lt;br /&gt;
* Step 2: Assign an appearance in the appearance table&lt;br /&gt;
INSERT INTO item_appearances (item_id,equip_type) VALUES (7,7415);&lt;br /&gt;
Find an appearance (equip_type) by SELECT appearance_id, name FROM appearances WHERE name LIKE '%dagger%'&lt;br /&gt;
&lt;br /&gt;
* Step 3: Assign weapon information in the weapons table&lt;br /&gt;
INSERT INTO item_details_weapon (item_id, wield_style,damage_type,damage_low1, damage_high1,delay, damage_rating) VALUES (7,2,0,10,30,30,1);&lt;br /&gt;
&lt;br /&gt;
* Reload your items&lt;br /&gt;
&lt;br /&gt;
/reload items&lt;br /&gt;
&lt;br /&gt;
== Damage Types ==&lt;br /&gt;
* SLASH 0&lt;br /&gt;
* CRUSH 1&lt;br /&gt;
* PIERCE 2&lt;br /&gt;
* HEAT 3&lt;br /&gt;
* COLD 4&lt;br /&gt;
* MAGIC 5&lt;br /&gt;
* MENTAL 6&lt;br /&gt;
* DIVINE 7&lt;br /&gt;
* DISEASE 8&lt;br /&gt;
* POISON 9&lt;br /&gt;
* DROWN 10&lt;br /&gt;
* FALLING 11&lt;br /&gt;
* PAIN 12&lt;br /&gt;
&lt;br /&gt;
== Wield Styles ==&lt;br /&gt;
* Dual 1&lt;br /&gt;
* Single 2&lt;br /&gt;
* Two Handed 3&lt;br /&gt;
&lt;br /&gt;
== Slots ==&lt;br /&gt;
* PRIMARY_SLOT 1&lt;br /&gt;
* SECONDARY_SLOT 2&lt;br /&gt;
* HEAD_SLOT 4&lt;br /&gt;
* CHEST_SLOT 8&lt;br /&gt;
* SHOULDERS_SLOT 16&lt;br /&gt;
* FOREARMS_SLOT 32&lt;br /&gt;
* HANDS_SLOT 64&lt;br /&gt;
* LEGS_SLOT 128&lt;br /&gt;
* FEET_SLOT 256&lt;br /&gt;
* LRING_SLOT 512&lt;br /&gt;
* RRING_SLOT 1024&lt;br /&gt;
* EARS_SLOT_1 2048&lt;br /&gt;
* EARS_SLOT_2 4096&lt;br /&gt;
* NECK_SLOT 8192&lt;br /&gt;
* LWRIST_SLOT 16384&lt;br /&gt;
* RWRIST_SLOT 32768&lt;br /&gt;
* RANGE_SLOT 65536&lt;br /&gt;
* AMMO_SLOT 131072&lt;br /&gt;
* WAIST_SLOT 262144&lt;br /&gt;
* CLOAK_SLOT 524288&lt;br /&gt;
* CHARM_SLOT_1 1048576&lt;br /&gt;
* CHARM_SLOT_2 2097152&lt;br /&gt;
* FOOD_SLOT 4194304&lt;br /&gt;
* DRINK_SLOT 8388608&lt;br /&gt;
* TEXTURES_SLOT 16777216&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Damage High/Low:item_details_weapon ==&lt;br /&gt;
The only thing ive come up with so far is to set each of these to the damage range you want.&lt;br /&gt;
&lt;br /&gt;
* Damage_low1: 10, Damage_low2: 10, Damage_low3: 10&lt;br /&gt;
* Damage_high1: 30, Damage_high2: 30, Damage_high3: 30&lt;br /&gt;
&lt;br /&gt;
This will give you a weapon with 10-30 damage&lt;br /&gt;
&lt;br /&gt;
== Delay:item_details_weapon ==&lt;br /&gt;
The delay your weapon will have 1 = 0.01, 10 = 1.0, 100 = 10.0 ect..&lt;br /&gt;
&lt;br /&gt;
== Damage Rating:item_details_weapon ==&lt;br /&gt;
The damage rating your weapon will have, I do not believe this has any affect on the actual damage dealt, its just a number to help judge the effectiveness of a weapon vs a weapon of similar damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tier ==&lt;br /&gt;
*1, 2 - None&lt;br /&gt;
*3 - Uncommon&lt;br /&gt;
*4, 5, 6 - Treasured&lt;br /&gt;
*7, 8 - Legendary&lt;br /&gt;
*9, 10, 11 - Fabled&lt;br /&gt;
*12 - Mythical&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The description directly under the item name.&lt;br /&gt;
&lt;br /&gt;
== Attuneable ==&lt;br /&gt;
*1 - Adds the Attuneable tag to the weapon, but doesnt make the weapon attune when equipped&lt;br /&gt;
&lt;br /&gt;
== Artiface ==&lt;br /&gt;
*1 - Adds the Artifact tag to the weapon.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
*1 - Adds the Lore tag to the weapon&lt;br /&gt;
&lt;br /&gt;
== Temporary ==&lt;br /&gt;
*1 - Adds the Temporary tag to the weapon&lt;br /&gt;
&lt;br /&gt;
== No Trade ==&lt;br /&gt;
*1 - Adds the No Trade tag to the weapon&lt;br /&gt;
&lt;br /&gt;
== No Value ==&lt;br /&gt;
*1 - Adds the No Value tag and makes merchants unable to buy the item from you&lt;br /&gt;
&lt;br /&gt;
== No Zone ==&lt;br /&gt;
*1 - Makes you unable to zone when the weapon is equipped (dont ask me the point of this)&lt;br /&gt;
&lt;br /&gt;
== No Destroy ==&lt;br /&gt;
*1 - Adds No Destroy tag, you are still able to destroy&lt;br /&gt;
&lt;br /&gt;
== Crafted ==&lt;br /&gt;
*1 - Adds Crafted tag&lt;br /&gt;
&lt;br /&gt;
== Good Only/Evil Only ==&lt;br /&gt;
*1 - Adds good or evil tag, can still equip with either type of race&lt;br /&gt;
&lt;br /&gt;
== Sell Price ==&lt;br /&gt;
*Sets the sell price EG: 1 = 1cp, 100 = 1sp, 10000 = 1gp, 1000000 = 1pp&lt;br /&gt;
&lt;br /&gt;
== Stack Count ==&lt;br /&gt;
* 2+ Makes the item stackable and determines the maximum number of items per stack.&lt;br /&gt;
&lt;br /&gt;
== Collectable ==&lt;br /&gt;
*Adds This Item Is Collectable to the description, will probably influence weather or not the item can be added to collections once the functionality is implemented&lt;br /&gt;
&lt;br /&gt;
== Max Charges ==&lt;br /&gt;
*Sets the maximum number of charges on the item, used for clicky spells&lt;br /&gt;
&lt;br /&gt;
== Adventure Default Level/Trade Skill Default level ==&lt;br /&gt;
*Sets the level of the item, also the color of the name, for example if the item is level 10 and you are one the name will appear red&lt;br /&gt;
&lt;br /&gt;
== Adventure Classes/Trade Skill Classes ==&lt;br /&gt;
*Does nothing at the moment&lt;br /&gt;
&lt;br /&gt;
== SOE ID ==&lt;br /&gt;
*No idea&lt;br /&gt;
&lt;br /&gt;
== LUA Script ==&lt;br /&gt;
*Probably a way to attach a script to an item&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=726</id>
		<title>Database:Items</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=726"/>
		<updated>2009-09-28T03:44:33Z</updated>

		<summary type="html">&lt;p&gt;Astal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About ==&lt;br /&gt;
&lt;br /&gt;
The items tables offer an extremely flexible system for generating new armour, tradeskill items, food and much more!&lt;br /&gt;
&lt;br /&gt;
'''NOTE: Due to the current status, some of this information may not be correct in the future. Please be sure to check each item before adding lots of them. For example at the moment due to Feedback testing a slashing weapon may sometimes respond as crushing, this doesn't mean you have got anything wrong. It just means it's not completed coded yet. If you want to keep an eye on the status please [http://www.eq2emulator.net/phpBB3/viewtopic.php?f=6&amp;amp;t=942 see this thread]'''&lt;br /&gt;
&lt;br /&gt;
== Table Breakdown ==&lt;br /&gt;
&lt;br /&gt;
The following lists how fields function in the database&lt;br /&gt;
&lt;br /&gt;
=== Generic Item Fields ===&lt;br /&gt;
&lt;br /&gt;
Generic item information like name, slots, nodrop, broker value etc&lt;br /&gt;
&lt;br /&gt;
* name = Name of item&lt;br /&gt;
&lt;br /&gt;
* slots = 32-bit value for slots ie 11 = Primary &amp;amp; Head&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
* Step 1: Create the item in the items table&lt;br /&gt;
INSERT INTO items (name,item_type,icon,skill_id_req,slots) VALUES ('A dagger','Weapon',47,418532101,1);&lt;br /&gt;
Find a skill_id_req by SELECT id,name FROM skills WHERE name LIKE '%Slashing%';&lt;br /&gt;
&lt;br /&gt;
* Step 2: Assign an appearance in the appearance table&lt;br /&gt;
INSERT INTO item_appearances (item_id,equip_type) VALUES (7,7415);&lt;br /&gt;
Find an appearance (equip_type) by SELECT appearance_id, name FROM appearances WHERE name LIKE '%dagger%'&lt;br /&gt;
&lt;br /&gt;
* Step 3: Assign weapon information in the weapons table&lt;br /&gt;
INSERT INTO item_details_weapon (item_id, wield_style,damage_type,damage_low1, damage_high1,delay, damage_rating) VALUES (7,2,0,10,30,30,1);&lt;br /&gt;
&lt;br /&gt;
* Reload your items&lt;br /&gt;
&lt;br /&gt;
/reload items&lt;br /&gt;
&lt;br /&gt;
== Damage Types ==&lt;br /&gt;
* SLASH 0&lt;br /&gt;
* CRUSH 1&lt;br /&gt;
* PIERCE 2&lt;br /&gt;
* HEAT 3&lt;br /&gt;
* COLD 4&lt;br /&gt;
* MAGIC 5&lt;br /&gt;
* MENTAL 6&lt;br /&gt;
* DIVINE 7&lt;br /&gt;
* DISEASE 8&lt;br /&gt;
* POISON 9&lt;br /&gt;
* DROWN 10&lt;br /&gt;
* FALLING 11&lt;br /&gt;
* PAIN 12&lt;br /&gt;
&lt;br /&gt;
== Wield Styles ==&lt;br /&gt;
* Dual 1&lt;br /&gt;
* Single 2&lt;br /&gt;
* Two Handed 3&lt;br /&gt;
&lt;br /&gt;
== Slots ==&lt;br /&gt;
* PRIMARY_SLOT 1&lt;br /&gt;
* SECONDARY_SLOT 2&lt;br /&gt;
* HEAD_SLOT 4&lt;br /&gt;
