ItemID Structure
The ID used for equipment is not random and follows very specific rules (for reason which will be explained later). All equipment should consist of 6 digits.
410339
TypeLevelQuality
This is the item ID for a super level 130 blade. ALL blades start with the digits 410, followed by the item level (00 and up) followed by quality (9 is always super).
The same EquipmentType ID is used for things such as determining if a skill can be cast (weapon requirement), weapon proficiency, composition checks and more. When adding or editing equipment keep that in mind. It will save you a lot of time.
Generic Items (EG: Potions/scrolls/rings/boots. Anything not visible on your character.)
ini/ItemType.dat controls an items name, id, combat stats, price, etc
ani/MapItemIcon.ani links an item ID to a texture for how an item will look on the ground
ani/ItemMinIcon.ani links an item ID to a texture for how an item will look in your inventory.
Weapons
ini/ItemType.dat controls an items name, id, combat stats, price, etc
ini/ItemAdd.ini controls the bonuses items get for being composed (Note: Generally a 'class' of item such as all 1h melee weapons getting same bonuses)
ini/Weapon.ini links an ItemID to a TextureID and a MeshID
ini/3dobj.ini links an MeshID to a .c3 mesh file (the shape of the weapon)
ini/3dtexture.ini links a TextureID to a .dds texture file (the texture painted ontop of the mesh)
ini/Action3DEffect.ini links an ItemID to a 3DEffect >Note: Diff final digit = diff qualities. 9 = super<
ani/MapItemIcon.ani links an ItemID to a texture for how an item will look on the ground
ani/ItemMinIcon.ani links an ItemID to a texture for how an item will look in your inventory.
Armor/Garments
ini/ItemType.dat controls an items name, id, combat stats, price, etc
ini/ItemAdd.ini controls the bonuses items get for being composed (Note: Generally a 'class' of item such as all 1h melee weapons getting same bonuses)
ini/Armor.ini links an ItemID to a TextureID and a MeshID
ini/3dobj.ini links an MeshID to a .c3 mesh file (the shape of the weapon)
ini/3dtexture.ini links a TextureID to a .dds texture file (the texture painted ontop of the mesh)
ini/Action3DEffect.ini links an ItemID to a 3DEffect >Note: Always ends with 0 even though the ID usually ends in 5<
ani/MapItemIcon.ani links an ItemID to a texture for how an item will look on the ground
ani/ItemMinIcon.ani links an ItemID to a texture for how an item will look in your inventory.
Helmets
ini/ItemType.dat controls an items name, id, combat stats, price, etc
ini/ItemAdd.ini controls the bonuses items get for being composed (Note: Generally a 'class' of item such as all 1h melee weapons getting same bonuses)
ini/Armet.ini links an ItemID to a TextureID and a MeshID
ini/3dobj.ini links an MeshID to a .c3 mesh file (the shape of the weapon)
ini/3dtexture.ini links a TextureID to a .dds texture file (the texture painted ontop of the mesh)
ini/Action3DEffect.ini links an ItemID to a 3DEffect
ani/MapItemIcon.ani links an ItemID to a texture for how an item will look on the ground
ani/ItemMinIcon.ani links an ItemID to a texture for how an item will look in your inventory.
Effects
ini/3dEffect.ini Links an effect name with a list of TextureIDs and EffectObjIDs. ADB refers to how transparency works. 2 = slightly default, 5 = black is transparent, 6 = alpha is transparent.
ini/3dTexture.ini Links a TextureID to a .dds texture file (the texture painted across the effect)
ini/3dEffectObj.ini Links an EffectObjID to a .c3 effect file (the shape and motion of the effect)
Status Effects
ini/stateff.ini links an effect name to a bitflag (Depending on client version may show the bit # or may show a hex value)
ini/3dEffect.ini Links an effect name with a list of TextureIDs and EffectObjIDs. ADB refers to how transparency works. 2 = slightly default, 5 = black is transparent, 6 = alpha is transparent.
ini/3dTexture.ini Links a TextureID to a .dds texture file (the texture painted across the effect)
ini/3dEffectObj.ini Links an EffectObjID to a .c3 effect file (the shape and motion of the effect)
Maps
map/map/xxxx.dmap controls all map access/object locations. References a puzzle file as well as many scene objects
map/puzzle/xxxx.pul defines a grid of puzzle IDs for the map (how the textures are arranged for the map) and references an ani file
ani/xxxx.ani links puzzle ID to a map .dds texture
data/map/puzzle contains all of the map .dds textures as referenced in the puzzle+ani files