Making Items in the World of Warcraft (for Private Servers Only)

Discussion in 'All other topics' started by Vicious88, Jan 1, 2008.

  1. Vicious88

    Vicious88 Regular member

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    Okay... I've started this thread in hopes of helping people who, like myself, run private servers and have an intrest in making new or customized items for their server.

    I intend to help as many people with this issue as I can, but in return, I'm looking for some advanced users to perhapes lend me a hand from time to time on certain things (such as getting model IDs for un-unused models in the game).

    Lets start off first by saying that all of this stuff is intended for the EDUCATIONAL PURPOSES of learning direct corrilations between MySQL and other programs - NOT FOR THE PURPOSE OF RIPPING OFF BLIZZARD OR GETTING FREE WORLD OF WARCRAFT!!! Lets also address that this forum is NOT for helping you set up your private server, or advertising one. This is simply to help users create custom items for their servers...

    Okay, below I've posted some explanations for all the fields underneath the items_template table within your MySQL Databases...

    [Updated for minor grammatical error]
     
    Last edited: Jan 1, 2008
  2. Vicious88

    Vicious88 Regular member

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    ~entry
    This is the unique ID of an Item.

    ~class
    Defines the class of an item.
    Item classes:
    0 = Consumable
    1 = Container
    2 = Weapon
    4 = Armor
    5 = Reagent
    6 = Projectile
    7 = Trade Goods
    9 = Recipe
    11 = Quiver
    12 = Quest
    13 = Key
    15 = Miscellaneous

    ~subclass
    If "class" is "0" = Consumable
    Note: Consumable subclasses are only used server-side. Client currently understands only subclass 0 for consumables.
    Item subclasses are:
    1 = Food
    2 = Liquid
    3 = Potion (usable in combat)
    4 = Scroll (usable in combat)
    5 = Bandage (usable in combat)
    6 = Healthstone (usable in combat)
    7 = Combat Effect (usable in combat)

    If "class" is "2" = Weapon
    Item subclasses are:
    0 = Axe (One Handed)
    1 = Axe (Two Handed)
    2 = Bow
    3 = Rifle
    4 = Mace (One Handed Mace)
    5 = Mace (Two Handed Mace)
    6 = Polearm
    7 = Sword (One Handed Sword)
    8 = Sword (Two Handed Sword)
    10 = Staff
    11 = Exotic (One Handed)
    12 = Exotic (Two Handed)
    13 = Fist Weapon
    14 = Miscellaneous Weapon (Blacksmith Hammer, Mining Pick, etc.)
    15 = Dagger
    16 = Thrown
    17 = Spear
    18 = Crossbow
    19 = Wand
    20 = Fishing Pole

    If "class" is "4" = Armor
    Item subclasses are:
    0 = Miscellaneous
    1 = Cloth
    2 = Leather
    3 = Mail
    4 = Plate
    6 = Shield

    If "class" is "6" = Projectile
    Item subclasses are:
    2 = Arrows
    3 = Bullets

    If "class" is "7" = Trade Goods
    Item subclasses are:
    0 = Trade Goods
    1 = Parts
    2 = Explosives
    3 = Devices

    If "class" is "9" = Recipe
    Item subclasses are:
    0 = Book
    1 = Pattern (Leatherworking)
    2 = Pattern (Tailoring)
    3 = Schematic (Engineering)
    4 = Plans (Blacksmithing)
    5 = Recipe (Cooking)
    6 = Recipe (Alchemy)
    7 = Manual (First Aid)
    8 = Formula (Enchanting)
    9 = Manual (Fishing)

    If "class" is "11" = Quiver
    Item subclasses are:
    2 = Quiver (Arrows)
    3 = Ammo Pouch (Bullets)

    If "class" is "13" = Key
    Item subclasses are:
    0 = Key
    1 = Lockpick

    ~Quality
    0 = Grey Poor
    1 = White Common
    2 = Green Uncommon
    3 = Blue Rare
    4 = Purple Epic
    5 = Orange Legendary
    6 = Red Artifact

    ~Flags
    Type of an item.
    2 = Conjured
    4 = Unique (?)
    16 = Shield (?)
    32 = Totem
    64 = Mount
    128 = [10515]
    256 = Wand
    512 = Ribboned Wrapping Paper (?!)
    1024 = Essence (?)
    2048 =
    4096 =
    8192 = Guild Charter [5863]
    16384 = [15790] [16189]
    32768 = PvP Reward Item (Field Marshal's items for example)
    Some people have tested this data as;
    1 = binded
    2 = created (like mage's bread and water....)
    4 = kind of boxes, shells and so on. can open it with right click
    64 = like the hearthstone. with right click, it will do something.
    128 = same with 64
    8192 = when i move my cursor over the item, there is no description box.
    So far, we still have no idea about others. People are still testing, feel free to post your results.