* CHEST_SLOT 8&lt;br /&gt;
* SHOULDERS_SLOT 16&lt;br /&gt;
* FOREARMS_SLOT 32&lt;br /&gt;
* HANDS_SLOT 64&lt;br /&gt;
* LEGS_SLOT 128&lt;br /&gt;
* FEET_SLOT 256&lt;br /&gt;
* LRING_SLOT 512&lt;br /&gt;
* RRING_SLOT 1024&lt;br /&gt;
* EARS_SLOT_1 2048&lt;br /&gt;
* EARS_SLOT_2 4096&lt;br /&gt;
* NECK_SLOT 8192&lt;br /&gt;
* LWRIST_SLOT 16384&lt;br /&gt;
* RWRIST_SLOT 32768&lt;br /&gt;
* RANGE_SLOT 65536&lt;br /&gt;
* AMMO_SLOT 131072&lt;br /&gt;
* WAIST_SLOT 262144&lt;br /&gt;
* CLOAK_SLOT 524288&lt;br /&gt;
* CHARM_SLOT_1 1048576&lt;br /&gt;
* CHARM_SLOT_2 2097152&lt;br /&gt;
* FOOD_SLOT 4194304&lt;br /&gt;
* DRINK_SLOT 8388608&lt;br /&gt;
* TEXTURES_SLOT 16777216&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Damage High/Low:item_details_weapon ==&lt;br /&gt;
The only thing ive come up with so far is to set each of these to the damage range you want.&lt;br /&gt;
&lt;br /&gt;
* Damage_low1: 10, Damage_low2: 10, Damage_low3: 10&lt;br /&gt;
* Damage_high1: 30, Damage_high2: 30, Damage_high3: 30&lt;br /&gt;
&lt;br /&gt;
This will give you a weapon with 10-30 damage&lt;br /&gt;
&lt;br /&gt;
== Delay:item_details_weapon ==&lt;br /&gt;
The delay your weapon will have 1 = 0.01, 10 = 1.0, 100 = 10.0 ect..&lt;br /&gt;
&lt;br /&gt;
== Damage Rating:item_details_weapon ==&lt;br /&gt;
The damage rating your weapon will have, I do not believe this has any affect on the actual damage dealt, its just a number to help judge the effectiveness of a weapon vs a weapon of similar damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tier ==&lt;br /&gt;
*1, 2 - None&lt;br /&gt;
*3 - Uncommon&lt;br /&gt;
*4, 5, 6 - Treasured&lt;br /&gt;
*7, 8 - Legendary&lt;br /&gt;
*9, 10, 11 - Fabled&lt;br /&gt;
*12 - Mythical&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The description directly under the item name.&lt;br /&gt;
&lt;br /&gt;
== Attuneable ==&lt;br /&gt;
*1 - Adds the Attuneable tag to the weapon, but doesnt make the weapon attune when equipped&lt;br /&gt;
&lt;br /&gt;
== Artiface ==&lt;br /&gt;
*1 - Adds the Artifact tag to the weapon.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
*1 - Adds the Lore tag to the weapon&lt;br /&gt;
&lt;br /&gt;
== Temporary ==&lt;br /&gt;
*1 - Adds the Temporary tag to the weapon&lt;br /&gt;
&lt;br /&gt;
== No Trade ==&lt;br /&gt;
*1 - Adds the No Trade tag to the weapon&lt;br /&gt;
&lt;br /&gt;
== No Value ==&lt;br /&gt;
*1 - Adds the No Value tag and makes merchants unable to buy the item from you&lt;br /&gt;
&lt;br /&gt;
== No Zone ==&lt;br /&gt;
*1 - Makes you unable to zone when the weapon is equipped (dont ask me the point of this)&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=725</id>
		<title>Database:Items</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=725"/>
		<updated>2009-09-28T03:35:54Z</updated>

		<summary type="html">&lt;p&gt;Astal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About ==&lt;br /&gt;
&lt;br /&gt;
The items tables offer an extremely flexible system for generating new armour, tradeskill items, food and much more!&lt;br /&gt;
&lt;br /&gt;
'''NOTE: Due to the current status, some of this information may not be correct in the future. Please be sure to check each item before adding lots of them. For example at the moment due to Feedback testing a slashing weapon may sometimes respond as crushing, this doesn't mean you have got anything wrong. It just means it's not completed coded yet. If you want to keep an eye on the status please [http://www.eq2emulator.net/phpBB3/viewtopic.php?f=6&amp;amp;t=942 see this thread]'''&lt;br /&gt;
&lt;br /&gt;
== Table Breakdown ==&lt;br /&gt;
&lt;br /&gt;
The following lists how fields function in the database&lt;br /&gt;
&lt;br /&gt;
=== Generic Item Fields ===&lt;br /&gt;
&lt;br /&gt;
Generic item information like name, slots, nodrop, broker value etc&lt;br /&gt;
&lt;br /&gt;
* name = Name of item&lt;br /&gt;
&lt;br /&gt;
* slots = 32-bit value for slots ie 11 = Primary &amp;amp; Head&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
* Step 1: Create the item in the items table&lt;br /&gt;
INSERT INTO items (name,item_type,icon,skill_id_req,slots) VALUES ('A dagger','Weapon',47,418532101,1);&lt;br /&gt;
Find a skill_id_req by SELECT id,name FROM skills WHERE name LIKE '%Slashing%';&lt;br /&gt;
&lt;br /&gt;
* Step 2: Assign an appearance in the appearance table&lt;br /&gt;
INSERT INTO item_appearances (item_id,equip_type) VALUES (7,7415);&lt;br /&gt;
Find an appearance (equip_type) by SELECT appearance_id, name FROM appearances WHERE name LIKE '%dagger%'&lt;br /&gt;
&lt;br /&gt;
* Step 3: Assign weapon information in the weapons table&lt;br /&gt;
INSERT INTO item_details_weapon (item_id, wield_style,damage_type,damage_low1, damage_high1,delay, damage_rating) VALUES (7,2,0,10,30,30,1);&lt;br /&gt;
&lt;br /&gt;
* Reload your items&lt;br /&gt;
&lt;br /&gt;
/reload items&lt;br /&gt;
&lt;br /&gt;
== Damage Types ==&lt;br /&gt;
* SLASH 0&lt;br /&gt;
* CRUSH 1&lt;br /&gt;
* PIERCE 2&lt;br /&gt;
* HEAT 3&lt;br /&gt;
* COLD 4&lt;br /&gt;
* MAGIC 5&lt;br /&gt;
* MENTAL 6&lt;br /&gt;
* DIVINE 7&lt;br /&gt;
* DISEASE 8&lt;br /&gt;
* POISON 9&lt;br /&gt;
* DROWN 10&lt;br /&gt;
* FALLING 11&lt;br /&gt;
* PAIN 12&lt;br /&gt;
&lt;br /&gt;
== Wield Styles ==&lt;br /&gt;
* Dual 1&lt;br /&gt;
* Single 2&lt;br /&gt;
* Two Handed 3&lt;br /&gt;
&lt;br /&gt;
== Slots ==&lt;br /&gt;
* PRIMARY_SLOT 1&lt;br /&gt;
* SECONDARY_SLOT 2&lt;br /&gt;
* HEAD_SLOT 4&lt;br /&gt;
* CHEST_SLOT 8&lt;br /&gt;
* SHOULDERS_SLOT 16&lt;br /&gt;
* FOREARMS_SLOT 32&lt;br /&gt;
* HANDS_SLOT 64&lt;br /&gt;
* LEGS_SLOT 128&lt;br /&gt;
* FEET_SLOT 256&lt;br /&gt;
* LRING_SLOT 512&lt;br /&gt;
* RRING_SLOT 1024&lt;br /&gt;
* EARS_SLOT_1 2048&lt;br /&gt;
* EARS_SLOT_2 4096&lt;br /&gt;
* NECK_SLOT 8192&lt;br /&gt;
* LWRIST_SLOT 16384&lt;br /&gt;
* RWRIST_SLOT 32768&lt;br /&gt;
* RANGE_SLOT 65536&lt;br /&gt;
* AMMO_SLOT 131072&lt;br /&gt;
* WAIST_SLOT 262144&lt;br /&gt;
* CLOAK_SLOT 524288&lt;br /&gt;
* CHARM_SLOT_1 1048576&lt;br /&gt;
* CHARM_SLOT_2 2097152&lt;br /&gt;
* FOOD_SLOT 4194304&lt;br /&gt;
* DRINK_SLOT 8388608&lt;br /&gt;
* TEXTURES_SLOT 16777216&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Damage High/Low:item_details_weapon ==&lt;br /&gt;
The only thing ive come up with so far is to set each of these to the damage range you want.&lt;br /&gt;
&lt;br /&gt;
* Damage_low1: 10, Damage_low2: 10, Damage_low3: 10&lt;br /&gt;
* Damage_high1: 30, Damage_high2: 30, Damage_high3: 30&lt;br /&gt;
&lt;br /&gt;
This will give you a weapon with 10-30 damage&lt;br /&gt;
&lt;br /&gt;
== Delay:item_details_weapon ==&lt;br /&gt;
The delay your weapon will have 1 = 0.01, 10 = 1.0, 100 = 10.0 ect..&lt;br /&gt;
&lt;br /&gt;
== Damage Rating:item_details_weapon ==&lt;br /&gt;
The damage rating your weapon will have, I do not believe this has any affect on the actual damage dealt, its just a number to help judge the effectiveness of a weapon vs a weapon of similar damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tier ==&lt;br /&gt;
*1, 2 - None&lt;br /&gt;
*3 - Uncommon&lt;br /&gt;
*4, 5, 6 - Treasured&lt;br /&gt;
*7, 8 - Legendary&lt;br /&gt;
*9, 10, 11 - Fabled&lt;br /&gt;
*12 - Mythical&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=724</id>
		<title>Database:Items</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=724"/>
		<updated>2009-09-28T03:34:19Z</updated>

		<summary type="html">&lt;p&gt;Astal: /* Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About ==&lt;br /&gt;
&lt;br /&gt;
The items tables offer an extremely flexible system for generating new armour, tradeskill items, food and much more!&lt;br /&gt;
&lt;br /&gt;
'''NOTE: Due to the current status, some of this information may not be correct in the future. Please be sure to check each item before adding lots of them. For example at the moment due to Feedback testing a slashing weapon may sometimes respond as crushing, this doesn't mean you have got anything wrong. It just means it's not completed coded yet. If you want to keep an eye on the status please [http://www.eq2emulator.net/phpBB3/viewtopic.php?f=6&amp;amp;t=942 see this thread]'''&lt;br /&gt;
