Ariac
01-23-2008, 11:26 PM
First tutorial, don't hate me for it. I did a search around the forums and didn't find anything about making custom items by editing your MySQL database. There was Clain's Post (http://www.ac-web.org/forum/showthread.php?t=5851) using a website, for those that want to do it that way.
Anyways, on to the Tutorial.
STEP 1: (Optional) Getting Navicat.
Download Navicat or your preferred MySQL database manager of your choice. The screenshots I'll be using will be from Navicat.
If you want, you can download it free (Lite or Full Trial, legally) here (http://www.navicat.com/download.html?gclid=CLa0-ZyJjZECFQUllgodZnAJFw).
Complete the installation, I hope I won't have to explain this part, open up Navicat.
STEP 2: Opening MySQL
Open up your MySQL database you use with your server. If you're using Ascent rev 7.4, the file you're looking for is in C:\AC Web Ultimate Repack\Server. Double-click the one called MySQL, and it should open up a screen like this.
http://img233.imageshack.us/img233/198/mysqlscreenmu4.png
After you see that you're ready to edit your database!
STEP 3: Setting up.
Open up Navicat (Or other program), make sure you're connected to your database (default name//pass is root//ascent), and browse on over to your Ascent Database, and open up your Items table.
http://img229.imageshack.us/img229/3077/ascentscreenub6.png
http://img221.imageshack.us/img221/903/itemsscreenai9.png
You should see a whoollee bunch of numbers, names, ect ect, if you want, you an clear this up by adding a filter. Click the Filter Wizard, click <Click here to add>, and make the filter by entry, and put in a high number (20000-100000) where the <?> is. Press the <Click here (ctrl+r) to apply>. If you get one line that says (Null) a bunch of times, it means the number is available.
http://img221.imageshack.us/img221/2400/filterscreenin7.png
http://img89.imageshack.us/img89/796/nullscreeney2.png
STEP 4: Making your own items!
At this point, you should see a line with a bunch of (Null)s. If you don't, fear not, just click on the + at the bottom to add in a line. So here you are looking at your table. The top should say a list of the categories.
Here we go..
Entry: The item number. Whatever this is, it's the number you use to add the item to the game. (.additem <entry #>)
Class: This is the type of item. IE: Weapon, Armor, Bag, ect ect.
0 = Consumable
1 = Container
2 = Weapon
3 = Gem
4 = Armor
5 = Unknown
6 = Projectile
7 = Trade Goods
8 = Fish Scale (They get a category all by themselves!)
9 = Recipe
11 = Quiver/Ammopouch
12 = Quest Items
13 = Keys
14 = Unused Mounts
15 = Misc (Gray Drops/Mounts/Flavor Items)
Subclass:
Only gonna do a few here. Otherwise this post would be even bigger.
Weapons:
0 = One-Handed Axe
1 = Two-Handed Axe
2 = Bow
3 = Gun
4 = One-Handed Mace
5 = Two-Handed Mace
6 = Polearm
7 = One-Handed Sword
8 = Two-Handed Sword
10 = Staff
13 = Fist
14 = Universal (Everyone can use it)
15 = Daggers
16 = Thrown
18 = Crossbow
19 = Wands
20 = Fishing Poles
Gems:
0 = Red
1 = Blue
2 = Yellow
3 = Purple
4 = Green
5 = Orange
6 = Meta
7 = Misc (Low level gems)
8 = Prismatic
Armor:
0 = Shirt/Ring/Off-hand/Tabard/Neck/Trinket
1-4 = Basic Armor (Gloves/Chest/Belt/Feet/Waist/Head/Bracers/Pants/Shoulders)
6 = Shield
7-9= Librams/Idols/Totems
field4:
Leave at -1
Name1-4:
The name of the item, as it appears in the game. Only name1 is needed.
DisplayID:
What the item will look like. Find an item you like, and take it's ID.
Quality:
0 = Poor (Grey)
1 = Common (White)
2 = Uncommon (Green)
3 = Rare (Blue)
4 = Epic (Purple)
5 = Legendary (Orange)
6 = Artifact (Gold)
Flags:
Not a clue. Leave at 0. (If you do know, please do tell!)
BuyPrice:
How much it costs to buy from a vendor. (In copper) 1g = 10000 copper.
