DB/Item

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≥ 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;
};