DB/Item: Difference between revisions
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{{Template:Sandbox/VersionRange|min_expansionlevel=2}} | |||
==Structure== | ==Structure== | ||
{| style="background:#FCFCFC; color:black" | {| style="background:#FCFCFC; color:black" | ||
|- | |- | ||
Line 9: | Line 13: | ||
|0 || itemID || Integer || | |0 || itemID || Integer || | ||
|- | |- | ||
|1 || [[ | |1 || [[ItemClass.dbc|ItemClass]] ||iRefID|| | ||
|- | |- | ||
|2 || | |2 || [[ItemSubClass.dbc|ItemSubClass]] || iRefID|| | ||
|- | |- | ||
|3 || [[ItemClass.dbc|ItemClass]] || 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 || [[Material.dbc|MaterialID]] || iRefID || -1 - 8, corresponds with sounds the item does f.e. on drop in the inventory | |||
|- | |||
|5 || [[ItemDisplayInfo.dbc|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.*== | |||
{| style="background:#FCFCFC; color:black" | |||
|- | |||
! width="80" | Column | |||
! width="180 " | Field | |||
! width="80" | Type | |||
! width="600" | Notes | |||
|- | |||
|0 || itemID || Integer || | |||
|- | |||
|1 || [[ItemDisplayInfo.dbc|ItemDisplayInfo]] ||iRefID|| | |||
|- | |||
|2 || InventorySlotID || Integer || These inventory slot ID's are used to determine how an item may be equipped, see below | |||
|- | |||
|3 || [[ItemClass.dbc|ItemClass]] || iRefID|| | |||
|} | |} | ||
==Item.db2== | |||
new in cataclysm | |||
https://github.com/Shauren/AdbToSqlConverter/blob/master/Formats/Item.cs | |||
{{Template:Sandbox/VersionRange|min_expansionlevel=7}} | |||
==Structure== | |||
{| style="background:#FCFCFC; color:black" | {| style="background:#FCFCFC; color:black" | ||
Line 29: | Line 62: | ||
|- | |- | ||
|0 || itemID || Integer || | |0 || itemID || Integer || | ||
|- | |||
|1 || FileDataID || iRefID || Contain Icons Path Refer to FileData | |||
|- | |- | ||
| | |2 || [[ItemClass.dbc|ItemClass]] ||iRefID|| | ||
|- | |- | ||
| | |3 || [[ItemSubClass.dbc|ItemSubClass]] || iRefID|| | ||
|- | |- | ||
| | |4 || sound_override_subclassid || Integer || -1 - 20, mostly -1, same as [[ItemCache.wdb]] column5 | ||
|- | |- | ||
| | |5 || [[Material.dbc|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; | |||
}; | |||
[[Category:DBC]] | [[Category:DBC]][[Category:DBC_WotLK]] |
Latest revision as of 14:35, 23 December 2019
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; };