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Credits :Ropee
EDIT: this is just a part of it.
EDIT2: Guide here(explain),
First, lets take a look at this:
Code:
ID,DBName,ScreenName,Type,Price,Sell,Weight,ATK,DEF,Range,Slot,Job,Upper,Gender,Loc,wLV,eLV,Refineable,View,{Script},{OnEquip_Script},{OnUnequip_Script}
ID: ID of the item.
DB Name: This first name is the DB name. When you use @item and you know the name of the item, but not the ID, type this name instead. Try making the ScreenName the same as this so you wont get confused ;3!
ScreenName: This is the name the server shows.
Type:
Code:
ID: ID of the item.
DB Name: This first name is the DB name. When you use @item and you know the name of the item, but not the ID, type this name instead. Try making the ScreenName the same as this so you wont get confused ;3!
ScreenName: This is the name the server shows.
Type:
Price: self-explainable ;3
Sell: same as above o..o!
Weight: same as above o..o!
ATK: in case of a weapon, you put the attack amount here o..o
DEF: in case of an armor, you put the defense amount here
Range: same as attack o..o!
Slot: self explainable ;3!
Job: which jobs can use them:
Code:
(S.) Novice (2^00): 0x00000001
Swordman (2^01): 0x00000002
Mage (2^02): 0x00000004
Archer (2^03): 0x00000008
Acolyte (2^04): 0x00000010
Merchant (2^05): 0x00000020
Thief (2^06): 0x00000040
Knight (2^07): 0x00000080
Priest (2^08): 0x00000100
Wizard (2^09): 0x00000200
Blacksmith (2^10): 0x00000400
Hunter (2^11): 0x00000800
Assassin (2^12): 0x00001000
Unused (2^13): 0x00002000
Crusader (2^14): 0x00004000
Monk (2^15): 0x00008000
Sage (2^16): 0x00010000
Rogue (2^17): 0x00020000
Alchemist (2^18): 0x00040000
Bard/Dancer (2^19): 0x00080000
Unused (2^20): 0x00100000
Taekwon (2^21): 0x00200000
StarGladiator (2^22): 0x00400000
Soul Linker (2^23): 0x00800000
Gunslinger (2^24): 0x01000000
Ninja (2^25): 0x02000000
All Classes : 0xFFFFFFFF
To combine them, just add them up.
Upper: Now we can specify which kind of classes can use or wear the item/s. They are:
Code:
Normal (the very normal ones, 1-1,2-1,2-2): 1
Upper Jobs (Advanced Jobs, such as High Wizards, Champions, etc): 2
Baby Classes: 4
To combine them, just add them up =3! Such as 7 = All classes, 6 = Babies and Upper Jobs, 5 = Babies and normals, 3 = Normal and Upper Jobs.
Gender: male of female o..O!. for male its 1 for female is 0, and 2 for both =3!
Loc: Location of the item (head upper, middle, lower, armor, etc etc):
Code:
(2^0) 001 = Lower Head
(2^1) 002 = Right hand
(2^2) 004 = mantle
(2^3) 008 = Acc 1
(2^4) 016 = armor
(2^5) 032 = Left hand
(2^6) 064 = boots
(2^7) 128 = Acc 2
(2^8) 256 = Top head
(2^9) 512 = Middle Head
(2^14) 32678 = Arrow Location
You can use this also with refine/@refine. 0 is for all the locations
wLV: Clarified. Its the weapon level. It can be 1, 2, 3 or 4. It can go higher, but it depends on your refine_db.txt
eLV: Also clarified. The minimum base level you must have to be able to use this
Refineable: if its able to be refined or not o..o 0 for no and 1 for yes.