SellPrice:
How much money you will get when you sell the item to the vendor.
InventoryType:
Where the item can equip to on the Equipment Tab.
0 = Inventory (Can't equip)
1 = Head
2 = Neck
3 = Shoulders
4 = Shirt
5 = Chest
6 = Belt
7 = Legs
8 = Feet
9 = Wrist
10 = Gloves
11 = Ring
12 = Trinket
13 = One-Hander
14 = Shield
15 = Ranged (Bow)
16 = Back
17 = Two-Hander
18 = Bag (Can be equipped on a bag slot)
19 = Tabard
20 = Chest
21 = Main-Hand
22 = Off-Hand Weapon
23 = Off-Hand Misc
24 = Ammo
25 = Thrown
26 = Ranged Gun
AllowableClass/AllowableRace:
Defines if it's Class or Race Specific. IE: Hunter Only, Blood Elf Only
See Golepa's post (http://www.ac-web.org/forum/showthread.php?t=4274#2) for codes.
ItemLevel:
Level of the Item. (No real game impact. Make it 10000 if you want)
RequiredLevel:
Minimum level required to equip the item. (If applicable.)
0 is for everyone.
RequiredSkill:
What profession is required to use it. IE: Tailoring, Blacksmithing, ect ect.
40 = Poisons
129 = First Aid
164 = Blacksmithing
165 = Leatherworking
171 = Alchemy
182 = Herbalism
185 = Cooking
197 = Tailoring
202 = Engineering
333 = Enchanting
356 = Fishing
755 = Jewelcrafting
762 = Riding
RequiredSkillRank:
What skill level of the above skill do you need. 1-375
RequiredSkillSubRank:
Specialty Profession Rank. IE: Shadowcloth Tailor, Armorsmith, Dragonscale Leatherworker.
RequiredPlayerRank1-2:
PvP rank requirements. NO LONGER IN USE. IE: Requires Grand Marshal.
RequiredFaction:
What faction do you need to have to use this item. IE: Stormwind, Sha'tar, Thunder Bluff.
You can find these in D0nd4K!NG's post (http://www.ac-web.org/forum/showthread.php?t=5496).
RequiredFactionStanding:
What you need to be at with above faction.
1 = Hated
2 = Hostile
3 = Unfriendly
4 = Neutral
5 = Friendly
6 = Honored
7 = Revered
8 = Exalted
Unique:
Is the item unique? (Can only have a limited amount. Defined in MaxCount)
0 = No
1 = Yes
MaxCount:
How many of the unique item you can have.
ContainerSlots:
If the item is a bag, how many slots does it have.
StatType1-10:
What stat does this item have. IE: Stam, Str, Agl, ect ect
Bigger list, thanks to Godfree. His post here (http://www.ac-web.org/forum/showthread.php?t=11117).
StatValue1-10:
How much of the above stat to give. Can be negative.
-If we want 10 stamina.. it would look like
-StatType1 = 7; StatValue1 = 10
dmg_min1-5:
What is the minimum damage this item will do on an attack.
dmg_max1-5:
What is the maximum damage this item will do on an attack.
dmg_type1-5:
What kind of damage this item does.
0 = Physical
1 = Holy
2 = Fire
3 = Nature
4 = Frost
5 = Shadow
6 = Arcane
-I want a weapon that deals 100-200 Physical damage, but with 10-20 -Shadow damage. I would first fill out the physical part.
-dmg_min1 = 100; dmg_max1 = 200; dmg_type1 = 0
-Then the shadow part.
-dmg_min2 = 10; dmg_max2 = 20; dmg_type2 = 5
Armor:
How much armor the item gives.
holy_res:
How much Holy resistance the item gives.
fire_res:
How much Fire resistance the item gives.
nature_res:
How much Nature resistance the item gives.
frost_res:
How much Frost resistance the item gives.
shadow_res:
How much Shadow resistance the item gives.
arcane_res:
How much Arcane resistance the item gives.
Delay:
Swing time in milliseconds. (1000 = 1 sec)
-Depending on what you put for your min and max damage, your weapon DPS -is calculated from this. If your min and max was 500-1000, and you have a -delay of 2 seconds, you would take your average swing (750), and divide it -by your delay (in seconds). So DPS would be 750/2. Which is 375 DPS.
