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	<entry>
		<id>http://wiki.dspt.info/index.php?title=Items&amp;diff=7166</id>
		<title>Items</title>
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				<updated>2013-04-04T22:49:18Z</updated>
		
		<summary type="html">&lt;p&gt;Deviltti: /* item_basic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==item_basic==&lt;br /&gt;
&lt;br /&gt;
Stores basic item information that is common to all items.  For an item to exist, it must have an entry in this table.&lt;br /&gt;
&lt;br /&gt;
'''item_id''' should match what is found in POLUtils or on ffxiah.com&lt;br /&gt;
&lt;br /&gt;
'''name''' is the long name of an item, such as flask_of_echo_drops.  If you're scripting a file, this is the file name you should use - from Log Name (Singular) field.&lt;br /&gt;
&lt;br /&gt;
'''sortname''' is the shortened name, such as echo_drops - from Name field.&lt;br /&gt;
&lt;br /&gt;
'''stackSize''' determines if an item should stack, and how many should stack.  The client acts a bit odd if you stack items that aren't supposed to be stacked, but generally will let you stack things like Frozen Giant Skulls if you want to improve the Dynamis experience, for example.&lt;br /&gt;
&lt;br /&gt;
'''flags''' stored as a bitmask. Add values together.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Flag&lt;br /&gt;
|-&lt;br /&gt;
|1||wall handling&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||delivery inner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||inscribable&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||no auction&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||scroll&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||unknown&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||can use&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||can trade npc&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||can equip&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||no sale&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||no delivery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||ex&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||rare&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''aH''' is the auction house category for the item.&lt;br /&gt;
    Weapons&lt;br /&gt;
        Hand to Hand    1&lt;br /&gt;
        Daggers         2&lt;br /&gt;
        Swords          3&lt;br /&gt;
        Great Swords    4&lt;br /&gt;
        Axes            5&lt;br /&gt;
        Great Axes      6&lt;br /&gt;
        Scythes         7&lt;br /&gt;
        Polearms        8&lt;br /&gt;
        Katana          9&lt;br /&gt;
        Great Katana    10&lt;br /&gt;
        Clubs           11&lt;br /&gt;
        Staves          12&lt;br /&gt;
        Ranged          13&lt;br /&gt;
        Instruments     14&lt;br /&gt;
        Ammo&amp;amp;Misc&lt;br /&gt;
            Pet Items           48&lt;br /&gt;
            Fishing Gear        47&lt;br /&gt;
            Ammunition          15&lt;br /&gt;
            Grips               62&lt;br /&gt;
    Armor&lt;br /&gt;
        Shields         16&lt;br /&gt;
        Head            17&lt;br /&gt;
        Neck            22&lt;br /&gt;
        Body            18&lt;br /&gt;
        Hands           19&lt;br /&gt;
        Waist           23&lt;br /&gt;
        Legs            20&lt;br /&gt;
        Feet            21&lt;br /&gt;
        Back            26&lt;br /&gt;
        Earrings        24&lt;br /&gt;
        Rings           25&lt;br /&gt;
    Scrolls&lt;br /&gt;
        White Magic     28&lt;br /&gt;
        Black Magic     29&lt;br /&gt;
        Songs           32&lt;br /&gt;
        Ninjutsu        31&lt;br /&gt;
        Summoning       30&lt;br /&gt;
        Dice            60&lt;br /&gt;
    Medicines           33&lt;br /&gt;
    Furnishings         34&lt;br /&gt;
    Materials&lt;br /&gt;
        Alchemy         44&lt;br /&gt;
        Woodworking     43&lt;br /&gt;
        Bonecraft       42&lt;br /&gt;
        Leathercraft    41&lt;br /&gt;
        Clothcraft      40&lt;br /&gt;
        Goldsmithing    39&lt;br /&gt;
        Smithing        38&lt;br /&gt;
    Food&lt;br /&gt;
        Meals&lt;br /&gt;
            Meat &amp;amp; Eggs         52&lt;br /&gt;
            Seafood             53&lt;br /&gt;
            Vegetables          54&lt;br /&gt;
            Soups               55&lt;br /&gt;
            Breads &amp;amp; Rice       56&lt;br /&gt;
            Sweets              57&lt;br /&gt;
            Drinks              58&lt;br /&gt;
        Ingredients             59&lt;br /&gt;
        Fish                    51&lt;br /&gt;
    Crystals            35&lt;br /&gt;
    Others&lt;br /&gt;
        Misc            46&lt;br /&gt;
        Beast-Made      50&lt;br /&gt;
        Cards           36&lt;br /&gt;
        Ninja Tools     49&lt;br /&gt;
        Cursed Items    37&lt;br /&gt;
        Automatons      61&lt;br /&gt;
&lt;br /&gt;
'''NoSale''' determines if the item can be sold.&lt;br /&gt;
&lt;br /&gt;
'''BaseSell''' is the value of the item when selling to an NPC, before fame modifier.&lt;br /&gt;
&lt;br /&gt;
==item_armor==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding anything that can be worn; armor, accessory, and weapons, too.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' matches what is found in item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' needs to be investigated.  Just for readability's sake?&lt;br /&gt;
&lt;br /&gt;
'''level''' is what level the item can be equipped at.&lt;br /&gt;
&lt;br /&gt;
'''jobs''' determines what jobs can equip the item, stored as a bitmask.  Simply add the values together to set the jobs.  WAR (1) + PLD (64) + DRK (128) = 193&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Job&lt;br /&gt;
|-&lt;br /&gt;
|1||warrior&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||monk&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||white mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||black mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||red mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||thief&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||paladin&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||dark knight&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||beastmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||bard&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||ranger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||samurai&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||ninja&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||dragoon&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||summoner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||blue mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|65536||corsair&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|131072||puppetmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|262144||dancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|524288||scholar&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1048576||geomancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2097152||rune fencer&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''MId''' determines the appearance for the item.  Also see [[How_to_Add_an_Item]].&lt;br /&gt;
&lt;br /&gt;
'''shieldSize''' is only used by shields, and determines how much damage they block, and how much damage they'll deal with Shield Bash.&lt;br /&gt;
&lt;br /&gt;
'''scriptType''' needs to be investigated.&lt;br /&gt;
&lt;br /&gt;
'''slot''' determines which slot(s) the item can be worn in, in a bitmask.  main hand (1) + off hand (2) = 3.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||main&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||sub&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||range&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||waist&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||ear1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||ear2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||ring1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||ring2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||back&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''rslot''' determines which single slot cannot be used while the item is equipped.  For example, Vermillion Cloak would reserve the head slot, since head equipment cannot be used with it.  This is '''not''' a bitmask, and only one value can be specified.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Reserved Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||main&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||range&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||waist&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||ear1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||ear2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13||ring1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14||ring2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15||back&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||&amp;quot;SLOT_LINK&amp;quot;  Linkshell?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==item_weapon==&lt;br /&gt;
&lt;br /&gt;
Stores common information for all weapons.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table to item_basic and item_armor, and should match those tables.&lt;br /&gt;
&lt;br /&gt;
'''name''' is for readability's sake and the name of any script associated with the weapon.&lt;br /&gt;
&lt;br /&gt;
'''skill''' determines which weapon proficiency should be used with the weapon.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Weapon Skill Type&lt;br /&gt;
|-&lt;br /&gt;
|1||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Dagger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Sword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Greatsword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Great Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||Scythe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Polearm&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||Great Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||Club&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||Staff&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|25||Archery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|26||Marksmanship&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|27||Throwing&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''subskill''' determines exclusivity between marksmanship-type weapons.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Weapon Subskill Type&lt;br /&gt;
|-&lt;br /&gt;
|0||bolt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||gun&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||cannon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' determines the type of damage dealt by the weapon.  Note that only Hand-to-hand damage will use both hands for jobs such as Monk as of r3200.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|0||Damage type &amp;quot;none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||Piercing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Slashing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Blunt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Crossbow&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Gun&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''hit''' is only used for multihit weapons such as Joyeuse or Kraken Club, and represents the maximum number of hits per round.&lt;br /&gt;
&lt;br /&gt;
'''delay''' determines the delay of the weapon.  Ranged Weapons and Ammunition always have -240 their displayed delay.  For example, Expunger (Delay 360) is stored as 120 delay in the database.&lt;br /&gt;
&lt;br /&gt;
'''dmg''' is the DMG stat for the equipment.  Hand-to-hand weapons are always stored with their DMG stat +3.  For example, Lizard Cesti has 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
'''unlock_index''' refers to the id of the weapon in item_weapon_unlocked.&lt;br /&gt;
&lt;br /&gt;
==item_mods==&lt;br /&gt;
&lt;br /&gt;
Stores uncommon information, from Defense to &amp;quot;Enhances Dual Wield Effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
item_mods is an unindexed table.  As such, always keep in mind that it's possible to have duplicate values, which darkstar will cheerfully use without questioning them.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table back to the item via item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is what is being modified.  A list of these values can be found in /scripts/globals/status.lua (listed in hexadecimal,) or in /src/map/modifier.h (listed in hexadecimal.)  Remember to convert them to decimal for use in this table.&lt;br /&gt;
&lt;br /&gt;
'''value''' is how much of the modifier to grant, and can be positive or negative.  It's best to research any modifier you're unsure of, as some are stored and applied in unexpected ways, such as Magic Damage Taken being stored as amount/256, while Physical Damage Taken is stored as amount%.&lt;br /&gt;
&lt;br /&gt;
==item_furniture==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding moghouse furniture.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake, and is the long name for the item.&lt;br /&gt;
&lt;br /&gt;
'''storage''' is how much storage to grant for each item placed.  The core will cap the total at 80.&lt;br /&gt;
&lt;br /&gt;
'''moghancement''' needs to be researched.&lt;br /&gt;
&lt;br /&gt;
'''element''' is the elemental alignment of the furniture.&lt;br /&gt;
&lt;br /&gt;
'''aura''' needs to be researched (strength of effect?)&lt;br /&gt;
&lt;br /&gt;
==item_usable==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding items that can be used.  An item cannot be used unless it is in this table.&lt;br /&gt;
&lt;br /&gt;
'''itemid''' links this table back to item_basic, and should match.&lt;br /&gt;
&lt;br /&gt;
'''subid''' seems to primarily be used with spell scrolls, and probably just stores the spellid to be unlocked.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake.&lt;br /&gt;
&lt;br /&gt;
'''validTargets''' is a bitmask storing what the item can be used on.  Being a bitmask, the values should be added for each valid target type.  Self (1) + party (2) = 3.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid target&lt;br /&gt;
|-&lt;br /&gt;
|1||Self&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Player in user's party&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Enemy&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Player in user's alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||Players outside of user's party/alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||Dead players&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||NPCs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''activation''' needs to be researched&lt;br /&gt;
&lt;br /&gt;
'''animation''' determines which animation should be used with the item.&lt;br /&gt;
&lt;br /&gt;
'''animation time''' needs to be researched, but probably determines how long the player can't move for the item usage to succeed.&lt;br /&gt;
&lt;br /&gt;
'''maxCharges''' is the maximum number of usages.&lt;br /&gt;
&lt;br /&gt;
'''useDelay''' is likely how long the item must be equipped before it can be used.&lt;br /&gt;
&lt;br /&gt;
'''reuseDelay''' is likely how long must pass between item uses.&lt;br /&gt;
&lt;br /&gt;
'''aoe''' is a simple binary on whether the item is AoE or not (0 = false, 1 = true.)&lt;br /&gt;
&lt;br /&gt;
==item_latents==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding latent effects on items.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is the number that represents the stat boost when active&lt;br /&gt;
&lt;br /&gt;
'''value''' is the value to add to the stat when active&lt;br /&gt;
&lt;br /&gt;
'''latentId''' is the ID of the latent effect conditions (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
'''latentParam''' is an additional parameter depending on the latentId (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
==item_weapon_unlocked==&lt;br /&gt;
&lt;br /&gt;
Stores information related to weaponskill broken weapons.&lt;br /&gt;
&lt;br /&gt;
'''Id''' the ID of the weapon.  This only corresponds with a BLOB in the chars table ('''unlocked weapons''') and the entries in the char_weapon_skill_points table.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' is the matching itemId of the weapon from item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' is the same name used in item_basic, only useful for reading what the weapon is (and the filename of the script if it has a script)&lt;br /&gt;
&lt;br /&gt;
'''skill''' is the combat skill associated with the weapon (battleentity.h).  Note that guns and cannons are different from crossbows.&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' is the type of damage the weapon inflicts (piercing, blunt, handtohand, slashing).&lt;br /&gt;
&lt;br /&gt;
'''hit''' is the number of hits of the weapon.&lt;br /&gt;
&lt;br /&gt;
'''point''' is the amount of weaponskill points needed to &amp;quot;break&amp;quot; the weapon and unlock its associated latent effects.&lt;br /&gt;
&lt;br /&gt;
==item_puppet==&lt;br /&gt;
&lt;br /&gt;
The itemId, name, slot, and &amp;quot;element&amp;quot; of each automaton piece.  As PUP isn't in use, this table may change substantially in the future.&lt;/div&gt;</summary>
		<author><name>Deviltti</name></author>	</entry>

	<entry>
		<id>http://wiki.dspt.info/index.php?title=Items&amp;diff=7165</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://wiki.dspt.info/index.php?title=Items&amp;diff=7165"/>
				<updated>2013-04-04T22:48:26Z</updated>
		