    ~BuyCount
    Size of the stack in which the item is sold by vendors.

    ~BuyPrice
    Price (in copper) of a stack of #BuyCount items.

    ~SellPrice
    How much a vendor will buy this item for from the player. If omitted, the item will sell for nothing (No sell price)

    ~InventoryType
    Where an item can be equipped.
    1 = Head
    2 = Neck
    3 = Shoulder
    4 = Shirt
    5 = Chest
    6 = Waist (Belt)
    7 = Legs (Pants)
    8 = Feet (Boots)
    9 = Wrists (Bracers)
    10 = Hands (Gloves)
    11 = Finger (Ring)
    12 = Trinket
    13 = One Hand
    14 = Off Hand (includes Shield)
    15 = Bow
    16 = Back
    17 = Two Hand
    18 = Bag (incl. Quivers)
    19 = Tabard
    20 = Robe
    21 = Main Hand
    22 = Off Hand (Misc Items)
    23 = Tome
    24 = Ammunition
    25 = Thrown
    26 = Gun

    ~AllowableClass
    Mask for character classes that can use this item. Use -1 if usable by all classes.
    1 = Warrior
    2 = Paladin
    4 = Hunter
    8 = Rogue
    16 = Priest
    64 = Shaman
    128 = Mage
    256 = Warlock
    1024 = Druid

    ~AllowableRace
    Mask for races which can use this item. Use -1 if usable by all races.
    1 = Human
    2 = Orc
    4 = Dwarf
    8 = Night Elf
    16 = Undead
    32 = Tauren
    64 = Gnome
    128 = Troll
    -256- = Goblin, not used
    512 = Blood elf
    1024 = Draenei

    ~ItemLevel
    Item base level.

    ~RequiredLevel
    Minimum level to use/equip this item.

    ~RequiredSkill
    Skill required to use this item.

    ~RequiredSkillRank
    Minimum proficiency in skill to use this item.

    ~Requiredspell
    Player must know this spell to use the item.

    ~requiredhonorrank
    The PvP Honor rank required to use this item.

    ~RequiredCityRank
    ~RequiredReputationFaction
    Faction id (from Faction.dbc) for which a minimum rank is required to equip/use the item.

    ~RequiredReputationRank
    Minimum required rank for the faction entered in RequiredReputationFaction.
    REP_HATED = 0
    REP_HOSTILE = 1
    REP_UNFRIENDLY = 2
    REP_NEUTRAL = 3
    REP_FRIENDLY = 4
    REP_HONORED = 5
    REP_REVERTED = 6
    REP_EXALTED = 7

    ~maxcount
    Maximum number of this item that the player can have.
    There is no need to add "Unique". maxcount is "Unique"(0:no limited,1:Unique) and stackable is the stack count. If your database has any items marked "Unique" under their max count, than whoever assembled it didn't know any better. Correct it.

    ~stackable
    The amount of this item that a player can carry in the same slot.

    ~ContainerSlots
    Number of slots that this bag holds.

    ~stat_type1-10
    Character stat which will be changed if the item is equipped.
    Mana = 0
    Health = 1
    Agility = 3
    Strength = 4
    Intellect = 5
    Spirit = 6
    Stamina = 7

    ~stat_value1-10
    This value will be added to the stat (or removed if negative).

    ~dmg_types
    0 = Physical
    1 = Holy
    2 = Fire
    3 = Nature
    4 = Frost
    5 = Shadow
    6 = Arcane

    ~armor
    Armor for this item.

    ~holy_res
    Holy resistance.

    ~fire_res
    Fire resistance.

    ~nature_res
    Nature resistance.

    ~frost_res
    Frost resistance.

    ~shadow_res
    Shadow resistance.

    ~arcane_res
    Arcane resistance.

    ~delay
    Time in milliseconds between hits, the lower, the faster the weapon. So, if you had a gun that you wanted to make full auto, just trow in a 5 or so, and you'll end up with a gun that can fire as quickly as you can press the button.

    ~ammo_type
    The type of ammunition this weapon requires.
    2 = Arrows
    3 = Bullets

    ~spellid_1-5
    Refers to Spell.dbc index.

    ~spelltrigger_1-5
    I really don't know, but if anyone can inform me, I'll edit this sentence.