&lt;br /&gt;
== Table Breakdown ==&lt;br /&gt;
&lt;br /&gt;
The following lists how fields function in the database&lt;br /&gt;
&lt;br /&gt;
=== Generic Item Fields ===&lt;br /&gt;
&lt;br /&gt;
Generic item information like name, slots, nodrop, broker value etc&lt;br /&gt;
&lt;br /&gt;
* name = Name of item&lt;br /&gt;
&lt;br /&gt;
* slots = 32-bit value for slots ie 11 = Primary &amp;amp; Head&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
* Step 1: Create the item in the items table&lt;br /&gt;
INSERT INTO items (name,item_type,icon,skill_id_req,slots) VALUES ('A dagger','Weapon',47,418532101,1);&lt;br /&gt;
Find a skill_id_req by SELECT id,name FROM skills WHERE name LIKE '%Slashing%';&lt;br /&gt;
&lt;br /&gt;
* Step 2: Assign an appearance in the appearance table&lt;br /&gt;
INSERT INTO item_appearances (item_id,equip_type) VALUES (7,7415);&lt;br /&gt;
Find an appearance (equip_type) by SELECT appearance_id, name FROM appearances WHERE name LIKE '%dagger%'&lt;br /&gt;
&lt;br /&gt;
* Step 3: Assign weapon information in the weapons table&lt;br /&gt;
INSERT INTO item_details_weapon (item_id, wield_style,damage_type,damage_low1, damage_high1,delay, damage_rating) VALUES (7,2,0,10,30,30,1);&lt;br /&gt;
&lt;br /&gt;
* Reload your items&lt;br /&gt;
&lt;br /&gt;
/reload items&lt;br /&gt;
&lt;br /&gt;
== Damage Types ==&lt;br /&gt;
* SLASH 0&lt;br /&gt;
* CRUSH 1&lt;br /&gt;
* PIERCE 2&lt;br /&gt;
* HEAT 3&lt;br /&gt;
* COLD 4&lt;br /&gt;
* MAGIC 5&lt;br /&gt;
* MENTAL 6&lt;br /&gt;
* DIVINE 7&lt;br /&gt;
* DISEASE 8&lt;br /&gt;
* POISON 9&lt;br /&gt;
* DROWN 10&lt;br /&gt;
* FALLING 11&lt;br /&gt;
* PAIN 12&lt;br /&gt;
&lt;br /&gt;
== Wield Styles ==&lt;br /&gt;
* Dual 1&lt;br /&gt;
* Single 2&lt;br /&gt;
* Two Handed 3&lt;br /&gt;
&lt;br /&gt;
== Slots ==&lt;br /&gt;
* PRIMARY_SLOT 1&lt;br /&gt;
* SECONDARY_SLOT 2&lt;br /&gt;
* HEAD_SLOT 4&lt;br /&gt;
* CHEST_SLOT 8&lt;br /&gt;
* SHOULDERS_SLOT 16&lt;br /&gt;
* FOREARMS_SLOT 32&lt;br /&gt;
* HANDS_SLOT 64&lt;br /&gt;
* LEGS_SLOT 128&lt;br /&gt;
* FEET_SLOT 256&lt;br /&gt;
* LRING_SLOT 512&lt;br /&gt;
* RRING_SLOT 1024&lt;br /&gt;
* EARS_SLOT_1 2048&lt;br /&gt;
* EARS_SLOT_2 4096&lt;br /&gt;
* NECK_SLOT 8192&lt;br /&gt;
* LWRIST_SLOT 16384&lt;br /&gt;
* RWRIST_SLOT 32768&lt;br /&gt;
* RANGE_SLOT 65536&lt;br /&gt;
* AMMO_SLOT 131072&lt;br /&gt;
* WAIST_SLOT 262144&lt;br /&gt;
* CLOAK_SLOT 524288&lt;br /&gt;
* CHARM_SLOT_1 1048576&lt;br /&gt;
* CHARM_SLOT_2 2097152&lt;br /&gt;
* FOOD_SLOT 4194304&lt;br /&gt;
* DRINK_SLOT 8388608&lt;br /&gt;
* TEXTURES_SLOT 16777216&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Damage High/Low:item_details_weapon ==&lt;br /&gt;
The only thing ive come up with so far is to set each of these to the damage range you want.&lt;br /&gt;
&lt;br /&gt;
* Damage_low1: 10, Damage_low2: 10, Damage_low3: 10&lt;br /&gt;
* Damage_high1: 30, Damage_high2: 30, Damage_high3: 30&lt;br /&gt;
&lt;br /&gt;
This will give you a weapon with 10-30 damage&lt;br /&gt;
&lt;br /&gt;
== Delay:item_details_weapon ==&lt;br /&gt;
The delay your weapon will have 1 = 0.01, 10 = 1.0, 100 = 10.0 ect..&lt;br /&gt;
&lt;br /&gt;
== Damage Rating:item_details_weapon ==&lt;br /&gt;
The damage rating your weapon will have, I do not believe this has any affect on the actual damage dealt, its just a number to help judge the effectiveness of a weapon vs a weapon of similar damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tier ==&lt;br /&gt;
*1, 2 - None&lt;br /&gt;
*3 - Uncommon&lt;br /&gt;
*4, 5, 6 - Treasured&lt;br /&gt;
*7, 8 - Legendary&lt;br /&gt;
*9, 10, 11 - Fabled&lt;br /&gt;
*12 - Mythical&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=723</id>
		<title>Database:Items</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=723"/>
		<updated>2009-09-28T03:34:05Z</updated>

		<summary type="html">&lt;p&gt;Astal: /* Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About ==&lt;br /&gt;
&lt;br /&gt;
The items tables offer an extremely flexible system for generating new armour, tradeskill items, food and much more!&lt;br /&gt;
&lt;br /&gt;
'''NOTE: Due to the current status, some of this information may not be correct in the future. Please be sure to check each item before adding lots of them. For example at the moment due to Feedback testing a slashing weapon may sometimes respond as crushing, this doesn't mean you have got anything wrong. It just means it's not completed coded yet. If you want to keep an eye on the status please [http://www.eq2emulator.net/phpBB3/viewtopic.php?f=6&amp;amp;t=942 see this thread]'''&lt;br /&gt;
&lt;br /&gt;
== Table Breakdown ==&lt;br /&gt;
&lt;br /&gt;
The following lists how fields function in the database&lt;br /&gt;
&lt;br /&gt;
=== Generic Item Fields ===&lt;br /&gt;
&lt;br /&gt;
Generic item information like name, slots, nodrop, broker value etc&lt;br /&gt;
&lt;br /&gt;
* name = Name of item&lt;br /&gt;
&lt;br /&gt;
* slots = 32-bit value for slots ie 11 = Primary &amp;amp; Head&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
* Step 1: Create the item in the items table&lt;br /&gt;
INSERT INTO items (name,item_type,icon,skill_id_req,slots) VALUES ('A dagger','Weapon',47,418532101,1);&lt;br /&gt;
Find a skill_id_req by SELECT id,name FROM skills WHERE name LIKE '%Slashing%';&lt;br /&gt;
&lt;br /&gt;
* Step 2: Assign an appearance in the appearance table&lt;br /&gt;
INSERT INTO item_appearances (item_id,equip_type) VALUES (7,7415);&lt;br /&gt;
Find an appearance (equip_type) by SELECT appearance_id, name FROM appearances WHERE name LIKE '%dagger%'&lt;br /&gt;
&lt;br /&gt;
* Step 3: Assign weapon information in the weapons table&lt;br /&gt;
INSERT INTO item_details_weapon (item_id, wield_style,damage_type,damage_low1, damage_high1,delay, damage_rating) VALUES (7,2,0,10,30,30,1);&lt;br /&gt;
&lt;br /&gt;
* Reload your items&lt;br /&gt;
&lt;br /&gt;
/reload items&lt;br /&gt;
&lt;br /&gt;
== Damage Types ==&lt;br /&gt;
* SLASH 0&lt;br /&gt;
* CRUSH 1&lt;br /&gt;
* PIERCE 2&lt;br /&gt;
* HEAT 3&lt;br /&gt;
* COLD 4&lt;br /&gt;
* MAGIC 5&lt;br /&gt;
* MENTAL 6&lt;br /&gt;
* DIVINE 7&lt;br /&gt;
* DISEASE 8&lt;br /&gt;
* POISON 9&lt;br /&gt;
* DROWN 10&lt;br /&gt;
* FALLING 11&lt;br /&gt;
* PAIN 12&lt;br /&gt;
&lt;br /&gt;
== Wield Styles ==&lt;br /&gt;
* Dual 1&lt;br /&gt;
* Single 2&lt;br /&gt;
* Two Handed 3&lt;br /&gt;
&lt;br /&gt;
== Slots ==&lt;br /&gt;
* PRIMARY_SLOT 1&lt;br /&gt;
* SECONDARY_SLOT 2&lt;br /&gt;
* HEAD_SLOT 4&lt;br /&gt;
* CHEST_SLOT 8&lt;br /&gt;
* SHOULDERS_SLOT 16&lt;br /&gt;
* FOREARMS_SLOT 32&lt;br /&gt;
* HANDS_SLOT 64&lt;br /&gt;
* LEGS_SLOT 128&lt;br /&gt;
* FEET_SLOT 256&lt;br /&gt;
* LRING_SLOT 512&lt;br /&gt;
* RRING_SLOT 1024&lt;br /&gt;
* EARS_SLOT_1 2048&lt;br /&gt;
* EARS_SLOT_2 4096&lt;br /&gt;
* NECK_SLOT 8192&lt;br /&gt;
* LWRIST_SLOT 16384&lt;br /&gt;
* RWRIST_SLOT 32768&lt;br /&gt;
* RANGE_SLOT 65536&lt;br /&gt;
* AMMO_SLOT 131072&lt;br /&gt;
* WAIST_SLOT 262144&lt;br /&gt;
* CLOAK_SLOT 524288&lt;br /&gt;
* CHARM_SLOT_1 1048576&lt;br /&gt;
* CHARM_SLOT_2 2097152&lt;br /&gt;
* FOOD_SLOT 4194304&lt;br /&gt;
* DRINK_SLOT 8388608&lt;br /&gt;
* TEXTURES_SLOT 16777216&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Damage High/Low:item_details_weapon ==&lt;br /&gt;
The only thing ive come up with so far is to set each of these to the damage range you want.&lt;br /&gt;
&lt;br /&gt;
* Damage_low1: 10, Damage_low2: 10, Damage_low3: 10&lt;br /&gt;
* Damage_high1: 30, Damage_high2: 30, Damage_high3: 30&lt;br /&gt;
&lt;br /&gt;
This will give you a weapon with 10-30 damage&lt;br /&gt;
&lt;br /&gt;
== Delay:item_details_weapon ==&lt;br /&gt;
The delay your weapon will have 1 = 0.01, 10 = 1.0, 100 = 10.0 ect..&lt;br /&gt;
&lt;br /&gt;
== Damage Rating:item_details_weapon ==&lt;br /&gt;
The damage rating your weapon will have, I do not believe this has any affect on the actual damage dealt, its just a number to help judge the effectiveness of a weapon vs a weapon of similar damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tier ==&lt;br /&gt;
