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Database:Items

Revision as of 20:34, 27 September 2009 by Astal (talk | contribs) (Tier)

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

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


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