		<summary type="html">&lt;p&gt;Deviltti: /* item_basic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==item_basic==&lt;br /&gt;
&lt;br /&gt;
Stores basic item information that is common to all items.  For an item to exist, it must have an entry in this table.&lt;br /&gt;
&lt;br /&gt;
'''item_id''' should match what is found in POLUtils or on ffxiah.com&lt;br /&gt;
&lt;br /&gt;
'''name''' is the long name of an item, such as flask_of_echo_drops.  If you're scripting a file, this is the file name you should use - from Log Name (Singular) field.&lt;br /&gt;
&lt;br /&gt;
'''sortname''' is the shortened name, such as echo_drops - from Name field.&lt;br /&gt;
&lt;br /&gt;
'''stackSize''' determines if an item should stack, and how many should stack.  The client acts a bit odd if you stack items that aren't supposed to be stacked, but generally will let you stack things like Frozen Giant Skulls if you want to improve the Dynamis experience, for example.&lt;br /&gt;
&lt;br /&gt;
'''flags''' bitmask&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Flag&lt;br /&gt;
|-&lt;br /&gt;
|1||wall handling&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||delivery inner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||inscribable&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||no auction&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||scroll&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||unknown&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||can use&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||can trade npc&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||can equip&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||no sale&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||no delivery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||ex&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||rare&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''aH''' is the auction house category for the item.&lt;br /&gt;
    Weapons&lt;br /&gt;
        Hand to Hand    1&lt;br /&gt;
        Daggers         2&lt;br /&gt;
        Swords          3&lt;br /&gt;
        Great Swords    4&lt;br /&gt;
        Axes            5&lt;br /&gt;
        Great Axes      6&lt;br /&gt;
        Scythes         7&lt;br /&gt;
        Polearms        8&lt;br /&gt;
        Katana          9&lt;br /&gt;
        Great Katana    10&lt;br /&gt;
        Clubs           11&lt;br /&gt;
        Staves          12&lt;br /&gt;
        Ranged          13&lt;br /&gt;
        Instruments     14&lt;br /&gt;
        Ammo&amp;amp;Misc&lt;br /&gt;
            Pet Items           48&lt;br /&gt;
            Fishing Gear        47&lt;br /&gt;
            Ammunition          15&lt;br /&gt;
            Grips               62&lt;br /&gt;
    Armor&lt;br /&gt;
        Shields         16&lt;br /&gt;
        Head            17&lt;br /&gt;
        Neck            22&lt;br /&gt;
        Body            18&lt;br /&gt;
        Hands           19&lt;br /&gt;
        Waist           23&lt;br /&gt;
        Legs            20&lt;br /&gt;
        Feet            21&lt;br /&gt;
        Back            26&lt;br /&gt;
        Earrings        24&lt;br /&gt;
        Rings           25&lt;br /&gt;
    Scrolls&lt;br /&gt;
        White Magic     28&lt;br /&gt;
        Black Magic     29&lt;br /&gt;
        Songs           32&lt;br /&gt;
        Ninjutsu        31&lt;br /&gt;
        Summoning       30&lt;br /&gt;
        Dice            60&lt;br /&gt;
    Medicines           33&lt;br /&gt;
    Furnishings         34&lt;br /&gt;
    Materials&lt;br /&gt;
        Alchemy         44&lt;br /&gt;
        Woodworking     43&lt;br /&gt;
        Bonecraft       42&lt;br /&gt;
        Leathercraft    41&lt;br /&gt;
        Clothcraft      40&lt;br /&gt;
        Goldsmithing    39&lt;br /&gt;
        Smithing        38&lt;br /&gt;
    Food&lt;br /&gt;
        Meals&lt;br /&gt;
            Meat &amp;amp; Eggs         52&lt;br /&gt;
            Seafood             53&lt;br /&gt;
            Vegetables          54&lt;br /&gt;
            Soups               55&lt;br /&gt;
            Breads &amp;amp; Rice       56&lt;br /&gt;
            Sweets              57&lt;br /&gt;
            Drinks              58&lt;br /&gt;
        Ingredients             59&lt;br /&gt;
        Fish                    51&lt;br /&gt;
    Crystals            35&lt;br /&gt;
    Others&lt;br /&gt;
        Misc            46&lt;br /&gt;
        Beast-Made      50&lt;br /&gt;
        Cards           36&lt;br /&gt;
        Ninja Tools     49&lt;br /&gt;
        Cursed Items    37&lt;br /&gt;
        Automatons      61&lt;br /&gt;
&lt;br /&gt;
'''NoSale''' determines if the item can be sold.&lt;br /&gt;
&lt;br /&gt;
'''BaseSell''' is the value of the item when selling to an NPC, before fame modifier.&lt;br /&gt;
&lt;br /&gt;
==item_armor==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding anything that can be worn; armor, accessory, and weapons, too.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' matches what is found in item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' needs to be investigated.  Just for readability's sake?&lt;br /&gt;
&lt;br /&gt;
'''level''' is what level the item can be equipped at.&lt;br /&gt;
&lt;br /&gt;
'''jobs''' determines what jobs can equip the item, stored as a bitmask.  Simply add the values together to set the jobs.  WAR (1) + PLD (64) + DRK (128) = 193&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Job&lt;br /&gt;
|-&lt;br /&gt;
|1||warrior&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||monk&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||white mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||black mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||red mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||thief&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||paladin&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||dark knight&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||beastmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||bard&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||ranger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||samurai&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||ninja&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||dragoon&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||summoner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||blue mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|65536||corsair&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|131072||puppetmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|262144||dancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|524288||scholar&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1048576||geomancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2097152||rune fencer&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''MId''' determines the appearance for the item.  Also see [[How_to_Add_an_Item]].&lt;br /&gt;
&lt;br /&gt;
'''shieldSize''' is only used by shields, and determines how much damage they block, and how much damage they'll deal with Shield Bash.&lt;br /&gt;
&lt;br /&gt;
'''scriptType''' needs to be investigated.&lt;br /&gt;
&lt;br /&gt;
'''slot''' determines which slot(s) the item can be worn in, in a bitmask.  main hand (1) + off hand (2) = 3.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||main&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||sub&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||range&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||waist&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||ear1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||ear2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||ring1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||ring2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||back&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''rslot''' determines which single slot cannot be used while the item is equipped.  For example, Vermillion Cloak would reserve the head slot, since head equipment cannot be used with it.  This is '''not''' a bitmask, and only one value can be specified.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Reserved Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||main&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||range&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||waist&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||ear1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||ear2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13||ring1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14||ring2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15||back&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||&amp;quot;SLOT_LINK&amp;quot;  Linkshell?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==item_weapon==&lt;br /&gt;
&lt;br /&gt;
Stores common information for all weapons.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table to item_basic and item_armor, and should match those tables.&lt;br /&gt;
&lt;br /&gt;
'''name''' is for readability's sake and the name of any script associated with the weapon.&lt;br /&gt;
&lt;br /&gt;
'''skill''' determines which weapon proficiency should be used with the weapon.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Weapon Skill Type&lt;br /&gt;
|-&lt;br /&gt;
|1||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Dagger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Sword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Greatsword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Great Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||Scythe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Polearm&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||Great Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||Club&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||Staff&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|25||Archery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|26||Marksmanship&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|27||Throwing&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''subskill''' determines exclusivity between marksmanship-type weapons.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Weapon Subskill Type&lt;br /&gt;
|-&lt;br /&gt;
|0||bolt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||gun&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||cannon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' determines the type of damage dealt by the weapon.  Note that only Hand-to-hand damage will use both hands for jobs such as Monk as of r3200.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|0||Damage type &amp;quot;none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||Piercing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Slashing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Blunt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Crossbow&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Gun&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''hit''' is only used for multihit weapons such as Joyeuse or Kraken Club, and represents the maximum number of hits per round.&lt;br /&gt;
&lt;br /&gt;
'''delay''' determines the delay of the weapon.  Ranged Weapons and Ammunition always have -240 their displayed delay.  For example, Expunger (Delay 360) is stored as 120 delay in the database.&lt;br /&gt;
&lt;br /&gt;
'''dmg''' is the DMG stat for the equipment.  Hand-to-hand weapons are always stored with their DMG stat +3.  For example, Lizard Cesti has 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
'''unlock_index''' refers to the id of the weapon in item_weapon_unlocked.&lt;br /&gt;
&lt;br /&gt;
==item_mods==&lt;br /&gt;
&lt;br /&gt;
Stores uncommon information, from Defense to &amp;quot;Enhances Dual Wield Effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
item_mods is an unindexed table.  As such, always keep in mind that it's possible to have duplicate values, which darkstar will cheerfully use without questioning them.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table back to the item via item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is what is being modified.  A list of these values can be found in /scripts/globals/status.lua (listed in hexadecimal,) or in /src/map/modifier.h (listed in hexadecimal.)  Remember to convert them to decimal for use in this table.&lt;br /&gt;
&lt;br /&gt;
'''value''' is how much of the modifier to grant, and can be positive or negative.  It's best to research any modifier you're unsure of, as some are stored and applied in unexpected ways, such as Magic Damage Taken being stored as amount/256, while Physical Damage Taken is stored as amount%.&lt;br /&gt;
&lt;br /&gt;
==item_furniture==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding moghouse furniture.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake, and is the long name for the item.&lt;br /&gt;
&lt;br /&gt;
'''storage''' is how much storage to grant for each item placed.  The core will cap the total at 80.&lt;br /&gt;
&lt;br /&gt;
'''moghancement''' needs to be researched.&lt;br /&gt;
&lt;br /&gt;
'''element''' is the elemental alignment of the furniture.&lt;br /&gt;
&lt;br /&gt;
'''aura''' needs to be researched (strength of effect?)&lt;br /&gt;
&lt;br /&gt;
==item_usable==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding items that can be used.  An item cannot be used unless it is in this table.&lt;br /&gt;
&lt;br /&gt;
'''itemid''' links this table back to item_basic, and should match.&lt;br /&gt;
&lt;br /&gt;
'''subid''' seems to primarily be used with spell scrolls, and probably just stores the spellid to be unlocked.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake.&lt;br /&gt;
&lt;br /&gt;
'''validTargets''' is a bitmask storing what the item can be used on.  Being a bitmask, the values should be added for each valid target type.  Self (1) + party (2) = 3.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid target&lt;br /&gt;
|-&lt;br /&gt;
|1||Self&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Player in user's party&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Enemy&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Player in user's alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||Players outside of user's party/alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||Dead players&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||NPCs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''activation''' needs to be researched&lt;br /&gt;
&lt;br /&gt;
'''animation''' determines which animation should be used with the item.&lt;br /&gt;
&lt;br /&gt;
'''animation time''' needs to be researched, but probably determines how long the player can't move for the item usage to succeed.&lt;br /&gt;
&lt;br /&gt;
'''maxCharges''' is the maximum number of usages.&lt;br /&gt;
&lt;br /&gt;
'''useDelay''' is likely how long the item must be equipped before it can be used.&lt;br /&gt;
&lt;br /&gt;
'''reuseDelay''' is likely how long must pass between item uses.&lt;br /&gt;
&lt;br /&gt;
'''aoe''' is a simple binary on whether the item is AoE or not (0 = false, 1 = true.)&lt;br /&gt;
&lt;br /&gt;
==item_latents==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding latent effects on items.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is the number that represents the stat boost when active&lt;br /&gt;
&lt;br /&gt;
'''value''' is the value to add to the stat when active&lt;br /&gt;
&lt;br /&gt;
'''latentId''' is the ID of the latent effect conditions (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
'''latentParam''' is an additional parameter depending on the latentId (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
==item_weapon_unlocked==&lt;br /&gt;
&lt;br /&gt;
Stores information related to weaponskill broken weapons.&lt;br /&gt;
&lt;br /&gt;
'''Id''' the ID of the weapon.  This only corresponds with a BLOB in the chars table ('''unlocked weapons''') and the entries in the char_weapon_skill_points table.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' is the matching itemId of the weapon from item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' is the same name used in item_basic, only useful for reading what the weapon is (and the filename of the script if it has a script)&lt;br /&gt;
&lt;br /&gt;
'''skill''' is the combat skill associated with the weapon (battleentity.h).  Note that guns and cannons are different from crossbows.&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' is the type of damage the weapon inflicts (piercing, blunt, handtohand, slashing).&lt;br /&gt;
&lt;br /&gt;
'''hit''' is the number of hits of the weapon.&lt;br /&gt;
&lt;br /&gt;
'''point''' is the amount of weaponskill points needed to &amp;quot;break&amp;quot; the weapon and unlock its associated latent effects.&lt;br /&gt;
&lt;br /&gt;
==item_puppet==&lt;br /&gt;
&lt;br /&gt;
The itemId, name, slot, and &amp;quot;element&amp;quot; of each automaton piece.  As PUP isn't in use, this table may change substantially in the future.&lt;/div&gt;</summary>
		<author><name>Deviltti</name></author>	</entry>

	<entry>
		<id>http://wiki.dspt.info/index.php?title=Items&amp;diff=7164</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://wiki.dspt.info/index.php?title=Items&amp;diff=7164"/>
				<updated>2013-04-04T22:37:12Z</updated>
		
		<summary type="html">&lt;p&gt;Deviltti: /* item_basic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==item_basic==&lt;br /&gt;
&lt;br /&gt;
Stores basic item information that is common to all items.  For an item to exist, it must have an entry in this table.&lt;br /&gt;
&lt;br /&gt;
'''item_id''' should match what is found in POLUtils or on ffxiah.com&lt;br /&gt;
&lt;br /&gt;
'''name''' is the long name of an item, such as flask_of_echo_drops.  If you're scripting a file, this is the file name you should use.&lt;br /&gt;
&lt;br /&gt;
'''sortname''' is the shortened name, such as echo_drops.&lt;br /&gt;
&lt;br /&gt;
'''stackSize''' determines if an item should stack, and how many should stack.  The client acts a bit odd if you stack items that aren't supposed to be stacked, but generally will let you stack things like Frozen Giant Skulls if you want to improve the Dynamis experience, for example.&lt;br /&gt;
&lt;br /&gt;
'''flags''' bitmask&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Flag&lt;br /&gt;
|-&lt;br /&gt;
|1||wall handling&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||delivery inner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||inscribable&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||no auction&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||scroll&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||unknown&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||can use&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||can trade npc&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||can equip&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||no sale&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||no delivery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||ex&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||rare&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''aH''' is the auction house category for the item.&lt;br /&gt;
    Weapons&lt;br /&gt;
        Hand to Hand    1&lt;br /&gt;
        Daggers         2&lt;br /&gt;
        Swords          3&lt;br /&gt;
        Great Swords    4&lt;br /&gt;
        Axes            5&lt;br /&gt;
        Great Axes      6&lt;br /&gt;
        Scythes         7&lt;br /&gt;
        Polearms        8&lt;br /&gt;
        Katana          9&lt;br /&gt;
        Great Katana    10&lt;br /&gt;
        Clubs           11&lt;br /&gt;
        Staves          12&lt;br /&gt;
        Ranged          13&lt;br /&gt;
        Instruments     14&lt;br /&gt;
        Ammo&amp;amp;Misc&lt;br /&gt;
            Pet Items           48&lt;br /&gt;
            Fishing Gear        47&lt;br /&gt;
            Ammunition          15&lt;br /&gt;
            Grips               62&lt;br /&gt;
    Armor&lt;br /&gt;
        Shields         16&lt;br /&gt;
        Head            17&lt;br /&gt;
        Neck            22&lt;br /&gt;
        Body            18&lt;br /&gt;
        Hands           19&lt;br /&gt;
        Waist           23&lt;br /&gt;
        Legs            20&lt;br /&gt;
        Feet            21&lt;br /&gt;
        Back            26&lt;br /&gt;
        Earrings        24&lt;br /&gt;
        Rings           25&lt;br /&gt;
    Scrolls&lt;br /&gt;
        White Magic     28&lt;br /&gt;
        Black Magic     29&lt;br /&gt;
        Songs           32&lt;br /&gt;
        Ninjutsu        31&lt;br /&gt;
        Summoning       30&lt;br /&gt;
        Dice            60&lt;br /&gt;
    Medicines           33&lt;br /&gt;
    Furnishings         34&lt;br /&gt;
    Materials&lt;br /&gt;
        Alchemy         44&lt;br /&gt;
        Woodworking     43&lt;br /&gt;
        Bonecraft       42&lt;br /&gt;
        Leathercraft    41&lt;br /&gt;
        Clothcraft      40&lt;br /&gt;
        Goldsmithing    39&lt;br /&gt;
        Smithing        38&lt;br /&gt;
    Food&lt;br /&gt;
        Meals&lt;br /&gt;
            Meat &amp;amp; Eggs         52&lt;br /&gt;
            Seafood             53&lt;br /&gt;
            Vegetables          54&lt;br /&gt;
            Soups               55&lt;br /&gt;
            Breads &amp;amp; Rice       56&lt;br /&gt;
            Sweets              57&lt;br /&gt;
            Drinks              58&lt;br /&gt;
        Ingredients             59&lt;br /&gt;
        Fish                    51&lt;br /&gt;
    Crystals            35&lt;br /&gt;
    Others&lt;br /&gt;
        Misc            46&lt;br /&gt;
        Beast-Made      50&lt;br /&gt;
        Cards           36&lt;br /&gt;
        Ninja Tools     49&lt;br /&gt;
        Cursed Items    37&lt;br /&gt;
        Automatons      61&lt;br /&gt;
&lt;br /&gt;
'''NoSale''' determines if the item can be sold.&lt;br /&gt;
&lt;br /&gt;
'''BaseSell''' is the value of the item when selling to an NPC, before fame modifier.&lt;br /&gt;
&lt;br /&gt;
==item_armor==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding anything that can be worn; armor, accessory, and weapons, too.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' matches what is found in item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' needs to be investigated.  Just for readability's sake?&lt;br /&gt;
&lt;br /&gt;
'''level''' is what level the item can be equipped at.&lt;br /&gt;
&lt;br /&gt;
'''jobs''' determines what jobs can equip the item, stored as a bitmask.  Simply add the values together to set the jobs.  WAR (1) + PLD (64) + DRK (128) = 193&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Job&lt;br /&gt;
|-&lt;br /&gt;
|1||warrior&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||monk&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||white mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||black mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||red mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||thief&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||paladin&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||dark knight&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||beastmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||bard&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||ranger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||samurai&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||ninja&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||dragoon&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||summoner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||blue mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|65536||corsair&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|131072||puppetmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|262144||dancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|524288||scholar&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1048576||geomancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2097152||rune fencer&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''MId''' determines the appearance for the item.  Also see [[How_to_Add_an_Item]].&lt;br /&gt;
&lt;br /&gt;
'''shieldSize''' is only used by shields, and determines how much damage they block, and how much damage they'll deal with Shield Bash.&lt;br /&gt;
&lt;br /&gt;
'''scriptType''' needs to be investigated.&lt;br /&gt;
&lt;br /&gt;
'''slot''' determines which slot(s) the item can be worn in, in a bitmask.  main hand (1) + off hand (2) = 3.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||main&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||sub&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||range&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||waist&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||ear1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||ear2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||ring1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||ring2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||back&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''rslot''' determines which single slot cannot be used while the item is equipped.  For example, Vermillion Cloak would reserve the head slot, since head equipment cannot be used with it.  This is '''not''' a bitmask, and only one value can be specified.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Reserved Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||main&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||range&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||waist&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||ear1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||ear2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13||ring1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14||ring2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15||back&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||&amp;quot;SLOT_LINK&amp;quot;  Linkshell?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==item_weapon==&lt;br /&gt;
&lt;br /&gt;
Stores common information for all weapons.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table to item_basic and item_armor, and should match those tables.&lt;br /&gt;
&lt;br /&gt;
'''name''' is for readability's sake and the name of any script associated with the weapon.&lt;br /&gt;
&lt;br /&gt;
'''skill''' determines which weapon proficiency should be used with the weapon.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Weapon Skill Type&lt;br /&gt;
|-&lt;br /&gt;
|1||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Dagger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Sword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Greatsword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Great Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||Scythe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Polearm&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||Great Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||Club&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||Staff&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|25||Archery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|26||Marksmanship&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|27||Throwing&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''subskill''' determines exclusivity between marksmanship-type weapons.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Weapon Subskill Type&lt;br /&gt;
|-&lt;br /&gt;
|0||bolt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||gun&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||cannon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' determines the type of damage dealt by the weapon.  Note that only Hand-to-hand damage will use both hands for jobs such as Monk as of r3200.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|0||Damage type &amp;quot;none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||Piercing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Slashing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Blunt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Crossbow&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Gun&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''hit''' is only used for multihit weapons such as Joyeuse or Kraken Club, and represents the maximum number of hits per round.&lt;br /&gt;
&lt;br /&gt;
'''delay''' determines the delay of the weapon.  Ranged Weapons and Ammunition always have -240 their displayed delay.  For example, Expunger (Delay 360) is stored as 120 delay in the database.&lt;br /&gt;
&lt;br /&gt;
'''dmg''' is the DMG stat for the equipment.  Hand-to-hand weapons are always stored with their DMG stat +3.  For example, Lizard Cesti has 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
'''unlock_index''' refers to the id of the weapon in item_weapon_unlocked.&lt;br /&gt;
&lt;br /&gt;
==item_mods==&lt;br /&gt;
&lt;br /&gt;
Stores uncommon information, from Defense to &amp;quot;Enhances Dual Wield Effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
item_mods is an unindexed table.  As such, always keep in mind that it's possible to have duplicate values, which darkstar will cheerfully use without questioning them.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table back to the item via item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is what is being modified.  A list of these values can be found in /scripts/globals/status.lua (listed in hexadecimal,) or in /src/map/modifier.h (listed in hexadecimal.)  Remember to convert them to decimal for use in this table.&lt;br /&gt;
&lt;br /&gt;
'''value''' is how much of the modifier to grant, and can be positive or negative.  It's best to research any modifier you're unsure of, as some are stored and applied in unexpected ways, such as Magic Damage Taken being stored as amount/256, while Physical Damage Taken is stored as amount%.&lt;br /&gt;
&lt;br /&gt;
==item_furniture==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding moghouse furniture.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake, and is the long name for the item.&lt;br /&gt;
&lt;br /&gt;
'''storage''' is how much storage to grant for each item placed.  The core will cap the total at 80.&lt;br /&gt;
&lt;br /&gt;
'''moghancement''' needs to be researched.&lt;br /&gt;
&lt;br /&gt;
'''element''' is the elemental alignment of the furniture.&lt;br /&gt;
&lt;br /&gt;
'''aura''' needs to be researched (strength of effect?)&lt;br /&gt;
&lt;br /&gt;
==item_usable==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding items that can be used.  An item cannot be used unless it is in this table.&lt;br /&gt;
&lt;br /&gt;
'''itemid''' links this table back to item_basic, and should match.&lt;br /&gt;
&lt;br /&gt;
'''subid''' seems to primarily be used with spell scrolls, and probably just stores the spellid to be unlocked.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake.&lt;br /&gt;
&lt;br /&gt;
'''validTargets''' is a bitmask storing what the item can be used on.  Being a bitmask, the values should be added for each valid target type.  Self (1) + party (2) = 3.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid target&lt;br /&gt;
|-&lt;br /&gt;
|1||Self&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Player in user's party&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Enemy&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Player in user's alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||Players outside of user's party/alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||Dead players&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||NPCs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''activation''' needs to be researched&lt;br /&gt;
&lt;br /&gt;
'''animation''' determines which animation should be used with the item.&lt;br /&gt;
&lt;br /&gt;
'''animation time''' needs to be researched, but probably determines how long the player can't move for the item usage to succeed.&lt;br /&gt;
&lt;br /&gt;
'''maxCharges''' is the maximum number of usages.&lt;br /&gt;
&lt;br /&gt;
'''useDelay''' is likely how long the item must be equipped before it can be used.&lt;br /&gt;
&lt;br /&gt;
'''reuseDelay''' is likely how long must pass between item uses.&lt;br /&gt;
&lt;br /&gt;
'''aoe''' is a simple binary on whether the item is AoE or not (0 = false, 1 = true.)&lt;br /&gt;
&lt;br /&gt;
==item_latents==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding latent effects on items.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is the number that represents the stat boost when active&lt;br /&gt;
&lt;br /&gt;
'''value''' is the value to add to the stat when active&lt;br /&gt;
&lt;br /&gt;
'''latentId''' is the ID of the latent effect conditions (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
'''latentParam''' is an additional parameter depending on the latentId (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
==item_weapon_unlocked==&lt;br /&gt;
&lt;br /&gt;
Stores information related to weaponskill broken weapons.&lt;br /&gt;
&lt;br /&gt;
'''Id''' the ID of the weapon.  This only corresponds with a BLOB in the chars table ('''unlocked weapons''') and the entries in the char_weapon_skill_points table.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' is the matching itemId of the weapon from item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' is the same name used in item_basic, only useful for reading what the weapon is (and the filename of the script if it has a script)&lt;br /&gt;
&lt;br /&gt;
'''skill''' is the combat skill associated with the weapon (battleentity.h).  Note that guns and cannons are different from crossbows.&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' is the type of damage the weapon inflicts (piercing, blunt, handtohand, slashing).&lt;br /&gt;
&lt;br /&gt;
'''hit''' is the number of hits of the weapon.&lt;br /&gt;
&lt;br /&gt;
'''point''' is the amount of weaponskill points needed to &amp;quot;break&amp;quot; the weapon and unlock its associated latent effects.&lt;br /&gt;
&lt;br /&gt;
==item_puppet==&lt;br /&gt;
&lt;br /&gt;
The itemId, name, slot, and &amp;quot;element&amp;quot; of each automaton piece.  As PUP isn't in use, this table may change substantially in the future.&lt;/div&gt;</summary>
		<author><name>Deviltti</name></author>	</entry>

