Difference between revisions of "Database:Items"

(Item Stats)
(Item Stats)
Line 206: Line 206:
 
type = 6
 
type = 6
  
* Current as of 10/10/09
+
Current stat IDs as of 10/10/09
  
#define ITEM_STAT_STR 0
+
ITEM_STAT_STR 0
#define ITEM_STAT_STA 1
+
ITEM_STAT_STA 1
#define ITEM_STAT_AGI 2
+
ITEM_STAT_AGI 2
#define ITEM_STAT_WIS 3
+
ITEM_STAT_WIS 3
#define ITEM_STAT_INT 4
+
ITEM_STAT_INT 4
#define ITEM_STAT_VS_SLASH 200
+
ITEM_STAT_VS_SLASH 200
#define ITEM_STAT_VS_CRUSH 201
+
ITEM_STAT_VS_CRUSH 201
#define ITEM_STAT_VS_PIERCE 202
+
ITEM_STAT_VS_PIERCE 202
#define ITEM_STAT_VS_HEAT 203
+
ITEM_STAT_VS_HEAT 203
#define ITEM_STAT_VS_COLD 204
+
ITEM_STAT_VS_COLD 204
#define ITEM_STAT_VS_MAGIC 205
+
ITEM_STAT_VS_MAGIC 205
#define ITEM_STAT_VS_MENTAL 206
+
ITEM_STAT_VS_MENTAL 206
#define ITEM_STAT_VS_DIVINE 207
+
ITEM_STAT_VS_DIVINE 207
#define ITEM_STAT_VS_DISEASE 208
+
ITEM_STAT_VS_DISEASE 208
#define ITEM_STAT_VS_POISON 209
+
ITEM_STAT_VS_POISON 209
#define ITEM_STAT_VS_DROWNING 210
+
ITEM_STAT_VS_DROWNING 210
#define ITEM_STAT_VS_FALLING 211
+
ITEM_STAT_VS_FALLING 211
#define ITEM_STAT_VS_PAIN 212
+
ITEM_STAT_VS_PAIN 212
#define ITEM_STAT_VS_MELEE 213
+
ITEM_STAT_VS_MELEE 213
#define ITEM_STAT_DMG_SLASH 300
+
ITEM_STAT_DMG_SLASH 300
#define ITEM_STAT_DMG_CRUSH 301
+
ITEM_STAT_DMG_CRUSH 301
#define ITEM_STAT_DMG_PIERCE 302
+
ITEM_STAT_DMG_PIERCE 302
#define ITEM_STAT_DMG_HEAT 303
+
ITEM_STAT_DMG_HEAT 303
#define ITEM_STAT_DMG_COLD 304
+
ITEM_STAT_DMG_COLD 304
#define ITEM_STAT_DMG_MAGIC 305
+
ITEM_STAT_DMG_MAGIC 305
#define ITEM_STAT_DMG_MENTAL 306
+
ITEM_STAT_DMG_MENTAL 306
#define ITEM_STAT_DMG_DIVINE 307
+
ITEM_STAT_DMG_DIVINE 307
#define ITEM_STAT_DMG_DISEASE 308
+
ITEM_STAT_DMG_DISEASE 308
#define ITEM_STAT_DMG_POISON 309
+
ITEM_STAT_DMG_POISON 309
#define ITEM_STAT_DMG_DROWNING 310
+
ITEM_STAT_DMG_DROWNING 310
#define ITEM_STAT_DMG_FALLING 311
+
ITEM_STAT_DMG_FALLING 311
#define ITEM_STAT_DMG_PAIN 312
+
ITEM_STAT_DMG_PAIN 312