Ammotype:
What kind of ammo does this weapon use.
2 = Arrows
3 = Bullets
4 = Thrown
Range:
Range of the weapon.
Anyways, on to the Tutorial.
STEP 1: (Optional) Getting Navicat.
Download Navicat or your preferred MySQL database manager of your choice. The screenshots I'll be using will be from Navicat.
If you want, you can download it free (Lite or Full Trial, legally) here (http://www.navicat.com/download.html?gclid=CLa0-ZyJjZECFQUllgodZnAJFw).
Complete the installation, I hope I won't have to explain this part, open up Navicat.
STEP 2: Opening MySQL
Open up your MySQL database you use with your server. If you're using Ascent rev 7.4, the file you're looking for is in C:\AC Web Ultimate Repack\Server. Double-click the one called MySQL, and it should open up a screen like this.
http://img233.imageshack.us/img233/198/mysqlscreenmu4.png
After you see that you're ready to edit your database!
STEP 3: Setting up.
Open up Navicat (Or other program), make sure you're connected to your database (default name//pass is root//ascent), and browse on over to your Ascent Database, and open up your Items table.
http://img229.imageshack.us/img229/3077/ascentscreenub6.png
http://img221.imageshack.us/img221/903/itemsscreenai9.png
You should see a whoollee bunch of numbers, names, ect ect, if you want, you an clear this up by adding a filter. Click the Filter Wizard, click <Click here to add>, and make the filter by entry, and put in a high number (20000-100000) where the <?> is. Press the <Click here (ctrl+r) to apply>. If you get one line that says (Null) a bunch of times, it means the number is available.
http://img221.imageshack.us/img221/2400/filterscreenin7.png
http://img89.imageshack.us/img89/796/nullscreeney2.png
STEP 4: Making your own items!
At this point, you should see a line with a bunch of (Null)s. If you don't, fear not, just click on the + at the bottom to add in a line. So here you are looking at your table. The top should say a list of the categories.
Here we go..
Entry: The item number. Whatever this is, it's the number you use to add the item to the game. (.additem <entry #>)
Class: This is the type of item. IE: Weapon, Armor, Bag, ect ect.
0 = Consumable
1 = Container
2 = Weapon
3 = Gem
4 = Armor
5 = Unknown
6 = Projectile
7 = Trade Goods
8 = Fish Scale (They get a category all by themselves!)
9 = Recipe
11 = Quiver/Ammopouch
12 = Quest Items
13 = Keys
14 = Unused Mounts
15 = Misc (Gray Drops/Mounts/Flavor Items)
Subclass:
Only gonna do a few here. Otherwise this post would be even bigger.
Weapons:
0 = One-Handed Axe
1 = Two-Handed Axe
2 = Bow
3 = Gun
4 = One-Handed Mace
5 = Two-Handed Mace
6 = Polearm
7 = One-Handed Sword
8 = Two-Handed Sword
10 = Staff
13 = Fist
14 = Universal (Everyone can use it)
15 = Daggers
16 = Thrown
18 = Crossbow
19 = Wands
20 = Fishing Poles
Gems:
0 = Red
1 = Blue
2 = Yellow
3 = Purple
4 = Green
5 = Orange
6 = Meta
7 = Misc (Low level gems)
8 = Prismatic
Armor:
0 = Shirt/Ring/Off-hand/Tabard/Neck/Trinket
1-4 = Basic Armor (Gloves/Chest/Belt/Feet/Waist/Head/Bracers/Pants/Shoulders)
6 = Shield
7-9= Librams/Idols/Totems
field4:
Leave at -1
Name1-4:
The name of the item, as it appears in the game. Only name1 is needed.
DisplayID:
What the item will look like. Find an item you like, and take it's ID.
Quality:
0 = Poor (Grey)
1 = Common (White)
2 = Uncommon (Green)
3 = Rare (Blue)
4 = Epic (Purple)
5 = Legendary (Orange)
6 = Artifact (Gold)
Flags:
Not a clue. Leave at 0. (If you do know, please do tell!)
BuyPrice:
How much it costs to buy from a vendor. (In copper) 1g = 10000 copper.
SellPrice:
How much money you will get when you sell the item to the vendor.
InventoryType:
Where the item can equip to on the Equipment Tab.
