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  || [[ItemDisplayInfo.dbc|ItemDisplayInfo]] ||iRefID||
|1  || [[ItemClass.dbc|ItemClass]] ||iRefID||  
|-  
|-  
|2  || InventorySlotID || Integer  || These inventory slot ID's are used to determine how an item may be equipped, see below
|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||
|}
|}


Retrieved from "http://www.sourcepeek.com/wiki/Item.dbc"
==Item.db2==
new in cataclysm
 
https://github.com/Shauren/AdbToSqlConverter/blob/master/Formats/Item.cs
 
{{Template:Sandbox/VersionRange|min_expansionlevel=7}}


//////////////////////////////////////////////////
==Structure==
after 3.0, maybe it has been changed, pls refer to the following.


{| 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
|-  
|-  
|1 || [[ItemClass.dbc|ItemClass]] ||iRefID||
|2 || [[ItemClass.dbc|ItemClass]] ||iRefID||
|-  
|-  
|2 || [[ItemSubClass.dbc|ItemSubClass]] || iRefID||
|3 || [[ItemSubClass.dbc|ItemSubClass]] || iRefID||
|-
|-
|3 || Unknown || Integer || -1 - 20, mostly -1
|4 || sound_override_subclassid || Integer || -1 - 20, mostly -1, same as [[ItemCache.wdb]] column5
|-
|-
|4 || Uknown || Integer || -1 - 8
|5 || [[Material.dbc|MaterialID]]  || iRefID || -1 - 8
|-
|-
|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]]  
|-
|-
|6 || InventorySlotID || Integer || These inventory slot ID's are used to determine how an item may be equipped, see below
|7 || SheathID  || Integer || 0 -4, mostly 0
|-
|-
|7 || Unkown || Integer || 0 -4, mostly 0
|8 || GrouSoundsID || Integer || Moved from ItemDisplayInfo
|}
|}


==InventorySlotID==
*Note : Item DisplayID You may refer to ItemAppearance.db2 & ItemModifiedAppearance.db2 however for some they remain unfound.
{| style="background:#FCFCFC; color:black"
 
|-
==8.0.1.25902==
! width="80" | ID
struct ItemRec {
! width="180 " | Slot type
  // uint32_t m_ID;
|-
  uint32_t m_iconFileDataId;
|0|| None
  uint8_t m_classID;
|-
  uint8_t m_subclassID;
|1|| Head
  uint8_t m_sound_override_subclassid;
|-
  uint8_t m_material;
|2|| Neck
  uint8_t m_inventoryType;
|-
  uint8_t m_sheatheType;
|3|| Shoulders
  uint8_t m_groupSoundID;
|-
};
|4 || Shirt
|-
|5 || Vest
|-
|6 || Waist
|-
|7 || Legs
|-
|8 || Feet
|-
|9 || Wrist
|-
|10 || Hands
|-
|11 ||Ring
|-
|12 || Trinket
|-
|13 || One hand
|-
|14|| Shield
|-
|15 || Bow
|-
|16 || Back
|-
|17 || Two hand
|-
|18 || Bag
|-
|19|| Tabbard
|-
|20 || Robe
|-
|21 || Main hand
|-
|22 || Off hand
|-
|23 || Held
|-
|24 || Ammo
|-
|25 || Thrown
|-
|26 || Ranged
|-
|27 || Ranged (Can't remember what)
|-
|28 || Relic
|}


Retrieved from "http://www.sourcepeek.com/wiki/Inventory_Slots"


[[Category:DBC]]
[[Category:DBC]][[Category:DBC_WotLK]]

Latest revision as of 14:35, 23 December 2019

≥ BC

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

≥ Legion

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;
};