#define ITEM_STAT_DMG_MELEE 313
+
ITEM_STAT_DMG_MELEE 313
#define ITEM_STAT_HEALTH 500
+
ITEM_STAT_HEALTH 500
#define ITEM_STAT_POWER 501
+
ITEM_STAT_POWER 501
#define ITEM_STAT_CONCENTRATION 502
+
ITEM_STAT_CONCENTRATION 502
#define ITEM_STAT_HPREGEN 600
+
ITEM_STAT_HPREGEN 600
#define ITEM_STAT_MANAREGEN 601
+
ITEM_STAT_MANAREGEN 601
#define ITEM_STAT_HPREGENPPT 602
+
ITEM_STAT_HPREGENPPT 602
#define ITEM_STAT_MPREGENPPT 603
+
ITEM_STAT_MPREGENPPT 603
#define ITEM_STAT_COMBATHPREGENPPT 604
+
ITEM_STAT_COMBATHPREGENPPT 604
#define ITEM_STAT_COMBATMPREGENPPT 605
+
ITEM_STAT_COMBATMPREGENPPT 605
#define ITEM_STAT_MAXHP 606
+
ITEM_STAT_MAXHP 606
#define ITEM_STAT_MAXHPPERC 607
+
ITEM_STAT_MAXHPPERC 607
#define ITEM_STAT_SPEED 608
+
ITEM_STAT_SPEED 608
#define ITEM_STAT_SLOW 609
+
ITEM_STAT_SLOW 609
#define ITEM_STAT_MOUNTSPEED 610
+
ITEM_STAT_MOUNTSPEED 610
#define ITEM_STAT_OFFENSIVESPEED 611
+
ITEM_STAT_OFFENSIVESPEED 611
#define ITEM_STAT_ATTACKSPEED 612
+
ITEM_STAT_ATTACKSPEED 612
#define ITEM_STAT_MAXMANA 613
+
ITEM_STAT_MAXMANA 613
#define ITEM_STAT_MAXMANAPERC 614
+
ITEM_STAT_MAXMANAPERC 614
#define ITEM_STAT_MAXATTPERC 615
+
ITEM_STAT_MAXATTPERC 615
#define ITEM_STAT_BLURVISION 616
+
ITEM_STAT_BLURVISION 616
#define ITEM_STAT_MAGICLEVELIMMUNITY 617
+
ITEM_STAT_MAGICLEVELIMMUNITY 617
#define ITEM_STAT_HATEGAINMOD 618
+
ITEM_STAT_HATEGAINMOD 618
#define ITEM_STAT_COMBATEXPMOD 619
+
ITEM_STAT_COMBATEXPMOD 619
#define ITEM_STAT_TRADESKILLEXPMOD 620
+
ITEM_STAT_TRADESKILLEXPMOD 620
#define ITEM_STAT_ACHIEVEMENTEXPMOD 621
+
ITEM_STAT_ACHIEVEMENTEXPMOD 621
#define ITEM_STAT_SIZEMOD 622
+
ITEM_STAT_SIZEMOD 622
#define ITEM_STAT_UNKNOWN 623
+
ITEM_STAT_UNKNOWN 623
#define ITEM_STAT_STEALTH 624
+
ITEM_STAT_STEALTH 624
#define ITEM_STAT_INVIS 625
+
ITEM_STAT_INVIS 625
#define ITEM_STAT_SEESTEALTH 626
+
ITEM_STAT_SEESTEALTH 626
#define ITEM_STAT_SEEINVIS 627
+
ITEM_STAT_SEEINVIS 627
#define ITEM_STAT_EFFECTIVELEVELMOD 628
+
ITEM_STAT_EFFECTIVELEVELMOD 628
