ItemParam CheatSheet

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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

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.

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.


>81 = Pet Item Hunt

>78 = Custom Character Pets

>77 = Guardian Runes

>76 = Soul Feather Pen

>75 = Soul Ticket

74 = Soul Gauge (For Guardians, don't recall if used)

73 = Secret Card

72 = Poseidon/Spinel Seed

71 = Disguise Kit

70 = Fortune Card

69 = Scrolls

67 = Galders (Large Stack)

66 = Galders (Medium Stack)

65 = Galders (Small Stack)

64 = Galders (Tiny Stack)

>63 = Repair Powder

62 = Bracer Accessory

61 = MyShop Drill

60 = Empty Card

56 = Ammo

55 = Skill Card

54 = Gun

53 = Sprint

52 = GM Amulet

>51 = Fashion (Socks)

>50 = Fashion (Hand/Glove)

49 = Face Accessory

48 = Head Accessory

>47 = Fashion (Accessory)

>46 = Fashion (Belt)

>45 = Fashion (Torso/Shoulder)

>44 = Fashion (Bottom/Pants)

>43 = Fashion (Top/Jacket)

42 = Tail

41 = Ears

39 = Throwing Item

>36 = Protein/Lock Candy

33 = Neutral Card

27 = Old Monster2 Card

26 = Magic Card

25 = Sense Card

24 = Charm Card

23 = Power Card

22 = NPC Card

21 = Dragon/Sheep Card

20 = Lion/Fox Card

19 = Raccoon/Cat Card

18 = Buffalo/Bunny Card

12 = HP&MP Recovery

11 = MP Recovery

10 = HP Recovery

8 = Shield

7 = Accessory

6 = Drill

>5 = Fashion (Shoe)

4 = Innerwear

3 = Hat

2 = Sword

0 = N/A

ItemFType

Basically for Cards, the five types.

5 = Neutral

4 = Charm

3 = Sense

2 = Magic

1 = Power

0 = N/A

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)

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

16 = Boss equipment set. Also on the Desert Beach set for some reason...

1024 = GM Drill

2 = Apply elemental property.

1 = Apply random stat range.

0 = N/A

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.

51 = EXP/TM Booster

50 = Key

49 = Locked Boxes

48 = Earring???

47 = Character Boxes

46 = Fiesta Ticket

45 = Soul Charge for Guardians (Not sure if used)

44 = Weird Treasure Map

43 = Worn/Old Treasure Map

42 = Poseidon Seed

37 = Star Tear

35 = Read Book/Letter/Etc

34 = Memory Port

30 = Recharge Coupon

29 = Resurrect/Revive

28 = Teleport/Transfer Map

22 = Open Box

16 = Equip Ammo

14 = Portable Port

12~13 = Beta Heal Cards (No longer used)

11 = Recovery Item

2~10 = Beta Spell Cards (No longer used)

0 = N/A

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.

7 = Required DA

4 = Required MA

0 = Required AP

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.)

64 = Character/Boss/Voice Pet

56 = Cash Pet

48 = Sylvia/Kooh Equipment

47 = Cash Item Equipment

39 = Egg Shop Equipment

38 = Various Cash/Gacha Equipment

22 = Event/Exchange Equipment

2 = Fashion (For some reason)

1 = Form/Skin Equipment

RefineType: Categorizes equipment types.

7 = HV (Goddess Shield)

6 = DA (Goddess Circlet)

5 = GunAP

4 = MD Hat/Shield

3 = MA Staff/Cane

2 = DP Hat/Shield

1 = AP Sword/Hammer/Lance

0 = N/A

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)