	<entry>
		<id>http://wiki.dspt.info/index.php?title=Items&amp;diff=7163</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://wiki.dspt.info/index.php?title=Items&amp;diff=7163"/>
				<updated>2013-04-04T22:36:03Z</updated>
		
		<summary type="html">&lt;p&gt;Deviltti: /* item_basic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==item_basic==&lt;br /&gt;
&lt;br /&gt;
Stores basic item information that is common to all items.  For an item to exist, it must have an entry in this table.&lt;br /&gt;
&lt;br /&gt;
'''item_id''' should match what is found in POLUtils or on ffxiah.com&lt;br /&gt;
&lt;br /&gt;
'''name''' is the long name of an item, such as flask_of_echo_drops.  If you're scripting a file, this is the file name you should use.&lt;br /&gt;
&lt;br /&gt;
'''sortname''' is the shortened name, such as echo_drops.&lt;br /&gt;
&lt;br /&gt;
'''stackSize''' determines if an item should stack, and how many should stack.  The client acts a bit odd if you stack items that aren't supposed to be stacked, but generally will let you stack things like Frozen Giant Skulls if you want to improve the Dynamis experience, for example.&lt;br /&gt;
&lt;br /&gt;
'''flags''' Bitmask&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Flag&lt;br /&gt;
|-&lt;br /&gt;
|1||wall handling&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||delivery inner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||inscribable&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||no auction&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||scroll&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||unknown&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||can use&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||can trade npc&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||can equip&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||no sale&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||no delivery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||ex&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||rare&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''aH''' is the auction house category for the item.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Auction House Category&lt;br /&gt;
|-&lt;br /&gt;
|||weapons&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||hand to hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||inscribable&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||no auction&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||scroll&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||unknown&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||can use&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||can trade npc&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||can equip&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||no sale&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||no delivery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||ex&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||rare&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NoSale''' determines if the item can be sold.&lt;br /&gt;
&lt;br /&gt;
'''BaseSell''' is the value of the item when selling to an NPC, before fame modifier.&lt;br /&gt;
&lt;br /&gt;
==item_armor==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding anything that can be worn; armor, accessory, and weapons, too.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' matches what is found in item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' needs to be investigated.  Just for readability's sake?&lt;br /&gt;
&lt;br /&gt;
'''level''' is what level the item can be equipped at.&lt;br /&gt;
&lt;br /&gt;
'''jobs''' determines what jobs can equip the item, stored as a bitmask.  Simply add the values together to set the jobs.  WAR (1) + PLD (64) + DRK (128) = 193&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Job&lt;br /&gt;
|-&lt;br /&gt;
|1||warrior&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||monk&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||white mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||black mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||red mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||thief&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||paladin&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||dark knight&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||beastmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||bard&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||ranger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||samurai&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||ninja&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||dragoon&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||summoner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||blue mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|65536||corsair&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|131072||puppetmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|262144||dancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|524288||scholar&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1048576||geomancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2097152||rune fencer&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''MId''' determines the appearance for the item.  Also see [[How_to_Add_an_Item]].&lt;br /&gt;
&lt;br /&gt;
'''shieldSize''' is only used by shields, and determines how much damage they block, and how much damage they'll deal with Shield Bash.&lt;br /&gt;
&lt;br /&gt;
'''scriptType''' needs to be investigated.&lt;br /&gt;
&lt;br /&gt;
'''slot''' determines which slot(s) the item can be worn in, in a bitmask.  main hand (1) + off hand (2) = 3.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||main&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||sub&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||range&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||waist&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||ear1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||ear2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||ring1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||ring2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||back&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''rslot''' determines which single slot cannot be used while the item is equipped.  For example, Vermillion Cloak would reserve the head slot, since head equipment cannot be used with it.  This is '''not''' a bitmask, and only one value can be specified.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Reserved Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||main&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||range&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||waist&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||ear1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||ear2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13||ring1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14||ring2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15||back&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||&amp;quot;SLOT_LINK&amp;quot;  Linkshell?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==item_weapon==&lt;br /&gt;
&lt;br /&gt;
Stores common information for all weapons.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table to item_basic and item_armor, and should match those tables.&lt;br /&gt;
&lt;br /&gt;
'''name''' is for readability's sake and the name of any script associated with the weapon.&lt;br /&gt;
&lt;br /&gt;
'''skill''' determines which weapon proficiency should be used with the weapon.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Weapon Skill Type&lt;br /&gt;
|-&lt;br /&gt;
|1||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Dagger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Sword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Greatsword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Great Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||Scythe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Polearm&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||Great Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||Club&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||Staff&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|25||Archery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|26||Marksmanship&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|27||Throwing&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''subskill''' determines exclusivity between marksmanship-type weapons.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Weapon Subskill Type&lt;br /&gt;
|-&lt;br /&gt;
|0||bolt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||gun&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||cannon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' determines the type of damage dealt by the weapon.  Note that only Hand-to-hand damage will use both hands for jobs such as Monk as of r3200.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|0||Damage type &amp;quot;none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||Piercing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Slashing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Blunt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Crossbow&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Gun&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''hit''' is only used for multihit weapons such as Joyeuse or Kraken Club, and represents the maximum number of hits per round.&lt;br /&gt;
&lt;br /&gt;
'''delay''' determines the delay of the weapon.  Ranged Weapons and Ammunition always have -240 their displayed delay.  For example, Expunger (Delay 360) is stored as 120 delay in the database.&lt;br /&gt;
&lt;br /&gt;
'''dmg''' is the DMG stat for the equipment.  Hand-to-hand weapons are always stored with their DMG stat +3.  For example, Lizard Cesti has 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
'''unlock_index''' refers to the id of the weapon in item_weapon_unlocked.&lt;br /&gt;
&lt;br /&gt;
==item_mods==&lt;br /&gt;
&lt;br /&gt;
Stores uncommon information, from Defense to &amp;quot;Enhances Dual Wield Effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
item_mods is an unindexed table.  As such, always keep in mind that it's possible to have duplicate values, which darkstar will cheerfully use without questioning them.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table back to the item via item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is what is being modified.  A list of these values can be found in /scripts/globals/status.lua (listed in hexadecimal,) or in /src/map/modifier.h (listed in hexadecimal.)  Remember to convert them to decimal for use in this table.&lt;br /&gt;
&lt;br /&gt;
'''value''' is how much of the modifier to grant, and can be positive or negative.  It's best to research any modifier you're unsure of, as some are stored and applied in unexpected ways, such as Magic Damage Taken being stored as amount/256, while Physical Damage Taken is stored as amount%.&lt;br /&gt;
&lt;br /&gt;
==item_furniture==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding moghouse furniture.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake, and is the long name for the item.&lt;br /&gt;
&lt;br /&gt;
'''storage''' is how much storage to grant for each item placed.  The core will cap the total at 80.&lt;br /&gt;
&lt;br /&gt;
'''moghancement''' needs to be researched.&lt;br /&gt;
&lt;br /&gt;
'''element''' is the elemental alignment of the furniture.&lt;br /&gt;
&lt;br /&gt;
'''aura''' needs to be researched (strength of effect?)&lt;br /&gt;
&lt;br /&gt;
==item_usable==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding items that can be used.  An item cannot be used unless it is in this table.&lt;br /&gt;
&lt;br /&gt;
'''itemid''' links this table back to item_basic, and should match.&lt;br /&gt;
&lt;br /&gt;
'''subid''' seems to primarily be used with spell scrolls, and probably just stores the spellid to be unlocked.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake.&lt;br /&gt;
&lt;br /&gt;
'''validTargets''' is a bitmask storing what the item can be used on.  Being a bitmask, the values should be added for each valid target type.  Self (1) + party (2) = 3.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid target&lt;br /&gt;
|-&lt;br /&gt;
|1||Self&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Player in user's party&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Enemy&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Player in user's alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||Players outside of user's party/alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||Dead players&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||NPCs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''activation''' needs to be researched&lt;br /&gt;
&lt;br /&gt;
'''animation''' determines which animation should be used with the item.&lt;br /&gt;
&lt;br /&gt;
'''animation time''' needs to be researched, but probably determines how long the player can't move for the item usage to succeed.&lt;br /&gt;
&lt;br /&gt;
'''maxCharges''' is the maximum number of usages.&lt;br /&gt;
&lt;br /&gt;
'''useDelay''' is likely how long the item must be equipped before it can be used.&lt;br /&gt;
&lt;br /&gt;
'''reuseDelay''' is likely how long must pass between item uses.&lt;br /&gt;
&lt;br /&gt;
'''aoe''' is a simple binary on whether the item is AoE or not (0 = false, 1 = true.)&lt;br /&gt;
&lt;br /&gt;
==item_latents==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding latent effects on items.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is the number that represents the stat boost when active&lt;br /&gt;
&lt;br /&gt;
'''value''' is the value to add to the stat when active&lt;br /&gt;
&lt;br /&gt;
'''latentId''' is the ID of the latent effect conditions (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
'''latentParam''' is an additional parameter depending on the latentId (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
==item_weapon_unlocked==&lt;br /&gt;
&lt;br /&gt;
Stores information related to weaponskill broken weapons.&lt;br /&gt;
&lt;br /&gt;
'''Id''' the ID of the weapon.  This only corresponds with a BLOB in the chars table ('''unlocked weapons''') and the entries in the char_weapon_skill_points table.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' is the matching itemId of the weapon from item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' is the same name used in item_basic, only useful for reading what the weapon is (and the filename of the script if it has a script)&lt;br /&gt;
&lt;br /&gt;
'''skill''' is the combat skill associated with the weapon (battleentity.h).  Note that guns and cannons are different from crossbows.&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' is the type of damage the weapon inflicts (piercing, blunt, handtohand, slashing).&lt;br /&gt;
&lt;br /&gt;
'''hit''' is the number of hits of the weapon.&lt;br /&gt;
&lt;br /&gt;
'''point''' is the amount of weaponskill points needed to &amp;quot;break&amp;quot; the weapon and unlock its associated latent effects.&lt;br /&gt;
&lt;br /&gt;
==item_puppet==&lt;br /&gt;
&lt;br /&gt;
The itemId, name, slot, and &amp;quot;element&amp;quot; of each automaton piece.  As PUP isn't in use, this table may change substantially in the future.&lt;/div&gt;</summary>
		<author><name>Deviltti</name></author>	</entry>

	<entry>
		<id>http://wiki.dspt.info/index.php?title=Items&amp;diff=7162</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://wiki.dspt.info/index.php?title=Items&amp;diff=7162"/>
				<updated>2013-04-04T22:13:53Z</updated>
		