*1, 2 - None&lt;br /&gt;
*3 - Uncommon&lt;br /&gt;
*4, 5, 6 - Treasured&lt;br /&gt;
*7, 8 - Legendary&lt;br /&gt;
*9, 10 , 11 - Fabled&lt;br /&gt;
*12 - Mythical&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=722</id>
		<title>Database:Items</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=722"/>
		<updated>2009-09-28T03:33:49Z</updated>

		<summary type="html">&lt;p&gt;Astal: /* Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About ==&lt;br /&gt;
&lt;br /&gt;
The items tables offer an extremely flexible system for generating new armour, tradeskill items, food and much more!&lt;br /&gt;
&lt;br /&gt;
'''NOTE: Due to the current status, some of this information may not be correct in the future. Please be sure to check each item before adding lots of them. For example at the moment due to Feedback testing a slashing weapon may sometimes respond as crushing, this doesn't mean you have got anything wrong. It just means it's not completed coded yet. If you want to keep an eye on the status please [http://www.eq2emulator.net/phpBB3/viewtopic.php?f=6&amp;amp;t=942 see this thread]'''&lt;br /&gt;
&lt;br /&gt;
== Table Breakdown ==&lt;br /&gt;
&lt;br /&gt;
The following lists how fields function in the database&lt;br /&gt;
&lt;br /&gt;
=== Generic Item Fields ===&lt;br /&gt;
&lt;br /&gt;
Generic item information like name, slots, nodrop, broker value etc&lt;br /&gt;
&lt;br /&gt;
* name = Name of item&lt;br /&gt;
&lt;br /&gt;
* slots = 32-bit value for slots ie 11 = Primary &amp;amp; Head&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
* Step 1: Create the item in the items table&lt;br /&gt;
INSERT INTO items (name,item_type,icon,skill_id_req,slots) VALUES ('A dagger','Weapon',47,418532101,1);&lt;br /&gt;
Find a skill_id_req by SELECT id,name FROM skills WHERE name LIKE '%Slashing%';&lt;br /&gt;
&lt;br /&gt;
* Step 2: Assign an appearance in the appearance table&lt;br /&gt;
INSERT INTO item_appearances (item_id,equip_type) VALUES (7,7415);&lt;br /&gt;
Find an appearance (equip_type) by SELECT appearance_id, name FROM appearances WHERE name LIKE '%dagger%'&lt;br /&gt;
&lt;br /&gt;
* Step 3: Assign weapon information in the weapons table&lt;br /&gt;
INSERT INTO item_details_weapon (item_id, wield_style,damage_type,damage_low1, damage_high1,delay, damage_rating) VALUES (7,2,0,10,30,30,1);&lt;br /&gt;
&lt;br /&gt;
* Reload your items&lt;br /&gt;
&lt;br /&gt;
/reload items&lt;br /&gt;
&lt;br /&gt;
== Damage Types ==&lt;br /&gt;
* SLASH 0&lt;br /&gt;
* CRUSH 1&lt;br /&gt;
* PIERCE 2&lt;br /&gt;
* HEAT 3&lt;br /&gt;
* COLD 4&lt;br /&gt;
* MAGIC 5&lt;br /&gt;
* MENTAL 6&lt;br /&gt;
* DIVINE 7&lt;br /&gt;
* DISEASE 8&lt;br /&gt;
* POISON 9&lt;br /&gt;
* DROWN 10&lt;br /&gt;
* FALLING 11&lt;br /&gt;
* PAIN 12&lt;br /&gt;
&lt;br /&gt;
== Wield Styles ==&lt;br /&gt;
* Dual 1&lt;br /&gt;
* Single 2&lt;br /&gt;
* Two Handed 3&lt;br /&gt;
&lt;br /&gt;
== Slots ==&lt;br /&gt;
* PRIMARY_SLOT 1&lt;br /&gt;
* SECONDARY_SLOT 2&lt;br /&gt;
* HEAD_SLOT 4&lt;br /&gt;
* CHEST_SLOT 8&lt;br /&gt;
* SHOULDERS_SLOT 16&lt;br /&gt;
* FOREARMS_SLOT 32&lt;br /&gt;
* HANDS_SLOT 64&lt;br /&gt;
* LEGS_SLOT 128&lt;br /&gt;
* FEET_SLOT 256&lt;br /&gt;
* LRING_SLOT 512&lt;br /&gt;
* RRING_SLOT 1024&lt;br /&gt;
* EARS_SLOT_1 2048&lt;br /&gt;
* EARS_SLOT_2 4096&lt;br /&gt;
* NECK_SLOT 8192&lt;br /&gt;
* LWRIST_SLOT 16384&lt;br /&gt;
* RWRIST_SLOT 32768&lt;br /&gt;
* RANGE_SLOT 65536&lt;br /&gt;
* AMMO_SLOT 131072&lt;br /&gt;
* WAIST_SLOT 262144&lt;br /&gt;
* CLOAK_SLOT 524288&lt;br /&gt;
* CHARM_SLOT_1 1048576&lt;br /&gt;
* CHARM_SLOT_2 2097152&lt;br /&gt;
* FOOD_SLOT 4194304&lt;br /&gt;
* DRINK_SLOT 8388608&lt;br /&gt;
* TEXTURES_SLOT 16777216&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Damage High/Low:item_details_weapon ==&lt;br /&gt;
The only thing ive come up with so far is to set each of these to the damage range you want.&lt;br /&gt;
&lt;br /&gt;
* Damage_low1: 10, Damage_low2: 10, Damage_low3: 10&lt;br /&gt;
* Damage_high1: 30, Damage_high2: 30, Damage_high3: 30&lt;br /&gt;
&lt;br /&gt;
This will give you a weapon with 10-30 damage&lt;br /&gt;
&lt;br /&gt;
== Delay:item_details_weapon ==&lt;br /&gt;
The delay your weapon will have 1 = 0.01, 10 = 1.0, 100 = 10.0 ect..&lt;br /&gt;
&lt;br /&gt;
== Damage Rating:item_details_weapon ==&lt;br /&gt;
The damage rating your weapon will have, I do not believe this has any affect on the actual damage dealt, its just a number to help judge the effectiveness of a weapon vs a weapon of similar damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tier ==&lt;br /&gt;
*1, 2 - None&lt;br /&gt;
*3 - Uncommon&lt;br /&gt;
*4, 5, 6 - Treasured&lt;br /&gt;
*7, 8 - Legendary&lt;br /&gt;
*9,10 , 11 - Fabled&lt;br /&gt;
*12 - Mythical&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=721</id>
		<title>Database:Items</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=721"/>
		<updated>2009-09-28T03:33:09Z</updated>

		<summary type="html">&lt;p&gt;Astal: /* Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About ==&lt;br /&gt;
&lt;br /&gt;
The items tables offer an extremely flexible system for generating new armour, tradeskill items, food and much more!&lt;br /&gt;
&lt;br /&gt;
'''NOTE: Due to the current status, some of this information may not be correct in the future. Please be sure to check each item before adding lots of them. For example at the moment due to Feedback testing a slashing weapon may sometimes respond as crushing, this doesn't mean you have got anything wrong. It just means it's not completed coded yet. If you want to keep an eye on the status please [http://www.eq2emulator.net/phpBB3/viewtopic.php?f=6&amp;amp;t=942 see this thread]'''&lt;br /&gt;
&lt;br /&gt;
== Table Breakdown ==&lt;br /&gt;
&lt;br /&gt;
The following lists how fields function in the database&lt;br /&gt;
&lt;br /&gt;
=== Generic Item Fields ===&lt;br /&gt;
&lt;br /&gt;
Generic item information like name, slots, nodrop, broker value etc&lt;br /&gt;
&lt;br /&gt;
* name = Name of item&lt;br /&gt;
&lt;br /&gt;
* slots = 32-bit value for slots ie 11 = Primary &amp;amp; Head&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
* Step 1: Create the item in the items table&lt;br /&gt;
INSERT INTO items (name,item_type,icon,skill_id_req,slots) VALUES ('A dagger','Weapon',47,418532101,1);&lt;br /&gt;
Find a skill_id_req by SELECT id,name FROM skills WHERE name LIKE '%Slashing%';&lt;br /&gt;
&lt;br /&gt;
* Step 2: Assign an appearance in the appearance table&lt;br /&gt;
INSERT INTO item_appearances (item_id,equip_type) VALUES (7,7415);&lt;br /&gt;
Find an appearance (equip_type) by SELECT appearance_id, name FROM appearances WHERE name LIKE '%dagger%'&lt;br /&gt;
&lt;br /&gt;
* Step 3: Assign weapon information in the weapons table&lt;br /&gt;
INSERT INTO item_details_weapon (item_id, wield_style,damage_type,damage_low1, damage_high1,delay, damage_rating) VALUES (7,2,0,10,30,30,1);&lt;br /&gt;
&lt;br /&gt;
* Reload your items&lt;br /&gt;
&lt;br /&gt;
/reload items&lt;br /&gt;
&lt;br /&gt;
== Damage Types ==&lt;br /&gt;
* SLASH 0&lt;br /&gt;
* CRUSH 1&lt;br /&gt;
* PIERCE 2&lt;br /&gt;
* HEAT 3&lt;br /&gt;
* COLD 4&lt;br /&gt;
* MAGIC 5&lt;br /&gt;
* MENTAL 6&lt;br /&gt;
* DIVINE 7&lt;br /&gt;
* DISEASE 8&lt;br /&gt;
* POISON 9&lt;br /&gt;
* DROWN 10&lt;br /&gt;
* FALLING 11&lt;br /&gt;
* PAIN 12&lt;br /&gt;
&lt;br /&gt;
== Wield Styles ==&lt;br /&gt;
* Dual 1&lt;br /&gt;
* Single 2&lt;br /&gt;
* Two Handed 3&lt;br /&gt;
&lt;br /&gt;
== Slots ==&lt;br /&gt;
* PRIMARY_SLOT 1&lt;br /&gt;
* SECONDARY_SLOT 2&lt;br /&gt;
* HEAD_SLOT 4&lt;br /&gt;
* CHEST_SLOT 8&lt;br /&gt;
* SHOULDERS_SLOT 16&lt;br /&gt;
* FOREARMS_SLOT 32&lt;br /&gt;
* HANDS_SLOT 64&lt;br /&gt;
* LEGS_SLOT 128&lt;br /&gt;
* FEET_SLOT 256&lt;br /&gt;
* LRING_SLOT 512&lt;br /&gt;
* RRING_SLOT 1024&lt;br /&gt;
* EARS_SLOT_1 2048&lt;br /&gt;
* EARS_SLOT_2 4096&lt;br /&gt;
* NECK_SLOT 8192&lt;br /&gt;
* LWRIST_SLOT 16384&lt;br /&gt;
* RWRIST_SLOT 32768&lt;br /&gt;
* RANGE_SLOT 65536&lt;br /&gt;