#define ITEM_STAT_RIPOSTECHANCE 629
+
ITEM_STAT_RIPOSTECHANCE 629
#define ITEM_STAT_PARRYCHANCE 630
+
ITEM_STAT_PARRYCHANCE 630
#define ITEM_STAT_DODGECHANCE 631
+
ITEM_STAT_DODGECHANCE 631
#define ITEM_STAT_AEAUTOATTACKCHANCE 632
+
ITEM_STAT_AEAUTOATTACKCHANCE 632
#define ITEM_STAT_DOUBLEATTACKCHANCE 633
+
ITEM_STAT_DOUBLEATTACKCHANCE 633
#define ITEM_STAT_RANGEDDOUBLEATTACKCHANCE 634
+
ITEM_STAT_RANGEDDOUBLEATTACKCHANCE 634
#define ITEM_STAT_SPELLDOUBLEATTACKCHANCE 635
+
ITEM_STAT_SPELLDOUBLEATTACKCHANCE 635
#define ITEM_STAT_FLURRY 636
+
ITEM_STAT_FLURRY 636
#define ITEM_STAT_EXTRAHARVESTCHANCE 637
+
ITEM_STAT_EXTRAHARVESTCHANCE 637
#define ITEM_STAT_EXTRASHIELDBLOCKCHANCE 638
+
ITEM_STAT_EXTRASHIELDBLOCKCHANCE 638
#define ITEM_STAT_DEFLECTIONCHANCE 639
+
ITEM_STAT_DEFLECTIONCHANCE 639
#define ITEM_STAT_ITEMHPREGENPPT 640
+
ITEM_STAT_ITEMHPREGENPPT 640
#define ITEM_STAT_ITEMPPREGENPPT 641
+
ITEM_STAT_ITEMPPREGENPPT 641
#define ITEM_STAT_MELEECRITCHANCE 642
+
ITEM_STAT_MELEECRITCHANCE 642
#define ITEM_STAT_RANGEDCRITCHANCE 643
+
ITEM_STAT_RANGEDCRITCHANCE 643
#define ITEM_STAT_DMGSPELLCRITCHANCE 644
+
ITEM_STAT_DMGSPELLCRITCHANCE 644
#define ITEM_STAT_HEALSPELLCRITCHANCE 645
+
ITEM_STAT_HEALSPELLCRITCHANCE 645
#define ITEM_STAT_MELEECRITBONUS 646
+
ITEM_STAT_MELEECRITBONUS 646
#define ITEM_STAT_RANGEDCRITBONUS 647
+
ITEM_STAT_RANGEDCRITBONUS 647
#define ITEM_STAT_DMGSPELLCRITBONUS 648
+
ITEM_STAT_DMGSPELLCRITBONUS 648
#define ITEM_STAT_HEALSPELLCRITBONUS 649
+
ITEM_STAT_HEALSPELLCRITBONUS 649
#define ITEM_STAT_UNCONSCIOUSHPMOD 650
+
ITEM_STAT_UNCONSCIOUSHPMOD 650
#define ITEM_STAT_SPELLTIMEREUSEPCT 651
+
ITEM_STAT_SPELLTIMEREUSEPCT 651
#define ITEM_STAT_SPELLTIMERECOVERYPCT 652
+
ITEM_STAT_SPELLTIMERECOVERYPCT 652
#define ITEM_STAT_SPELLTIMECASTPCT 653
+
ITEM_STAT_SPELLTIMECASTPCT 653
#define ITEM_STAT_MELEEWEAPONRANGE 654
+
ITEM_STAT_MELEEWEAPONRANGE 654
#define ITEM_STAT_RANGEDWEAPONRANGE 655
+
ITEM_STAT_RANGEDWEAPONRANGE 655