		<summary type="html">&lt;p&gt;Deviltti: /* item_weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==item_basic==&lt;br /&gt;
&lt;br /&gt;
Stores basic item information that is common to all items.  For an item to exist, it must have an entry in this table.&lt;br /&gt;
&lt;br /&gt;
'''item_id''' should match what is found in POLUtils or on ffxiah.com&lt;br /&gt;
&lt;br /&gt;
'''name''' is the long name of an item, such as flask_of_echo_drops.  If you're scripting a file, this is the file name you should use.&lt;br /&gt;
&lt;br /&gt;
'''sortname''' is the shortened name, such as echo_drops.&lt;br /&gt;
&lt;br /&gt;
'''stackSize''' determines if an item should stack, and how many should stack.  The client acts a bit odd if you stack items that aren't supposed to be stacked, but generally will let you stack things like Frozen Giant Skulls if you want to improve the Dynamis experience, for example.&lt;br /&gt;
&lt;br /&gt;
'''flags''' Bitmask&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Flag&lt;br /&gt;
|-&lt;br /&gt;
|1||wall handling&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||delivery inner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||inscribable&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||no auction&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||scroll&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||unknown&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||can use&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||can trade npc&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||can equip&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||no sale&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||no delivery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||ex&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||rare&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''aH''' is the auction house category for the item.&lt;br /&gt;
&lt;br /&gt;
'''NoSale''' determines if the item can be sold.&lt;br /&gt;
&lt;br /&gt;
'''BaseSell''' is the value of the item when selling to an NPC, before fame modifier.&lt;br /&gt;
&lt;br /&gt;
==item_armor==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding anything that can be worn; armor, accessory, and weapons, too.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' matches what is found in item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' needs to be investigated.  Just for readability's sake?&lt;br /&gt;
&lt;br /&gt;
'''level''' is what level the item can be equipped at.&lt;br /&gt;
&lt;br /&gt;
'''jobs''' determines what jobs can equip the item, stored as a bitmask.  Simply add the values together to set the jobs.  WAR (1) + PLD (64) + DRK (128) = 193&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Job&lt;br /&gt;
|-&lt;br /&gt;
|1||warrior&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||monk&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||white mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||black mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||red mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||thief&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||paladin&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||dark knight&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||beastmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||bard&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||ranger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||samurai&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||ninja&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||dragoon&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||summoner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||blue mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|65536||corsair&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|131072||puppetmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|262144||dancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|524288||scholar&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1048576||geomancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2097152||rune fencer&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''MId''' determines the appearance for the item.  Also see [[How_to_Add_an_Item]].&lt;br /&gt;
&lt;br /&gt;
'''shieldSize''' is only used by shields, and determines how much damage they block, and how much damage they'll deal with Shield Bash.&lt;br /&gt;
&lt;br /&gt;
'''scriptType''' needs to be investigated.&lt;br /&gt;
&lt;br /&gt;
'''slot''' determines which slot(s) the item can be worn in, in a bitmask.  main hand (1) + off hand (2) = 3.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||main&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||sub&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||range&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||waist&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||ear1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||ear2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||ring1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||ring2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||back&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''rslot''' determines which single slot cannot be used while the item is equipped.  For example, Vermillion Cloak would reserve the head slot, since head equipment cannot be used with it.  This is '''not''' a bitmask, and only one value can be specified.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Reserved Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||main&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||range&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||waist&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||ear1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||ear2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13||ring1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14||ring2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15||back&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||&amp;quot;SLOT_LINK&amp;quot;  Linkshell?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==item_weapon==&lt;br /&gt;
&lt;br /&gt;
Stores common information for all weapons.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table to item_basic and item_armor, and should match those tables.&lt;br /&gt;
&lt;br /&gt;
'''name''' is for readability's sake and the name of any script associated with the weapon.&lt;br /&gt;
&lt;br /&gt;
'''skill''' determines which weapon proficiency should be used with the weapon.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Weapon Skill Type&lt;br /&gt;
|-&lt;br /&gt;
|1||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Dagger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Sword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Greatsword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Great Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||Scythe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Polearm&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||Great Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||Club&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||Staff&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|25||Archery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|26||Marksmanship&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|27||Throwing&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''subskill''' determines exclusivity between marksmanship-type weapons.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Weapon Subskill Type&lt;br /&gt;
|-&lt;br /&gt;
|0||bolt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||gun&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||cannon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' determines the type of damage dealt by the weapon.  Note that only Hand-to-hand damage will use both hands for jobs such as Monk as of r3200.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|0||Damage type &amp;quot;none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||Piercing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Slashing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Blunt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Crossbow&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Gun&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''hit''' is only used for multihit weapons such as Joyeuse or Kraken Club, and represents the maximum number of hits per round.&lt;br /&gt;
&lt;br /&gt;
'''delay''' determines the delay of the weapon.  Ranged Weapons and Ammunition always have -240 their displayed delay.  For example, Expunger (Delay 360) is stored as 120 delay in the database.&lt;br /&gt;
&lt;br /&gt;
'''dmg''' is the DMG stat for the equipment.  Hand-to-hand weapons are always stored with their DMG stat +3.  For example, Lizard Cesti has 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
'''unlock_index''' refers to the id of the weapon in item_weapon_unlocked.&lt;br /&gt;
&lt;br /&gt;
==item_mods==&lt;br /&gt;
&lt;br /&gt;
Stores uncommon information, from Defense to &amp;quot;Enhances Dual Wield Effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
item_mods is an unindexed table.  As such, always keep in mind that it's possible to have duplicate values, which darkstar will cheerfully use without questioning them.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table back to the item via item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is what is being modified.  A list of these values can be found in /scripts/globals/status.lua (listed in hexadecimal,) or in /src/map/modifier.h (listed in hexadecimal.)  Remember to convert them to decimal for use in this table.&lt;br /&gt;
&lt;br /&gt;
'''value''' is how much of the modifier to grant, and can be positive or negative.  It's best to research any modifier you're unsure of, as some are stored and applied in unexpected ways, such as Magic Damage Taken being stored as amount/256, while Physical Damage Taken is stored as amount%.&lt;br /&gt;
&lt;br /&gt;
==item_furniture==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding moghouse furniture.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake, and is the long name for the item.&lt;br /&gt;
&lt;br /&gt;
'''storage''' is how much storage to grant for each item placed.  The core will cap the total at 80.&lt;br /&gt;
&lt;br /&gt;
'''moghancement''' needs to be researched.&lt;br /&gt;
&lt;br /&gt;
'''element''' is the elemental alignment of the furniture.&lt;br /&gt;
&lt;br /&gt;
'''aura''' needs to be researched (strength of effect?)&lt;br /&gt;
&lt;br /&gt;
==item_usable==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding items that can be used.  An item cannot be used unless it is in this table.&lt;br /&gt;
&lt;br /&gt;
'''itemid''' links this table back to item_basic, and should match.&lt;br /&gt;
&lt;br /&gt;
'''subid''' seems to primarily be used with spell scrolls, and probably just stores the spellid to be unlocked.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake.&lt;br /&gt;
&lt;br /&gt;
'''validTargets''' is a bitmask storing what the item can be used on.  Being a bitmask, the values should be added for each valid target type.  Self (1) + party (2) = 3.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid target&lt;br /&gt;
|-&lt;br /&gt;
|1||Self&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Player in user's party&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Enemy&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Player in user's alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||Players outside of user's party/alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||Dead players&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||NPCs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''activation''' needs to be researched&lt;br /&gt;
&lt;br /&gt;
'''animation''' determines which animation should be used with the item.&lt;br /&gt;
&lt;br /&gt;
'''animation time''' needs to be researched, but probably determines how long the player can't move for the item usage to succeed.&lt;br /&gt;
&lt;br /&gt;
'''maxCharges''' is the maximum number of usages.&lt;br /&gt;
&lt;br /&gt;
'''useDelay''' is likely how long the item must be equipped before it can be used.&lt;br /&gt;
&lt;br /&gt;
'''reuseDelay''' is likely how long must pass between item uses.&lt;br /&gt;
&lt;br /&gt;
'''aoe''' is a simple binary on whether the item is AoE or not (0 = false, 1 = true.)&lt;br /&gt;
&lt;br /&gt;
==item_latents==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding latent effects on items.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is the number that represents the stat boost when active&lt;br /&gt;
&lt;br /&gt;
'''value''' is the value to add to the stat when active&lt;br /&gt;
&lt;br /&gt;
'''latentId''' is the ID of the latent effect conditions (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
'''latentParam''' is an additional parameter depending on the latentId (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
==item_weapon_unlocked==&lt;br /&gt;
&lt;br /&gt;
Stores information related to weaponskill broken weapons.&lt;br /&gt;
&lt;br /&gt;
'''Id''' the ID of the weapon.  This only corresponds with a BLOB in the chars table ('''unlocked weapons''') and the entries in the char_weapon_skill_points table.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' is the matching itemId of the weapon from item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' is the same name used in item_basic, only useful for reading what the weapon is (and the filename of the script if it has a script)&lt;br /&gt;
&lt;br /&gt;
'''skill''' is the combat skill associated with the weapon (battleentity.h).  Note that guns and cannons are different from crossbows.&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' is the type of damage the weapon inflicts (piercing, blunt, handtohand, slashing).&lt;br /&gt;
&lt;br /&gt;
'''hit''' is the number of hits of the weapon.&lt;br /&gt;
&lt;br /&gt;
'''point''' is the amount of weaponskill points needed to &amp;quot;break&amp;quot; the weapon and unlock its associated latent effects.&lt;br /&gt;
&lt;br /&gt;
==item_puppet==&lt;br /&gt;
&lt;br /&gt;
The itemId, name, slot, and &amp;quot;element&amp;quot; of each automaton piece.  As PUP isn't in use, this table may change substantially in the future.&lt;/div&gt;</summary>
		<author><name>Deviltti</name></author>	</entry>

	<entry>
		<id>http://wiki.dspt.info/index.php?title=Items&amp;diff=7161</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://wiki.dspt.info/index.php?title=Items&amp;diff=7161"/>
				<updated>2013-04-04T22:12:50Z</updated>
		
		<summary type="html">&lt;p&gt;Deviltti: /* item_weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==item_basic==&lt;br /&gt;
&lt;br /&gt;
Stores basic item information that is common to all items.  For an item to exist, it must have an entry in this table.&lt;br /&gt;
&lt;br /&gt;
'''item_id''' should match what is found in POLUtils or on ffxiah.com&lt;br /&gt;
&lt;br /&gt;
'''name''' is the long name of an item, such as flask_of_echo_drops.  If you're scripting a file, this is the file name you should use.&lt;br /&gt;
&lt;br /&gt;
'''sortname''' is the shortened name, such as echo_drops.&lt;br /&gt;
&lt;br /&gt;
'''stackSize''' determines if an item should stack, and how many should stack.  The client acts a bit odd if you stack items that aren't supposed to be stacked, but generally will let you stack things like Frozen Giant Skulls if you want to improve the Dynamis experience, for example.&lt;br /&gt;
&lt;br /&gt;
'''flags''' Bitmask&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Flag&lt;br /&gt;
|-&lt;br /&gt;
|1||wall handling&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||delivery inner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||inscribable&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||no auction&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||scroll&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||unknown&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||can use&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||can trade npc&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||can equip&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||no sale&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||no delivery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||ex&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||rare&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''aH''' is the auction house category for the item.&lt;br /&gt;
&lt;br /&gt;
'''NoSale''' determines if the item can be sold.&lt;br /&gt;
&lt;br /&gt;
'''BaseSell''' is the value of the item when selling to an NPC, before fame modifier.&lt;br /&gt;
&lt;br /&gt;
==item_armor==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding anything that can be worn; armor, accessory, and weapons, too.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' matches what is found in item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' needs to be investigated.  Just for readability's sake?&lt;br /&gt;
&lt;br /&gt;
'''level''' is what level the item can be equipped at.&lt;br /&gt;
&lt;br /&gt;
'''jobs''' determines what jobs can equip the item, stored as a bitmask.  Simply add the values together to set the jobs.  WAR (1) + PLD (64) + DRK (128) = 193&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Job&lt;br /&gt;
|-&lt;br /&gt;
|1||warrior&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||monk&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||white mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||black mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||red mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||thief&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||paladin&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||dark knight&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||beastmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||bard&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||ranger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||samurai&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||ninja&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||dragoon&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||summoner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||blue mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|65536||corsair&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|131072||puppetmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|262144||dancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|524288||scholar&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1048576||geomancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2097152||rune fencer&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''MId''' determines the appearance for the item.  Also see [[How_to_Add_an_Item]].&lt;br /&gt;
&lt;br /&gt;
'''shieldSize''' is only used by shields, and determines how much damage they block, and how much damage they'll deal with Shield Bash.&lt;br /&gt;
&lt;br /&gt;
'''scriptType''' needs to be investigated.&lt;br /&gt;
&lt;br /&gt;
'''slot''' determines which slot(s) the item can be worn in, in a bitmask.  main hand (1) + off hand (2) = 3.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||main&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||sub&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||range&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||waist&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||ear1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||ear2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||ring1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||ring2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||back&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''rslot''' determines which single slot cannot be used while the item is equipped.  For example, Vermillion Cloak would reserve the head slot, since head equipment cannot be used with it.  This is '''not''' a bitmask, and only one value can be specified.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Reserved Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||main&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||range&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||waist&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||ear1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||ear2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13||ring1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14||ring2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15||back&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||&amp;quot;SLOT_LINK&amp;quot;  Linkshell?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==item_weapon==&lt;br /&gt;
&lt;br /&gt;
Stores common information for all weapons.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table to item_basic and item_armor, and should match those tables.&lt;br /&gt;
&lt;br /&gt;
'''name''' is for readability's sake and the name of any script associated with the weapon.&lt;br /&gt;
&lt;br /&gt;
'''skill''' determines which weapon proficiency should be used with the weapon.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Weapon Type&lt;br /&gt;
|-&lt;br /&gt;
|1||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Dagger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Sword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Greatsword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Great Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||Scythe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Polearm&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||Great Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||Club&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||Staff&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|25||Archery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|26||Marksmanship&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|27||Throwing&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''subskill''' determines exclusivity between marksmanship-type weapons.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Marksmanship Subskill&lt;br /&gt;
|-&lt;br /&gt;
|0||bolt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||gun&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||cannon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' determines the type of damage dealt by the weapon.  Note that only Hand-to-hand damage will use both hands for jobs such as Monk as of r3200.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|0||Damage type &amp;quot;none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||Piercing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Slashing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Blunt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Crossbow&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Gun&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''hit''' is only used for multihit weapons such as Joyeuse or Kraken Club, and represents the maximum number of hits per round.&lt;br /&gt;
&lt;br /&gt;
'''delay''' determines the delay of the weapon.  Ranged Weapons and Ammunition always have -240 their displayed delay.  For example, Expunger (Delay 360) is stored as 120 delay in the database.&lt;br /&gt;
&lt;br /&gt;
'''dmg''' is the DMG stat for the equipment.  Hand-to-hand weapons are always stored with their DMG stat +3.  For example, Lizard Cesti has 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
'''unlock_index''' refers to the id of the weapon in item_weapon_unlocked.&lt;br /&gt;
&lt;br /&gt;
==item_mods==&lt;br /&gt;
&lt;br /&gt;
Stores uncommon information, from Defense to &amp;quot;Enhances Dual Wield Effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
item_mods is an unindexed table.  As such, always keep in mind that it's possible to have duplicate values, which darkstar will cheerfully use without questioning them.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table back to the item via item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is what is being modified.  A list of these values can be found in /scripts/globals/status.lua (listed in hexadecimal,) or in /src/map/modifier.h (listed in hexadecimal.)  Remember to convert them to decimal for use in this table.&lt;br /&gt;
&lt;br /&gt;
'''value''' is how much of the modifier to grant, and can be positive or negative.  It's best to research any modifier you're unsure of, as some are stored and applied in unexpected ways, such as Magic Damage Taken being stored as amount/256, while Physical Damage Taken is stored as amount%.&lt;br /&gt;
&lt;br /&gt;
==item_furniture==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding moghouse furniture.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake, and is the long name for the item.&lt;br /&gt;
&lt;br /&gt;
'''storage''' is how much storage to grant for each item placed.  The core will cap the total at 80.&lt;br /&gt;
&lt;br /&gt;
'''moghancement''' needs to be researched.&lt;br /&gt;
&lt;br /&gt;
'''element''' is the elemental alignment of the furniture.&lt;br /&gt;
&lt;br /&gt;
'''aura''' needs to be researched (strength of effect?)&lt;br /&gt;
&lt;br /&gt;
==item_usable==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding items that can be used.  An item cannot be used unless it is in this table.&lt;br /&gt;
&lt;br /&gt;
'''itemid''' links this table back to item_basic, and should match.&lt;br /&gt;
&lt;br /&gt;
'''subid''' seems to primarily be used with spell scrolls, and probably just stores the spellid to be unlocked.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake.&lt;br /&gt;
&lt;br /&gt;
'''validTargets''' is a bitmask storing what the item can be used on.  Being a bitmask, the values should be added for each valid target type.  Self (1) + party (2) = 3.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid target&lt;br /&gt;
|-&lt;br /&gt;
|1||Self&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Player in user's party&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Enemy&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Player in user's alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||Players outside of user's party/alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||Dead players&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||NPCs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''activation''' needs to be researched&lt;br /&gt;
&lt;br /&gt;
'''animation''' determines which animation should be used with the item.&lt;br /&gt;
&lt;br /&gt;
'''animation time''' needs to be researched, but probably determines how long the player can't move for the item usage to succeed.&lt;br /&gt;
&lt;br /&gt;
'''maxCharges''' is the maximum number of usages.&lt;br /&gt;
&lt;br /&gt;
'''useDelay''' is likely how long the item must be equipped before it can be used.&lt;br /&gt;
&lt;br /&gt;
'''reuseDelay''' is likely how long must pass between item uses.&lt;br /&gt;
&lt;br /&gt;
'''aoe''' is a simple binary on whether the item is AoE or not (0 = false, 1 = true.)&lt;br /&gt;
&lt;br /&gt;
==item_latents==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding latent effects on items.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is the number that represents the stat boost when active&lt;br /&gt;
&lt;br /&gt;
'''value''' is the value to add to the stat when active&lt;br /&gt;
&lt;br /&gt;
'''latentId''' is the ID of the latent effect conditions (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
'''latentParam''' is an additional parameter depending on the latentId (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
==item_weapon_unlocked==&lt;br /&gt;
&lt;br /&gt;
Stores information related to weaponskill broken weapons.&lt;br /&gt;
&lt;br /&gt;
'''Id''' the ID of the weapon.  This only corresponds with a BLOB in the chars table ('''unlocked weapons''') and the entries in the char_weapon_skill_points table.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' is the matching itemId of the weapon from item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' is the same name used in item_basic, only useful for reading what the weapon is (and the filename of the script if it has a script)&lt;br /&gt;
&lt;br /&gt;
'''skill''' is the combat skill associated with the weapon (battleentity.h).  Note that guns and cannons are different from crossbows.&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' is the type of damage the weapon inflicts (piercing, blunt, handtohand, slashing).&lt;br /&gt;
&lt;br /&gt;
'''hit''' is the number of hits of the weapon.&lt;br /&gt;
&lt;br /&gt;
'''point''' is the amount of weaponskill points needed to &amp;quot;break&amp;quot; the weapon and unlock its associated latent effects.&lt;br /&gt;
&lt;br /&gt;
==item_puppet==&lt;br /&gt;
&lt;br /&gt;
The itemId, name, slot, and &amp;quot;element&amp;quot; of each automaton piece.  As PUP isn't in use, this table may change substantially in the future.&lt;/div&gt;</summary>
		<author><name>Deviltti</name></author>	</entry>

