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[Info] Column meanings for ItemInfo/Server/View

Newbie Spellweaver
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Some are botched and probably aren't 100% correct. Like I think UpIndex is for a file. But anyway.

Here ya go. Took me a while to figure out some of these columns. Some still stump me. But this is a start. And I'm tired of the lack of dev help on here. So here's some.

Attached below or you can read em here (lets give that search some love):

ItemInfo Columns:
ID: Must match same ID in ItemViewInfo, ItemInfoServer, Scroll to the bottom to add new items. Use a new ID
InxName: You can create the item using this name with &makeitem Admin command. No Spaces Allowed
Name: Name players will see on the item (Spaces allowed)
Type: Unknown sorta. 0-3, one 5 item. Doesn't seem to do anything. Most items are 0,1
Class:
29 - Cen (doesn't work), Capsules
28 - Coin gift cards (don't work)
27 - Dances
26 - Weapon Skins
25 - Gold Nines
24 - HP magic potions and earth day magic potion
23 - Mounts
22 - Mount rations
20 - Blue Miles
19 - Red Eyes
18 - Mini houses
17 - KQ keys and items that act as keys to unlock a door or something
16 - Licenses
15 - Random event/seasonal bags, trick or treat
14 - Stones (Elrue, lix, xir, blessed, etc.)
13 - Silver Wing, Goddess Wing
12 - Warp Scrolls
11 - Skills active and production
10 - Random premium costumes/hats/mini pets
9 - Furniture, scrolls, dice inxname = IN_ Prolly minihouse only stuff
8 - Set items mainly. but mixture of them
7 - SHIELDS
6 - Random set items, mixture, prem items too
5 - Weapons and skins too
4 - Jewelery
3 - Quest Items/random items, awards, pieces
0 - Random mats, scrolls, Cash shop items


I don't know if class info has to match when adding new items but it's good to classify things
MaxLot: Max number of item in a stack in your inventory, usually
1, 50, 99, 100 are how many can be stacked together