#define ITEM_STAT_FALLINGDAMAGEREDUCTION 656
+
ITEM_STAT_FALLINGDAMAGEREDUCTION 656
#define ITEM_STAT_SHIELDEFFECTIVENESS 657
+
ITEM_STAT_SHIELDEFFECTIVENESS 657
#define ITEM_STAT_RIPOSTEDAMAGE 658
+
ITEM_STAT_RIPOSTEDAMAGE 658
#define ITEM_STAT_MINIMUMDEFLECTIONCHANCE 659
+
ITEM_STAT_MINIMUMDEFLECTIONCHANCE 659
#define ITEM_STAT_MOVEMENTWEAVE 660
+
ITEM_STAT_MOVEMENTWEAVE 660
#define ITEM_STAT_COMBATHPREGEN 661
+
ITEM_STAT_COMBATHPREGEN 661
#define ITEM_STAT_COMBATMANAREGEN 662
+
ITEM_STAT_COMBATMANAREGEN 662
#define ITEM_STAT_CONTESTSPEEDBOOST 663
+
ITEM_STAT_CONTESTSPEEDBOOST 663
#define ITEM_STAT_TRACKINGAVOIDANCE 664
+
ITEM_STAT_TRACKINGAVOIDANCE 664
#define ITEM_STAT_STEALTHINVISSPEEDMOD 665
+
ITEM_STAT_STEALTHINVISSPEEDMOD 665
#define ITEM_STAT_LOOT_COIN 666
+
ITEM_STAT_LOOT_COIN 666
#define ITEM_STAT_ARMORMITIGATIONINCREASE 667
+
ITEM_STAT_ARMORMITIGATIONINCREASE 667
#define ITEM_STAT_AMMOCONSERVATION 668
+
ITEM_STAT_AMMOCONSERVATION 668
#define ITEM_STAT_STRIKETHROUGH 669
+
ITEM_STAT_STRIKETHROUGH 669
#define ITEM_STAT_STATUSBONUS 670
+
ITEM_STAT_STATUSBONUS 670
#define ITEM_STAT_ACCURACY 671
+
ITEM_STAT_ACCURACY 671
#define ITEM_STAT_COUNTERSTRIKE 672
+
ITEM_STAT_COUNTERSTRIKE 672
#define ITEM_STAT_SHIELDBASH 673
+
ITEM_STAT_SHIELDBASH 673
#define ITEM_STAT_WEAPONDAMAGEBONUS 674
+
ITEM_STAT_WEAPONDAMAGEBONUS 674
#define ITEM_STAT_ADDITIONALRIPOSTECHANCE 675
+
ITEM_STAT_ADDITIONALRIPOSTECHANCE 675
#define ITEM_STAT_CRITICALMITIGATION 676
+
ITEM_STAT_CRITICALMITIGATION 676
#define ITEM_STAT_COMBATARTDAMAGE 677
+
ITEM_STAT_COMBATARTDAMAGE 677
#define ITEM_STAT_SPELLDAMAGE 678
+
ITEM_STAT_SPELLDAMAGE 678
#define ITEM_STAT_HEALAMOUNT 679
+
ITEM_STAT_HEALAMOUNT 679
#define ITEM_STAT_TAUNTAMOUNT 680
+
ITEM_STAT_TAUNTAMOUNT 680
#define ITEM_STAT_SPELL_DAMAGE 700
+
ITEM_STAT_SPELL_DAMAGE 700
#define ITEM_STAT_HEAL_AMOUNT 701
+
ITEM_STAT_HEAL_AMOUNT 701
#define ITEM_STAT_SPELL_AND_HEAL 702
+
ITEM_STAT_SPELL_AND_HEAL 702
  