* AMMO_SLOT 131072&lt;br /&gt;
* WAIST_SLOT 262144&lt;br /&gt;
* CLOAK_SLOT 524288&lt;br /&gt;
* CHARM_SLOT_1 1048576&lt;br /&gt;
* CHARM_SLOT_2 2097152&lt;br /&gt;
* FOOD_SLOT 4194304&lt;br /&gt;
* DRINK_SLOT 8388608&lt;br /&gt;
* TEXTURES_SLOT 16777216&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Damage High/Low:item_details_weapon ==&lt;br /&gt;
The only thing ive come up with so far is to set each of these to the damage range you want.&lt;br /&gt;
&lt;br /&gt;
* Damage_low1: 10, Damage_low2: 10, Damage_low3: 10&lt;br /&gt;
* Damage_high1: 30, Damage_high2: 30, Damage_high3: 30&lt;br /&gt;
&lt;br /&gt;
This will give you a weapon with 10-30 damage&lt;br /&gt;
&lt;br /&gt;
== Delay:item_details_weapon ==&lt;br /&gt;
The delay your weapon will have 1 = 0.01, 10 = 1.0, 100 = 10.0 ect..&lt;br /&gt;
&lt;br /&gt;
== Damage Rating:item_details_weapon ==&lt;br /&gt;
The damage rating your weapon will have, I do not believe this has any affect on the actual damage dealt, its just a number to help judge the effectiveness of a weapon vs a weapon of similar damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tier ==&lt;br /&gt;
*1, 2       - None&lt;br /&gt;
*3          - Uncommon&lt;br /&gt;
*4, 5, 6    - Treasured&lt;br /&gt;
*7, 8       - Legendary&lt;br /&gt;
*9,10 , 11  - Fabled&lt;br /&gt;
*12         - Mythical&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=720</id>
		<title>Database:Items</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=720"/>
		<updated>2009-09-28T03:32:08Z</updated>

		<summary type="html">&lt;p&gt;Astal: /* Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About ==&lt;br /&gt;
&lt;br /&gt;
The items tables offer an extremely flexible system for generating new armour, tradeskill items, food and much more!&lt;br /&gt;
&lt;br /&gt;
'''NOTE: Due to the current status, some of this information may not be correct in the future. Please be sure to check each item before adding lots of them. For example at the moment due to Feedback testing a slashing weapon may sometimes respond as crushing, this doesn't mean you have got anything wrong. It just means it's not completed coded yet. If you want to keep an eye on the status please [http://www.eq2emulator.net/phpBB3/viewtopic.php?f=6&amp;amp;t=942 see this thread]'''&lt;br /&gt;
&lt;br /&gt;
== Table Breakdown ==&lt;br /&gt;
&lt;br /&gt;
The following lists how fields function in the database&lt;br /&gt;
&lt;br /&gt;
=== Generic Item Fields ===&lt;br /&gt;
&lt;br /&gt;
Generic item information like name, slots, nodrop, broker value etc&lt;br /&gt;
&lt;br /&gt;
* name = Name of item&lt;br /&gt;
&lt;br /&gt;
* slots = 32-bit value for slots ie 11 = Primary &amp;amp; Head&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
* Step 1: Create the item in the items table&lt;br /&gt;
INSERT INTO items (name,item_type,icon,skill_id_req,slots) VALUES ('A dagger','Weapon',47,418532101,1);&lt;br /&gt;
Find a skill_id_req by SELECT id,name FROM skills WHERE name LIKE '%Slashing%';&lt;br /&gt;
&lt;br /&gt;
* Step 2: Assign an appearance in the appearance table&lt;br /&gt;
INSERT INTO item_appearances (item_id,equip_type) VALUES (7,7415);&lt;br /&gt;
Find an appearance (equip_type) by SELECT appearance_id, name FROM appearances WHERE name LIKE '%dagger%'&lt;br /&gt;
&lt;br /&gt;
* Step 3: Assign weapon information in the weapons table&lt;br /&gt;
INSERT INTO item_details_weapon (item_id, wield_style,damage_type,damage_low1, damage_high1,delay, damage_rating) VALUES (7,2,0,10,30,30,1);&lt;br /&gt;
&lt;br /&gt;
* Reload your items&lt;br /&gt;
&lt;br /&gt;
/reload items&lt;br /&gt;
&lt;br /&gt;
== Damage Types ==&lt;br /&gt;
* SLASH 0&lt;br /&gt;
* CRUSH 1&lt;br /&gt;
* PIERCE 2&lt;br /&gt;
* HEAT 3&lt;br /&gt;
* COLD 4&lt;br /&gt;
* MAGIC 5&lt;br /&gt;
* MENTAL 6&lt;br /&gt;
* DIVINE 7&lt;br /&gt;
* DISEASE 8&lt;br /&gt;
* POISON 9&lt;br /&gt;
* DROWN 10&lt;br /&gt;
* FALLING 11&lt;br /&gt;
* PAIN 12&lt;br /&gt;
&lt;br /&gt;
== Wield Styles ==&lt;br /&gt;
* Dual 1&lt;br /&gt;
* Single 2&lt;br /&gt;
* Two Handed 3&lt;br /&gt;
&lt;br /&gt;
== Slots ==&lt;br /&gt;
* PRIMARY_SLOT 1&lt;br /&gt;
* SECONDARY_SLOT 2&lt;br /&gt;
* HEAD_SLOT 4&lt;br /&gt;
* CHEST_SLOT 8&lt;br /&gt;
* SHOULDERS_SLOT 16&lt;br /&gt;
* FOREARMS_SLOT 32&lt;br /&gt;
* HANDS_SLOT 64&lt;br /&gt;
* LEGS_SLOT 128&lt;br /&gt;
* FEET_SLOT 256&lt;br /&gt;
* LRING_SLOT 512&lt;br /&gt;
* RRING_SLOT 1024&lt;br /&gt;
* EARS_SLOT_1 2048&lt;br /&gt;
* EARS_SLOT_2 4096&lt;br /&gt;
* NECK_SLOT 8192&lt;br /&gt;
* LWRIST_SLOT 16384&lt;br /&gt;
* RWRIST_SLOT 32768&lt;br /&gt;
* RANGE_SLOT 65536&lt;br /&gt;
* AMMO_SLOT 131072&lt;br /&gt;
* WAIST_SLOT 262144&lt;br /&gt;
* CLOAK_SLOT 524288&lt;br /&gt;
* CHARM_SLOT_1 1048576&lt;br /&gt;
* CHARM_SLOT_2 2097152&lt;br /&gt;
* FOOD_SLOT 4194304&lt;br /&gt;
* DRINK_SLOT 8388608&lt;br /&gt;
* TEXTURES_SLOT 16777216&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Damage High/Low:item_details_weapon ==&lt;br /&gt;
The only thing ive come up with so far is to set each of these to the damage range you want.&lt;br /&gt;
&lt;br /&gt;
* Damage_low1: 10, Damage_low2: 10, Damage_low3: 10&lt;br /&gt;
* Damage_high1: 30, Damage_high2: 30, Damage_high3: 30&lt;br /&gt;
&lt;br /&gt;
This will give you a weapon with 10-30 damage&lt;br /&gt;
&lt;br /&gt;
== Delay:item_details_weapon ==&lt;br /&gt;
The delay your weapon will have 1 = 0.01, 10 = 1.0, 100 = 10.0 ect..&lt;br /&gt;
&lt;br /&gt;
== Damage Rating:item_details_weapon ==&lt;br /&gt;
The damage rating your weapon will have, I do not believe this has any affect on the actual damage dealt, its just a number to help judge the effectiveness of a weapon vs a weapon of similar damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tier ==&lt;br /&gt;
*1,2      - None&lt;br /&gt;
*3        - Uncommon&lt;br /&gt;
*4,5,6    - Treasured&lt;br /&gt;
*7,8      - Legendary&lt;br /&gt;
*9,10,11  - Fabled&lt;br /&gt;
*12       - Mythical&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=719</id>
		<title>Database:Items</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=719"/>
		<updated>2009-09-28T03:31:54Z</updated>

		<summary type="html">&lt;p&gt;Astal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About ==&lt;br /&gt;
&lt;br /&gt;
The items tables offer an extremely flexible system for generating new armour, tradeskill items, food and much more!&lt;br /&gt;
&lt;br /&gt;
'''NOTE: Due to the current status, some of this information may not be correct in the future. Please be sure to check each item before adding lots of them. For example at the moment due to Feedback testing a slashing weapon may sometimes respond as crushing, this doesn't mean you have got anything wrong. It just means it's not completed coded yet. If you want to keep an eye on the status please [http://www.eq2emulator.net/phpBB3/viewtopic.php?f=6&amp;amp;t=942 see this thread]'''&lt;br /&gt;
&lt;br /&gt;
== Table Breakdown ==&lt;br /&gt;
&lt;br /&gt;
The following lists how fields function in the database&lt;br /&gt;
&lt;br /&gt;
=== Generic Item Fields ===&lt;br /&gt;
&lt;br /&gt;
Generic item information like name, slots, nodrop, broker value etc&lt;br /&gt;
&lt;br /&gt;
* name = Name of item&lt;br /&gt;
&lt;br /&gt;
* slots = 32-bit value for slots ie 11 = Primary &amp;amp; Head&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
* Step 1: Create the item in the items table&lt;br /&gt;
INSERT INTO items (name,item_type,icon,skill_id_req,slots) VALUES ('A dagger','Weapon',47,418532101,1);&lt;br /&gt;
Find a skill_id_req by SELECT id,name FROM skills WHERE name LIKE '%Slashing%';&lt;br /&gt;
&lt;br /&gt;
* Step 2: Assign an appearance in the appearance table&lt;br /&gt;
INSERT INTO item_appearances (item_id,equip_type) VALUES (7,7415);&lt;br /&gt;
Find an appearance (equip_type) by SELECT appearance_id, name FROM appearances WHERE name LIKE '%dagger%'&lt;br /&gt;
&lt;br /&gt;
* Step 3: Assign weapon information in the weapons table&lt;br /&gt;
INSERT INTO item_details_weapon (item_id, wield_style,damage_type,damage_low1, damage_high1,delay, damage_rating) VALUES (7,2,0,10,30,30,1);&lt;br /&gt;