	<entry>
		<id>http://wiki.dspt.info/index.php?title=Items&amp;diff=7160</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://wiki.dspt.info/index.php?title=Items&amp;diff=7160"/>
				<updated>2013-04-04T22:12:12Z</updated>
		
		<summary type="html">&lt;p&gt;Deviltti: /* item_weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==item_basic==&lt;br /&gt;
&lt;br /&gt;
Stores basic item information that is common to all items.  For an item to exist, it must have an entry in this table.&lt;br /&gt;
&lt;br /&gt;
'''item_id''' should match what is found in POLUtils or on ffxiah.com&lt;br /&gt;
&lt;br /&gt;
'''name''' is the long name of an item, such as flask_of_echo_drops.  If you're scripting a file, this is the file name you should use.&lt;br /&gt;
&lt;br /&gt;
'''sortname''' is the shortened name, such as echo_drops.&lt;br /&gt;
&lt;br /&gt;
'''stackSize''' determines if an item should stack, and how many should stack.  The client acts a bit odd if you stack items that aren't supposed to be stacked, but generally will let you stack things like Frozen Giant Skulls if you want to improve the Dynamis experience, for example.&lt;br /&gt;
&lt;br /&gt;
'''flags''' Bitmask&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Flag&lt;br /&gt;
|-&lt;br /&gt;
|1||wall handling&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||delivery inner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||inscribable&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||no auction&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||scroll&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||unknown&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||can use&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||can trade npc&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||can equip&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||no sale&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||no delivery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||ex&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||rare&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''aH''' is the auction house category for the item.&lt;br /&gt;
&lt;br /&gt;
'''NoSale''' determines if the item can be sold.&lt;br /&gt;
&lt;br /&gt;
'''BaseSell''' is the value of the item when selling to an NPC, before fame modifier.&lt;br /&gt;
&lt;br /&gt;
==item_armor==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding anything that can be worn; armor, accessory, and weapons, too.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' matches what is found in item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' needs to be investigated.  Just for readability's sake?&lt;br /&gt;
&lt;br /&gt;
'''level''' is what level the item can be equipped at.&lt;br /&gt;
&lt;br /&gt;
'''jobs''' determines what jobs can equip the item, stored as a bitmask.  Simply add the values together to set the jobs.  WAR (1) + PLD (64) + DRK (128) = 193&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Job&lt;br /&gt;
|-&lt;br /&gt;
|1||warrior&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||monk&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||white mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||black mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||red mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||thief&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||paladin&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||dark knight&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||beastmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||bard&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||ranger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||samurai&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||ninja&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||dragoon&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||summoner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||blue mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|65536||corsair&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|131072||puppetmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|262144||dancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|524288||scholar&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1048576||geomancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2097152||rune fencer&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''MId''' determines the appearance for the item.  Also see [[How_to_Add_an_Item]].&lt;br /&gt;
&lt;br /&gt;
'''shieldSize''' is only used by shields, and determines how much damage they block, and how much damage they'll deal with Shield Bash.&lt;br /&gt;
&lt;br /&gt;
'''scriptType''' needs to be investigated.&lt;br /&gt;
&lt;br /&gt;
'''slot''' determines which slot(s) the item can be worn in, in a bitmask.  main hand (1) + off hand (2) = 3.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||main&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||sub&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||range&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||waist&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||ear1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||ear2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||ring1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||ring2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||back&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''rslot''' determines which single slot cannot be used while the item is equipped.  For example, Vermillion Cloak would reserve the head slot, since head equipment cannot be used with it.  This is '''not''' a bitmask, and only one value can be specified.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Reserved Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||main&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||range&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||waist&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||ear1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||ear2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13||ring1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14||ring2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15||back&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||&amp;quot;SLOT_LINK&amp;quot;  Linkshell?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==item_weapon==&lt;br /&gt;
&lt;br /&gt;
Stores common information for all weapons.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table to item_basic and item_armor, and should match those tables.&lt;br /&gt;
&lt;br /&gt;
'''name''' is for readability's sake and the name of any script associated with the weapon.&lt;br /&gt;
&lt;br /&gt;
'''skill''' determines which weapon proficiency should be used with the weapon.  Note the distinction for guns and marksmanship&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Weapon Type&lt;br /&gt;
|-&lt;br /&gt;
|1||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Dagger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Sword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Greatsword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Great Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||Scythe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Polearm&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||Great Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||Club&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||Staff&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|25||Archery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|26||Marksmanship&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|27||Throwing&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''subskill''' determines exclusivity between marksmanship-type weapons.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Marksmanship Subskill&lt;br /&gt;
|-&lt;br /&gt;
|0||bolt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||gun&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||cannon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' determines the type of damage dealt by the weapon.  Note that only Hand-to-hand damage will use both hands for jobs such as Monk as of r3200.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|0||Damage type &amp;quot;none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||Piercing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Slashing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Blunt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Crossbow&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Gun&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''hit''' is only used for multihit weapons such as Joyeuse or Kraken Club, and represents the maximum number of hits per round.&lt;br /&gt;
&lt;br /&gt;
'''delay''' determines the delay of the weapon.  Ranged Weapons and Ammunition always have -240 their displayed delay.  For example, Expunger (Delay 360) is stored as 120 delay in the database.&lt;br /&gt;
&lt;br /&gt;
'''dmg''' is the DMG stat for the equipment.  Hand-to-hand weapons are always stored with their DMG stat +3.  For example, Lizard Cesti has 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
'''unlock_index''' refers to the id of the weapon in item_weapon_unlocked.&lt;br /&gt;
&lt;br /&gt;
==item_mods==&lt;br /&gt;
&lt;br /&gt;
Stores uncommon information, from Defense to &amp;quot;Enhances Dual Wield Effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
item_mods is an unindexed table.  As such, always keep in mind that it's possible to have duplicate values, which darkstar will cheerfully use without questioning them.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table back to the item via item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is what is being modified.  A list of these values can be found in /scripts/globals/status.lua (listed in hexadecimal,) or in /src/map/modifier.h (listed in hexadecimal.)  Remember to convert them to decimal for use in this table.&lt;br /&gt;
&lt;br /&gt;
'''value''' is how much of the modifier to grant, and can be positive or negative.  It's best to research any modifier you're unsure of, as some are stored and applied in unexpected ways, such as Magic Damage Taken being stored as amount/256, while Physical Damage Taken is stored as amount%.&lt;br /&gt;
&lt;br /&gt;
==item_furniture==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding moghouse furniture.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake, and is the long name for the item.&lt;br /&gt;
&lt;br /&gt;
'''storage''' is how much storage to grant for each item placed.  The core will cap the total at 80.&lt;br /&gt;
&lt;br /&gt;
'''moghancement''' needs to be researched.&lt;br /&gt;
&lt;br /&gt;
'''element''' is the elemental alignment of the furniture.&lt;br /&gt;
&lt;br /&gt;
'''aura''' needs to be researched (strength of effect?)&lt;br /&gt;
&lt;br /&gt;
==item_usable==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding items that can be used.  An item cannot be used unless it is in this table.&lt;br /&gt;
&lt;br /&gt;
'''itemid''' links this table back to item_basic, and should match.&lt;br /&gt;
&lt;br /&gt;
'''subid''' seems to primarily be used with spell scrolls, and probably just stores the spellid to be unlocked.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake.&lt;br /&gt;
&lt;br /&gt;
'''validTargets''' is a bitmask storing what the item can be used on.  Being a bitmask, the values should be added for each valid target type.  Self (1) + party (2) = 3.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid target&lt;br /&gt;
|-&lt;br /&gt;
|1||Self&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Player in user's party&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Enemy&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Player in user's alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||Players outside of user's party/alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||Dead players&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||NPCs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''activation''' needs to be researched&lt;br /&gt;
&lt;br /&gt;
'''animation''' determines which animation should be used with the item.&lt;br /&gt;
&lt;br /&gt;
'''animation time''' needs to be researched, but probably determines how long the player can't move for the item usage to succeed.&lt;br /&gt;
&lt;br /&gt;
'''maxCharges''' is the maximum number of usages.&lt;br /&gt;
&lt;br /&gt;
'''useDelay''' is likely how long the item must be equipped before it can be used.&lt;br /&gt;
&lt;br /&gt;
'''reuseDelay''' is likely how long must pass between item uses.&lt;br /&gt;
&lt;br /&gt;
'''aoe''' is a simple binary on whether the item is AoE or not (0 = false, 1 = true.)&lt;br /&gt;
&lt;br /&gt;
==item_latents==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding latent effects on items.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is the number that represents the stat boost when active&lt;br /&gt;
&lt;br /&gt;
'''value''' is the value to add to the stat when active&lt;br /&gt;
&lt;br /&gt;
'''latentId''' is the ID of the latent effect conditions (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
'''latentParam''' is an additional parameter depending on the latentId (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
==item_weapon_unlocked==&lt;br /&gt;
&lt;br /&gt;
Stores information related to weaponskill broken weapons.&lt;br /&gt;
&lt;br /&gt;
'''Id''' the ID of the weapon.  This only corresponds with a BLOB in the chars table ('''unlocked weapons''') and the entries in the char_weapon_skill_points table.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' is the matching itemId of the weapon from item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' is the same name used in item_basic, only useful for reading what the weapon is (and the filename of the script if it has a script)&lt;br /&gt;
&lt;br /&gt;
'''skill''' is the combat skill associated with the weapon (battleentity.h).  Note that guns and cannons are different from crossbows.&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' is the type of damage the weapon inflicts (piercing, blunt, handtohand, slashing).&lt;br /&gt;
&lt;br /&gt;
'''hit''' is the number of hits of the weapon.&lt;br /&gt;
&lt;br /&gt;
'''point''' is the amount of weaponskill points needed to &amp;quot;break&amp;quot; the weapon and unlock its associated latent effects.&lt;br /&gt;
&lt;br /&gt;
==item_puppet==&lt;br /&gt;
&lt;br /&gt;
The itemId, name, slot, and &amp;quot;element&amp;quot; of each automaton piece.  As PUP isn't in use, this table may change substantially in the future.&lt;/div&gt;</summary>
		<author><name>Deviltti</name></author>	</entry>

	<entry>
		<id>http://wiki.dspt.info/index.php?title=Items&amp;diff=7159</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://wiki.dspt.info/index.php?title=Items&amp;diff=7159"/>
				<updated>2013-04-04T22:09:30Z</updated>
		