 
== Food ==
 
== Food ==

Revision as of 14:44, 10 October 2009

About

The items tables offer an extremely flexible system for generating new armour, tradeskill items, food and much more!

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 see this thread

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. emoticon

  • 1000 - 13714 - Normal
  • 20000 - 58949 - Armor
  • 75000 - 96520 - Spell
  • 100000 - 117764 - Weapon
  • 130000 - 134455 - Shield
  • 140000 - 143649 - Bauble
  • 150000 - 153465 - House
  • 160000 - 162309 - Food
  • 170000 - 172236 - Ranged
  • 180000 - 181958 - Recipe
  • 200000 - 200979 - Adornment
  • 210000 - 210431 - Book
  • 220000 - 220312 - Bag
  • 230000 - 230138 - Pattern
  • 240000 - 240126 - Thrown
  • 250000 - 250055 - House Container
  • 260000 - 260008 - Armor Set

Table Breakdown

The following lists how fields function in the database

Generic Item Fields

Generic item information like name, slots, nodrop, broker value etc

  • name = Name of item
  • slots = 32-bit value for slots ie 11 = Primary & Head
  • stack_count = determines how this item will store in inventories (ie may stack 20)
  • description - the description directly under the item name.
  • attuneable - 1 Adds the Attuneable tag to the weapon, but doesnt make the weapon attune when equipped
  • artifact - 1 Adds the Artifact tag to the weapon.
  • lore - 1 Adds the Lore tag to the weapon
  • temporary - 1 adds the Temporary tag to the weapon
  • no_trade - 1 adds the No Trade tag to the weapon
  • no_value - 1 adds the No Value tag and makes merchants unable to buy the item from you
  • no_zone - 1 makes you unable to zone when the weapon is equipped (dont ask me the point of this)
  • no_destroy - 1 Adds No Destroy tag, you are still able to destroy
  • crafted 1 adds Crafted tag
  • good_only - see below
  • evil_only - adds good or evil tag, can still equip with either type of race
  • sell_price - sets the sell price EG: 1 = 1cp, 100 = 1sp, 10000 = 1gp, 1000000 = 1pp
  • stack_count - 2+ Makes the item stackable and determines the maximum number of items per stack.
  • 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
  • max_charges - sets the maximum number of charges on the item, used for clicky spells
  • 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
  • adventure_classes -
  • tradeskill_classes -
  • soe_id - the soe item id (not necessary)
  • lua_script - a way to attach a script to an item

Examples

  • Step 1: Create the item in the items table

INSERT INTO items (name,item_type,icon,skill_id_req,slots) VALUES ('A dagger','Weapon',47,418532101,1); Find a skill_id_req by SELECT id,name FROM skills WHERE name LIKE '%Slashing%';

  • Step 2: Assign an appearance in the appearance table

INSERT INTO item_appearances (item_id,equip_type) VALUES (7,7415); Find an appearance (equip_type) by SELECT appearance_id, name FROM appearances WHERE name LIKE '%dagger%'

  • Step 3: Assign weapon information in the weapons table

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);

  • Reload your items

/reload items

Damage Types

  • SLASH 0
  • CRUSH 1
  • PIERCE 2
  • HEAT 3
  • COLD 4
  • MAGIC 5
  • MENTAL 6
  • DIVINE 7
  • DISEASE 8
  • POISON 9
  • DROWN 10
  • FALLING 11
  • PAIN 12

Wield Styles

  • Dual 1
  • Single 2
  • Two Handed 3

Slots

  • PRIMARY_SLOT 1
  • SECONDARY_SLOT 2
  • HEAD_SLOT 4
  • CHEST_SLOT 8
  • SHOULDERS_SLOT 16
  • FOREARMS_SLOT 32
  • HANDS_SLOT 64
  • LEGS_SLOT 128
  • FEET_SLOT 256
  • LRING_SLOT 512
  • RRING_SLOT 1024
  • EARS_SLOT_1 2048
  • EARS_SLOT_2 4096
  • NECK_SLOT 8192
  • LWRIST_SLOT 16384
  • RWRIST_SLOT 32768
  • RANGE_SLOT 65536
  • AMMO_SLOT 131072
  • WAIST_SLOT 262144
  • CLOAK_SLOT 524288
  • CHARM_SLOT_1 1048576
  • CHARM_SLOT_2 2097152
  • FOOD_SLOT 4194304
  • DRINK_SLOT 8388608
  • TEXTURES_SLOT 16777216

Damage High/Low:item_details_weapon

The only thing ive come up with so far is to set each of these to the damage range you want.

  • Damage_low1: 10, Damage_low2: 10, Damage_low3: 10
  • Damage_high1: 30, Damage_high2: 30, Damage_high3: 30

This will give you a weapon with 10-30 damage

Delay:item_details_weapon

The delay your weapon will have 1 = 0.01, 10 = 1.0, 100 = 10.0 ect..

Damage Rating:item_details_weapon

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.

Tier

  • 1, 2 - None
  • 3 - Uncommon
  • 4, 5, 6 - Treasured
  • 7, 8 - Legendary
  • 9, 10, 11 - Fabled
  • 12 - Mythical

Item Stats

Item stats allow an item to have effects that increase your player stats, for example strength or attack speed.