&lt;br /&gt;
* Reload your items&lt;br /&gt;
&lt;br /&gt;
/reload items&lt;br /&gt;
&lt;br /&gt;
== Damage Types ==&lt;br /&gt;
* SLASH 0&lt;br /&gt;
* CRUSH 1&lt;br /&gt;
* PIERCE 2&lt;br /&gt;
* HEAT 3&lt;br /&gt;
* COLD 4&lt;br /&gt;
* MAGIC 5&lt;br /&gt;
* MENTAL 6&lt;br /&gt;
* DIVINE 7&lt;br /&gt;
* DISEASE 8&lt;br /&gt;
* POISON 9&lt;br /&gt;
* DROWN 10&lt;br /&gt;
* FALLING 11&lt;br /&gt;
* PAIN 12&lt;br /&gt;
&lt;br /&gt;
== Wield Styles ==&lt;br /&gt;
* Dual 1&lt;br /&gt;
* Single 2&lt;br /&gt;
* Two Handed 3&lt;br /&gt;
&lt;br /&gt;
== Slots ==&lt;br /&gt;
* PRIMARY_SLOT 1&lt;br /&gt;
* SECONDARY_SLOT 2&lt;br /&gt;
* HEAD_SLOT 4&lt;br /&gt;
* CHEST_SLOT 8&lt;br /&gt;
* SHOULDERS_SLOT 16&lt;br /&gt;
* FOREARMS_SLOT 32&lt;br /&gt;
* HANDS_SLOT 64&lt;br /&gt;
* LEGS_SLOT 128&lt;br /&gt;
* FEET_SLOT 256&lt;br /&gt;
* LRING_SLOT 512&lt;br /&gt;
* RRING_SLOT 1024&lt;br /&gt;
* EARS_SLOT_1 2048&lt;br /&gt;
* EARS_SLOT_2 4096&lt;br /&gt;
* NECK_SLOT 8192&lt;br /&gt;
* LWRIST_SLOT 16384&lt;br /&gt;
* RWRIST_SLOT 32768&lt;br /&gt;
* RANGE_SLOT 65536&lt;br /&gt;
* AMMO_SLOT 131072&lt;br /&gt;
* WAIST_SLOT 262144&lt;br /&gt;
* CLOAK_SLOT 524288&lt;br /&gt;
* CHARM_SLOT_1 1048576&lt;br /&gt;
* CHARM_SLOT_2 2097152&lt;br /&gt;
* FOOD_SLOT 4194304&lt;br /&gt;
* DRINK_SLOT 8388608&lt;br /&gt;
* TEXTURES_SLOT 16777216&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Damage High/Low:item_details_weapon ==&lt;br /&gt;
The only thing ive come up with so far is to set each of these to the damage range you want.&lt;br /&gt;
&lt;br /&gt;
* Damage_low1: 10, Damage_low2: 10, Damage_low3: 10&lt;br /&gt;
* Damage_high1: 30, Damage_high2: 30, Damage_high3: 30&lt;br /&gt;
&lt;br /&gt;
This will give you a weapon with 10-30 damage&lt;br /&gt;
&lt;br /&gt;
== Delay:item_details_weapon ==&lt;br /&gt;
The delay your weapon will have 1 = 0.01, 10 = 1.0, 100 = 10.0 ect..&lt;br /&gt;
&lt;br /&gt;
== Damage Rating:item_details_weapon ==&lt;br /&gt;
The damage rating your weapon will have, I do not believe this has any affect on the actual damage dealt, its just a number to help judge the effectiveness of a weapon vs a weapon of similar damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tier ==&lt;br /&gt;
1,2      - None&lt;br /&gt;
3        - Uncommon&lt;br /&gt;
4,5,6    - Treasured&lt;br /&gt;
7,8      - Legendary&lt;br /&gt;
9,10,11  - Fabled&lt;br /&gt;
12       - Mythical&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=718</id>
		<title>Database:Items</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=718"/>
		<updated>2009-09-28T03:23:27Z</updated>

		<summary type="html">&lt;p&gt;Astal: /* Damage High/Low:item_details_weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About ==&lt;br /&gt;
&lt;br /&gt;
The items tables offer an extremely flexible system for generating new armour, tradeskill items, food and much more!&lt;br /&gt;
&lt;br /&gt;
'''NOTE: Due to the current status, some of this information may not be correct in the future. Please be sure to check each item before adding lots of them. For example at the moment due to Feedback testing a slashing weapon may sometimes respond as crushing, this doesn't mean you have got anything wrong. It just means it's not completed coded yet. If you want to keep an eye on the status please [http://www.eq2emulator.net/phpBB3/viewtopic.php?f=6&amp;amp;t=942 see this thread]'''&lt;br /&gt;
&lt;br /&gt;
== Table Breakdown ==&lt;br /&gt;
&lt;br /&gt;
The following lists how fields function in the database&lt;br /&gt;
&lt;br /&gt;
=== Generic Item Fields ===&lt;br /&gt;
&lt;br /&gt;
Generic item information like name, slots, nodrop, broker value etc&lt;br /&gt;
&lt;br /&gt;
* name = Name of item&lt;br /&gt;
&lt;br /&gt;
* slots = 32-bit value for slots ie 11 = Primary &amp;amp; Head&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
* Step 1: Create the item in the items table&lt;br /&gt;
INSERT INTO items (name,item_type,icon,skill_id_req,slots) VALUES ('A dagger','Weapon',47,418532101,1);&lt;br /&gt;
Find a skill_id_req by SELECT id,name FROM skills WHERE name LIKE '%Slashing%';&lt;br /&gt;
&lt;br /&gt;
* Step 2: Assign an appearance in the appearance table&lt;br /&gt;
INSERT INTO item_appearances (item_id,equip_type) VALUES (7,7415);&lt;br /&gt;
Find an appearance (equip_type) by SELECT appearance_id, name FROM appearances WHERE name LIKE '%dagger%'&lt;br /&gt;
&lt;br /&gt;
* Step 3: Assign weapon information in the weapons table&lt;br /&gt;
INSERT INTO item_details_weapon (item_id, wield_style,damage_type,damage_low1, damage_high1,delay, damage_rating) VALUES (7,2,0,10,30,30,1);&lt;br /&gt;
&lt;br /&gt;
* Reload your items&lt;br /&gt;
&lt;br /&gt;
/reload items&lt;br /&gt;
&lt;br /&gt;
== Damage Types ==&lt;br /&gt;
* SLASH 0&lt;br /&gt;
* CRUSH 1&lt;br /&gt;
* PIERCE 2&lt;br /&gt;
* HEAT 3&lt;br /&gt;
* COLD 4&lt;br /&gt;
* MAGIC 5&lt;br /&gt;
* MENTAL 6&lt;br /&gt;
* DIVINE 7&lt;br /&gt;
* DISEASE 8&lt;br /&gt;
* POISON 9&lt;br /&gt;
* DROWN 10&lt;br /&gt;
* FALLING 11&lt;br /&gt;
* PAIN 12&lt;br /&gt;
&lt;br /&gt;
== Wield Styles ==&lt;br /&gt;
* Dual 1&lt;br /&gt;
* Single 2&lt;br /&gt;
* Two Handed 3&lt;br /&gt;
&lt;br /&gt;
== Slots ==&lt;br /&gt;
* PRIMARY_SLOT 1&lt;br /&gt;
* SECONDARY_SLOT 2&lt;br /&gt;
* HEAD_SLOT 4&lt;br /&gt;
* CHEST_SLOT 8&lt;br /&gt;
* SHOULDERS_SLOT 16&lt;br /&gt;
* FOREARMS_SLOT 32&lt;br /&gt;
* HANDS_SLOT 64&lt;br /&gt;
* LEGS_SLOT 128&lt;br /&gt;
* FEET_SLOT 256&lt;br /&gt;
* LRING_SLOT 512&lt;br /&gt;
* RRING_SLOT 1024&lt;br /&gt;
* EARS_SLOT_1 2048&lt;br /&gt;
* EARS_SLOT_2 4096&lt;br /&gt;
* NECK_SLOT 8192&lt;br /&gt;
* LWRIST_SLOT 16384&lt;br /&gt;
* RWRIST_SLOT 32768&lt;br /&gt;
* RANGE_SLOT 65536&lt;br /&gt;
* AMMO_SLOT 131072&lt;br /&gt;
* WAIST_SLOT 262144&lt;br /&gt;
* CLOAK_SLOT 524288&lt;br /&gt;
* CHARM_SLOT_1 1048576&lt;br /&gt;
* CHARM_SLOT_2 2097152&lt;br /&gt;
* FOOD_SLOT 4194304&lt;br /&gt;
* DRINK_SLOT 8388608&lt;br /&gt;
* TEXTURES_SLOT 16777216&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Damage High/Low:item_details_weapon ==&lt;br /&gt;
The only thing ive come up with so far is to set each of these to the damage range you want.&lt;br /&gt;
&lt;br /&gt;
* Damage_low1: 10, Damage_low2: 10, Damage_low3: 10&lt;br /&gt;
* Damage_high1: 30, Damage_high2: 30, Damage_high3: 30&lt;br /&gt;
&lt;br /&gt;
This will give you a weapon with 10-30 damage&lt;br /&gt;
&lt;br /&gt;
== Delay:item_details_weapon ==&lt;br /&gt;
The delay your weapon will have 1 = 0.01, 10 = 1.0, 100 = 10.0 ect..&lt;br /&gt;
&lt;br /&gt;
== Damage Rating:item_details_weapon ==&lt;br /&gt;
The damage rating your weapon will have, I do not believe this has any affect on the actual damage dealt, its just a number to help judge the effectiveness of a weapon vs a weapon of similar damage.&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=717</id>
		<title>Database:Items</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=717"/>
		<updated>2009-09-28T03:23:08Z</updated>

		<summary type="html">&lt;p&gt;Astal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About ==&lt;br /&gt;
&lt;br /&gt;
The items tables offer an extremely flexible system for generating new armour, tradeskill items, food and much more!&lt;br /&gt;
&lt;br /&gt;
'''NOTE: Due to the current status, some of this information may not be correct in the future. Please be sure to check each item before adding lots of them. For example at the moment due to Feedback testing a slashing weapon may sometimes respond as crushing, this doesn't mean you have got anything wrong. It just means it's not completed coded yet. If you want to keep an eye on the status please [http://www.eq2emulator.net/phpBB3/viewtopic.php?f=6&amp;amp;t=942 see this thread]'''&lt;br /&gt;
&lt;br /&gt;
== Table Breakdown ==&lt;br /&gt;
&lt;br /&gt;
The following lists how fields function in the database&lt;br /&gt;
&lt;br /&gt;
=== Generic Item Fields ===&lt;br /&gt;
&lt;br /&gt;
Generic item information like name, slots, nodrop, broker value etc&lt;br /&gt;
