ItemParam CheatSheet: Difference between revisions

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m fasion?
m added cardid crap
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== Card Battle Params ==
== Card Battle Params ==
'''CardNum''': Main number of card that is shown.
'''CardNum''' = Determines rank of card
{| class="wikitable"
!CardNum
!Most Common Rank
!Life
!Card Family
!Notes
|-
|0
|None
|None
|Dummy/invalid/basic
|No stats, No Rank, No Type
|-
|1
|1
|6
|Very low cards
|Early cards
|-
|2
|2
|5
|Low-tier cards
|Rank 2–3 cards
|-
|3
|3
|5
|Low-mid cards
|Attack/Sense/Magic mixture
|-
|4
|4
|4–5
|Mid cards
|More structured Types
|-
|5
|5
|4
|Mid-high
|Monster/character mixed
|-
|6
|6
|4
|Rare mid-high
|Varied monster/char types
|-
|7
|7
|3–4
|Character Cards
|Magic/Sense/Charm common
|-
|8
|8
|3–4
|Character Cards (main humanoids)
|The most coherent group
|-
|9
|9
|3 or 0
|Boss-tier monsters
|High Grade (18–20)
|}
'''Rank is written literally in the comments as:'''<blockquote>'''Rank 0–3''' = “basic/neutral/beginner monsters”


'''CardGenGrade''': Points to "<u>CardGenGrade</u>", purpose unknown.
'''Rank 4–6''' = “mid monsters”


'''CardGenParam''': Purpose unknown, unless this is a droprate from Card Battling.
'''Rank 7–8''' = “character cards”


'''DailyGenCnt''': Possibly a limit you can obtain via Card Battling.
'''Rank 9''' = “boss / elite monsters”</blockquote>'''Life is NOT controlled by Param or Grade''', it is fixed by Rank from '''CardNum'''.<blockquote>'''Rank 1-3''' -> 5 to 6 life
 
'''Rank 7-9''' -> 3 to 4 life</blockquote>
 
=== '''How Life is Calculated''' ===
<blockquote>'''Life = 7 - floor(Rank / 2)'''
 
'''Rounded to nearest 1, capped by card family'''</blockquote>
{| class="wikitable"
!Rank
!Life
|-
|1
| +6
|-
|2
| +5
|-
|3
| +5
|-
|4
| +4–5
|-
|5
| +4
|-
|6
| +4
|-
|7
| +3 or +4
|-
|8
| +3
|-
|9
|0 or +5 depending on family
|}
'''CardGenGrade''' = Determines which Grade Ranges are allowed
{| class="wikitable"
!Grade
!Where It Appears
!What It Means
|-
|0
|All Rank 0–3
|No generator stats, dummy/basic/neutral
|-
|6
|Rank 1
|Low-level evolved cards
|-
|8
|Rank 2–3
|Mid-tier evolution layer
|-
|10
|Rank 7–8 Character Cards
|Default generator grade for characters
|-
|12
|Rank 3–4 monsters
|Advanced mid
|-
|18
|Rank 7–9 monsters
|High-end monster generator
|-
|20
|Rare Rank 9/boss
|Max generator grade
|}
'''CardGenParam''' = Which type of Card
{| class="wikitable"
!Param
!Type
|-
|1
|Magic
|-
|2
|Attack
|-
|3
|None / Neutral
|-
|4
|Attack
|-
|5
|Sense
|-
|6
|Sense
|-
|7
|None
|-
|8
|Charm
|-
|9
|Neutral
|-
|10
|Charm
|}
 
=== Some notes from analyzing these Cards in ItemParam2 with ChatGPT: ===
'''A. MAGIC'''<blockquote>- Param = 1
 
- Grade mid to high
 
- Appears on Rank 3,7,8 cards</blockquote>'''B. ATTACK'''<blockquote>- Param = 2 or 4
 
- Appears on monsters and some Rank 3–4 humanoids</blockquote>'''C. SENSE'''<blockquote>- Param = 5 or 6
 
- Appears on Rank 7–8 character cards consistently</blockquote>'''D. CHARM'''<blockquote>- Param = 8 or 10
 
- Strongly associated with Rank 3 and Rank 8 characters</blockquote>'''E. NEUTRAL / NONE'''<blockquote>- Param = 0, 3, 7, 9
 
- Always correspond to cards with missing or generic Type</blockquote>'''DailyGenCnt''': Possibly a limit you can obtain via Card Battling.