  • item_id - the id of the item
  • type - the type (see below)
  • subtype - the subtype (see below)
  • value - how much to raise a stat

Example: Item with + 1 strength

INSERT INTO item_stats (item_id,type,subtype,value) VALUES (1,0,0,1);

Note that stat types work with two fields:

  • subtype - the most significant field, relates to the right two digits
  • type - used for values 100 and above

For example: VS Disease = 208 So: subtype = 8 type = 2

Str = 0 So: subtype = 0 type = 0

Attackspeed = 612 So: subtype = 12 type = 6

Current stat IDs as of 10/10/09

ITEM_STAT_STR 0 ITEM_STAT_STA 1 ITEM_STAT_AGI 2 ITEM_STAT_WIS 3 ITEM_STAT_INT 4 ITEM_STAT_VS_SLASH 200 ITEM_STAT_VS_CRUSH 201 ITEM_STAT_VS_PIERCE 202 ITEM_STAT_VS_HEAT 203 ITEM_STAT_VS_COLD 204 ITEM_STAT_VS_MAGIC 205 ITEM_STAT_VS_MENTAL 206 ITEM_STAT_VS_DIVINE 207 ITEM_STAT_VS_DISEASE 208 ITEM_STAT_VS_POISON 209 ITEM_STAT_VS_DROWNING 210 ITEM_STAT_VS_FALLING 211 ITEM_STAT_VS_PAIN 212 ITEM_STAT_VS_MELEE 213 ITEM_STAT_DMG_SLASH 300 ITEM_STAT_DMG_CRUSH 301 ITEM_STAT_DMG_PIERCE 302 ITEM_STAT_DMG_HEAT 303 ITEM_STAT_DMG_COLD 304 ITEM_STAT_DMG_MAGIC 305 ITEM_STAT_DMG_MENTAL 306 ITEM_STAT_DMG_DIVINE 307 ITEM_STAT_DMG_DISEASE 308 ITEM_STAT_DMG_POISON 309 ITEM_STAT_DMG_DROWNING 310 ITEM_STAT_DMG_FALLING 311 ITEM_STAT_DMG_PAIN 312 ITEM_STAT_DMG_MELEE 313 ITEM_STAT_HEALTH 500 ITEM_STAT_POWER 501 ITEM_STAT_CONCENTRATION 502 ITEM_STAT_HPREGEN 600 ITEM_STAT_MANAREGEN 601 ITEM_STAT_HPREGENPPT 602 ITEM_STAT_MPREGENPPT 603 ITEM_STAT_COMBATHPREGENPPT 604 ITEM_STAT_COMBATMPREGENPPT 605 ITEM_STAT_MAXHP 606 ITEM_STAT_MAXHPPERC 607 ITEM_STAT_SPEED 608 ITEM_STAT_SLOW 609 ITEM_STAT_MOUNTSPEED 610 ITEM_STAT_OFFENSIVESPEED 611 ITEM_STAT_ATTACKSPEED 612 ITEM_STAT_MAXMANA 613 ITEM_STAT_MAXMANAPERC 614 ITEM_STAT_MAXATTPERC 615 ITEM_STAT_BLURVISION 616 ITEM_STAT_MAGICLEVELIMMUNITY 617 ITEM_STAT_HATEGAINMOD 618 ITEM_STAT_COMBATEXPMOD 619 ITEM_STAT_TRADESKILLEXPMOD 620 ITEM_STAT_ACHIEVEMENTEXPMOD 621 ITEM_STAT_SIZEMOD 622 ITEM_STAT_UNKNOWN 623 ITEM_STAT_STEALTH 624 ITEM_STAT_INVIS 625 ITEM_STAT_SEESTEALTH 626 ITEM_STAT_SEEINVIS 627 ITEM_STAT_EFFECTIVELEVELMOD 628 ITEM_STAT_RIPOSTECHANCE 629 ITEM_STAT_PARRYCHANCE 630 ITEM_STAT_DODGECHANCE 631 ITEM_STAT_AEAUTOATTACKCHANCE 632 