Item template SF

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The `item_template_addon` table



Structure

Field Type Attributes Key Null Default Extra Comment
Id mediumint(8) unsigned PRI NO 0
BuyCount tinyint(3) unsigned NO 1
FoodType tinyint(3) unsigned NO 0
minMoneyLoot int(10) unsigned NO 0
maxMoneyLoot int(10) unsigned NO 0


Description of the fields

entry

The ID of the item. This ID is unique between all templates.

class

The class of the item:

ID Name
0 Consumable
1 Container
2 Weapon
3 Gem
4 Armor
5 Reagent
6 Projectile
7 Trade Goods
8 Generic(OBSOLETE)
9 Recipe
10 Money(OBSOLETE)
11 Quiver
12 Quest
13 Key
14 Permanent(OBSOLETE)
15 Miscellaneous
16 Glyph

subclass

The subclass of the item. The following table lists all available subclass and class combinations and the subclass name.

Class ID Subclass ID Subclass Name Comments
0 0 Consumable Usability in combat is decided by the spell assigned.
0 1 Potion
0 2 Elixir
0 3 Flask
0 4 Scroll
0 5 Food & Drink
0 6 Item Enhancement
0 7 Bandage
0 8 Other
1 0 Bag
1 1 Soul Bag
1 2 Herb Bag
1 3 Enchanting Bag
1 4 Engineering Bag
1 5 Gem Bag
1 6 Mining Bag
1 7 Leatherworking Bag
1 8 Inscription Bag
2 0 Axe One handed
2 1 Axe Two handed
2 2 Bow
2 3 Gun
2 4 Mace One handed
2 5 Mace Two handed
2 6 Polearm
2 7 Sword One handed
2 8 Sword Two handed
2 9 Obsolete
2 10 Staff
2 11 Exotic
2 12 Exotic
2 13 Fist Weapon
2 14 Miscellaneous (Blacksmith Hammer, Mining Pick, etc.)
2 15 Dagger
2 16 Thrown
2 17 Spear
2 18 Crossbow
2 19 Wand
2 20 Fishing Pole
3 0 Red
3 1 Blue
3 2 Yellow
3 3 Purple
3 4 Green
3 5 Orange
3 6 Meta
3 7 Simple
3 8 Prismatic
4 0 Miscellaneous
4 1 Cloth
4 2 Leather
4 3 Mail
4 4 Plate
4 5 Buckler(OBSOLETE)
4 6 Shield
4 7 Libram
4 8 Idol
4 9 Totem
4 10 Sigil
5 0 Reagent
6 0 Wand(OBSOLETE)
6 1 Bolt(OBSOLETE)
6 2 Arrow
6 3 Bullet
6 4 Thrown(OBSOLETE)
7 0 Trade Goods
7 1 Parts
7 2 Explosives
7 3 Devices
7 4 Jewelcrafting
7 5 Cloth
7 6 Leather
7 7 Metal & Stone
7 8 Meat
7 9 Herb
7 10 Elemental
7 11 Other
7 12 Enchanting
7 13 Materials
7 14 Armor Enchantment
7 15 Weapon Enchantment
8 0 Generic(OBSOLETE)
9 0 Book
9 1 Leatherworking
9 2 Tailoring
9 3 Engineering
9 4 Blacksmithing
9 5 Cooking
9 6 Alchemy
9 7 First Aid
9 8 Enchanting
9 9 Fishing
9 10 Jewelcrafting
10 0 Money(OBSOLETE)
11 0 Quiver(OBSOLETE)
11 1 Quiver(OBSOLETE)
11 2 Quiver Can hold arrows
11 3 Ammo Pouch Can hold bullets
12 0 Quest
13 0 Key
13 1 Lockpick
14 0 Permanent
15 0 Junk
15 1 Reagent
15 2 Pet
15 3 Holiday
15 4 Other
15 5 Mount
16 1 Warrior
16 2 Paladin
16 3 Hunter
16 4 Rogue
16 5 Priest
16 6 Death Knight
16 7 Shaman
16 8 Mage
16 9 Warlock
16 11 Druid

unk0

This field has no description. You can help wiki by clicking here to describe this field, if you have permissions.

Leave default value

name

The item's name that will be displayed.

displayid

The model ID of the item. Each model has its own icon assigned so this field controls both the model appearance and the icon.

Quality

The quality of the item: (NOTE: Must also have flags = 134221824 set when using Bind To Account)

ID Color Quality
0 Grey Poor
1 White Common
2 Green Uncommon
3 Blue Rare
4 Purple Epic
5 Orange Legendary
6 Red Artifact
7 Gold Bind to Account

Flags

Bitmask field that contains flags that the item has on it. As all other such fields, just add the flags together to combine them. Possible flags are listed below.

