hotfixes_item

Back-to:Hotfixes

The `item` table

This table contains some of the data regarding item hotfixes. Together with item_appearance, item_modified_appearance and item_sparse they present the means to hotfix an item.

 

Structure

FieldTypeAttributesKeyNullDefaultExtraComment
IDint(10)unsignedPRINO0  
Classint(10)unsigned NO0  
Subclassint(10)unsigned NO0  
SoundOverrideSubclassint(11)signed NO0  
Materialint(11)signed NO0  
InventoryTypeint(10)unsigned NO0  
Sheathint(10)unsigned NO0  
FileDataIDint(10)unsigned NO0  
GroupSoundsIDint(10)unsigned NO0  
VerifiedBuildsmallint(6)signed NO0  

Description of the fields

ID

This is the unique ID for the item that has received a hotfix.
This value links to hotfix_data.RecordID with the proper TableHash accompanied and item_modified_appearance.ItemID.

Class

ID

Name

0

Consumable

1

Container

2

Weapon

3

Gem

4

Armor

5

Reagent

6

Projectile

7

Trade Goods

8

Generic(OBSOLETE)

9

Recipe

10

Money(OBSOLETE)

11

Quiver

12

Quest

13

Key

14

Permanent(OBSOLETE)

15

Miscellaneous

16

Glyph

Subclass

The following table lists all available subclass and class combinations and the subclass name.

Class ID

Subclass ID

Subclass Name

Comments

0

0

Consumable

Usability in combat is decided by the spell assigned.

0

1

Potion

 

0

2

Elixir

 

0

3

Flask

 

0

4

Scroll

 

0

5

Food & Drink

 

0

6

Item Enhancement

 

0

7

Bandage

 

0

8

Other

 

1

0

Bag

 

1

1

Soul Bag

 

1

2

Herb Bag

 

1

3

Enchanting Bag

 

1

4

Engineering Bag

 

1

5

Gem Bag

 

1

6

Mining Bag

 

1

7

Leatherworking Bag

 

1

8

Inscription Bag

2

0

Axe

One handed

2

1

Axe

Two handed

2

2

Bow

 

2

3

Gun

 

2

4

Mace

One handed

2

5

Mace

Two handed

2

6

Polearm

 

2

7

Sword

One handed

2

8

Sword

Two handed

2

9

Obsolete

 

2

10

Staff

 

2

11

Exotic

 

2

12

Exotic

 

2

13

Fist Weapon

 

2

14

Miscellaneous

(Blacksmith Hammer, Mining Pick, etc.)

2

15

Dagger

 

2

16

Thrown

 

2

17

Spear

 

2

18

Crossbow

 

2

19

Wand

 

2

20

Fishing Pole

 

3

0

Red

 

3

1

Blue

 

3

2

Yellow

 

3

3

Purple

 

3

4

Green

 

3

5

Orange

 

3

6

Meta

 

3

7

Simple

 

3

8

Prismatic

 

4

0

Miscellaneous

 

4

1

Cloth

 

4

2

Leather

 

4

3

Mail

 

4

4

Plate

 

4

5

Buckler(OBSOLETE)

 

4

6

Shield

 

4

7

Libram

 

4

8

Idol

 

4

9

Totem

 

4

10

Sigil

5

0

Reagent

 

6

0

Wand(OBSOLETE)

 

6

1

Bolt(OBSOLETE)

 

6

2

Arrow

 

6

3

Bullet

 

6

4

Thrown(OBSOLETE)

 

7

0

Trade Goods

 

7

1

Parts

 

7

2

Explosives

 

7

3

Devices

 

7

4

Jewelcrafting

 

7

5

Cloth

 

7

6

Leather

 

7

7

Metal & Stone

 

7

8

Meat

 

7

9

Herb

 

7

10

Elemental

 

7

11

Other

 

7

12

Enchanting

 

7

13

Materials

7

14

Armor Enchantment

7

15

Weapon Enchantment

8

0

Generic(OBSOLETE)

 

9

0

Book

 

9

1

Leatherworking

 

9

2

Tailoring

 

9

3

Engineering

 

9

4

Blacksmithing

 

9

5

Cooking

 

9

6

Alchemy

 

9

7

First Aid

 

9

8

Enchanting

 

9

9

Fishing

 

9

10

Jewelcrafting

 

10

0

Money(OBSOLETE)

 

11

0

Quiver(OBSOLETE)

 

11

1

Quiver(OBSOLETE)

 

11

2

Quiver

Can hold arrows

11

3

Ammo Pouch

Can hold bullets

12

0

Quest

 

13

0

Key

 

13

1

Lockpick

 

14

0

Permanent

 

15

0

Junk

 

15

1

Reagent

 

15

2

Pet

 

15

3

Holiday

 

15

4

Other

 

15

5

Mount

16

1

Warrior

16

2

Paladin

16

3

Hunter

16

4

Rogue

16

5

Priest

16

6

Death Knight

16

7

Shaman

16

8

Mage

16

9

Warlock

16

10

Monk

16

11

Druid

SoundOverrideSubclass

Weapons have special sounds on impact. This column is used to override these sounds by specifying another subclass.

For example an item with misc subclass can sound like a stave on impact by overriding the subclass here.

Material

The material that the item is made of. The value here affects the sound that the item makes when moved. Use -1 for consumable items like food, reagents, etc.

ID

Material

Comment

-1

Consumables

Food, reagents, etc...

0

Not Defined

 

1

Metal

 

2

Wood

 

3

Liquid

 

4

Jewelry

 

5

Chain

 

6

Plate

 

7

Cloth

 

8

Leather

 

InventoryType

In what slot the item can be equipped.

ID

Slot Name

ID

Slot Name

0

Non equipable

15

Ranged (Bows)

1

Head

16

Back

2

Neck

17

Two-Hand

3

Shoulder

18

Bag

4

Shirt

19

Tabard

5

Chest

20

Robe

6

Waist

21

Main hand

7

Legs

22

Off hand

8

Feet

23

Holdable (Tome)

9

Wrists

24

Ammo

10

Hands

25

Thrown

11

Finger

26

Ranged right (Wands, Guns)

12

Trinket

27

Quiver

13

Weapon

28

Relic

14

Shield

 

 

Sheath

Controls how the item is put away on the character. Press the 'Z' hotkey to sheath and unsheathe your weapons.

ID

Type

Position

1

Two Handed Weapon

Diagonally across the back pointing downwards.

2

Staff

Diagonally across the back pointing upwards.

3

One Handed

On the left-hand side of the character's waist.

4

Shield

On the middle of the character's back.

5

Enchanter's Rod

 

6

Off hand

On the right-hand side of the character's waist.

FileDataID

The ID of the item's icon that will show up in bags and such, found in FileData.db2.

GroupSoundsID

field-no-description|9

VerifiedBuild

This field is used by the TrinityDB Team to determine whether a template has been verified from WDB files.

If value is 0 then it has not been parsed yet.

If value is above 0 then it has been parsed with WDB files from that specific client build.

If value is -1 then it is just a place holder until proper data are found on WDBs.