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Items.dbt columns
no name type description
1 "id" INT -1 The ID number assigned to this item. Accessed by ItemGetID() and other functions.
2 "name" STRING 0 The string ID assigned to this item. Accessed by ItemGetName() and possibly other functions.
3 "type" INT 0 The type of the item. Accessed by ItemGetType(). Used for categorization and filtering I believe. For instance, in ms_001_MakeEvocation.lua the script filters out all items except gathered items ( 8) to select items that are usable with the "Summoning" action.

Meaning of the numbers:

  • 0 = Cannons?
  • 2 = Items used for making other items? (Alcohol; Cloth; Parchment; Ectoplasm)
  • 3 = Consumer Goods (items only made to sell; 'Delivery' Boxes; and a few other items)
  • 5 = Artefacts (items that can be used to cause an effect: Perfume, Poems, etc.)
  • 8 = Gathered Item (wheat, honey, iron, pine wood, etc.)
4 "datatype" INT 0 Another categorization. For what purpose I don't know. It might be related to "datavalue" (parameter 6).

Meaning of the numbers:

  • 0 = Everthing not included in the other datatypes, it would seem
  • 2 = Weapons
  • 3 = Armours
  • 4 = Food
  • 5 = Drinks, and... Creampies??? <-probably an error
  • 6 = Tools, Building Materials, Grinding Brick
  • 7 = Clothes
  • 8 = Decorations (Vase, Statue and Bust)
  • 9 = Disease-related items (medicine, herbal tea, blankets, etc.)
  • 10 = Artefacts
  • 11 = Counting House items (Silk, Wine, etc.) and the Oriental items
5 "weight" FLOAT 0 Determines the quantity of the item that can fit in one stack in an inventory slot (inventory slots hold 10 units so you can hold ten items with weight 1, five items with weight 2, three items with weight 3, etc.).
6 "datavalue" INT 0 This determines the damage value for weapons and the armour value for armour. The meaning of the value for other items is unknown.
7 "type" FLOAT 0 The amount of work hours it takes to produce this item.
8 "buildcount" INT 0 The amount of this item produced in the amount of time listed in “buildtime”.
9 "costmodifier" FLOAT 0

Unknown. My guess is that it raises the Base Price. Gathered items have higher numbers in this column. This must be to raise their Base Price so they have some value (they don't get added value from production requirement, other items, like other items do).

> this determines how fast the price will drop after max_stock and how moderate it will rise below min_stock. Basicly 1 means that a item will have HUGE price differences between low and high stock numbers, while 8 will make the price quite stable (but it will fall drasticly if you go beyond max-stock)

10 "substlevel" INT 0 This seems to be used to determine the "Primary demand" of the item, the social class of people who buy the item most. It is probably used in the scripts related to AI purchasing behaviour.

Meaning of the numbers:

  • 0 = Not purchased more by any social class
  • 1 = Desolate people
  • 2 = Poor people
  • 3 = Middle class people
  • 4 = Prosperous people
  • 5 = Rich people
11 "fixedprice" INT 0 It looks like this can be set to determine a fixed price. How this affects the marked value of an item exactly is unknown.
12 "category" INT 0 This determines the category the item goes in at the market.

Meaning of the numbers: 0 = No Category (not sure where these go when put in the market inventory (sold), do they disappear or is there a default catch-all category?)

  • 1 = Recources
  • 2 = Food
  • 3 = Handicrafts
  • 4 = Bauble
  • 5 = Scent&Herb
  • 6 = Ironmongery
13 "manufacturer" INT 0 The building that produces this item; affects market prices. This number corresponds with the "id" column in Buildings.dbt.
14 "nr1" INT 0 The amount of “prod1” required to produce this item; affects market prices.
15 "prod1" INT 0 The first item required to produce this item; affects market prices. This number corresponds with the "id" column in Items.dbt.
16 "nr2" INT 0 The amount of “prod2” required to produce this item; affects market prices.
17 "prod2" INT 0 The second item required to produce this item; affects market prices. This number corresponds with the "id" column in Items.dbt.
18 "nr3" INT 0 The amount of “prod3” required to produce this item; affects market prices.
19 "prod3" INT 0 The third item required to produce this item; affects market prices. This number corresponds with the "id" column in Items.dbt.
20 "slot" INT 0 For items which can be equipped, determines which slot they can go in.
21 "min_stock" INT 0

Uncertain. This column might have something to do with AI production and building inventory management. It doesn't have anything to do with restocking the market, that much I can say for sure.

> this raises the actual price of an item (both ways) if the actual stored item count is below that number

22 "max_stock" INT 0

Uncertain. This column might have something to do with AI production and building inventory management. It doesn't have anything to do with restocking the market, that much I can say for sure.