		<summary type="html">&lt;p&gt;Deviltti: /* item_weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==item_basic==&lt;br /&gt;
&lt;br /&gt;
Stores basic item information that is common to all items.  For an item to exist, it must have an entry in this table.&lt;br /&gt;
&lt;br /&gt;
'''item_id''' should match what is found in POLUtils or on ffxiah.com&lt;br /&gt;
&lt;br /&gt;
'''name''' is the long name of an item, such as flask_of_echo_drops.  If you're scripting a file, this is the file name you should use.&lt;br /&gt;
&lt;br /&gt;
'''sortname''' is the shortened name, such as echo_drops.&lt;br /&gt;
&lt;br /&gt;
'''stackSize''' determines if an item should stack, and how many should stack.  The client acts a bit odd if you stack items that aren't supposed to be stacked, but generally will let you stack things like Frozen Giant Skulls if you want to improve the Dynamis experience, for example.&lt;br /&gt;
&lt;br /&gt;
'''flags''' Bitmask&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Flag&lt;br /&gt;
|-&lt;br /&gt;
|1||wall handling&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||delivery inner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||inscribable&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||no auction&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||scroll&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||unknown&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||can use&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||can trade npc&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||can equip&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||no sale&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||no delivery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||ex&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||rare&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''aH''' is the auction house category for the item.&lt;br /&gt;
&lt;br /&gt;
'''NoSale''' determines if the item can be sold.&lt;br /&gt;
&lt;br /&gt;
'''BaseSell''' is the value of the item when selling to an NPC, before fame modifier.&lt;br /&gt;
&lt;br /&gt;
==item_armor==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding anything that can be worn; armor, accessory, and weapons, too.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' matches what is found in item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' needs to be investigated.  Just for readability's sake?&lt;br /&gt;
&lt;br /&gt;
'''level''' is what level the item can be equipped at.&lt;br /&gt;
&lt;br /&gt;
'''jobs''' determines what jobs can equip the item, stored as a bitmask.  Simply add the values together to set the jobs.  WAR (1) + PLD (64) + DRK (128) = 193&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Job&lt;br /&gt;
|-&lt;br /&gt;
|1||warrior&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||monk&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||white mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||black mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||red mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||thief&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||paladin&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||dark knight&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||beastmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||bard&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||ranger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||samurai&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||ninja&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||dragoon&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||summoner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||blue mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|65536||corsair&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|131072||puppetmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|262144||dancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|524288||scholar&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1048576||geomancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2097152||rune fencer&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''MId''' determines the appearance for the item.  Also see [[How_to_Add_an_Item]].&lt;br /&gt;
&lt;br /&gt;
'''shieldSize''' is only used by shields, and determines how much damage they block, and how much damage they'll deal with Shield Bash.&lt;br /&gt;
&lt;br /&gt;
'''scriptType''' needs to be investigated.&lt;br /&gt;
&lt;br /&gt;
'''slot''' determines which slot(s) the item can be worn in, in a bitmask.  main hand (1) + off hand (2) = 3.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||main&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||sub&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||range&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||waist&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||ear1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||ear2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||ring1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||ring2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||back&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''rslot''' determines which single slot cannot be used while the item is equipped.  For example, Vermillion Cloak would reserve the head slot, since head equipment cannot be used with it.  This is '''not''' a bitmask, and only one value can be specified.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Reserved Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||main&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||range&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||waist&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||ear1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||ear2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13||ring1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14||ring2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15||back&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||&amp;quot;SLOT_LINK&amp;quot;  Linkshell?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==item_weapon==&lt;br /&gt;
&lt;br /&gt;
Stores common information for all weapons.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table to item_basic and item_armor, and should match those tables.&lt;br /&gt;
&lt;br /&gt;
'''name''' is for readability's sake and the name of any script associated with the weapon.&lt;br /&gt;
&lt;br /&gt;
'''skill''' determines which weapon proficiency should be used with the weapon.  Note the distinction for guns and marksmanship&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Weapon Type&lt;br /&gt;
|-&lt;br /&gt;
|1||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Dagger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Sword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Greatsword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Great Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||Scythe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Polearm&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||Great Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||Club&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||Staff&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|25||Archery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|26||Marksmanship&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|27||Throwing&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' determines the type of damage dealt by the weapon.  Note that only Hand-to-hand damage will use both hands for jobs such as Monk as of r3200.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|0||Damage type &amp;quot;none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||Piercing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Slashing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Blunt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Crossbow&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Gun&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''hit''' is only used for multihit weapons such as Joyeuse or Kraken Club, and represents the maximum number of hits per round.&lt;br /&gt;
&lt;br /&gt;
'''delay''' determines the delay of the weapon.  Ranged Weapons and Ammunition always have -240 their displayed delay.  For example, Expunger (Delay 360) is stored as 120 delay in the database.&lt;br /&gt;
&lt;br /&gt;
'''dmg''' is the DMG stat for the equipment.  Hand-to-hand weapons are always stored with their DMG stat +3.  For example, Lizard Cesti has 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
'''unlock_index''' refers to the id of the weapon in item_weapon_unlocked.&lt;br /&gt;
&lt;br /&gt;
==item_mods==&lt;br /&gt;
&lt;br /&gt;
Stores uncommon information, from Defense to &amp;quot;Enhances Dual Wield Effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
item_mods is an unindexed table.  As such, always keep in mind that it's possible to have duplicate values, which darkstar will cheerfully use without questioning them.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table back to the item via item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is what is being modified.  A list of these values can be found in /scripts/globals/status.lua (listed in hexadecimal,) or in /src/map/modifier.h (listed in hexadecimal.)  Remember to convert them to decimal for use in this table.&lt;br /&gt;
&lt;br /&gt;
'''value''' is how much of the modifier to grant, and can be positive or negative.  It's best to research any modifier you're unsure of, as some are stored and applied in unexpected ways, such as Magic Damage Taken being stored as amount/256, while Physical Damage Taken is stored as amount%.&lt;br /&gt;
&lt;br /&gt;
==item_furniture==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding moghouse furniture.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake, and is the long name for the item.&lt;br /&gt;
&lt;br /&gt;
'''storage''' is how much storage to grant for each item placed.  The core will cap the total at 80.&lt;br /&gt;
&lt;br /&gt;
'''moghancement''' needs to be researched.&lt;br /&gt;
&lt;br /&gt;
'''element''' is the elemental alignment of the furniture.&lt;br /&gt;
&lt;br /&gt;
'''aura''' needs to be researched (strength of effect?)&lt;br /&gt;
&lt;br /&gt;
==item_usable==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding items that can be used.  An item cannot be used unless it is in this table.&lt;br /&gt;
&lt;br /&gt;
'''itemid''' links this table back to item_basic, and should match.&lt;br /&gt;
&lt;br /&gt;
'''subid''' seems to primarily be used with spell scrolls, and probably just stores the spellid to be unlocked.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake.&lt;br /&gt;
&lt;br /&gt;
'''validTargets''' is a bitmask storing what the item can be used on.  Being a bitmask, the values should be added for each valid target type.  Self (1) + party (2) = 3.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid target&lt;br /&gt;
|-&lt;br /&gt;
|1||Self&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Player in user's party&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Enemy&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Player in user's alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||Players outside of user's party/alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||Dead players&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||NPCs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''activation''' needs to be researched&lt;br /&gt;
&lt;br /&gt;
'''animation''' determines which animation should be used with the item.&lt;br /&gt;
&lt;br /&gt;
'''animation time''' needs to be researched, but probably determines how long the player can't move for the item usage to succeed.&lt;br /&gt;
&lt;br /&gt;
'''maxCharges''' is the maximum number of usages.&lt;br /&gt;
&lt;br /&gt;
'''useDelay''' is likely how long the item must be equipped before it can be used.&lt;br /&gt;
&lt;br /&gt;
'''reuseDelay''' is likely how long must pass between item uses.&lt;br /&gt;
&lt;br /&gt;
'''aoe''' is a simple binary on whether the item is AoE or not (0 = false, 1 = true.)&lt;br /&gt;
&lt;br /&gt;
==item_latents==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding latent effects on items.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is the number that represents the stat boost when active&lt;br /&gt;
&lt;br /&gt;
'''value''' is the value to add to the stat when active&lt;br /&gt;
&lt;br /&gt;
'''latentId''' is the ID of the latent effect conditions (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
'''latentParam''' is an additional parameter depending on the latentId (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
==item_weapon_unlocked==&lt;br /&gt;
&lt;br /&gt;
Stores information related to weaponskill broken weapons.&lt;br /&gt;
&lt;br /&gt;
'''Id''' the ID of the weapon.  This only corresponds with a BLOB in the chars table ('''unlocked weapons''') and the entries in the char_weapon_skill_points table.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' is the matching itemId of the weapon from item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' is the same name used in item_basic, only useful for reading what the weapon is (and the filename of the script if it has a script)&lt;br /&gt;
&lt;br /&gt;
'''skill''' is the combat skill associated with the weapon (battleentity.h).  Note that guns and cannons are different from crossbows.&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' is the type of damage the weapon inflicts (piercing, blunt, handtohand, slashing).&lt;br /&gt;
&lt;br /&gt;
'''hit''' is the number of hits of the weapon.&lt;br /&gt;
&lt;br /&gt;
'''point''' is the amount of weaponskill points needed to &amp;quot;break&amp;quot; the weapon and unlock its associated latent effects.&lt;br /&gt;
&lt;br /&gt;
==item_puppet==&lt;br /&gt;
&lt;br /&gt;
The itemId, name, slot, and &amp;quot;element&amp;quot; of each automaton piece.  As PUP isn't in use, this table may change substantially in the future.&lt;/div&gt;</summary>
		<author><name>Deviltti</name></author>	</entry>

	<entry>
		<id>http://wiki.dspt.info/index.php?title=Items&amp;diff=7158</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://wiki.dspt.info/index.php?title=Items&amp;diff=7158"/>
				<updated>2013-04-04T22:02:06Z</updated>
		
		<summary type="html">&lt;p&gt;Deviltti: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==item_basic==&lt;br /&gt;
&lt;br /&gt;
Stores basic item information that is common to all items.  For an item to exist, it must have an entry in this table.&lt;br /&gt;
&lt;br /&gt;
'''item_id''' should match what is found in POLUtils or on ffxiah.com&lt;br /&gt;
&lt;br /&gt;
'''name''' is the long name of an item, such as flask_of_echo_drops.  If you're scripting a file, this is the file name you should use.&lt;br /&gt;
&lt;br /&gt;
'''sortname''' is the shortened name, such as echo_drops.&lt;br /&gt;
&lt;br /&gt;
'''stackSize''' determines if an item should stack, and how many should stack.  The client acts a bit odd if you stack items that aren't supposed to be stacked, but generally will let you stack things like Frozen Giant Skulls if you want to improve the Dynamis experience, for example.&lt;br /&gt;
&lt;br /&gt;
'''flags''' Bitmask&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Flag&lt;br /&gt;
|-&lt;br /&gt;
|1||wall handling&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||delivery inner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||inscribable&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||no auction&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||scroll&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||unknown&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||can use&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||can trade npc&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||can equip&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||no sale&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||no delivery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||ex&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||rare&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''aH''' is the auction house category for the item.&lt;br /&gt;
&lt;br /&gt;
'''NoSale''' determines if the item can be sold.&lt;br /&gt;
&lt;br /&gt;
'''BaseSell''' is the value of the item when selling to an NPC, before fame modifier.&lt;br /&gt;
&lt;br /&gt;
==item_armor==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding anything that can be worn; armor, accessory, and weapons, too.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' matches what is found in item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' needs to be investigated.  Just for readability's sake?&lt;br /&gt;
&lt;br /&gt;
'''level''' is what level the item can be equipped at.&lt;br /&gt;
&lt;br /&gt;
'''jobs''' determines what jobs can equip the item, stored as a bitmask.  Simply add the values together to set the jobs.  WAR (1) + PLD (64) + DRK (128) = 193&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Job&lt;br /&gt;
|-&lt;br /&gt;
|1||warrior&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||monk&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||white mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||black mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||red mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||thief&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||paladin&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||dark knight&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||beastmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||bard&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||ranger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||samurai&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||ninja&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||dragoon&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||summoner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||blue mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|65536||corsair&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|131072||puppetmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|262144||dancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|524288||scholar&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1048576||geomancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2097152||rune fencer&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''MId''' determines the appearance for the item.  Also see [[How_to_Add_an_Item]].&lt;br /&gt;
&lt;br /&gt;
'''shieldSize''' is only used by shields, and determines how much damage they block, and how much damage they'll deal with Shield Bash.&lt;br /&gt;
&lt;br /&gt;
'''scriptType''' needs to be investigated.&lt;br /&gt;
&lt;br /&gt;
'''slot''' determines which slot(s) the item can be worn in, in a bitmask.  main hand (1) + off hand (2) = 3.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||main&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||sub&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||range&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||waist&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||ear1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||ear2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||ring1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||ring2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||back&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''rslot''' determines which single slot cannot be used while the item is equipped.  For example, Vermillion Cloak would reserve the head slot, since head equipment cannot be used with it.  This is '''not''' a bitmask, and only one value can be specified.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Reserved Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||main&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||range&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||waist&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||ear1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||ear2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13||ring1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14||ring2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15||back&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||&amp;quot;SLOT_LINK&amp;quot;  Linkshell?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==item_weapon==&lt;br /&gt;
&lt;br /&gt;
Stores common information for all weapons.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table to item_basic and item_armor, and should match those tables.&lt;br /&gt;
&lt;br /&gt;
'''name''' is for readability's sake and the name of any script associated with the weapon.&lt;br /&gt;
&lt;br /&gt;
'''skill''' determines which weapon proficiency should be used with the weapon.  Note the distinction for guns and marksmanship&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Weapon Type&lt;br /&gt;
|-&lt;br /&gt;
|1||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Dagger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Sword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Greatsword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Great Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||Scythe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Polearm&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||Great Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||Club&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||Staff&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|24||Gun&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|25||Archery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|26||Marksmanship&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|27||Throwing&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' determines the type of damage dealt by the weapon.  Note that only Hand-to-hand damage will use both hands for jobs such as Monk as of r3200.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|0||Damage type &amp;quot;none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||Piercing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Slashing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Blunt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Crossbow&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Gun&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''hit''' is only used for multihit weapons such as Joyeuse or Kraken Club, and represents the maximum number of hits per round.&lt;br /&gt;
&lt;br /&gt;
'''delay''' determines the delay of the weapon.  Ranged Weapons and Ammunition always have -240 their displayed delay.  For example, Expunger (Delay 360) is stored as 120 delay in the database.&lt;br /&gt;
&lt;br /&gt;
'''dmg''' is the DMG stat for the equipment.  Hand-to-hand weapons are always stored with their DMG stat +3.  For example, Lizard Cesti has 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
'''unlock_index''' refers to the id of the weapon in item_weapon_unlocked.&lt;br /&gt;
&lt;br /&gt;
==item_mods==&lt;br /&gt;
&lt;br /&gt;
Stores uncommon information, from Defense to &amp;quot;Enhances Dual Wield Effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
item_mods is an unindexed table.  As such, always keep in mind that it's possible to have duplicate values, which darkstar will cheerfully use without questioning them.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table back to the item via item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is what is being modified.  A list of these values can be found in /scripts/globals/status.lua (listed in hexadecimal,) or in /src/map/modifier.h (listed in hexadecimal.)  Remember to convert them to decimal for use in this table.&lt;br /&gt;
&lt;br /&gt;
'''value''' is how much of the modifier to grant, and can be positive or negative.  It's best to research any modifier you're unsure of, as some are stored and applied in unexpected ways, such as Magic Damage Taken being stored as amount/256, while Physical Damage Taken is stored as amount%.&lt;br /&gt;
&lt;br /&gt;
==item_furniture==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding moghouse furniture.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake, and is the long name for the item.&lt;br /&gt;
&lt;br /&gt;
'''storage''' is how much storage to grant for each item placed.  The core will cap the total at 80.&lt;br /&gt;
&lt;br /&gt;
'''moghancement''' needs to be researched.&lt;br /&gt;
&lt;br /&gt;
'''element''' is the elemental alignment of the furniture.&lt;br /&gt;
&lt;br /&gt;
'''aura''' needs to be researched (strength of effect?)&lt;br /&gt;
&lt;br /&gt;
==item_usable==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding items that can be used.  An item cannot be used unless it is in this table.&lt;br /&gt;
&lt;br /&gt;
'''itemid''' links this table back to item_basic, and should match.&lt;br /&gt;
&lt;br /&gt;
'''subid''' seems to primarily be used with spell scrolls, and probably just stores the spellid to be unlocked.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake.&lt;br /&gt;
&lt;br /&gt;
'''validTargets''' is a bitmask storing what the item can be used on.  Being a bitmask, the values should be added for each valid target type.  Self (1) + party (2) = 3.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid target&lt;br /&gt;
|-&lt;br /&gt;
|1||Self&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Player in user's party&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Enemy&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Player in user's alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||Players outside of user's party/alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||Dead players&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||NPCs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''activation''' needs to be researched&lt;br /&gt;
&lt;br /&gt;
'''animation''' determines which animation should be used with the item.&lt;br /&gt;
&lt;br /&gt;
'''animation time''' needs to be researched, but probably determines how long the player can't move for the item usage to succeed.&lt;br /&gt;
&lt;br /&gt;
'''maxCharges''' is the maximum number of usages.&lt;br /&gt;
&lt;br /&gt;
'''useDelay''' is likely how long the item must be equipped before it can be used.&lt;br /&gt;
&lt;br /&gt;
'''reuseDelay''' is likely how long must pass between item uses.&lt;br /&gt;
&lt;br /&gt;
'''aoe''' is a simple binary on whether the item is AoE or not (0 = false, 1 = true.)&lt;br /&gt;
&lt;br /&gt;
==item_latents==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding latent effects on items.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is the number that represents the stat boost when active&lt;br /&gt;
&lt;br /&gt;
'''value''' is the value to add to the stat when active&lt;br /&gt;
&lt;br /&gt;
'''latentId''' is the ID of the latent effect conditions (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
'''latentParam''' is an additional parameter depending on the latentId (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
==item_weapon_unlocked==&lt;br /&gt;
&lt;br /&gt;
Stores information related to weaponskill broken weapons.&lt;br /&gt;
&lt;br /&gt;
'''Id''' the ID of the weapon.  This only corresponds with a BLOB in the chars table ('''unlocked weapons''') and the entries in the char_weapon_skill_points table.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' is the matching itemId of the weapon from item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' is the same name used in item_basic, only useful for reading what the weapon is (and the filename of the script if it has a script)&lt;br /&gt;
&lt;br /&gt;
'''skill''' is the combat skill associated with the weapon (battleentity.h).  Note that guns and cannons are different from crossbows.&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' is the type of damage the weapon inflicts (piercing, blunt, handtohand, slashing).&lt;br /&gt;
&lt;br /&gt;
'''hit''' is the number of hits of the weapon.&lt;br /&gt;
&lt;br /&gt;
'''point''' is the amount of weaponskill points needed to &amp;quot;break&amp;quot; the weapon and unlock its associated latent effects.&lt;br /&gt;
&lt;br /&gt;
==item_puppet==&lt;br /&gt;
&lt;br /&gt;
The itemId, name, slot, and &amp;quot;element&amp;quot; of each automaton piece.  As PUP isn't in use, this table may change substantially in the future.&lt;/div&gt;</summary>
		<author><name>Deviltti</name></author>	</entry>

	<entry>
		<id>http://wiki.dspt.info/index.php?title=Items&amp;diff=7157</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://wiki.dspt.info/index.php?title=Items&amp;diff=7157"/>
				<updated>2013-04-04T21:56:40Z</updated>
		
