ItemParam CheatSheet

From Trickster Development Wiki
Revision as of 07:28, 29 May 2025 by Mewsie (talk | contribs) (Class Param: adjusted)

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!

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 Param

Describes What Type of item

Class # Description
1 Item
2 Equipment
3 Drill

Type Param

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

SubType

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

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

ItemFType

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 Flags

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: Job-based values (e.g. Librarian, Animal Lover, Primadonna, etc.); the values start at 1 and constantly multiplies by 2. (Ex:1/2/4/8/16/32/64/128 and so on...); list reference later

HideHat: No idea how the values work yet, used to cover other cosmetics.

ChrTypeFlags: Character specific events/rulesets.

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...
64 On certain teleport items that are not consumed. (Dimensional Key/Card ID Quest ports/Etc)
1024 GM Drill

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.

Effect # Description
0 N/A
2–10 Beta Spell Cards (No longer used)
11 Recovery Item
12–13 Beta Heal Cards (No longer used)
14 Portable Port
16 Equip Ammo
22 Open Box
28 Teleport/Transfer Map
29 Resurrect/Revive
30 Recharge Coupon
34 Memory Port
35 Read Book/Letter/Etc
37 Star Tear
42 Poseidon Seed
43 Worn/Old Treasure Map
44 Weird Treasure Map
45 Soul Charge for Guardians (Not sure if used)
46 Fiesta Ticket
47 Character Boxes
48 Earring???
49 Locked Boxes
50 Key
51 EXP/TM Booster


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: Main number of card that is shown.

CardGenGrade: Points to "CardGenGrade", purpose unknown.

CardGenParam: Purpose unknown, unless this is a droprate from Card Battling.

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

MyShop-Based Params

PartFileName: Used in "ItemParamCM2", points to Fashion items.

ChrFTypeFlag: N/A (All left at 0)

ChrGender: N/A (All left at 0)

Exist Type: 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 Flags

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. [WIP] (This is outdated, ignore this or not.)

RefineIndex # Description
1 Form/Skin Equipment
2 Fashion (For some reason)
22 Event/Exchange Equipment
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)