View: Use this:
[Weapon View IDs]
Code:
1 = Daggers
2 = One-Handed Swords
3 = Two-Handed Swords
4 = One-Handed Spears
5 = Two-Handed Spears
6 = One-Handed Axes
7 = Two-Handed Axes
8 = Maces
10 = Wand/Staff
11 = Bows/Crossbows
12 = Knuckle Weapons
13 = Musical Instruments
14 = Whips
15 = Books
16 = Katars
17 = Revolvers
18 = Rifles
19 = Shotguns
20 = Gatling guns
21 = Grenade launchers
22 = Huuma
[END]
[Shield View IDs]
Code:
1 = Guard, Novice Guard
2 = Buckler
3 = Shield, Holy Guard, Evangelist
4 = Mirror Shield
[END]
[Headgear View IDs]
Code:
0 = None
1 = Goggle
2 = Kitty Band
3 = Glasses
4 = Fancy Flower
5 = Flower Band
6 = Bandana
7 = Turban
8 = Flu Mask
9 = Hair Band
10 = Diver's Goggles
11 = Biretta
12 = Sunglasses
13 = Eye Patch
14 = Cap
15 = Bunny Band
16 = Hat
17 = Ribbon
18 = Circlet
19 = Tiara
20 = Santa Hat
21 = Weird Goatee
22 = Moustache
23 = Single Glass
24 = Beard (Untested)
25 = Granpa Beard
26 = Purple Glasses
27 = Geek Glasses
28 = Big Ribbon
29 = Sweet Gent
30 = Golden Gear
31 = Romantic Gent
32 = Western Grace
33 = Coronet
34 = Cute Ribbon
35 = Monk Hat
36 = Wizard Hat
37 = Sunflower
38 = Angel Wing
39 = Evil Wing
40 = Helm
41 = Majestic Goat
42 = Snow Horn
43 = Spiky Band
44 = Wedding Veil
45 = Crown
46 = Mini Propeller
47 = Mini Glasses
48 = Army Cap
49 = Pierrot Nose
50 = Zoro Masque
51 = Munak Hat
52 = Gangster Mask
53 = Iron Cane
54 = Cigar
55 = Pipe
56 = Romantic Flower
57 = Romantic Leaf
58 = Jack a Dandy
59 = Stop Post
60 = Doctor Band
61 = Ghost Bandana
62 = Red Bandana
63 = Eagle Eyes
64 = Nurse Cap
65 = Mr.Smile
66 = Bomb Wick
67 = Sakkat
68 = Phantom of the Opera
69 = Heaven Ring
70 = Ear Muffs
71 = Antlers
72 = Apple o' Archer
73 = Elven Ears
74 = Pirate Bandana
75 = Mr.Scream
76 = Poo Poo Hat
77 = Funeral Hat
78 = Masquerade
79 = Welding Mask
80 = Pretend Murder
81 = Stellar
82 = Blinker
83 = Binoculars
84 = Goblin Mask
85 = Green Feeler
86 = Orc Helm
87 = Headset
88 = Jewel Crown
89 = Joker Jester
90 = Oxygen Mask
91 = Gas Mask
92 = Machoman's Glasses
93 = Grand Circlet
94 = Puppy Love
95 = Safety Helmet
96 = Indian Fillet
97 = Aerial
98 = Ph.D Hat
99 = Lord Kaho's Horn
100 = Fin Helm
101 = Egg Shell/Novice Eggshell
102 = Boy's Cap
103 = Bone Helm
104 = Feather Bonnet
105 = Corsair
106 = Kafra Band
107 = Heart of Merchant
108 = Parcel Hat
109 = Cake Hat
110 = Angel Helm (Cat's Bell ?)
111 = Chef's Hat
112 = Magic Instructor's Hat
113 = Candle
114 = Spore Hat
115 = Panda Cap
116 = Miner's Helmet (Wing's of Demon ?)
117 = Sunday Hat
118 = Smokie Hat
119 = Lightbulb Hairband
120 = Poring Hat
121 = Cross Hairband
122 = Apple Hat
123 = Deviruchi Hat
124 = Spotted Eggshell
125 = (Innocence of Maiden ?)
126 = Heart Hairpin
127 = Dumpling Decoration
128 = Opera Masque
129 = (Innocence of Maiden ?)
130 = Magician's Hat
131 = Fashion Sunglasses
132 = Crescent Moon Hairpin
133 = Striped Bandana
134 = Mysterious Apple Hat
135 = Innocence of Maiden
136 = Blue Bandana
137 = Sphinx Hat
138 = Solar God Helm
139 = Bongun Hat
140 = Unknown item, Hair related item
[END]
[Ammo]
Code:
1 = Arrows
2 = Throwable daggers
3 = Bullets
4 = Shells
5 = Grenades
6 = Shurikens
7 = Kunais
Credits for this goes to Spamrat and his cool DB editor =D! Its a bit outdated too.If you want newer ID's, search for the item that has it and look for the last number before ,{} This only applies for weapons with sprites and mostly headgears.
{Script}: This is where you put your item bonus. Whether it's an usable item or an equip item, it will take effect according to the item type.
{OnEquip_Script}: This is where the bonus you want to be applied upon equiping goes. It will only execute as soon as you equip the item.
{OnUnequip_Script}: This is where the bonus you want to be applied upon unequiping goes. It will only execute as soon as you unequip the item.
Item Placement on Data Folder
After you make your item (YaY!), put it in your item_db.txt. *tip tip* You can put it in item_db2.txt, cuz when you are going to upgrade SVNs and wanna keep your custom items, simply save the item_db2.txt file in another folder, upgrade and put back in and voila! No hard work getting from one to other ;o! *tip tip* Then go to your data folder and open:
Code:
idnum2itemdisplaynametable.txt
idnum2itemdesctable.txt
idnum2itemresnametable.txt
itemslotcounttable.txt
num2itemdesctable.txt
num2itemdisplaynametable.txt
num2itemresnametable.txt
you will put inside that:
idnum2itemdisplaynametable.txt = the name that the client will show for that item. Remember to replace that ID with your item ID >,>!. Syntax is: <ID>#name_w/o_spaces#
idnum2itemdesctable.txt = description of the item ;3 if u want. Remember to replace that ID with your item ID >,>!. Syntax is:
idnum2itemresnametable.txt = the name of the item sprite. I'd suggest you using the Search function for the names. Look for the ID of the item you want to look like, and copy that name. Remember to replace that ID with your item ID >,>!. Syntax is:
Code:
<ID>#gibberish_name_here#
itemslotcounttable.txt = this file will tell the client how many slots does that equipment has. Remember to replace that ID with your item ID >,>!. Syntax is: