![]() | weapon_level | tinyint(1) unsigned | YES | | NULL | | | equip_locations | mediumint(7) unsigned | YES | | NULL | | | equip_genders | tinyint(1) unsigned | YES | | NULL | | | equip_upper | tinyint(2) unsigned | YES | | NULL | | | equip_jobs | int(10) unsigned | YES | | NULL | | ![]() | slots | tinyint(2) unsigned | YES | | NULL | | | range | tinyint(2) unsigned | YES | | NULL | | | defence | smallint(5) unsigned | YES | | NULL | | | attack | smallint(5) unsigned | YES | | NULL | | | weight | smallint(5) unsigned | NO | | 0 | | | price_sell | mediumint(8) unsigned | YES | | NULL | | | price_buy | mediumint(8) unsigned | YES | | NULL | | | type | tinyint(2) unsigned | NO | | 0 | | | name_japanese | varchar(50) | NO | | | | | name_english | varchar(50) | NO | UNI | | | | id | smallint(5) unsigned | NO | PRI | 0 | | | Field | Type | Null | Key | Default | Extra | Structure (Database)įirst, let's take a look at item_db table of your Ragnarok database: In the doc folder look for a text file called "item_bonus", it shows all the scripts items can have and how they work. It will only execute as soon as you unequip the item. ID,DBName,ScreenName,Type,Price,Sell,Weight,ATK,DEF,Range,Slot,Job,Class,Gender,Loc,wLV,eLV, Refineable,View,: This is where the bonus you want to be applied upon unequipping goes. ![]() First, let's take a look at the item_db in the db folder, and its structure: ![]()
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