&lt;br /&gt;
* name = Name of item&lt;br /&gt;
&lt;br /&gt;
* slots = 32-bit value for slots ie 11 = Primary &amp;amp; Head&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
* Step 1: Create the item in the items table&lt;br /&gt;
INSERT INTO items (name,item_type,icon,skill_id_req,slots) VALUES ('A dagger','Weapon',47,418532101,1);&lt;br /&gt;
Find a skill_id_req by SELECT id,name FROM skills WHERE name LIKE '%Slashing%';&lt;br /&gt;
&lt;br /&gt;
* Step 2: Assign an appearance in the appearance table&lt;br /&gt;
INSERT INTO item_appearances (item_id,equip_type) VALUES (7,7415);&lt;br /&gt;
Find an appearance (equip_type) by SELECT appearance_id, name FROM appearances WHERE name LIKE '%dagger%'&lt;br /&gt;
&lt;br /&gt;
* Step 3: Assign weapon information in the weapons table&lt;br /&gt;
INSERT INTO item_details_weapon (item_id, wield_style,damage_type,damage_low1, damage_high1,delay, damage_rating) VALUES (7,2,0,10,30,30,1);&lt;br /&gt;
&lt;br /&gt;
* Reload your items&lt;br /&gt;
&lt;br /&gt;
/reload items&lt;br /&gt;
&lt;br /&gt;
== Damage Types ==&lt;br /&gt;
* SLASH 0&lt;br /&gt;
* CRUSH 1&lt;br /&gt;
* PIERCE 2&lt;br /&gt;
* HEAT 3&lt;br /&gt;
* COLD 4&lt;br /&gt;
* MAGIC 5&lt;br /&gt;
* MENTAL 6&lt;br /&gt;
* DIVINE 7&lt;br /&gt;
* DISEASE 8&lt;br /&gt;
* POISON 9&lt;br /&gt;
* DROWN 10&lt;br /&gt;
* FALLING 11&lt;br /&gt;
* PAIN 12&lt;br /&gt;
&lt;br /&gt;
== Wield Styles ==&lt;br /&gt;
* Dual 1&lt;br /&gt;
* Single 2&lt;br /&gt;
* Two Handed 3&lt;br /&gt;
&lt;br /&gt;
== Slots ==&lt;br /&gt;
* PRIMARY_SLOT 1&lt;br /&gt;
* SECONDARY_SLOT 2&lt;br /&gt;
* HEAD_SLOT 4&lt;br /&gt;
* CHEST_SLOT 8&lt;br /&gt;
* SHOULDERS_SLOT 16&lt;br /&gt;
* FOREARMS_SLOT 32&lt;br /&gt;
* HANDS_SLOT 64&lt;br /&gt;
* LEGS_SLOT 128&lt;br /&gt;
* FEET_SLOT 256&lt;br /&gt;
* LRING_SLOT 512&lt;br /&gt;
* RRING_SLOT 1024&lt;br /&gt;
* EARS_SLOT_1 2048&lt;br /&gt;
* EARS_SLOT_2 4096&lt;br /&gt;
* NECK_SLOT 8192&lt;br /&gt;
* LWRIST_SLOT 16384&lt;br /&gt;
* RWRIST_SLOT 32768&lt;br /&gt;
* RANGE_SLOT 65536&lt;br /&gt;
* AMMO_SLOT 131072&lt;br /&gt;
* WAIST_SLOT 262144&lt;br /&gt;
* CLOAK_SLOT 524288&lt;br /&gt;
* CHARM_SLOT_1 1048576&lt;br /&gt;
* CHARM_SLOT_2 2097152&lt;br /&gt;
* FOOD_SLOT 4194304&lt;br /&gt;
* DRINK_SLOT 8388608&lt;br /&gt;
* TEXTURES_SLOT 16777216&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Damage High/Low:item_details_weapon ==&lt;br /&gt;
The only thing ive come up with so far is to set each of these to the damage range you want.&lt;br /&gt;
&lt;br /&gt;
* Damage_low1: 10, Damage_low2: 10, Damage_low3: 10&lt;br /&gt;
* Damage_high1: 30, Damage_high2: 30, Damage_high3: 30&lt;br /&gt;
*This will give you a weapon with 10-30 damage&lt;br /&gt;
&lt;br /&gt;
== Delay:item_details_weapon ==&lt;br /&gt;
The delay your weapon will have 1 = 0.01, 10 = 1.0, 100 = 10.0 ect..&lt;br /&gt;
&lt;br /&gt;
== Damage Rating:item_details_weapon ==&lt;br /&gt;
The damage rating your weapon will have, I do not believe this has any affect on the actual damage dealt, its just a number to help judge the effectiveness of a weapon vs a weapon of similar damage.&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=714</id>
		<title>Database:Items</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=714"/>
		<updated>2009-09-28T03:19:28Z</updated>

		<summary type="html">&lt;p&gt;Astal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About ==&lt;br /&gt;
&lt;br /&gt;
The items tables offer an extremely flexible system for generating new armour, tradeskill items, food and much more!&lt;br /&gt;
&lt;br /&gt;
'''NOTE: Due to the current status, some of this information may not be correct in the future. Please be sure to check each item before adding lots of them. For example at the moment due to Feedback testing a slashing weapon may sometimes respond as crushing, this doesn't mean you have got anything wrong. It just means it's not completed coded yet. If you want to keep an eye on the status please [http://www.eq2emulator.net/phpBB3/viewtopic.php?f=6&amp;amp;t=942 see this thread]'''&lt;br /&gt;
&lt;br /&gt;
== Table Breakdown ==&lt;br /&gt;
&lt;br /&gt;
The following lists how fields function in the database&lt;br /&gt;
&lt;br /&gt;
=== Generic Item Fields ===&lt;br /&gt;
&lt;br /&gt;
Generic item information like name, slots, nodrop, broker value etc&lt;br /&gt;
&lt;br /&gt;
* name = Name of item&lt;br /&gt;
&lt;br /&gt;
* slots = 32-bit value for slots ie 11 = Primary &amp;amp; Head&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
* Step 1: Create the item in the items table&lt;br /&gt;
INSERT INTO items (name,item_type,icon,skill_id_req,slots) VALUES ('A dagger','Weapon',47,418532101,1);&lt;br /&gt;
Find a skill_id_req by SELECT id,name FROM skills WHERE name LIKE '%Slashing%';&lt;br /&gt;
&lt;br /&gt;
* Step 2: Assign an appearance in the appearance table&lt;br /&gt;
INSERT INTO item_appearances (item_id,equip_type) VALUES (7,7415);&lt;br /&gt;
Find an appearance (equip_type) by SELECT appearance_id, name FROM appearances WHERE name LIKE '%dagger%'&lt;br /&gt;
&lt;br /&gt;
* Step 3: Assign weapon information in the weapons table&lt;br /&gt;
INSERT INTO item_details_weapon (item_id, wield_style,damage_type,damage_low1, damage_high1,delay, damage_rating) VALUES (7,2,0,10,30,30,1);&lt;br /&gt;
&lt;br /&gt;
* Reload your items&lt;br /&gt;
&lt;br /&gt;
/reload items&lt;br /&gt;
&lt;br /&gt;
== Damage Types ==&lt;br /&gt;
* SLASH 0&lt;br /&gt;
* CRUSH 1&lt;br /&gt;
* PIERCE 2&lt;br /&gt;
* HEAT 3&lt;br /&gt;
* COLD 4&lt;br /&gt;
* MAGIC 5&lt;br /&gt;
* MENTAL 6&lt;br /&gt;
* DIVINE 7&lt;br /&gt;
* DISEASE 8&lt;br /&gt;
* POISON 9&lt;br /&gt;
* DROWN 10&lt;br /&gt;
* FALLING 11&lt;br /&gt;
* PAIN 12&lt;br /&gt;
&lt;br /&gt;
== Wield Styles ==&lt;br /&gt;
* Dual 1&lt;br /&gt;
* Single 2&lt;br /&gt;
* Two Handed 3&lt;br /&gt;
&lt;br /&gt;
== Slots ==&lt;br /&gt;
* PRIMARY_SLOT 1&lt;br /&gt;
* SECONDARY_SLOT 2&lt;br /&gt;
* HEAD_SLOT 4&lt;br /&gt;
* CHEST_SLOT 8&lt;br /&gt;
* SHOULDERS_SLOT 16&lt;br /&gt;
* FOREARMS_SLOT 32&lt;br /&gt;
* HANDS_SLOT 64&lt;br /&gt;
* LEGS_SLOT 128&lt;br /&gt;
* FEET_SLOT 256&lt;br /&gt;
* LRING_SLOT 512&lt;br /&gt;
* RRING_SLOT 1024&lt;br /&gt;
* EARS_SLOT_1 2048&lt;br /&gt;
* EARS_SLOT_2 4096&lt;br /&gt;
* NECK_SLOT 8192&lt;br /&gt;
* LWRIST_SLOT 16384&lt;br /&gt;
* RWRIST_SLOT 32768&lt;br /&gt;
* RANGE_SLOT 65536&lt;br /&gt;
* AMMO_SLOT 131072&lt;br /&gt;
* WAIST_SLOT 262144&lt;br /&gt;
* CLOAK_SLOT 524288&lt;br /&gt;
* CHARM_SLOT_1 1048576&lt;br /&gt;
* CHARM_SLOT_2 2097152&lt;br /&gt;
* FOOD_SLOT 4194304&lt;br /&gt;
* DRINK_SLOT 8388608&lt;br /&gt;
* TEXTURES_SLOT 16777216&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Damage High/Low:item_details_weapon ==&lt;br /&gt;
The only thing ive come up with so far is to set each of these to the damage range you want.&lt;br /&gt;
Damage_low1: 10, Damage_low2: 10, Damage_low3: 10&lt;br /&gt;
Damage_high1: 30, Damage_high2: 30, Damage_high3: 30&lt;br /&gt;
&lt;br /&gt;
This will give you a weapon with 10-30 damage&lt;br /&gt;
&lt;br /&gt;
== Delay:item_details_weapon ==&lt;br /&gt;
The delay your weapon will have 1 = 0.01, 10 = 1.0, 100 = 10.0 ect..&lt;br /&gt;
&lt;br /&gt;
== Damage Rating:item_details_weapon ==&lt;br /&gt;
The damage rating your weapon will have, I do not believe this has any affect on the actual damage dealt, its just a number to help judge the effectiveness of a weapon vs a weapon of similar damage.&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=713</id>
		<title>Database:Items</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=713"/>
		<updated>2009-09-28T03:18:33Z</updated>

		<summary type="html">&lt;p&gt;Astal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About ==&lt;br /&gt;
&lt;br /&gt;
The items tables offer an extremely flexible system for generating new armour, tradeskill items, food and much more!&lt;br /&gt;
&lt;br /&gt;