Flag Comments
1 Soulbound
2 Conjured
4 Lootable (can be opened by right-click)
8 Heroic
16 Deprecated Item
32 Totem
64 Activatable with right-click
256 Wrapper
1024 Gifts
2048 Item is party loot and can be looted by all
4096 Item is refundable
8192 Charter (Arena or Guild)
32768 PvP reward item
524288 Unique equipped (player can only have one equipped at the same time)
4194304 Throwable (for tooltip ingame)
8388608 Special Use
134221824 Bind on Account (Also needs Quality = 7 set)
268435456 For enchant scrolls
536870912 Millable
2147483648 Bind on Pickup tradeable

FlagsExtra

0 == Either team

1 == Horde

2 == Alliance

4 == When item uses ExtendedCost in npc_vendor, gold is also required

256 == Makes need roll for this item disabled

BuyCount

The size of the item stack when sold by vendors. Also if a vendor has limited copies of this item available, everytime the vendor list is refreshed (See npc_vendor.incrtime), the number of copies increases by this number.

BuyPrice

The price required to pay to buy this item from a vendor, in copper.

SellPrice

The price that the vendor will pay you for the item when you sell it and if it is possible to be sold, in copper. Put in 0 if the item cannot be sold to a vendor.

InventoryType

In what slot the item can be equipped.

ID Slot Name ID Slot Name
0 Non equipable 15 Ranged (Bows)
1 Head 16 Back
2 Neck 17 Two-Hand
3 Shoulder 18 Bag
4 Shirt 19 Tabard
5 Chest 20 Robe
6 Waist 21 Main hand
7 Legs 22 Off hand
8 Feet 23 Holdable (Tome)
9 Wrists 24 Ammo
10 Hands 25 Thrown
11 Finger 26 Ranged right (Wands, Guns)
12 Trinket 27 Quiver
13 Weapon 28 Relic
14 Shield

AllowableClass

Bitmask controlling which classes can use this item. Add ids together to combine class possibilities. Use -1 if all classes can use it. ChrClasses.dbc

AllowableRace

Bitmask controlling which races can use this item. Add ids together to combine race possibilities. Use -1 for all races. ChrRaces.dbc

ItemLevel

Base item level.

RequiredLevel

Required level the player has to be to use this item.

RequiredSkill

The skill required to use this item. See SkillLine.dbc

RequiredSkillRank

The required skill rank the player needs to have to use this item.

requiredspell

The required spell that the player needs to have to use this item.

requiredhonorrank

The honor rank the player needs to have to use this item.

RequiredCityRank

This field has no description. You can help wiki by clicking here to describe this field, if you have permissions.

RequiredReputationFaction

The faction template ID (from Faction.dbc) of the faction that the player has to have a certain ranking with. If this value is 0, the faction of the seller of the item is used.

RequiredReputationRank

The rank the player has to have with the faction from RequiredReputationFaction.

ID Rank
0 Hated
1 Hostile
2 Unfriendly
3 Neutral
4 Friendly
5 Honored
6 Revered
7 Exalted

maxcount

Maximum number of copies of this item a player can have. Use 0 for infinite.

stackable

The number of copies of this item that can be stacked in the same slot.

ContainerSlots

If the item is a bag, this field controls the number of slots the bag has.

StatsCount

When an item has entries in stat_type, this must be updated to display those entries (Unknown how this works)

stat_type

The type of stat to modify.

ID Stat Type
0 ITEM_MOD_MANA
1 ITEM_MOD_HEALTH
3 ITEM_MOD_AGILITY
4 ITEM_MOD_STRENGTH
5 ITEM_MOD_INTELLECT
6 ITEM_MOD_SPIRIT
7 ITEM_MOD_STAMINA
12 ITEM_MOD_DEFENSE_SKILL_RATING
13 ITEM_MOD_DODGE_RATING
14 ITEM_MOD_PARRY_RATING
15 ITEM_MOD_BLOCK_RATING
16 ITEM_MOD_HIT_MELEE_RATING
17 ITEM_MOD_HIT_RANGED_RATING
18 ITEM_MOD_HIT_SPELL_RATING
19 ITEM_MOD_CRIT_MELEE_RATING
20 ITEM_MOD_CRIT_RANGED_RATING
21 ITEM_MOD_CRIT_SPELL_RATING
22 ITEM_MOD_HIT_TAKEN_MELEE_RATING
23 ITEM_MOD_HIT_TAKEN_RANGED_RATING
24 ITEM_MOD_HIT_TAKEN_SPELL_RATING
25 ITEM_MOD_CRIT_TAKEN_MELEE_RATING
26 ITEM_MOD_CRIT_TAKEN_RANGED_RATING
27 ITEM_MOD_CRIT_TAKEN_SPELL_RATING
28 ITEM_MOD_HASTE_MELEE_RATING
29 ITEM_MOD_HASTE_RANGED_RATING
30 ITEM_MOD_HASTE_SPELL_RATING
31 ITEM_MOD_HIT_RATING
32 ITEM_MOD_CRIT_RATING
33 ITEM_MOD_HIT_TAKEN_RATING
34 ITEM_MOD_CRIT_TAKEN_RATING
35 ITEM_MOD_RESILIENCE_RATING
36 ITEM_MOD_HASTE_RATING
37 ITEM_MOD_EXPERTISE_RATING
38 ITEM_MOD_ATTACK_POWER
39 ITEM_MOD_RANGED_ATTACK_POWER
40 ITEM_MOD_FERAL_ATTACK_POWER (not used as of 3.3)
41 ITEM_MOD_SPELL_HEALING_DONE
42 ITEM_MOD_SPELL_DAMAGE_DONE
43 ITEM_MOD_MANA_REGENERATION
44 ITEM_MOD_ARMOR_PENETRATION_RATING
45 ITEM_MOD_SPELL_POWER
46 ITEM_MOD_ HEALTH_REGEN
47 ITEM_MOD_SPELL_PENETRATION
48 ITEM_MOD_BLOCK_VALUE

