ItemParam CheatSheet: Difference between revisions
| Line 758: | Line 758: | ||
!Grade | !Grade | ||
!Where It Appears | !Where It Appears | ||
|- | |- | ||
|0 | |0 | ||
|All Rank 0–3 | |All Rank 0–3 | ||
|- | |- | ||
|6 | |6 | ||
|Rank 1 | |Rank 1 | ||
|- | |- | ||
|8 | |8 | ||
|Rank 2–3 | |Rank 2–3 | ||
|- | |- | ||
|10 | |10 | ||
|Rank 7–8 Character Cards | |Rank 7–8 Character Cards | ||
|- | |- | ||
|12 | |12 | ||
|Rank 3–4 monsters | |Rank 3–4 monsters | ||
|- | |- | ||
|18 | |18 | ||
|Rank 7–9 monsters | |Rank 7–9 monsters | ||
|- | |- | ||
|20 | |20 | ||
|Rare Rank 9/boss | |Rare Rank 9/boss | ||
|} | |} | ||
'''CardGenParam''' = Which type of Card? Inconsistent logic. These are the most common values. | '''CardGenParam''' = Which type of Card? Inconsistent logic. These are the most common values. | ||
Revision as of 14:00, 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.
| # | 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.
| > | # | 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
BundleNuminfo. The item you're looking for will be in theAnimationstab.Example: A Harkon is under
data\item\itm000.nriwith BundleNum9. If you clickImage9you'll find a Lapis Lazuli instead. Swap to theAnimationstab 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 at0, you'll need to remember to add +1 to anything you look for.TLDR Ver: Locate the file, search in
Animationstab with the NRI Viewer, use theBundleNumas 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.
| # | 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-Based Params
CardNum = Determines rank of card, access to grade, and which params appear
| CardNum | Most Common Rank | Life | Card Family | For Fortune Ranks |
|---|---|---|---|---|
| 0 | None | None | Dummy/invalid/basic | Lowest (e.g. No.81 HV) |
| 1 | 1 | 6 | Boss Cards | cont |
| 2 | 2 | 5 | High Tier Cards | |
| 3 | 3 | 5 | Low-mid cards | |
| 4 | 4 | 4 | Mid cards | |
| 5 | 5 | 4 | High-low Monsters | |
| 6 | 6 | 4 | Mid-Low Monster | |
| 7 | 7 | 3 | Characters primarily | |
| 8 | 8 | 3 | Low Monster | |
| 9 | 9 | 3 | NPCs | Highest (e.g. No. 90 HV) |
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 (e.g. Monster, Character; Note: This is the closest estimate I could get--the game does not appear to have consistent logic. I have argued with ChatGPT for hours combing spreadsheets and data for this information. There appears to be no correlation between GenGrade and GenParam to the Life count, only rank)
| Rank | Life |
|---|---|
| 1 | +6 |
| 2 | +5 |
| 3 | +5 |
| 4 | +4(Characters?) or +5 (Monsters?) |
| 5 | +4 |
| 6 | +4 |
| 7 | +3 (Characters?) or +4 (Monsters?) |
| 8 | +3 |
| 9 | +5 |
CardGenGrade = Determines which Grade Ranges are allowed
| Grade | Where It Appears |
|---|---|
| 0 | All Rank 0–3 |
| 6 | Rank 1 |
| 8 | Rank 2–3 |
| 10 | Rank 7–8 Character Cards |
| 12 | Rank 3–4 monsters |
| 18 | Rank 7–9 monsters |
| 20 | Rare Rank 9/boss |
CardGenParam = Which type of Card? Inconsistent logic. These are the most common values.
| Param | Type |
|---|---|
| 1.000000 | Magic |
| 2.000000 | Attack |
| 3.000000 | None / Neutral |
| 4.000000 | Attack |
| 5.000000 | Sense |
| 6.000000 | Sense |
| 7.000000 | None |
| 8.000000 | Charm |
| 9.000000 | Neutral |
| 10.000000 | 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, disabled0. 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)