		<summary type="html">&lt;p&gt;Deviltti: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==item_basic==&lt;br /&gt;
&lt;br /&gt;
Stores basic item information that is common to all items.  For an item to exist, it must have an entry in this table.&lt;br /&gt;
&lt;br /&gt;
'''item_id''' should match what is found in POLUtils or on ffxiah.com&lt;br /&gt;
&lt;br /&gt;
'''name''' is the long name of an item, such as flask_of_echo_drops.  If you're scripting a file, this is the file name you should use.&lt;br /&gt;
&lt;br /&gt;
'''sortname''' is the shortened name, such as echo_drops.&lt;br /&gt;
&lt;br /&gt;
'''stackSize''' determines if an item should stack, and how many should stack.  The client acts a bit odd if you stack items that aren't supposed to be stacked, but generally will let you stack things like Frozen Giant Skulls if you want to improve the Dynamis experience, for example.&lt;br /&gt;
&lt;br /&gt;
'''flags''' Bitmask&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Flag&lt;br /&gt;
|-&lt;br /&gt;
|1||wall handling&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||delivery inner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||inscribable&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||no auction&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||scroll&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||unknown&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||can use&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||can trade npc&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||can equip&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||no sale&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||no delivery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||ex&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||rare&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''aH''' is the auction house category for the item.&lt;br /&gt;
&lt;br /&gt;
'''NoSale''' determines if the item can be sold.&lt;br /&gt;
&lt;br /&gt;
'''BaseSell''' is the value of the item when selling to an NPC, before fame modifier.&lt;br /&gt;
&lt;br /&gt;
==item_armor==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding anything that can be worn; armor, accessory, and weapons, too.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' matches what is found in item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' needs to be investigated.  Just for readability's sake?&lt;br /&gt;
&lt;br /&gt;
'''level''' is what level the item can be equipped at.&lt;br /&gt;
&lt;br /&gt;
'''jobs''' determines what jobs can equip the item, stored as a bitmask.  Simply add the values together to set the jobs.  WAR (1) + PLD (64) + DRK (128) = 193&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Job&lt;br /&gt;
|-&lt;br /&gt;
|1||warrior&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||monk&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||white mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||black mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||red mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||thief&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||paladin&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||dark knight&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||beastmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||bard&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||ranger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||samurai&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||ninja&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||dragoon&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||summoner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||blue mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|65536||corsair&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|131072||puppetmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|262144||dancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|524288||scholar&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1048576||geomancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2097152||rune fencer&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''MId''' determines the appearance for the item.  Also see [[How_to_Add_an_Item]].&lt;br /&gt;
&lt;br /&gt;
'''shieldSize''' is only used by shields, and determines how much damage they block, and how much damage they'll deal with Shield Bash.&lt;br /&gt;
&lt;br /&gt;
'''scriptType''' needs to be investigated.&lt;br /&gt;
&lt;br /&gt;
'''slot''' determines which slot(s) the item can be worn in, in a bitmask.  main hand (1) + off hand (2) = 3.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||main hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||offhand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||ranged&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||belt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||l earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||r earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||l ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||r ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||cape&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''rslot''' determines which single slot cannot be used while the item is equipped.  For example, Vermillion Cloak would reserve the head slot, since head equipment cannot be used with it.  This is '''not''' a bitmask, and only one value can be specified.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Reserved Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||offhand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||ranged&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||belt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||l earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||r earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13||l ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14||r ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15||cape&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||&amp;quot;SLOT_LINK&amp;quot;  Linkshell?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==item_weapon==&lt;br /&gt;
&lt;br /&gt;
Stores common information for all weapons.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table to item_basic and item_armor, and should match those tables.&lt;br /&gt;
&lt;br /&gt;
'''name''' is for readability's sake and the name of any script associated with the weapon.&lt;br /&gt;
&lt;br /&gt;
'''skill''' determines which weapon proficiency should be used with the weapon.  Note the distinction for guns and marksmanship&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Weapon Type&lt;br /&gt;
|-&lt;br /&gt;
|1||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Dagger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Sword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Greatsword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Great Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||Scythe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Polearm&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||Great Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||Club&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||Staff&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|24||Gun&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|25||Archery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|26||Marksmanship&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|27||Throwing&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' determines the type of damage dealt by the weapon.  Note that only Hand-to-hand damage will use both hands for jobs such as Monk as of r3200.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|0||Damage type &amp;quot;none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||Piercing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Slashing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Blunt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Crossbow&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Gun&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''hit''' is only used for multihit weapons such as Joyeuse or Kraken Club, and represents the maximum number of hits per round.&lt;br /&gt;
&lt;br /&gt;
'''delay''' determines the delay of the weapon.  Ranged Weapons and Ammunition always have -240 their displayed delay.  For example, Expunger (Delay 360) is stored as 120 delay in the database.&lt;br /&gt;
&lt;br /&gt;
'''dmg''' is the DMG stat for the equipment.  Hand-to-hand weapons are always stored with their DMG stat +3.  For example, Lizard Cesti has 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
'''unlock_index''' refers to the id of the weapon in item_weapon_unlocked.&lt;br /&gt;
&lt;br /&gt;
==item_mods==&lt;br /&gt;
&lt;br /&gt;
Stores uncommon information, from Defense to &amp;quot;Enhances Dual Wield Effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
item_mods is an unindexed table.  As such, always keep in mind that it's possible to have duplicate values, which darkstar will cheerfully use without questioning them.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table back to the item via item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is what is being modified.  A list of these values can be found in /scripts/globals/status.lua (listed in hexadecimal,) or in /src/map/modifier.h (listed in hexadecimal.)  Remember to convert them to decimal for use in this table.&lt;br /&gt;
&lt;br /&gt;
'''value''' is how much of the modifier to grant, and can be positive or negative.  It's best to research any modifier you're unsure of, as some are stored and applied in unexpected ways, such as Magic Damage Taken being stored as amount/256, while Physical Damage Taken is stored as amount%.&lt;br /&gt;
&lt;br /&gt;
==item_furniture==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding moghouse furniture.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake, and is the long name for the item.&lt;br /&gt;
&lt;br /&gt;
'''storage''' is how much storage to grant for each item placed.  The core will cap the total at 80.&lt;br /&gt;
&lt;br /&gt;
'''moghancement''' needs to be researched.&lt;br /&gt;
&lt;br /&gt;
'''element''' is the elemental alignment of the furniture.&lt;br /&gt;
&lt;br /&gt;
'''aura''' needs to be researched (strength of effect?)&lt;br /&gt;
&lt;br /&gt;
==item_usable==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding items that can be used.  An item cannot be used unless it is in this table.&lt;br /&gt;
&lt;br /&gt;
'''itemid''' links this table back to item_basic, and should match.&lt;br /&gt;
&lt;br /&gt;
'''subid''' seems to primarily be used with spell scrolls, and probably just stores the spellid to be unlocked.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake.&lt;br /&gt;
&lt;br /&gt;
'''validTargets''' is a bitmask storing what the item can be used on.  Being a bitmask, the values should be added for each valid target type.  Self (1) + party (2) = 3.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid target&lt;br /&gt;
|-&lt;br /&gt;
|1||Self&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Player in user's party&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Enemy&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Player in user's alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||Players outside of user's party/alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||Dead players&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||NPCs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''activation''' needs to be researched&lt;br /&gt;
&lt;br /&gt;
'''animation''' determines which animation should be used with the item.&lt;br /&gt;
&lt;br /&gt;
'''animation time''' needs to be researched, but probably determines how long the player can't move for the item usage to succeed.&lt;br /&gt;
&lt;br /&gt;
'''maxCharges''' is the maximum number of usages.&lt;br /&gt;
&lt;br /&gt;
'''useDelay''' is likely how long the item must be equipped before it can be used.&lt;br /&gt;
&lt;br /&gt;
'''reuseDelay''' is likely how long must pass between item uses.&lt;br /&gt;
&lt;br /&gt;
'''aoe''' is a simple binary on whether the item is AoE or not (0 = false, 1 = true.)&lt;br /&gt;
&lt;br /&gt;
==item_latents==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding latent effects on items.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is the number that represents the stat boost when active&lt;br /&gt;
&lt;br /&gt;
'''value''' is the value to add to the stat when active&lt;br /&gt;
&lt;br /&gt;
'''latentId''' is the ID of the latent effect conditions (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
'''latentParam''' is an additional parameter depending on the latentId (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
==item_weapon_unlocked==&lt;br /&gt;
&lt;br /&gt;
Stores information related to weaponskill broken weapons.&lt;br /&gt;
&lt;br /&gt;
'''Id''' the ID of the weapon.  This only corresponds with a BLOB in the chars table ('''unlocked weapons''') and the entries in the char_weapon_skill_points table.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' is the matching itemId of the weapon from item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' is the same name used in item_basic, only useful for reading what the weapon is (and the filename of the script if it has a script)&lt;br /&gt;
&lt;br /&gt;
'''skill''' is the combat skill associated with the weapon (battleentity.h).  Note that guns and cannons are different from crossbows.&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' is the type of damage the weapon inflicts (piercing, blunt, handtohand, slashing).&lt;br /&gt;
&lt;br /&gt;
'''hit''' is the number of hits of the weapon.&lt;br /&gt;
&lt;br /&gt;
'''point''' is the amount of weaponskill points needed to &amp;quot;break&amp;quot; the weapon and unlock its associated latent effects.&lt;br /&gt;
&lt;br /&gt;
==item_puppet==&lt;br /&gt;
&lt;br /&gt;
The itemId, name, slot, and &amp;quot;element&amp;quot; of each automaton piece.  As PUP isn't in use, this table may change substantially in the future.&lt;/div&gt;</summary>
		<author><name>Deviltti</name></author>	</entry>

	<entry>
		<id>http://wiki.dspt.info/index.php?title=Items&amp;diff=7156</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://wiki.dspt.info/index.php?title=Items&amp;diff=7156"/>
				<updated>2013-04-04T21:55:46Z</updated>
		
		<summary type="html">&lt;p&gt;Deviltti: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==item_basic==&lt;br /&gt;
&lt;br /&gt;
Stores basic item information that is common to all items.  For an item to exist, it must have an entry in this table.&lt;br /&gt;
&lt;br /&gt;
'''item_id''' should match what is found in POLUtils or on ffxiah.com&lt;br /&gt;
&lt;br /&gt;
'''name''' is the long name of an item, such as flask_of_echo_drops.  If you're scripting a file, this is the file name you should use.&lt;br /&gt;
&lt;br /&gt;
'''sortname''' is the shortened name, such as echo_drops.&lt;br /&gt;
&lt;br /&gt;
'''stackSize''' determines if an item should stack, and how many should stack.  The client acts a bit odd if you stack items that aren't supposed to be stacked, but generally will let you stack things like Frozen Giant Skulls if you want to improve the Dynamis experience, for example.&lt;br /&gt;
&lt;br /&gt;
'''flags''' needs to be investigated.  Likely handles rare/ex and other behavior.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Job&lt;br /&gt;
|-&lt;br /&gt;
|1||wall handling&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||delivery inner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||inscribable&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||no auction&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||scroll&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||unknown&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||can use&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||can trade npc&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||can equip&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||no sale&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||no delivery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||ex&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||rare&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''aH''' is the auction house category for the item.&lt;br /&gt;
&lt;br /&gt;
'''NoSale''' determines if the item can be sold.&lt;br /&gt;
&lt;br /&gt;
'''BaseSell''' is the value of the item when selling to an NPC, before fame modifier.&lt;br /&gt;
&lt;br /&gt;
==item_armor==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding anything that can be worn; armor, accessory, and weapons, too.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' matches what is found in item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' needs to be investigated.  Just for readability's sake?&lt;br /&gt;
&lt;br /&gt;
'''level''' is what level the item can be equipped at.&lt;br /&gt;
&lt;br /&gt;
'''jobs''' determines what jobs can equip the item, stored as a bitmask.  Simply add the values together to set the jobs.  WAR (1) + PLD (64) + DRK (128) = 193&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Job&lt;br /&gt;
|-&lt;br /&gt;
|1||warrior&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||monk&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||white mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||black mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||red mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||thief&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||paladin&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||dark knight&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||beastmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||bard&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||ranger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||samurai&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||ninja&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||dragoon&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||summoner&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||blue mage&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|65536||corsair&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|131072||puppetmaster&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|262144||dancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|524288||scholar&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1048576||geomancer&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2097152||rune fencer&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''MId''' determines the appearance for the item.  Also see [[How_to_Add_an_Item]].&lt;br /&gt;
&lt;br /&gt;
'''shieldSize''' is only used by shields, and determines how much damage they block, and how much damage they'll deal with Shield Bash.&lt;br /&gt;
&lt;br /&gt;
'''scriptType''' needs to be investigated.&lt;br /&gt;
&lt;br /&gt;
'''slot''' determines which slot(s) the item can be worn in, in a bitmask.  main hand (1) + off hand (2) = 3.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||main hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||offhand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||ranged&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|128||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|256||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|512||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1024||belt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2048||l earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4096||r earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8192||l ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16384||r ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32768||cape&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''rslot''' determines which single slot cannot be used while the item is equipped.  For example, Vermillion Cloak would reserve the head slot, since head equipment cannot be used with it.  This is '''not''' a bitmask, and only one value can be specified.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Reserved Slot&lt;br /&gt;
|-&lt;br /&gt;
|1||offhand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||ranged&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||ammo&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||head&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||body&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||hands&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||legs&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||feet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||neck&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||belt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||l earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||r earring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|13||l ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|14||r ring&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|15||cape&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||&amp;quot;SLOT_LINK&amp;quot;  Linkshell?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==item_weapon==&lt;br /&gt;
&lt;br /&gt;
Stores common information for all weapons.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table to item_basic and item_armor, and should match those tables.&lt;br /&gt;
&lt;br /&gt;
'''name''' is for readability's sake and the name of any script associated with the weapon.&lt;br /&gt;
&lt;br /&gt;
'''skill''' determines which weapon proficiency should be used with the weapon.  Note the distinction for guns and marksmanship&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Weapon Type&lt;br /&gt;
|-&lt;br /&gt;
|1||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Dagger&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Sword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Greatsword&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Great Axe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7||Scythe&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Polearm&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|9||Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|10||Great Katana&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|11||Club&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|12||Staff&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|24||Gun&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|25||Archery&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|26||Marksmanship&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|27||Throwing&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' determines the type of damage dealt by the weapon.  Note that only Hand-to-hand damage will use both hands for jobs such as Monk as of r3200.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|0||Damage type &amp;quot;none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1||Piercing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Slashing&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|3||Blunt&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Hand-to-hand&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|5||Crossbow&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|6||Gun&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''hit''' is only used for multihit weapons such as Joyeuse or Kraken Club, and represents the maximum number of hits per round.&lt;br /&gt;
&lt;br /&gt;
'''delay''' determines the delay of the weapon.  Ranged Weapons and Ammunition always have -240 their displayed delay.  For example, Expunger (Delay 360) is stored as 120 delay in the database.&lt;br /&gt;
&lt;br /&gt;
'''dmg''' is the DMG stat for the equipment.  Hand-to-hand weapons are always stored with their DMG stat +3.  For example, Lizard Cesti has 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
'''unlock_index''' refers to the id of the weapon in item_weapon_unlocked.&lt;br /&gt;
&lt;br /&gt;
==item_mods==&lt;br /&gt;
&lt;br /&gt;
Stores uncommon information, from Defense to &amp;quot;Enhances Dual Wield Effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
item_mods is an unindexed table.  As such, always keep in mind that it's possible to have duplicate values, which darkstar will cheerfully use without questioning them.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links the table back to the item via item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is what is being modified.  A list of these values can be found in /scripts/globals/status.lua (listed in hexadecimal,) or in /src/map/modifier.h (listed in hexadecimal.)  Remember to convert them to decimal for use in this table.&lt;br /&gt;
&lt;br /&gt;
'''value''' is how much of the modifier to grant, and can be positive or negative.  It's best to research any modifier you're unsure of, as some are stored and applied in unexpected ways, such as Magic Damage Taken being stored as amount/256, while Physical Damage Taken is stored as amount%.&lt;br /&gt;
&lt;br /&gt;
==item_furniture==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding moghouse furniture.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake, and is the long name for the item.&lt;br /&gt;
&lt;br /&gt;
'''storage''' is how much storage to grant for each item placed.  The core will cap the total at 80.&lt;br /&gt;
&lt;br /&gt;
'''moghancement''' needs to be researched.&lt;br /&gt;
&lt;br /&gt;
'''element''' is the elemental alignment of the furniture.&lt;br /&gt;
&lt;br /&gt;
'''aura''' needs to be researched (strength of effect?)&lt;br /&gt;
&lt;br /&gt;
==item_usable==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding items that can be used.  An item cannot be used unless it is in this table.&lt;br /&gt;
&lt;br /&gt;
'''itemid''' links this table back to item_basic, and should match.&lt;br /&gt;
&lt;br /&gt;
'''subid''' seems to primarily be used with spell scrolls, and probably just stores the spellid to be unlocked.&lt;br /&gt;
&lt;br /&gt;
'''name''' may just be for readability's sake.&lt;br /&gt;
&lt;br /&gt;
'''validTargets''' is a bitmask storing what the item can be used on.  Being a bitmask, the values should be added for each valid target type.  Self (1) + party (2) = 3.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable zebra&amp;quot;&lt;br /&gt;
!Value!!Valid target&lt;br /&gt;
|-&lt;br /&gt;
|1||Self&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||Player in user's party&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|4||Enemy&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|8||Player in user's alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|16||Players outside of user's party/alliance&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|32||Dead players&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|64||NPCs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''activation''' needs to be researched&lt;br /&gt;
&lt;br /&gt;
'''animation''' determines which animation should be used with the item.&lt;br /&gt;
&lt;br /&gt;
'''animation time''' needs to be researched, but probably determines how long the player can't move for the item usage to succeed.&lt;br /&gt;
&lt;br /&gt;
'''maxCharges''' is the maximum number of usages.&lt;br /&gt;
&lt;br /&gt;
'''useDelay''' is likely how long the item must be equipped before it can be used.&lt;br /&gt;
&lt;br /&gt;
'''reuseDelay''' is likely how long must pass between item uses.&lt;br /&gt;
&lt;br /&gt;
'''aoe''' is a simple binary on whether the item is AoE or not (0 = false, 1 = true.)&lt;br /&gt;
&lt;br /&gt;
==item_latents==&lt;br /&gt;
&lt;br /&gt;
Stores information regarding latent effects on items.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' links back to item_basic, and should always match.&lt;br /&gt;
&lt;br /&gt;
'''modId''' is the number that represents the stat boost when active&lt;br /&gt;
&lt;br /&gt;
'''value''' is the value to add to the stat when active&lt;br /&gt;
&lt;br /&gt;
'''latentId''' is the ID of the latent effect conditions (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
'''latentParam''' is an additional parameter depending on the latentId (see src/latent_effect.h)&lt;br /&gt;
&lt;br /&gt;
==item_weapon_unlocked==&lt;br /&gt;
&lt;br /&gt;
Stores information related to weaponskill broken weapons.&lt;br /&gt;
&lt;br /&gt;
'''Id''' the ID of the weapon.  This only corresponds with a BLOB in the chars table ('''unlocked weapons''') and the entries in the char_weapon_skill_points table.&lt;br /&gt;
&lt;br /&gt;
'''itemId''' is the matching itemId of the weapon from item_basic.&lt;br /&gt;
&lt;br /&gt;
'''name''' is the same name used in item_basic, only useful for reading what the weapon is (and the filename of the script if it has a script)&lt;br /&gt;
&lt;br /&gt;
'''skill''' is the combat skill associated with the weapon (battleentity.h).  Note that guns and cannons are different from crossbows.&lt;br /&gt;
&lt;br /&gt;
'''dmgType''' is the type of damage the weapon inflicts (piercing, blunt, handtohand, slashing).&lt;br /&gt;
&lt;br /&gt;
'''hit''' is the number of hits of the weapon.&lt;br /&gt;
&lt;br /&gt;
'''point''' is the amount of weaponskill points needed to &amp;quot;break&amp;quot; the weapon and unlock its associated latent effects.&lt;br /&gt;
&lt;br /&gt;
==item_puppet==&lt;br /&gt;
&lt;br /&gt;
The itemId, name, slot, and &amp;quot;element&amp;quot; of each automaton piece.  As PUP isn't in use, this table may change substantially in the future.&lt;/div&gt;</summary>
		<author><name>Deviltti</name></author>	</entry>