stat_value

The value to change the stat type to.

ScalingStatDistribution

Similar to Static Stats these are the Stats that grow along with the users level (mainly heirloom leveling gear) use like static stats

ScalingStatValue

Final (level 80) value of the scaling-stat

dmg_min

The minimum damage of the item.

dmg_max

The maximum damage of the item.

dmg_type

The damage type that the item uses.

ID Damage Type
0 Physical
1 Holy
2 Fire
3 Nature
4 Frost
5 Shadow
6 Arcane

armor

The armor value of the item.

holy_res

Holy resistance.

fire_res

Fire resistance.

nature_res

Nature resistance.

frost_res

Frost resistance.

shadow_res

Shadow resistance.

arcane_res

Arcane resistance.

delay

The time in milliseconds between successive hits.

ammo_type

The type of ammunition the item uses. Arrows = 2; Bullets = 3

RangedModRange

Range-Modefier for bows/guns/crossbows:

Default range is somewhere between 0.3 and 0.4 yards,

all blizzard ranged weapons have RangedModRange==100

spellid

The spell ID of the spell that the item can cast or trigger.

spelltrigger

The type of trigger for the spell.

ID Trigger Type
0 Use
1 On Equip
2 Chance on Hit
4 Soulstone
5 Use with no delay
6 Learn Spell ID

spellcharges

The number of times that the item can cast the spell. If 0, then infinite charges are possible. If negative, then after the number of charges is depleted, the item is deleted as well. If positive, then the item is not deleted after all the charges are spent.

spellppmRate

The proc per minute rate controlling how often the spell is triggered (if #spelltrigger == 2).

spellcooldown

The cooldown in milliseconds for the specific spell controlling how often the spell can be used. Use -1 to use the default spell cooldown. Note: this is not the "internal cooldown" of procs commonly found on items such as trinkets with "Chance on hit" effects.

spellcategory

The category that the spell is in.

spellcategorycooldown

The cooldown time in milliseconds that is applied to all other spells in the category that the triggered spell is also in. Use -1 to use the default spell cooldown.

bonding

The bonding for the item.

ID Bonding Type
0 No bounds
1 Binds when picked up
2 Binds when equipped
3 Binds when used
4 Quest item
5 Quest Item1

description

The description that appears in orange letters at the bottom of the item tooltip.

PageText

The ID referring to the text that the item will show (if it is a book or a letter, etc). The item will have a magnifying glass cursor in the game and will show the text when right-clicked. See page_text.entry

LanguageID

The language that the item text is written in. Languages.dbc

PageMaterial

The background texture that appears in the page text window. PageTextMaterial.dbc

startquest

The ID of the quest that this item will start if right-clicked. See quest_template.id

lockid

The lock entry ID that this item (which serves as a key) is tied to. This field is used in key-door mechanics. See Lock.dbc

Material

The material that the item is made of. The value here affects the sound that the item makes when moved. Use -1 for consumable items like food, reagents, etc.

ID Material
-1 Consumables [Food, Reagents etc..]
0 Not Defined
1 Metal
2 Wood
3 Liquid
4 Jewelry
5 Chain
6 Plate
7 Cloth
8 Leather

sheath

Controls how the item is put away on the character (pressing the 'Z' hotkey).

ID Type Position
1 Two Handed Weapon Diagonally accross the back pointing down
2 Staff Diagonally accross the back poiting up
3 One Handed To the side
4 Shield On the back in the middle
5 Enchanter's Rod
6 Off hand On the other side of One Handed

RandomProperty

The number in this field points to item_enchantment_template.entry and ties in an item's chance at having a random property attached to it when it shows up for the first time. This field and the RandomSuffix field CANNOT both have non-zero values. Either one is filled, or the other. Also, the primary source for the number in this field are WDBs.

