Code:
/************************************************************** * * (Soft Fur-lined Shoes) * ***************************************************************/ namespace Server.Items { public class SoftFurLinedShoes : Item { public SoftFurLinedShoes() : base() { Id = 80; Resistance[0] = 7; Bonding = 1; SellPrice = 7; AvailableClasses = 0x7FFF; Model = 16854; ObjectClass = 4; SubClass = 1; Level = 5; Name = "Soft Fur-lined Shoes"; Name2 = "Soft Fur-lined Shoes"; Quality = 1; AvailableRaces = 0x1FF; BuyPrice = 35; InventoryType = InventoryTypes.Feet; Stackable = 1; Material = 7; Durability = 20; } } }
That is an example item. I will explain each spot.
- Starred area - the item named contained in a comment. (Notice the /s)
- namespace Server.Items - namespace declaration. Just put it in.
- public class SoftFurLinedShoes : Item - class declaration. You need the "public class" followed by the item name (no spaces) and then " : Item"
- public SoftFurLinedShoes() : base() - once again, just put it in. "public" followed by item name (no spaces) "() : base()"
- Id - id number. Start at 100000 for custom items, just to be sure.
- Resistance[0] - the armor value.
- Bonding - binding. Values are as follows: 1 - bind on pickup; 2 - bind on equip; do not include this line if you want no binding.
- SellPrice - how much you can sell for to an NPC merchant.
- Available class - which class can wear the item. Values are as follows: 0x7FFF - any class;
- Model - model number. Same as W0WEmu.
- ObjectClass - type of object. Value are as follows: 0 - consumable (food and potions); 1 - bag; 2 - weapon; 4 - armor and shields; 5 - reagent; 6 - projectile (arrows and bullets); 7 - trade goods; 9 - recipies; 11 - quiver; 12 - quest item; 13 - key
- SubClass - the subclass for the object. This asociates with the object class. I will use the following notation "1-2" where the 1st number notates the ObjectClass and the 2nd number is SubClass. Values are as follows:
CONSUMABLE
0-0 always
BAG
1-0 always
WEAPONS
2-0 - axe, 2-1 - 2h axe, 2-2 - bow, 2-3 - gun, 2-4 - mace, 2-5 - 2h mace, 2-6 - polearm, 2-7 - sword, 2-8 - 2h sword, 2-13 - fist, 2-15 - dagger, 2-16 - thrown, 2-18 - crossbow, 2-19 - wand, 2-20 - fishing pole.
ARMOR
4-1 - cloth, 4-2 - leather, 4-3 -mail, 4-4 - plate, 4-6 - shields
REAGENT
5-0 always
PROJECTILE
6-2 - arrow, 6-3 - bullet
TRADE GOODS
7-3 - engenering things/devices (?), 7-2 - explosives, 7-1 - parts and trade goods
RECIPIES
9-3 - engineering, 9-4 - blacksmithing, 9-5 - cooking, 9-6 - alchemy, 9-7 - first aid, 9-8 - enchanting, 9-9 - fishing
QUIVER
11-2 always
QUEST ITEM
12-0 - always
KEY
13-0 always
- Level - item level. This is NOT the required level.
- ReqLevel (not in example) - level required to use.
- Name - item name.
- Name2 - item name again. (?)
- Quality - item quality. Values are as follows: 0 - gray; 1 - white; 2 - green; 3 - blue; 4 - purple.
- AvailableRaces - what races can wear. Not sure about values yet.
- BuyPrice - how much you can buy off of NPC for.
- InventoryType - what this item is in inventory. MUST correspond to the class/subclass.
- Stackable - is it stackable. Value depends on how many you can stack in one stack. Ex. 1 means only one per stack, 20 means 20 per stack, ect.
- Material - not sure yet.
- Durability - how much durability the item has.
NOT IN EXAMPLE!
- AgilityBonus - how much agi the item adds.
- SpiritBonus - how much spirit the item adds.
- IqBonus - how much int the item adds.
- StaminaBonus - how much stamina item adds.
- StrBonus - how much str the item adds.
- SetSpell - not sure how this works yet. It looks like W0WEmu.
- Flags - not sure.
NOTE!!!!
ALWAYS end a line with ";" and ALWAYS use exactly the same brackets as in example!
I will soon add more info on stuff i'm not sure on yet. Enjoy.