== MyShop-Based Parameters ==
== MyShop-Based Parameters ==

Revision as of 12:17, 4 December 2025

This is a general cheat-sheet for anyone editing any of the ItemParam files. Thank you to Crosstine for most of this documentation on the base page, as well as Denki for the Options table!

This is in order of where they are on each itemparam, so it may be a bit messy, but it's so you can just scroll and be aligned with your XML.

Class Parameter

Describes What Type of item

Class # Description
1 Item
2 Equipment
3 Drill

Type Parameter

Describes the item further into a specific category.

Note: Certain categories have requirements for other flags to be set in order for the item to spawn in, or you will EE upon logging in, even if the server starts up from reading the XML, or other bugs may occur.

Type Param Reference
# Description # Description
1 Galder Coupons
2 Sword Equip 18 Tails
3 Hat Equip 19 Fashion (Top/Jacket)
4 Inner Equip 20 Fashion (Bottom/Pants)
5 Fashion (Shoes) 21 Fashion (Torso/Shoulder)
6 Drill 22 Fashion (Belt)
7 Accessory and Sprint(?) 23 Fashion (Accessory)
8 Shield Equip 24 Head Accessory
9 Unused 25 Face Accessory
10 Potions 26 Fashion (Hand/Glove)
11 Cards 27 Fashion (Socks)
12 Animated Jewels (Crystal, Lapis Lazuli, etc.) 28 Skill Card
13 Pets 29 Ammo
14 Compound Etc. Item (Monster Drop, Fashion Sets) 30 Galder (4 stacks)
15 "Useables" (Boxes, Ports, etc.) 34 Cape
16 Throwing items 35 Fortune Card
17 Ears 999 Internal, not used

SubType Parameter

Additional information for a define purpose. ">" are from ItemParamCM2.

Subtype Param Reference
> # Description > # Description > # Description
0 N/A 55 Skill Card
2 Sword 26 Magic Card 56 Ammo
3 Hat 27 Old Monster2 Card 61 MyShop Drill
4 Innerwear 33 Neutral Card 62 Bracer Accessory
> 5 Fashion (Shoe) > 36 Protein/Lock Candy > 63 Repair Powder
6 Drill 39 Throwing Item 64 Galders (Tiny Stack)
7 Accessory 41 Ears 65 Galders (Small Stack)
8 Shield 42 Tail 66 Galders (Medium Stack)
10 HP Recovery > 43 Fashion (Top/Jacket) 67 Galders (Large Stack)
11 MP Recovery > 44 Fashion (Bottom/Pants) 69 Scrolls
12 HP&MP Recovery > 45 Fashion (Torso/Shoulder) 70 Fortune Card
14 Fashion Set > 46 Fashion (Belt) 71 Disguise Kit
18 Buffalo/Bunny Card > 47 Fashion (Accessory) 72 Poseidon/Spinel Seed
19 Raccoon/Cat Card 48 Head Accessory 73 Secret Card
20 Lion/Fox Card 49 Face Accessory 74 Soul Gauge (For Guardians, don't recall if used)
21 Dragon/Sheep Card > 50 Fashion (Hand/Glove) > 75 Soul Ticket
22 NPC Card > 51 Fashion (Socks) > 76 Soul Feather Pen
23 Power Card 52 GM Amulet > 77 Guardian Runes
24 Charm Card 53 Sprint > 78 Custom Character Pets
25 Sense Card 54 Gun > 81 Pet Item Hunt

ItemFType Parameter

Basically for Cards, the five types.