'''NOTE: Due to the current status, some of this information may not be correct in the future. Please be sure to check each item before adding lots of them. For example at the moment due to Feedback testing a slashing weapon may sometimes respond as crushing, this doesn't mean you have got anything wrong. It just means it's not completed coded yet. If you want to keep an eye on the status please [http://www.eq2emulator.net/phpBB3/viewtopic.php?f=6&amp;amp;t=942 see this thread]'''&lt;br /&gt;
&lt;br /&gt;
== Table Breakdown ==&lt;br /&gt;
&lt;br /&gt;
The following lists how fields function in the database&lt;br /&gt;
&lt;br /&gt;
=== Generic Item Fields ===&lt;br /&gt;
&lt;br /&gt;
Generic item information like name, slots, nodrop, broker value etc&lt;br /&gt;
&lt;br /&gt;
* name = Name of item&lt;br /&gt;
&lt;br /&gt;
* slots = 32-bit value for slots ie 11 = Primary &amp;amp; Head&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
* Step 1: Create the item in the items table&lt;br /&gt;
INSERT INTO items (name,item_type,icon,skill_id_req,slots) VALUES ('A dagger','Weapon',47,418532101,1);&lt;br /&gt;
Find a skill_id_req by SELECT id,name FROM skills WHERE name LIKE '%Slashing%';&lt;br /&gt;
&lt;br /&gt;
* Step 2: Assign an appearance in the appearance table&lt;br /&gt;
INSERT INTO item_appearances (item_id,equip_type) VALUES (7,7415);&lt;br /&gt;
Find an appearance (equip_type) by SELECT appearance_id, name FROM appearances WHERE name LIKE '%dagger%'&lt;br /&gt;
&lt;br /&gt;
* Step 3: Assign weapon information in the weapons table&lt;br /&gt;
INSERT INTO item_details_weapon (item_id, wield_style,damage_type,damage_low1, damage_high1,delay, damage_rating) VALUES (7,2,0,10,30,30,1);&lt;br /&gt;
&lt;br /&gt;
* Reload your items&lt;br /&gt;
&lt;br /&gt;
/reload items&lt;br /&gt;
&lt;br /&gt;
== Damage Types ==&lt;br /&gt;
* SLASH 0&lt;br /&gt;
* CRUSH 1&lt;br /&gt;
* PIERCE 2&lt;br /&gt;
* HEAT 3&lt;br /&gt;
* COLD 4&lt;br /&gt;
* MAGIC 5&lt;br /&gt;
* MENTAL 6&lt;br /&gt;
* DIVINE 7&lt;br /&gt;
* DISEASE 8&lt;br /&gt;
* POISON 9&lt;br /&gt;
* DROWN 10&lt;br /&gt;
* FALLING 11&lt;br /&gt;
* PAIN 12&lt;br /&gt;
&lt;br /&gt;
== Wield Styles ==&lt;br /&gt;
* Dual 1&lt;br /&gt;
* Single 2&lt;br /&gt;
* Two Handed 3&lt;br /&gt;
&lt;br /&gt;
== Slots ==&lt;br /&gt;
* PRIMARY_SLOT 1&lt;br /&gt;
* SECONDARY_SLOT 2&lt;br /&gt;
* HEAD_SLOT 4&lt;br /&gt;
* CHEST_SLOT 8&lt;br /&gt;
* SHOULDERS_SLOT 16&lt;br /&gt;
* FOREARMS_SLOT 32&lt;br /&gt;
* HANDS_SLOT 64&lt;br /&gt;
* LEGS_SLOT 128&lt;br /&gt;
* FEET_SLOT 256&lt;br /&gt;
* LRING_SLOT 512&lt;br /&gt;
* RRING_SLOT 1024&lt;br /&gt;
* EARS_SLOT_1 2048&lt;br /&gt;
* EARS_SLOT_2 4096&lt;br /&gt;
* NECK_SLOT 8192&lt;br /&gt;
* LWRIST_SLOT 16384&lt;br /&gt;
* RWRIST_SLOT 32768&lt;br /&gt;
* RANGE_SLOT 65536&lt;br /&gt;
* AMMO_SLOT 131072&lt;br /&gt;
* WAIST_SLOT 262144&lt;br /&gt;
* CLOAK_SLOT 524288&lt;br /&gt;
* CHARM_SLOT_1 1048576&lt;br /&gt;
* CHARM_SLOT_2 2097152&lt;br /&gt;
* FOOD_SLOT 4194304&lt;br /&gt;
* DRINK_SLOT 8388608&lt;br /&gt;
* TEXTURES_SLOT 16777216&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Damage High/Low ==&lt;br /&gt;
The only thing ive come up with so far is to set each of these to the damage range you want.&lt;br /&gt;
Damage_low1: 10, Damage_low2: 10, Damage_low3: 10&lt;br /&gt;
Damage_high1: 30, Damage_high2: 30, Damage_high3: 30&lt;br /&gt;
&lt;br /&gt;
This will give you a weapon with 10-30 damage&lt;br /&gt;
&lt;br /&gt;
== Delay ==&lt;br /&gt;
The delay your weapon will have 1 = 0.01, 10 = 1.0, 100 = 10.0 ect..&lt;br /&gt;
&lt;br /&gt;
== Damage Rating ==&lt;br /&gt;
The damage rating your weapon will have, I do not believe this has any affect on the actual damage dealt, its just a number to help judge the effectiveness of a weapon vs a weapon of similar damage.&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=712</id>
		<title>Database:Items</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Database:Items&amp;diff=712"/>
		<updated>2009-09-28T03:18:06Z</updated>

		<summary type="html">&lt;p&gt;Astal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About ==&lt;br /&gt;
&lt;br /&gt;
The items tables offer an extremely flexible system for generating new armour, tradeskill items, food and much more!&lt;br /&gt;
&lt;br /&gt;
'''NOTE: Due to the current status, some of this information may not be correct in the future. Please be sure to check each item before adding lots of them. For example at the moment due to Feedback testing a slashing weapon may sometimes respond as crushing, this doesn't mean you have got anything wrong. It just means it's not completed coded yet. If you want to keep an eye on the status please [http://www.eq2emulator.net/phpBB3/viewtopic.php?f=6&amp;amp;t=942 see this thread]'''&lt;br /&gt;
&lt;br /&gt;
== Table Breakdown ==&lt;br /&gt;
&lt;br /&gt;
The following lists how fields function in the database&lt;br /&gt;
&lt;br /&gt;
=== Generic Item Fields ===&lt;br /&gt;
&lt;br /&gt;
Generic item information like name, slots, nodrop, broker value etc&lt;br /&gt;
&lt;br /&gt;
* name = Name of item&lt;br /&gt;
&lt;br /&gt;
* slots = 32-bit value for slots ie 11 = Primary &amp;amp; Head&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
* Step 1: Create the item in the items table&lt;br /&gt;
INSERT INTO items (name,item_type,icon,skill_id_req,slots) VALUES ('A dagger','Weapon',47,418532101,1);&lt;br /&gt;
Find a skill_id_req by SELECT id,name FROM skills WHERE name LIKE '%Slashing%';&lt;br /&gt;
&lt;br /&gt;
* Step 2: Assign an appearance in the appearance table&lt;br /&gt;
INSERT INTO item_appearances (item_id,equip_type) VALUES (7,7415);&lt;br /&gt;
Find an appearance (equip_type) by SELECT appearance_id, name FROM appearances WHERE name LIKE '%dagger%'&lt;br /&gt;
&lt;br /&gt;
* Step 3: Assign weapon information in the weapons table&lt;br /&gt;
INSERT INTO item_details_weapon (item_id, wield_style,damage_type,damage_low1, damage_high1,delay, damage_rating) VALUES (7,2,0,10,30,30,1);&lt;br /&gt;
&lt;br /&gt;
* Reload your items&lt;br /&gt;
&lt;br /&gt;
/reload items&lt;br /&gt;
&lt;br /&gt;
== Damage Types ==&lt;br /&gt;
* SLASH 0&lt;br /&gt;
* CRUSH 1&lt;br /&gt;
* PIERCE 2&lt;br /&gt;
* HEAT 3&lt;br /&gt;
* COLD 4&lt;br /&gt;
* MAGIC 5&lt;br /&gt;
* MENTAL 6&lt;br /&gt;
* DIVINE 7&lt;br /&gt;
* DISEASE 8&lt;br /&gt;
* POISON 9&lt;br /&gt;
* DROWN 10&lt;br /&gt;
* FALLING 11&lt;br /&gt;
* PAIN 12&lt;br /&gt;
&lt;br /&gt;
== Wield Styles ==&lt;br /&gt;
* Dual 1&lt;br /&gt;
* Single 2&lt;br /&gt;
* Two Handed 3&lt;br /&gt;
&lt;br /&gt;
== Slots ==&lt;br /&gt;
* PRIMARY_SLOT 1&lt;br /&gt;
* SECONDARY_SLOT 2&lt;br /&gt;
* HEAD_SLOT 4&lt;br /&gt;
* CHEST_SLOT 8&lt;br /&gt;
* SHOULDERS_SLOT 16&lt;br /&gt;
* FOREARMS_SLOT 32&lt;br /&gt;
* HANDS_SLOT 64&lt;br /&gt;
* LEGS_SLOT 128&lt;br /&gt;
* FEET_SLOT 256&lt;br /&gt;
* LRING_SLOT 512&lt;br /&gt;
* RRING_SLOT 1024&lt;br /&gt;
* EARS_SLOT_1 2048&lt;br /&gt;
* EARS_SLOT_2 4096&lt;br /&gt;
* NECK_SLOT 8192&lt;br /&gt;
* LWRIST_SLOT 16384&lt;br /&gt;
* RWRIST_SLOT 32768&lt;br /&gt;
* RANGE_SLOT 65536&lt;br /&gt;
* AMMO_SLOT 131072&lt;br /&gt;
* WAIST_SLOT 262144&lt;br /&gt;
* CLOAK_SLOT 524288&lt;br /&gt;
* CHARM_SLOT_1 1048576&lt;br /&gt;
* CHARM_SLOT_2 2097152&lt;br /&gt;
* FOOD_SLOT 4194304&lt;br /&gt;
* DRINK_SLOT 8388608&lt;br /&gt;
* TEXTURES_SLOT 16777216&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Damage High/Low ==&lt;br /&gt;
The only thing ive come up with so far is to set each of these to the damage range you want.&lt;br /&gt;
Damage_low1: 10, Damage_low2: 10, Damage_low3: 10&lt;br /&gt;
Damage_high1: 30, Damage_high2: 30, Damage_high3: 30&lt;br /&gt;
&lt;br /&gt;
This will give you a weapon with 10-30 damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Delay ==&lt;br /&gt;
The delay your weapon will have 1 = 0.01, 10 = 1.0, 100 = 10.0 ect..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Damage Rating ==&lt;br /&gt;
The damage rating your weapon will have, I do not believe this has any affect on the actual damage dealt, its just a number to help judge the effectiveness of a weapon vs a weapon of similar damage.&lt;/div&gt;</summary>
		<author><name>Astal</name></author>
		
	</entry>
</feed>