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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;
};