Don't know if you can change this around
Equip:
Spots according to New Inventory (Main and premium separated)
If using old inventory go with this anyway, just note equip spots will be diff
0 - Doesnt equip, Skills, items, Mounts, Quest items, return scrolls, cash shop items
1 - HEAD: Hoods, Hats, Googles
2 - PREMIUM HEAD: Includes prem items, and Masks that cover head too
3 - Only one item Top right prem spot. Idk what it does. Random (Glas_Gamble01)
4 - PREMIUM MASK: Left spot under weapon
6 - NECKLACES: Necklaces
7 - ARMOUR: Shirt, top, armours
8 - PREMIUM ARMOUR: Middle spot, shirts, etc.
9 - BACK wear: Wings, etc.
10 - SHIELD AND BOW: Right Slot. No skins
11 - PREMIUM SHIELD AND BOW SKIN: Right premium slot ONE DOWN
12 - WEAPONS: Left slot
13 - PREMIUM WEAPONS: Left slot on premium
15 - RINGS AND BADGES: RINGS GO TO RING SPOTS, BADGES GOES TO Right Spot, and other badge items
18 - PREMIUM TAILS: Bottom Left Spot
19 - PANTS
20 - PREMIUM PANTS: CANNOT BE WORN WHILE Costume is on
21 - BOOTS
22 - PREMIUM SHOES
23 - EARRINGS
26 - PREMIUM FACE: Masks, glasses, patches, moustaches, beards
28 - Minipets
TwoHand: 0 for False, 1 for True
Trues include 2 handers, axes, wands, staffs, etc. Because they cannot equip a shield
AtkSpeed: Unsure, I think it is the speed of attack for weapons, or maybe how fast item is used too?
Note maces have faster attack rate (which makes sense)
In MILLISECONDS (1000 = 1 sec)
DemandLv: Level you can wear/use the item
Grade:
0: anyone can wear, no grade
1: Level 0+ Class dependent items
2: Level 20+
3: Level 60+
4: Level 80+
5: Level 100+
MinWC: Min Damage item puts out (Just like in character window for the next entries)
MaxWC: Max Damage item puts out
AC: Defense Increase
MinMA: Min M. Dmg
MaxMA: Max M. Dmg
MR: Magical Defense
WCRate: Dmg rate. 1000 = 100%. Most have this. Costume items/skins have More than that
10 = 1%. So on costumes. 1010 = +1% physical dmg. This setup applies for the other rates
MARate: M. Dmg rate.
ACRate: Defense Rate. (NOT SHIELD BLOCK RATE)
MRRate: Magical Defense rate
CritRate: 10 = 1% . Rate of Critical (max damage or high dmg Hits based on below)
CriMinWc: Every one has set to Zero. Im guessing minimum damage on successful crit?
CriMaxWc: Same as above but Max dmg
CriMinMa: Same
CriMaxMa: Same.. All these Crit columns have zeroes
MaxHP: HP the item gives (same as char window)
MaxSP: Same but SP
MaxAP: All zereos. No idea
WhoEquip:
62 - Fighter
60 - CleverFighter
56 - Warrior
48 = Glad/Knight
16 - Gladiator
32 - Knight
62 - Fighter and higher
1848 - Warrior Paladin
1824 - Knight Paladin
1984- Cleric ++
1920 - HighCleric
1792 - Paladin
512 - HolyKnight
1536 - HolyKnight + Guard
1024 - Guardian
63488 - Archer
61440 - HawkArcher
57344 - Scout
16384 - SharpShooter
32768 - Ranger
2031616 - Mage
1966080 - WizMage
1835008 - Enchanter
1572864 - Warlock + Wiz
524288 - Warlock
1048576 - Wizard
58720256 - Renegade
33554432 - Reaper
16777216 - Spectre
65011712 - Trixter
62914560 - Gambit
50331648 - Spectre / Reaper
Common/Everything else - 67108862
Thanks whoever compiled this list :D Credits to them
There might be some randoms outside this list but don't worry they won't show up as anything
BuyPrice: Based on copper. 1 = 1 copper. 1,000 copper = 1 silver. 10,000 = 10 100,000 = 100 silver
etc. 0 = Item cannot be bought
Sell Price: Same as above. 0 = Cannot be sold
BuyFame: 0 = cannot be bought with fame. Amount of fame points needed to buy item
BuyGToken: Guild tournie tokens. 0 = cannot be bought with them
WeaponType: 0 = No type.
1: 1h, 2h Sword + skins
2: Bows + skins
3: Staffs + skins
4: Axes + skins
5: Maces + skins
10: Crossbows + skins
11: Wand + skins
13: Hammer + skins
15: Pickaxes, hoes, and yeah for kq'same
16: INVINCIBLE HAMMER :D
17: Dual swords (DS) + skins
18: Claws + skins
ArmorType: ? Unknown. 0 = none. 1-4 = sets. You can sort by this to see sets
UpLimit: Enhancement Limit (1-12)
UpSucRatio: For red/gold/blues Success ratio of upgrades
UpLuckRatio: get 2 in a row +
UpResource: 0,2,5,8,9,12
0 = none
2 = works for 1-3 enhance
5 = same for 4-6 enhance
8 = same for 7-9
9 = same for 9-10 : Karis
More (11, 12) =
12 = Niles/Golds/Blues
So 12 = max u can enhance to if uplimit is high enough?
Unsure
BasicUpInx: This tells how much def/dmg exactly increased when you + it. Credits to Cybere
AddUpInx: ? No idea. Maybe addup adds to Basicup? All are Zero.
TH: Aim
TB: Evasion
ShieldAC: Shield block rate 100 = 10%, etc.
HitRatePlus: ? Possibly these fields add to these rates respectively
EvaRatePlus: ? A little bonus if u want them. All set to 0
MACriPlus: ?
CriDamPlus: ?
MagCriDamPlus: ?
Belonged: Is the item BOUND or not?
0: Not bound
1: bound
NoDrop: 0 or 1 for all these 1 Means Yes You can't blank the item e.g. drop
NoSell: same
NoStorage: same
NoTrade: same
NoDelete: same
TitleName: ? No idea
ItemGradeType:
0 is White
1 is Green
2 is Blue
3 is Orange
4 is Purple
5 is Settle items
ItemUseSkill:
Usually a Dash meaning none
Other values:
UsePotion
UseSkill
UsePresentBox
UseRide
UseScroll
UseSilverWings
UseStageRecallScroll
I don't know if we can put anything else in this field
or if this calls a C# function by this name or what
SetItemIndex:
The name of whatever set the item is included with
, Dash otherwise so e.g. LifeSet, or MageBlastSet
Lookup setitem indexes in SetItem.shn
ItemFunc:
Don't know if other files have these referenced anywhere yet
Rest are Zeroes
6: Binding reset item has this number
5: Name change (and deletes friends list)
4: Name change
3: Tear of legal (revive)
2: Furniture repair kits
1: Weapon Repair kit
AutoMon:
1 or 0. 1 If they have auto pickup
0 if they dont. Just Minipets ofc.

