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]
~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.
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.