RandomSuffix

The number in this field points to item_enchantment_template.entry and ties in an item's chance at having a random suffix attached to it when it shows up for the first time. This field and the RandomProperty field CANNOT both have non-zero values. Either one is filled, or the other. Also, the primary source for the number in this field are WDBs.

block

If the item is a shield, the block chance of the shield.

itemset

The ID of the item set that this item belongs to. To save you some time, you CAN NOT make up new item sets. Item sets are defined in ItemSet.dbc

MaxDurability

The maximum durability of this item.

area

The zone ID that this item can be used in.

Map

The map ID that this item can be used in.

BagFamily

If the item is a bag, this field is a bitmask controlling what types of items can be put in this bag. You can combine different types by adding up the bit numbers.

ID Bag Family Mask
0 None
1 Arrows
2 Bullets
4 Soul Shards
8 Leatherworking Supplies
16 Inscription Supplies
32 Herbs
64 Enchanting Supplies
128 Engineering Supplies
256 Keys
512 Gems
1024 Mining Supplies
2048 Soulbound Equipment
4096 Vanity Pets
8192 Currency Tokens
16384 Quest Items

TotemCategory

Corresponds to the ID in TotemCategory.dbc.

ID Name
1 Skinning Knife (OLD)
2 Earth Totem
3 Air Totem
4 Fire Totem
5 Water Totem
6 Runed Copper Rod
7 Runed Silver Rod
8 Runed Golden Rod
9 Runed Truesilver Rod
10 Runed Arcanite Rod
11 Mining Pick (OLD)
12 Philosopher's Stone
13 Blacksmith Hammer (OLD)
14 Arclight Spanner
15 Gyromatic Micro-Adjustor
21 Master Totem
41 Runed Fel Iron Rod
62 Runed Adamantite Rod
63 Runed Eternium Rod
81 Hollow Quill
101 Runed Azurite Rod
121 Virtuoso Inking Set
141 Drums
161 Gnomish Army Knife
162 Blacksmith Hammer
165 Mining Pick
166 Skinning Knife
167 Hammer Pick
168 Bladed Pickaxe
169 Flint and Tinder
189 Runed Cobalt Rod
190 Runed Titanium Rod

socketColor

The color of the socket that can be placed in this item.

ID Color
1 Meta
2 Red
4 Yellow
8 Blue

socketContent

Ammount of Gems of SocketColor1

socketBonus

commonly used socket bonus IDs

ID Effect
3312 +8 Strength
3313 +8 Agility
3305 +12 Stamina
3353 +8 Intellect
2872 +9 Healing
3753 +9 Spell Power
3877 +16 Attack Power

GemProperties

The value here corresponds to the ID in GemProperties.dbc.

RequiredDisenchantSkill

The required proficiency in disenchanting that the player needs to have to be able to disenchant this item.

ArmorDamageModifier

This field has no description. You can help wiki by clicking here to describe this field, if you have permissions.

Duration

The duration of the item in seconds. If positive, it is the duration measured in ingame time. If negative, it is the duration measured in real time.

ItemLimitCategory

This field has no description. You can help wiki by clicking here to describe this field, if you have permissions.

HolidayId

See Holiday.dbc

ScriptName

The name of the script that the item should use. There is no 'internalitemhandler' or 'internalitemhanler' script so trinity will ignore any such values in this field.

DisenchantID

The disenchant loot template ID. See disenchant_loot_template.entry

FoodType

If this item is a food type item, this field defines what type of food it is for hunters who want to feed their pets. It controls in what diet this food item falls in.

NOTE: Raw meat and fish is not the same as regular meat and fish. It seems that the last two types of diets include grey "poor" types of food that players have no use for but some pets seem to be able to eat. Also, those food types appeared in TBC so most likely only TBC pets will have those types of diets.

ID Type
1 Meat
2 Fish
3 Cheese
4 Bread
5 Fungus
6 Fruit
7 Raw Meat
8 Raw Fish

minMoneyLoot

If the item is a container that can contain money, then this field defines the minimum coinage held in this container, in copper.

maxMoneyLoot

If the item is a container that can contain money, then this field defines the maximum coinage held in this container, in copper.

WDBVerified

This field is used by the TrinityDB Team to determine whether a template has been verified from WDB files. Not sure if it is used by Skyfire. It is best to get the correct data to add to database rather than waste time with wrong info.

If value is 0 then it has not been parsed yet.

If value is above 0 then it has been parsed with WDB files from that specific client build.

If value is -1 then it is just a place holder until proper data are found on WDBs.

If value is - client build then it was parsed with WDB files from that specific client build and manually edited later for some special necessity.