ItemInfoServer Columns:
ID: Same as ItemInfo
InxName: Same
MarketIndex: Blank
Skill
Weapon
Item
WeaponTitle
I think these refer to icons
or more. For shops
City: Possibley yes if items located in city?
Maybe the Zone Server?
0, 1. Most are Zero.
UnkCol0: No idea on the purpose of these
UnkCol1: Could be random things that need adjusting
UnkCol2: Like skills or something
UnkCol3:
UnkCol4:
UnkCol5:
UnkCol6:
UnkCol7:
UnkCol8:
DropGroupA: Cooresponds to ItemGroupIdx in World\ItemDroupGroup.txt
This is the item that is attached to that drop group. and will drop
from monster if monster has this drop group in the ItemDropTable
DropGroupB: Same
RandomOptionDropGroup: This is for a random drop group. Might be a way to control
how random but I don't know. Same as above except for that
Vanish: How long in Milliseconds till item vanishes from ground
looting: How long till people can loot it from whoever killed it
DropRateKilledByMob: I guess controls the drop rate if killed by mob or player
DropRateKilledByPlayer: I'm guessing 10 = 0.1%?
Equ_Neckles: Equips for all the items (what slot they go in) Kinda mirrors
Item Info Equip column but in a different way
NECKLACES
0 = False, 1 = True
Equ_Head: HEAD: hats, etc.
Equ_Ear: EARRINGS
Equ_RightHand:
0 = None
1 = Sword, crossbow, axe, wand, staff, hammer, etc.
2 = Just Bows
Equ_Body: ARMOURS SHIRTS
0 = False, 1 = True
Equ_LeftHand:
0 = False
1 = Shields n Bows
2 = Rest
Equ_RingA: 0 = False, 1 = True
Equ_Pant: Same
Equ_RingB: Same
Equ_Boot: Same
Equ_AccBoot:
0 = False
1 = Shoes by themselves
2 = Mostly Costumes
Equ_AccPant: 0 = False, 1 = True PANTS
Equ_AccBody: Same BODY
Equ_AccHeadA: 0 = false
2 = for costumes i guess. couldnt find any others. weird
Equ_AccShoulderA: 0, 1
Some masks have 1, i don't know if that is a mistake or not
Equ_AccShoulderB:
0, 1
Has some auras, not sure if mistake or not, maybe not
Equ_AccHeadB: Has some masks 0, 1
Equ_AccHeadC: 0, 1 HATS
Equ_AccLeftHand:
0 = False
1 = Bows n Shields
2 = rest
Equ_AccRightHand:
0 = false
1 = rest
2 = bows n shields
Equ_AccBack: 0, 1 BACK
Equ_AccWeast: 0, 1 BADGES
Equ_AccHip: 0, 1 TAILS
Equ_AccFoot: 0, 1 Minipets
KQItem: Drops from KQ probably
PK_KQ_USE: What items you can use in the kq, Potions, etc.
KQ_Item_Drop: 0, 1 If it is a KQ item drop
PreventAttack:
No idea only ID_Lab_Key has it set to 1. The rest are 0. Maybe it prevents you from attacking?