ItemFType Description
0 N/A
1 Power
2 Magic
3 Sense
4 Charm
5 Neutral

General Parameters

Note: Some of these values are found on early equipment and can be ignored.

Name: Self-explanatory, the name that is displayed in-game.

Comment: The description that is displayed in-game.

Use: The purpose of said item that is displayed in-game.

Name_Eng: Dev notes for certain items, likely for ease of access/localization.

Comment_Eng: May contain references for some items or "description coming soon".

Note: Some contain hashtags with numbers, usually tied to equipment and boxes.

NRI-based Parameters

Stuff relating to .NRI files; this uses the "Animations" tab rather than the "Images" with the NRI Viewer. But thankfully a lot of stuff happens to be organized under the same BundleNum, minus illustration.

FileName: The directory pointing to the sprite/item.

BundleNum: The selected sprite/item.

InvFileName: Uses the exact same info as FileName.

InvBundleNum: Uses the exact same info as BundleNum.

CmtBunbleNum: The directory pointing to the illustration of the item.

EquipFileName: Points to said equipment/drill, leave blank if not either.

Note: The value starts at 0. So if you're looking for a specific thing, look at the BundleNum info. The item you're looking for will be in the Animations tab.

Example: A Harkon is under data\item\itm000.nri with BundleNum 9. If you click Image9 you'll find a Lapis Lazuli instead. Swap to the Animations tab and click the 9th option, and that'll get you a Diamond. The Harkon will be the right after that (10th option). Because the BundleNum starts at 0, you'll need to remember to add +1 to anything you look for.

TLDR Ver: Locate the file, search in Animations tab with the NRI Viewer, use the BundleNum as reference and add +1, profit.

Options and System Parameters

PivotID: Points to an items source ID as reference. Mainly used for equipment with different levels/options.

WIP - Likely to do with tags, Untradable/Class Only/Cannot Be Shared/Etc.

Options: Identical to eItemOption.

# Value # Value # Value
1 Rare 1024 NotExchangable 1048576 Absolute Unique
2 Usable 2048 NotPickable 2097152 Legend (Boss EQ)
4 SelectTargetObj 4096 NotDropable 4194304 Quest
8 SelectTargetPos 8192 NotVanishable 8388608 NotComposable
16 Equipable 16384 EquipableToChrType 16777216 NotReform
32 UsableToSelf 32768 CustomData (more research needed*) 33554432 Skin
64 UsableToPlayer 65536 NotAddableToWarehouse 67108864 Event (From any Event)
128 UsableToMonster 131072 NotAddableToNeoWarehouse 134217728 Dummy (Exchange Items)
256 NotBuyable 262144 CM (MyShop) 268435456 UseSafeZone (Used for all skins)
512 NotSellable 524288 AutoDrill
  • Note: *Used in items that make custom changes to character such as Manicure Coloring, but also on items like Portable Port AD?

HideHat: No idea how the values work yet, used to cover other cosmetics -- aligns with ChrTypeFlag; might be related?

ChrTypeFlags: Character specific events/rulesets.

Character ChrTypeFlag - First Job Chr Type Flag - Second Job ChrTypeFlag - Third Job
Bunny 1 512 262144
Buffalo 2 1024 524288
Sheep 4 2048 1048576
Dragon 8 4096 2097152
Fox 16 8192 4194304
Lion 32 16384 8388608
Cat 64 32768 16777216
Raccoon 124 65536 33554432
Paula 256 131072 67108864

GroundGFlags: N/A (All left at 0)

SystemFlags: N/A (All left at 0)

OptionsEx: Contains an unknown unique property; or apply RandomStatValueTable. (Mainly from equipment in ItemParamCM2)

OptionsEx # Description
0 N/A
1 Apply random stat range.
2 Apply elemental property.
16 Boss equipment set. Also on the Desert Beach set for some reason...
32 ? Wedding Veil
64 On certain teleport items that are not consumed. (Dimensional Key/Card ID Quest ports/Etc)
512 ? Befana's Unstable Elixir -> Hair color goes back to normal
1024 GM Drill
2048 ? Soul Kronos Helmet + Tartarus Gear + Boss Hammers
8192 ? Disabled Swords + Odd JP Ghost Heads
16384 Soul Weapon

Note: Values can be included together. [Example: "1/2" means the equipment has a random stat range plus an elemental stat.]