0 = Inventory (Can't equip)
1 = Head
2 = Neck
3 = Shoulders
4 = Shirt
5 = Chest
6 = Belt
7 = Legs
8 = Feet
9 = Wrist
10 = Gloves
11 = Ring
12 = Trinket
13 = One-Hander
14 = Shield
15 = Ranged (Bow)
16 = Back
17 = Two-Hander
18 = Bag (Can be equipped on a bag slot)
19 = Tabard
20 = Chest
21 = Main-Hand
22 = Off-Hand Weapon
23 = Off-Hand Misc
24 = Ammo
25 = Thrown
26 = Ranged Gun
AllowableClass/AllowableRace:
Defines if it's Class or Race Specific. IE: Hunter Only, Blood Elf Only
See Golepa's post (http://www.ac-web.org/forum/showthread.php?t=4274#2) for codes.
ItemLevel:
Level of the Item. (No real game impact. Make it 10000 if you want)
RequiredLevel:
Minimum level required to equip the item. (If applicable.)
0 is for everyone.
RequiredSkill:
What profession is required to use it. IE: Tailoring, Blacksmithing, ect ect.
40 = Poisons
129 = First Aid
164 = Blacksmithing
165 = Leatherworking
171 = Alchemy
182 = Herbalism
185 = Cooking
197 = Tailoring
202 = Engineering
333 = Enchanting
356 = Fishing
755 = Jewelcrafting
762 = Riding
RequiredSkillRank:
What skill level of the above skill do you need. 1-375
RequiredSkillSubRank:
Specialty Profession Rank. IE: Shadowcloth Tailor, Armorsmith, Dragonscale Leatherworker.
RequiredPlayerRank1-2:
PvP rank requirements. NO LONGER IN USE. IE: Requires Grand Marshal.
RequiredFaction:
What faction do you need to have to use this item. IE: Stormwind, Sha'tar, Thunder Bluff.
You can find these in D0nd4K!NG's post (http://www.ac-web.org/forum/showthread.php?t=5496).
RequiredFactionStanding:
What you need to be at with above faction.
1 = Hated
2 = Hostile
3 = Unfriendly
4 = Neutral
5 = Friendly
6 = Honored
7 = Revered
8 = Exalted
Unique:
Is the item unique? (Can only have a limited amount. Defined in MaxCount)
0 = No
1 = Yes
MaxCount:
How many of the unique item you can have.
ContainerSlots:
If the item is a bag, how many slots does it have.
StatType1-10:
What stat does this item have. IE: Stam, Str, Agl, ect ect
Bigger list, thanks to Godfree. His post here (http://www.ac-web.org/forum/showthread.php?t=11117).
StatValue1-10:
How much of the above stat to give. Can be negative.
-If we want 10 stamina.. it would look like
-StatType1 = 7; StatValue1 = 10
dmg_min1-5:
What is the minimum damage this item will do on an attack.
dmg_max1-5:
What is the maximum damage this item will do on an attack.
dmg_type1-5:
What kind of damage this item does.
0 = Physical
1 = Holy
2 = Fire
3 = Nature
4 = Frost
5 = Shadow
6 = Arcane
-I want a weapon that deals 100-200 Physical damage, but with 10-20 -Shadow damage. I would first fill out the physical part.
-dmg_min1 = 100; dmg_max1 = 200; dmg_type1 = 0
-Then the shadow part.
-dmg_min2 = 10; dmg_max2 = 20; dmg_type2 = 5
Armor:
How much armor the item gives.
holy_res:
How much Holy resistance the item gives.
fire_res:
How much Fire resistance the item gives.
nature_res:
How much Nature resistance the item gives.
frost_res:
How much Frost resistance the item gives.
shadow_res:
How much Shadow resistance the item gives.
arcane_res:
How much Arcane resistance the item gives.
Delay:
Swing time in milliseconds. (1000 = 1 sec)
-Depending on what you put for your min and max damage, your weapon DPS -is calculated from this. If your min and max was 500-1000, and you have a -delay of 2 seconds, you would take your average swing (750), and divide it -by your delay (in seconds). So DPS would be 750/2. Which is 375 DPS.
Ammotype:
What kind of ammo does this weapon use.
2 = Arrows
3 = Bullets
4 = Thrown
Range:
Range of the weapon.