Database:Items
- Last edited 8 years ago by Vlash Nytefall
Database - Items
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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 refer to our Project Status module.
If your making custom items this is the normal database will be using these fields for their items at the moment. So if you want work on custom items for your server as well as keep the standard items, you could use 1-999 or an id above 300,000 for them, then they should not be erased unless development of the server requires critical database structures to change.
EQ2Emulator DB Item id's
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Table Breakdown
The following lists how fields function in the database
Generic Item Fields
Generic item information like name, slots, nodrop, broker value etc
Examples
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%';
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%' Another Example: select * from appearances where name like '%wieldable_items/%sword%'
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 items |
Examples
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%';
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%' Another Example: select * from appearances where name like '%wieldable_items/%sword%'
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 items |
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%' Another Example: select * from appearances where name like '%wieldable_items/%sword%'
- 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
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Wield Styles
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Slots
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Damage High/Low:item_details_weapon
The only thing I've come up with so far is to set each of these to the damage range you want.
This will give you a weapon with 10-30 damage
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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
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Item Stats
Item stats allow an item to have effects that increase your player stats, for example strength or attack speed.
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:
For example: VS Disease = 208 So: subtype = 8 type = 2 Str = 0 So: subtype = 0 type = 0 Attackspeed = 612 So: subtype = 12 type = 6 |
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
Items in bold are known to work, anything unbolded is pending coding.
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 |
Current stat IDs as of 10/10/09
Items in bold are known to work, anything unbolded is pending coding.
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
Usable Items
If you set the usable field to 1 (on) in the database as well as setting a lua_script for the item in question you can create nearly any type of item you can imagine. When the item is used the script function used() gets called and the commands executed.
function used(Item, Player) SendPopUpMessage(Player, "You feel taken by enormous energy") SetSpeed(Player, 100) end Example: Item with clicky spell effect function used(Item, Player) CastSpell(Player, 11); end Scribe a spell to spellbook function used(Item, Player) SendPopUpMessage(Player, "You memorise the Ability: 360 Kick") AddSpellBookEntry(Player, 16, 1) RemoveItem(Player, 140, 1) end |
Food
Be sure to set the following fields:
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
INSERT INTO item_details_food (item_id,type,level,duration,satiation) VALUES (11,1,1,30,0); |