> this reduces the actual price of an item (both ways) if the actual stored item count is higher than this number. It will also influence the time items are automaticly deleted from the market (1 every 20 mins or so)



This is original post by DarkLiz




This information has been compiled through experimentation and an analysis of the data in Items.dbt.

It is not necessarily all correct, nor is the information complete. In fact there are a few places where I have no idea what the data means or does and several places where I am guessing to one degree or another. This is a work in progress.

I would like to ask others who know something about this file and the meaning of it's data to post what they know so we can fill in as many blanks as possible, correct where I am mistaken, confirm where I am correct, and make this a reliable resource for others.


Items.dbt



Parameter 1: "id"
The ID number assigned to this item. Accessed by ItemGetID() and other functions.

Parameter 2: "name"
The string ID assigned to this item. Accessed by ItemGetName() and possibly other functions.

Parameter 3: "type"
The type of the item. Accessed by ItemGetType(). Used for categorization and filtering I believe. For instance, in ms_001_MakeEvocation.lua the script filters out all items except gathered items ( 8) to select items that are usable with the "Summoning" action.
Meaning of the numbers:
0 = Cannons?
2 = Items used for making other items? (Alcohol; Cloth; Parchment; Ectoplasm)
3 = Consumer Goods (items only made to sell; 'Delivery' Boxes; and a few other items)
5 = Artefacts (items that can be used to cause an effect: Perfume, Poems, etc.)
8 = Gathered Item (wheat, honey, iron, pine wood, etc.)

Parameter 4: "datatype"
Another categorization. For what purpose I don't know. It might be related to "datavalue" (parameter 6).
Meaning of the numbers:
0 = Everthing not included in the other datatypes, it would seem
2 = Weapons
3 = Armours
4 = Food
5 = Drinks, and... Creampies??? <-probably an error
6 = Tools, Building Materials, Grinding Brick
7 = Clothes
8 = Decorations (Vase, Statue and Bust)
9 = Disease-related items (medicine, herbal tea, blankets, etc.)
10 = Artefacts
11 = Counting House items (Silk, Wine, etc.) and the Oriental items

Parameter 5: "weight"
Determines the quantity of the item that can fit in one stack in an inventory slot (inventory slots hold 10 units so you can hold ten items with weight 1, five items with weight 2, three items with weight 3, etc.).

Parameter 6: "datavalue"
This determines the damage value for weapons and the armour value for armour. The meaning of the value for other items is unknown.
 
Parameter 7: "buildtime"
The amount of work hours it takes to produce this item.

Parameter 8: "buildcount"
The amount of this item produced in the amount of time listed in “buildtime”.

Parameter 9: "costmodifier"
Unknown. My guess is that it raises the Base Price. Gathered items have higher numbers in this column. This must be to raise their Base Price so they have some value (they don't get added value from production requirement, other items, like other items do).

Parameter 10: "substlevel"
This seems to be used to determine the "Primary demand" of the item, the social class of people who buy the item most. It is probably used in the scripts related to AI purchasing behaviour.
Meaning of the numbers:
0 = Not purchased more by any social class
1 = Desolate people
2 = Poor people
3 = Middle class people
4 = Prosperous people
5 = Rich people

Parameter 11: "fixedprice"
It looks like this can be set to determine a fixed price. How this affects the marked value of an item exactly is unknown.

Parameter 12: "category"
This determines the category the item goes in at the market.
Meaning of the numbers:
0 = No Category (not sure where these go when put in the market inventory (sold), do they disappear or is there a default catch-all category?)
1 = Recources
2 = Food
3 = Handicrafts
4 = Bauble
5 = Scent&Herb
6 = Ironmongery

Parameter 13: "manufacturer"
The building that produces this item; affects market prices. This number corresponds with the "id" column in Buildings.dbt.

Parameter 14: "nr1"
The amount of “prod1” required to produce this item; affects market prices.

Parameter 15: "prod1"
The first item required to produce this item; affects market prices. This number corresponds with the "id" column in Items.dbt.

Parameter 16: "nr2"
The amount of “prod2” required to produce this item; affects market prices.

Parameter 17: "prod2"
The second item required to produce this item; affects market prices. This number corresponds with the "id" column in Items.dbt.

Parameter 18: "nr3"
The amount of “prod3” required to produce this item; affects market prices.

Parameter 19: "prod3"
The third item required to produce this item; affects market prices. This number corresponds with the "id" column in Items.dbt.

Parameter 20: "slot"
For items which can be equipped, determines which slot they can go in.

Parameter 21: "min_stock"
Uncertain. This column might have something to do with AI production and building inventory management. It doesn't have anything to do with restocking the market, that much I can say for sure.

Parameter 22: "max_stock"
Uncertain. This column might have something to do with AI production and building inventory management. It doesn't have anything to do with restocking the market, that much I can say for sure.
« Last Edit: 07 October 2013, 10:31:37 by DarkLiz »