Weight: Self-explanatory. Set WT value for item.

Value: Retail Galder price tag.

MinLevel: Minimum level required to use/equip.

Effect: A result after use.

Item Effect Values
# Description # Description
0 N/A
2–10 Beta Spell Cards (No longer used) 33 Mic
11 Recovery Item 34 Memory Port
12–13 Beta Heal Cards (No longer used) 35 Read Book/Letter/Etc
14 Portable Port 36 Artisan's Flame
15 Hair Dye 37 Star Tear
16 Equip Ammo 38 Allen Bottle
19 Emergency Port 39 Friend Finder
20 Portable Port AD 40 Erin's Secret Book
21 Befana's Unstable Elixir 41 Voice Pet? Equip Pet? Auto Loot?
22 Open Box 42 Poseidon Seed
23 Master's Authority 43 Worn/Old Treasure Map
24 Point Back 40 44 Weird Treasure Map
25 Build Graph Reset 45 Soul Charge for Guardians (Not sure if used)
26 Point Back All 46 Fiesta Ticket
27 Store More Permit 47 Character Boxes
28 Teleport/Transfer Map 48 Earring???
29 Resurrect/Revive 49 Locked Boxes
30 Recharge Coupon 50 Key
31 Reidentifier 2000 51 EXP/TM Booster
32 TBN 52 "Seals" (Alternative Fortune)


EffectFlag2: N/A (All left at 0)

SelRange: All left at 0, with the exception of Beta Magic Card.

Life: Timed/Limited Items (For the EXP/TM Boosters) / Drill Life Span (Not used in this table)

Depth: For the three drills shown in the table, likely for testing. (Item_DrillParam is where they're used)

Delay: Can be ignored, tied to Beta Magic Card.

Stat-type Parameters

AP: Gun/Throwing Attack Power (Not to be confused with the regular AP stat or APPlus)

HP: Amount of HP to recover (Health Potions/Etc)

HPCon: Amount of HP that's consumed (Not used in this table)

MP: Amount of MP to recover (Health Potions/Etc)

MPCon: Amount of MP that's consumed. Also used for Card MP values.

Money: Amount of Galder obtained from coupons.

APPlus: Attack Power (Not to be confused with the first "AP" in the table.)

ACPlus: Accuracy

DXPlus: Dexterity

MaxMPPlus: Magic Point Capacity

MAPlus: Magic Attack

MDPlus: Magic Defense

MaxWTPlus: Weight Capacity

DAPlus: Detect Ability

LKPlus: Luck

MaxHPPlus: Health Capacity

DPPlus: Defense Power

HVPlus: Evasion

HPRecoveryRate: HP regen rate from pets.

MPRecoveryRate: MP regen rate from pets.

Note: The main bread and butter to adjust/define static stats.

Card Battle Params

CardNum = Determines rank of card

CardNum Most Common Rank Life Card Family Notes
0 None None Dummy/invalid/basic No stats, No Rank, No Type
1 1 6 Very low cards Early cards
2 2 5 Low-tier cards Rank 2–3 cards
3 3 5 Low-mid cards Attack/Sense/Magic mixture
4 4 4–5 Mid cards More structured Types
5 5 4 Mid-high Monster/character mixed
6 6 4 Rare mid-high Varied monster/char types
7 7 3–4 Character Cards Magic/Sense/Charm common
8 8 3–4 Character Cards (main humanoids) The most coherent group
9 9 3 or 0 Boss-tier monsters High Grade (18–20)

Rank is written literally in the comments as:

Rank 0–3 = “basic/neutral/beginner monsters”

Rank 4–6 = “mid monsters”

Rank 7–8 = “character cards”

Rank 9 = “boss / elite monsters”

Life is NOT controlled by Param or Grade, it is fixed by Rank from CardNum.