ItemInfoView Columns
ID: Must match ItemInfo
InxName: Must match
IconIndex: Number starting from Zero. From
left to right (counting) which icon
in the icon file. which box it is
IconFile: File name e.g. ItemEqu000
SubIconIndex: No idea, Some cash shop items use em
SubIconFile: Goes with above. mostly ItemGrade
PeriodIconIndex: No idea, ranges 12-18
PeriodIconFile: Goes with above
R: rgb, color code for background of item (box)
G:
B:
SUB_R, SUB_G, SUB_B , same as above but for subicon background
EquipType: 0 = regular items
1 = Costumes/regular
2 = Mostly costumes
LinkFile: Links the nif. Sometimes have to use, sometimes not
depending on MSetNo, FSetNo
TextureFile: name of it.
MSetNo: What Set nif already made, that this item goes with for male and female
FSetNo:
GrnItemSize: Item size when dropped on the groun? for the icon? Unsure
GrnItemTex: texture for drop on group?
Descript: Description of item
UpEffect: No idea
DropSnd: Sounds, drop, equip, move?
EquSnd:
PutSnd:
MDummyType01: Extra rows for extra nifs/textures
.
.
.etc.
CosArmor: 0,1 Armour/shirt
CosPants: 0, 1 Pants
CosBOots: 0, 1 Boots Cos = Costume
HairVisibleState: USually 1 for showing,
128, 129, 132, 196, 204, 236, 252
Hats n other things (don't show hair)

This all kinda just reconfirms the fact that you should copy and paste a row when adding new stuff. Because if you get one of these values wrong. Cahput. Copy and paste the correct rows xD

ItemServerInfo Kinda confused me haha.

I gave you all a lot of the default values for those columns as well. If you look in the shn's you will see a lot of those. And that's how I tried to figure out what each column meant.
 

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I'll move this to the tutorial sections as it is more of a guide than anything. Good work on this though, I am sure it will be helpful for a lot of new users and maybe even old users. Keep it up.
 
Newbie Spellweaver
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Sorry for necro, but what if you're wanting to change Hunters war rant's % what would you have to edit?

btw, Great post!!
 
Newbie Spellweaver
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Sorry for necro, but what if you're wanting to change Hunters war rant's % what would you have to edit?

btw, Great post!!
Charged Effect - EffectValue Row , 1500 = 50% , 1070 = 7% , do the math
 
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Slight expansion on this...to do with the iteminfo.

Code:
BT_Inx - Column

0 = normal
1 = Certain Items (Quests, MiniPets, Certain Warp Scrolls, Keys, a Few Quest Items
2 = Normal weapons (unbinding) - tradeable
3 = Costumes and other Cosmetics (wedding apps/hp potions) 
4 = NOT USED - or SHOULDN'T BE USED!! - Cannot trade cannot do anything with it! - Cannot delete either!
5 = Cosmetics (i.e. weapon skins)
6 = Can be used when picking up items to be Bind onto character because its almost impossible to get rid of!
7 = Mystery Vaults
8 = PVP gear / Forged gear - Bind on Equip
9 = Not important stuff (haven't tested yet!)
10 = N/A

Please note i'm not 100% certain on everything here, i'm just trying to give someone more assistance (*HK* Files)

& yea i know its an old post but its still on topic. Plus its not worth doing the whole table again when most of it has been put in here!
 
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BT_Inx

BT_COMMON = 0
BT_NO_SELL = 1
BT_NO_DROP = 2
BT_NO_SELL_DROP = 3
BT_ACC = 4
BT_CHR = 5
BT_ONLY_DEL = 6
BT_NO_DEL = 7
BT_PUTON_ACC = 8
BT_PUTON_CHR = 9

also the iteminfoserver.shn
City: Possibley yes if items located in city?
Maybe the Zone Server?
0, 1. Most are Zero.
UnkCol0: No idea on the purpose of these
UnkCol1: Could be random things that need adjusting
UnkCol2: Like skills or something
UnkCol3:
UnkCol4:
UnkCol5:
UnkCol6:
UnkCol7:
UnkCol8:

is this

BYTE_ARRAY(City)

Rou Eld Urg All Fer Kas Sad Kor Ver Mys
0 1 0 1 0 1 0 1 0 1

with 0 or 1 values

shouldnt have city collumn

maybe someone fix the shn editor :)
 
Last edited:
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