ITEM_STAT_DOUBLEATTACKCHANCE 633 ITEM_STAT_RANGEDDOUBLEATTACKCHANCE 634 ITEM_STAT_SPELLDOUBLEATTACKCHANCE 635 ITEM_STAT_FLURRY 636 ITEM_STAT_EXTRAHARVESTCHANCE 637 ITEM_STAT_EXTRASHIELDBLOCKCHANCE 638 ITEM_STAT_DEFLECTIONCHANCE 639 ITEM_STAT_ITEMHPREGENPPT 640 ITEM_STAT_ITEMPPREGENPPT 641 ITEM_STAT_MELEECRITCHANCE 642 ITEM_STAT_RANGEDCRITCHANCE 643 ITEM_STAT_DMGSPELLCRITCHANCE 644 ITEM_STAT_HEALSPELLCRITCHANCE 645 ITEM_STAT_MELEECRITBONUS 646 ITEM_STAT_RANGEDCRITBONUS 647 ITEM_STAT_DMGSPELLCRITBONUS 648 ITEM_STAT_HEALSPELLCRITBONUS 649 ITEM_STAT_UNCONSCIOUSHPMOD 650 ITEM_STAT_SPELLTIMEREUSEPCT 651 ITEM_STAT_SPELLTIMERECOVERYPCT 652 ITEM_STAT_SPELLTIMECASTPCT 653 ITEM_STAT_MELEEWEAPONRANGE 654 ITEM_STAT_RANGEDWEAPONRANGE 655 ITEM_STAT_FALLINGDAMAGEREDUCTION 656 ITEM_STAT_SHIELDEFFECTIVENESS 657 ITEM_STAT_RIPOSTEDAMAGE 658 ITEM_STAT_MINIMUMDEFLECTIONCHANCE 659 ITEM_STAT_MOVEMENTWEAVE 660 ITEM_STAT_COMBATHPREGEN 661 ITEM_STAT_COMBATMANAREGEN 662 ITEM_STAT_CONTESTSPEEDBOOST 663 ITEM_STAT_TRACKINGAVOIDANCE 664 ITEM_STAT_STEALTHINVISSPEEDMOD 665 ITEM_STAT_LOOT_COIN 666 ITEM_STAT_ARMORMITIGATIONINCREASE 667 ITEM_STAT_AMMOCONSERVATION 668 ITEM_STAT_STRIKETHROUGH 669 ITEM_STAT_STATUSBONUS 670 ITEM_STAT_ACCURACY 671 ITEM_STAT_COUNTERSTRIKE 672 ITEM_STAT_SHIELDBASH 673 ITEM_STAT_WEAPONDAMAGEBONUS 674 ITEM_STAT_ADDITIONALRIPOSTECHANCE 675 ITEM_STAT_CRITICALMITIGATION 676 ITEM_STAT_COMBATARTDAMAGE 677 ITEM_STAT_SPELLDAMAGE 678 ITEM_STAT_HEALAMOUNT 679 ITEM_STAT_TAUNTAMOUNT 680 ITEM_STAT_SPELL_DAMAGE 700 ITEM_STAT_HEAL_AMOUNT 701 ITEM_STAT_SPELL_AND_HEAL 702

Food

Be sure to set the following fields:

  • items.item_type = 'Food'
  • items.slots = 4194304 (food slot)

EG where the item ID is: 11

UPDATE items SET slots = 4194304, item_type = 'Food' WHERE id = 11

You can then attach additional food information using the item_details_food table

item_details_food

  • item_id - the ID of the item (see items table)
  • type - 0 = water, 1 = food
  • level - The level this item is best suited for (usually in 10 increments), effects regen
  • duration - The duration the food will last for
  • satiation - 0 Low, 1 Normal, 2 High, and 3 Superior, effects regen
INSERT INTO item_details_food (item_id,type,level,duration,satiation) VALUES (11,1,1,30,0);