Rank 1-3 -> 5 to 6 life Rank 7-9 -> 3 to 4 life

How Life is Calculated

Life = 7 - floor(Rank / 2) Rounded to nearest 1, capped by card family

Rank Life
1 +6
2 +5
3 +5
4 +4–5
5 +4
6 +4
7 +3 or +4
8 +3
9 0 or +5 depending on family

CardGenGrade = Determines which Grade Ranges are allowed

Grade Where It Appears What It Means
0 All Rank 0–3 No generator stats, dummy/basic/neutral
6 Rank 1 Low-level evolved cards
8 Rank 2–3 Mid-tier evolution layer
10 Rank 7–8 Character Cards Default generator grade for characters
12 Rank 3–4 monsters Advanced mid
18 Rank 7–9 monsters High-end monster generator
20 Rare Rank 9/boss Max generator grade

CardGenParam = Which type of Card

Param Type
1 Magic
2 Attack
3 None / Neutral
4 Attack
5 Sense
6 Sense
7 None
8 Charm
9 Neutral
10 Charm

Some notes from analyzing these Cards in ItemParam2 with ChatGPT:

A. MAGIC

- Param = 1

- Grade mid to high

- Appears on Rank 3,7,8 cards

B. ATTACK

- Param = 2 or 4 - Appears on monsters and some Rank 3–4 humanoids

C. SENSE

- Param = 5 or 6 - Appears on Rank 7–8 character cards consistently

D. CHARM

- Param = 8 or 10 - Strongly associated with Rank 3 and Rank 8 characters

E. NEUTRAL / NONE

- Param = 0, 3, 7, 9 - Always correspond to cards with missing or generic Type

DailyGenCnt: Possibly a limit you can obtain via Card Battling.

MyShop-Based Parameters

PartFileName: Used in ItemParamCM2, points to Fashion items.

ChrFTypeFlag: N/A (All left at 0)

ChrGender: N/A (All left at 0)

ExistType: Equipment with similar properties that cannot stack. (Two sprints/boosters/etc)

Or rather the "Timer" for cash items. Can be enabled by setting to 1, disabled 0. Actual time values WIP...

NCash: Price tag for Cash Items.

NewCM: N/A (All left at 0)

FamCM: N/A (All left at 0)

Summary: N/A (All blank)

ShopFileName: Points to promotional Cash Mall items.

ShopBundleName: Points to the Animation sprite. (Use the same NRI method as above)

PaletteId: N/A (All left at 0 with some exceptions that can be ignored)

Remaining Gear-based Parameters

MinStatType: Specific stat type requirement.

MinStatType # Description
0 Required AP
4 Required MA
7 Required DA


MinStatLv: Set minimum stat to equip. If both set to 0, no requirement stats will be shown.

Note: The culprit behind no equip swapping from Rust debuff.

RefineIndex: Uses RefineLevelTable as reference. (This is outdated, ignore this or not.)

RefineIndex # Description
1 Form/Skin Equipment
2 Fashion (For some reason)
21 ???
22 Event/Exchange Equipment
23 In-game Obtainable Pets
37 Character-specific EQs (Also includes 3rd gemstones??)
38 Various Cash/Gacha Equipment
39 Egg Shop Equipment
47 Cash Item Equipment
48 Sylvia/Kooh Equipment
56 Cash Pet
64 Character/Boss/Voice Pet


RefineType: Categorizes equipment types.

RefineType # Description
0 N/A
1 AP Sword/Hammer/Lance
2 DP Hat/Shield
3 MA Staff/Cane
4 MD Hat/Shield
5 GunAP
6 DA (Goddess Circlet)
7 HV (Goddess Shield)

CompoundSlot: Self-explanatory. Can adjust compound slots of equips.

Note: Intended range is 0~5. Any higher and the game's UI will EE if equip is inspected.

SetItemID: Likely used for equipment sets.

ReformCount: N/A (Not checked about yet)