	<entry>
		<id>http://wiki.dspt.info/index.php?title=Basic_database_primer&amp;diff=7153</id>
		<title>Basic database primer</title>
		<link rel="alternate" type="text/html" href="http://wiki.dspt.info/index.php?title=Basic_database_primer&amp;diff=7153"/>
				<updated>2013-04-03T02:32:53Z</updated>
		
		<summary type="html">&lt;p&gt;Deviltti: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to sort of explain the ropes of navigating a database, and kind of give a rough primer for SQL novices so that they can learn to crawl, then walk, and then maybe even dance a little.  I'm going to assume you're using Navicat, since you're not familiar with a database and that's what Bluekirby0's guides recommend.&lt;br /&gt;
&lt;br /&gt;
==Lesson One: Backups, backups, backups==&lt;br /&gt;
&lt;br /&gt;
First off, a sort of warning with SQL.  There's no &amp;quot;undo&amp;quot; function.  If you change something, it's changed.  If you don't remember what it used to be, there's not really a way to get that back.  If you're doing something risky like editing character tables, click on &amp;quot;Tables&amp;quot; in the tree on the left side, and select the accounts and char tables.  Right click and select &amp;quot;Dump Tables.&amp;quot;  This will let you make an SQL file that has a copy of your database, in case you make a mistake.  Using this file is similar to updating your database normally, except you'll have to manually drop (delete) the tables before you can put the old data back into them.&lt;br /&gt;
&lt;br /&gt;
Secondly, there's two types of tables: indexed and unindexed.  Indexed tables will have one value that must always be unique.  In the case of Darkstar, this will be things like itemId, npcid, and mobid.  Unindexed tables can have duplicate values, and are also slower to query, although the speed difference may not be noticeable.  Some examples of unindexed tables are item_mods, char_titles, and char_vars.  These tables have their uses, but generally if you can store data in one or the other, and the data is going to be persistent and frequent like which outpost warps a character has unlocked, you should use indexed tables.&lt;br /&gt;
&lt;br /&gt;
Thirdly, you can save queries.  I have a &amp;quot;Customizations&amp;quot; query saved that changes a number of things so that I can quickly rechange any tables that get updated.  This way, the inventory clutter in dynamis will go back to stacking, I'll have Sekkanoki at L40, and I can use Judge's Cap and Judge's Belt to do haste tests.&lt;br /&gt;
&lt;br /&gt;
Fourthly, a lot of people forget about triggers.sql.  That particular file made some changes to the chars table (among others) so that if a character is deleted, their entries in all the other character related tables are cleared out.  Just remember that this can and will happen if you delete anything from chars.&lt;br /&gt;
&lt;br /&gt;
Fifthly, comments.  You can use these when necessary to keep track of what something means, or just as little post it notes.  A comment has to be prefixed by two dashes, and may need a space before and after the dash, depending on usage.  Here's an example of comments in use:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Missing mIDs&lt;br /&gt;
&lt;br /&gt;
-- Certain&lt;br /&gt;
&lt;br /&gt;
UPDATE `item_armor` SET mID = '327' WHERE itemId IN (10452,10502,10602,10878,11971); -- Rubeus&lt;br /&gt;
&lt;br /&gt;
-- Confident&lt;br /&gt;
&lt;br /&gt;
UPDATE `item_armor` SET mID = '16' WHERE itemId = 11525; -- Maestria Mask&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also use comments if you want to temporarily remove a line from usage, but you don't want to delete the line from your query permanently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lesson Two: The SELECT Query==&lt;br /&gt;
&lt;br /&gt;
Next, an introduction to building queries.&lt;br /&gt;
&lt;br /&gt;
The most basic query, and the one you'll use the most, is a SELECT query.  A SELECT query fetches data from a data source, and lists it out for you.  A good rule of thumb is to use a SELECT query to see what you'll be changing or deleting before you do it.  It's also a safe way to introduce yourself to SQL, since nothing is being changed.  The syntax is:&lt;br /&gt;
&lt;br /&gt;
SELECT '''columns''' FROM '''data source''' WHERE '''conditions''';&lt;br /&gt;
&lt;br /&gt;
The capitalization isn't necessary for the query to work, but it can make queries easier to read, once you're used to them.  The semi-colon at the end is required, however.  You can use a grave (above tab and next to the number 1, often called the &amp;quot;tilde key&amp;quot;) instead of quotes in some places, and also around table_names.  However, you can't always use single quotes and double quotes in those situations.&lt;br /&gt;
&lt;br /&gt;
'''columns''' is a list of the columns you want to see.  Alternatively, you can just use an asterisk (*) to view all columns.&lt;br /&gt;
&lt;br /&gt;
'''data source''' is a table, or multiple tables, that you want to get data from.&lt;br /&gt;
&lt;br /&gt;
'''conditions''' are things that help you narrow down your search.  There's actually quite a few of these that you can use, which I'll go into.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
... WHERE column = &amp;quot;value&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
This is the most basic of conditionals.  An example would be WHERE itemId = 17440; to bring up the Kraken Club.  You could also use WHERE mobname = &amp;quot;Serket&amp;quot;;  Note that numbers do not require quotation marks, but words will require either single or double quotes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
... WHERE column LIKE &amp;quot;%value%&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
The percentage sign acts as a wild card, so &amp;quot;Kraken_%&amp;quot;, &amp;quot;12%&amp;quot;, or &amp;quot;%Behemo%&amp;quot; would all be the sort of thing you could use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
... WHERE column IN (value1, value2, value3...);&lt;br /&gt;
&lt;br /&gt;
This lets you specify multiple values that can be matched.  For example, WHERE itemId IN (15270, 15543); would return the Walahra Turban and Rajas Ring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
... WHERE column BETWEEN value1 AND value2;&lt;br /&gt;
&lt;br /&gt;
Here you can specify a range of values.  WHERE npcid BETWEEN 1000 AND 3000; would return all NPCs with an ID between 1000 and 3000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also do a complex query, such as WHERE mobname LIKE &amp;quot;Goblin_%&amp;quot; AND zoneid = 154; to specify any mobname starting with &amp;quot;Goblin_&amp;quot; in zone 154 (Dragon's Aery.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, let's put that all together.  Here's a query I used to find armor that was missing the appearance information:&lt;br /&gt;
&lt;br /&gt;
SELECT * FROM item_armor WHERE MId = 0 AND slot NOT IN (1,2,3,4,8,512,1024,6144,24576,32768) ORDER BY level ASC;&lt;br /&gt;
&lt;br /&gt;
The MId is the appearance for a piece of armor.  0 will have no appearance at all.  Also notice the &amp;quot;NOT&amp;quot; used to negate the second query.  That means to return results that DON'T match what you're specifying.  Finally, you haven't seen ORDER BY yet.  You can use this to sort your results by a column, either ASCending or DESCending.  In this case, I'm sorting by level from 1 to 99.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lesson Three: Complex Selects==&lt;br /&gt;
&lt;br /&gt;
Now to introduce you to queries that use multiple tables.  You might have wondered why we use itemId in pretty much every table that has items in it.  This makes it easy to get matching information from multiple tables.  Here's an example I've been using pretty often lately:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SELECT npcid, npc_list.name, zone_settings.name, zone_settings.zoneid, pos_x, pos_y, pos_z, animation, hex(look) FROM npc_list, zone_settings WHERE npc_list.zoneid = zone_settings.zoneid AND npc_list.zoneid = 14;&lt;br /&gt;
&lt;br /&gt;
You'll notice this query is a lot longer than what you've seen so far.  This query fetches a few columns from the npc_list table, along with the name of the zone for convenience.  That's literally the only reason I included zone_settings, in this case.&lt;br /&gt;
&lt;br /&gt;
The second thing you may have noticed is that I didn't use * this time.  npc_list has a lot of columns, and some of them I didn't care about, and * would have brought in all of them, along with all of zone_settings.  This also lets me control the order of the columns.  As part of this, I used npc_list.name to specify I wanted the name column in the npc_list table, since zone_settings also has a name column.&lt;br /&gt;
&lt;br /&gt;
The third thing you should see is that I used multiple tables after &amp;quot;FROM.&amp;quot;  That's how the whole thing works, and you can really use as many tables as you can logically connect here.&lt;br /&gt;
&lt;br /&gt;
Speaking of logically connected, the fourth thing to see is &amp;quot;WHERE npc_list.zoneid = zone_settings.zoneid.&amp;quot;  When you're querying multiple tables, you need a way to logically connect the two so that the data can all be retrieved.  In this case, that part of the query tells Navicat that npc_list's zoneid should match zone_setting's zoneid.  And there's why we use itemId on so many tables; we can connect them that way.&lt;br /&gt;
&lt;br /&gt;
The bonus, fifth thing to learn here is hex(look).  This is just telling Navicat that the data in the &amp;quot;look&amp;quot; column should be displayed as hexadecimal.  Since that's what it's stored in anyway, that actually makes it visible to you, instead of a mostly blank column.&lt;br /&gt;
&lt;br /&gt;
Just how complex can this get?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SELECT mobname, mob_droplist.dropid, mob_droplist.itemid, item_basic.name, type, rate, zoneid, pos_x, pos_y, pos_z FROM mob_spawn_points, mob_groups, mob_droplist, item_basic WHERE mob_spawn_points.groupid = mob_groups.groupid AND mob_groups.dropid = mob_droplist.dropid AND mob_droplist.itemid = item_basic.itemid AND mob_droplist.itemid = 1044;&lt;br /&gt;
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This particular query will return all mobs that drop item 1044 (oztroja_coffer_key).&lt;br /&gt;
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==Lesson Four: Advanced SELECT Concepts==&lt;br /&gt;
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What if we SELECTed results... from results of another SELECT?  You can totally do that, and I'm terrible at it. So if you want to play around, here's a query to spend some time fiddling with.&lt;br /&gt;
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SELECT mobname, mob_droplist.dropid, item_basic.name, mob_droplist.itemid, type, rate, zoneid, pos_x, pos_y, pos_z&lt;br /&gt;
	FROM (SELECT mobname, zoneid, pos_x, pos_y, pos_z, dropid&lt;br /&gt;
		FROM mob_groups, mob_spawn_points&lt;br /&gt;
		WHERE mob_spawn_points.groupid = mob_groups.groupid AND mobname = &amp;quot;thunder_elemental&amp;quot;&lt;br /&gt;
		GROUP BY mob_groups.groupid)&lt;br /&gt;
	AS groups, mob_droplist, item_basic WHERE groups.dropid = mob_droplist.dropid AND mob_droplist.itemid = item_basic.itemid;&lt;br /&gt;
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This query will retrieve the drops for any sets of the mob Thunder_Elemental.  What I mean by that is that you'll only get one Thunder_Elemental for Sanctuary of Zi'Tah, although you'll get multiple rows because that mob has multiple drops.&lt;br /&gt;
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I can only offer you two points here.  First, the &amp;quot;AS unique_name&amp;quot; is necessary whenever you do this trick.  Second, the GROUP BY near the end.  This will return only one row for each result in the specified column(s).&lt;br /&gt;
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==Lesson Five: INSERT==&lt;br /&gt;
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INSERT queries put new data into a table.  If the table is indexed and you try to use a duplicate index, the query will fail.  There's two ways to INSERT: one at a time, or in bulk.  One at a time looks like this:&lt;br /&gt;
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INSERT INTO `npc_list` VALUES ('17277171', '_3e0', '0', '184.516', '-7.146', '14.297', '1', '40', '40', '9', '0', '0', '0', '4099', 0x0200000000000000000000000000000000000000, '0', '122');&lt;br /&gt;
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INSERT INTO `npc_list` VALUES ('17277172', '_3e1', '0', '-184.516', '-7.146', '14.298', '1', '40', '40', '9', '0', '0', '0', '4099', 0x0200000000000000000000000000000000000000, '0', '122');&lt;br /&gt;
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Because no columns are specified, it just starts inserting the data into each column, in order.  If you come up short, then the columns are filled with their default value (if applicable.)  If you have too many, your INSERT fails.&lt;br /&gt;
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INSERT INTO `item_mods` (itemId, modId, value) VALUES (1,1,1), (2,2,2), (3,3,3), ... (1000,1000,1000);&lt;br /&gt;
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I used an ellipsis to shorten things, but this query would insert 1000 rows into the item_mods table... or fail.  These queries can actually be quite a bit faster than single inserts.&lt;br /&gt;
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==Lesson Six: UPDATE and DELETE==&lt;br /&gt;
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UPDATEs and DELETEs are easier to understand once you've got a grasp on SELECT.  They do pretty much the same thing, except instead of listing results, they actually change or delete rows.  Here's an example of each:&lt;br /&gt;
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UPDATE weapon_skills SET skilllevel = 276 WHERE name IN (&amp;quot;ascetics_fury&amp;quot;,&amp;quot;atonement&amp;quot;,&amp;quot;kings_justice&amp;quot;,&amp;quot;insurgency&amp;quot;,&amp;quot;drakesbane&amp;quot;,&amp;quot;tachi_rana&amp;quot;);&lt;br /&gt;
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DELETE FROM item_mods WHERE itemid IN (13215, 13606) AND modid = 167;&lt;br /&gt;
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There's only two things to keep in mind here.  The first is that there's no &amp;quot;are you sure?&amp;quot; prompt.  The second is that if you don't specify a condition, the query runs against everything.  UPDATE item_basic SET name = 'kraken_club'; will rename everything to kraken_club.  DELETE FROM chars; just deleted all of your characters, and thanks to the triggers on chars, it took out your inventory, levels, and more.&lt;br /&gt;
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==Lesson Seven: Abusing Defaults to Customize Your Server==&lt;br /&gt;
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Short lesson.  Most values have default values, and sometimes they have these values for a reason.  For example, char_points.windurst_supply has a default value of 0.  That particular column stores which conquest teleports have been unlocked.  And there's no reason you can't use Design Table to change that default to 12582880, which unlocks all Outpost Warps :)&lt;br /&gt;
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Another example would be char_jobs.genkai, with a default of 50.  This sets every new player's level cap to 50, until they've done quests with Maat.  If you change that default to 75, then no new players will have to deal with Maat.&lt;br /&gt;
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The only thing to consider in this situation is that some players might not want those enhancements.  By placing them on an NPC, the player gets a choice between those spoils of war, and vanilla gameplay.  However, it's your server, so make the choices you think are right.&lt;br /&gt;
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==Lesson Eight: REPLACE Query==&lt;br /&gt;
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The REPLACE query can be used to quickly copy records from a working copy of one table to a final copy. The syntax is as follows:&lt;br /&gt;
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REPLACE INTO item_armor SELECT * FROM item_armor_copy;&lt;/div&gt;</summary>
		<author><name>Deviltti</name></author>	</entry>

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