    ~spellcharges_1-5
    Number of charges for this spell.
    0 = infinite charges
    -X = X charges, item is expendable
    +X = X charges, item is kept when all charges are spent

    ~spellcooldown_1-5
    This is pretty much self explanitory, just be aware that the cool down time goes by milisecond.

    ~spellcategory_1-5
    This again, is something I'm unsure about. Help me out if you know, lol.

    ~spellcategorycooldown_1-5
    bonding
    1 = Binds when Picked Up
    2 = Binds when Equipped
    3 = Binds when Used
    4 = Quest Item

    ~description
    Brief description of this item, appears in orange at the bottom of an item label in game.

    ~PageText
    ID of a TEXT in the item_page table, the text for a book or letter for example.
    The item will have a magnifying glass cursor in game and will show the pagetext upon rightclicking the item.

    ~LanguageID
    Language that this item is written in.
    1 = Orcish
    2 = Darnassian
    3 = Taurahe
    6 = Dwarvish
    7 = Common
    8 = Demonic
    9 = Titan
    10 = Thelassian
    11 = Draconic
    12 = Kalimag
    13 = Gnomish
    14 = Troll
    33 = Gutterspeak
    (gathered from Languages.dbc)

    ~PageMaterial
    The background of the page window (and to some extent the font)
    1 = Parchment
    2 = Stone
    3 = Marble
    4 = Silver
    5 = Bronze
    (gathered from PageTextMaterial?.dbc)

    ~startquest
    ID of a quest that this item starts.

    ~lockid
    I'm pretty sure this is where you insert the ItemID (entry) of an item you want used as a key for the current locked item.

    ~Material
    The material the item is made of. Affects the sound that the item makes when moved.
    -1 = Consumables (food, reagents, etc.)
    1 = Metal
    2 = Wood
    3 = Liquid
    4 = Jewelry
    5 = Chain
    6 = Plate
    7 = Cloth
    8 = Leather

    ~sheath
    How the weapon is put away (to the side, on the back, etc.)
    1 = Two Handed Sword (on the back; tip down)
    2 = Staff (on the back; tip up)
    3 = One Handed Sword (on the side)
    4 = Shield (on the back)
    5 = Enchanter's Rod
    7 = Off Hand

    ~Extra
    The item's entry in ItemDisplayInfo?.dbc; seems to be like a secondary "model=" entry.

    ~block
    Shield's chance to block an attack.

    ~itemset
    The ID of an item set this item (weapon/armor) belongs to.

    ~MaxDurability
    Durability of an item.

    ~area
    I'm a little unsure how exactly this one works...

    ~BagFamily
    0x00000001 = BAG_FAMILY_MASK_ARROWS
    0x00000002 = BAG_FAMILY_MASK_BULLETS
    0x00000004 = BAG_FAMILY_MASK_SHARDS
    0x00000008 = BAG_FAMILY_MASK_LEATHERWORKING_SUPP
    0x00000010 not used currently
    0x00000020 = BAG_FAMILY_MASK_HERBS
    0x00000040 = BAG_FAMILY_MASK_ENCHANTING_SUPP
    0x00000080 = BAG_FAMILY_MASK_ENGINEERING_SUPP
    0x00000100 = BAG_FAMILY_MASK_KEYS
    0x00000200 = BAG_FAMILY_MASK_GEMS
    0x00000400 = BAG_FAMILY_MASK_MINING_SUPP

    ~ScriptName
    Here can be added script entries defined in MaNOGS Core Code, if you can find the Core Code... As of yet, I'm still unsure if there is a difference between "internalitemhandler" and "internalitemhanler" which I've seen in both my 2.0.10 server and my 2.3.0 server.

    ~DisenchantID
    Refers to disenchant_loot_template.entry.
     
  3. Vicious88

    Vicious88 Regular member

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    Okay... Now is where I desprately need someone to come in and help me out because I don't know where to find this data out...

    WoW has a good number of textures and meshes that, as far as I have found, are not actually used in game, but are stored in the Common.MPQ, sitting around begging to be used. For example:

    Helm_Eyepatch_A_01Skull.blp - An Eyepatch with a skull on it
    Helm_Eyepatch_A_01Smile.blp - An Eyepatch with a smiley face on it

    The problem with these two things are that I can't find any ModelIDs for these Items, so as to make eyepatchs for use in-game.

    Another problem I've noticed is that within the Common.MPQ there are all of the Madusa2 (*.M2 files) Models needed for the game to support a wearable pirate hat, yet, not texture data to wrap around it... If anyone has any ideas how to assemble that data and make a pirate hat, that'd be great.
     

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