DB/Item
(Redirected from Item.dbc)
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Structure
Column | Field | Type | Notes |
---|---|---|---|
0 | itemID | Integer | |
1 | ItemClass | iRefID | |
2 | ItemSubClass | iRefID | |
3 | sound_override_subclassid | Integer | -1 - 20, mostly -1, same as ItemCache.wdb column5, affects f.e. sounds of weapon hitting a target (if -1, default value for weapon subclass is used) |
4 | MaterialID | iRefID | -1 - 8, corresponds with sounds the item does f.e. on drop in the inventory |
5 | ItemDisplayInfo | iRefID | |
6 | InventorySlotID | Integer | These inventory slot ID's are used to determine how an item may be equipped, see Inventory_Slots |
7 | SheathID | Integer | 0 -4, mostly 0, can be overriden by value in DB (depends on the world conf of the server) and thus ignored |
Pre 3.*
Column | Field | Type | Notes |
---|---|---|---|
0 | itemID | Integer | |
1 | ItemDisplayInfo | iRefID | |
2 | InventorySlotID | Integer | These inventory slot ID's are used to determine how an item may be equipped, see below |
3 | ItemClass | iRefID |
Item.db2
new in cataclysm
https://github.com/Shauren/AdbToSqlConverter/blob/master/Formats/Item.cs
Structure
Column | Field | Type | Notes |
---|---|---|---|
0 | itemID | Integer | |
1 | FileDataID | iRefID | Contain Icons Path Refer to FileData |
2 | ItemClass | iRefID | |
3 | ItemSubClass | iRefID | |
4 | sound_override_subclassid | Integer | -1 - 20, mostly -1, same as ItemCache.wdb column5 |
5 | MaterialID | iRefID | -1 - 8 |
6 | InventorySlotID | Integer | These inventory slot ID's are used to determine how an item may be equipped, see Inventory_Slots |
7 | SheathID | Integer | 0 -4, mostly 0 |
8 | GrouSoundsID | Integer | Moved from ItemDisplayInfo |
- Note : Item DisplayID You may refer to ItemAppearance.db2 & ItemModifiedAppearance.db2 however for some they remain unfound.
8.0.1.25902
struct ItemRec { // uint32_t m_ID; uint32_t m_iconFileDataId; uint8_t m_classID; uint8_t m_subclassID; uint8_t m_sound_override_subclassid; uint8_t m_material; uint8_t m_inventoryType; uint8_t m_sheatheType; uint8_t m_groupSoundID; };