Struct Item
Assembly: Dalamud.dll
[Sheet("Item", 3919789213)]
public readonly struct Item : IExcelRow<Item>
Implements:
Lumina.Excel.IExcelRow<Dalamud.Excel.Sheets.Item>
Properties
ExcelPage
The associated Lumina.Excel.ExcelPage of the row.
public ExcelPage ExcelPage { get; }
RowOffset
Offset to the referenced row in the Lumina.Excel.ExcelPage.
public uint RowOffset { get; }
RowId
Gets the row ID.
public uint RowId { get; }
Singular
public ReadOnlySeString Singular { get; }
Plural
public ReadOnlySeString Plural { get; }
Description
public ReadOnlySeString Description { get; }
Name
public ReadOnlySeString Name { get; }
Adjective
public sbyte Adjective { get; }
PossessivePronoun
public sbyte PossessivePronoun { get; }
StartsWithVowel
public sbyte StartsWithVowel { get; }
Countability
public sbyte Countability { get; }
Pronoun
public sbyte Pronoun { get; }
Article
public sbyte Article { get; }
ModelMain
public ulong ModelMain { get; }
ModelSub
public ulong ModelSub { get; }
DamagePhys
public ushort DamagePhys { get; }
DamageMag
public ushort DamageMag { get; }
Delayms
public ushort Delayms { get; }
BlockRate
public ushort BlockRate { get; }
Block
public ushort Block { get; }
DefensePhys
public ushort DefensePhys { get; }
DefenseMag
public ushort DefenseMag { get; }
BaseParamValue
public Collection<short> BaseParamValue { get; }
BaseParamValueSpecial
public Collection<short> BaseParamValueSpecial { get; }
LevelEquip
public byte LevelEquip { get; }
RequiredPvpRank
public byte RequiredPvpRank { get; }
EquipRestriction
public RowRef<EquipRaceCategory> EquipRestriction { get; }
ClassJobCategory
public RowRef<ClassJobCategory> ClassJobCategory { get; }
GrandCompany
public RowRef<GrandCompany> GrandCompany { get; }
ItemSeries
public RowRef<ItemSeries> ItemSeries { get; }
BaseParamModifier
public byte BaseParamModifier { get; }
ClassJobUse
public RowRef<ClassJob> ClassJobUse { get; }
DamagePhysType
1 = slashing (GLA/PLD, MRD/WAR, ROG/NIN, DRK, SAM, GNB, RPR, VPR, AST; CRP saw, LTW knife, BTN hatchet)
2 = piercing (LNC/DRG, ARC/BRD, MCH, DNC, RDM; WVR needle)
3 = blunt (PGL/MNK, CNJ/WHM, THM/BLM, ACN/SMN, SCH, SGE, BLU, PCT; BSM/ARM/GSM hammers, ALC, CUL, MIN pick, FSH rod)
public byte DamagePhysType { get; }
DefaultActionRange
public byte DefaultActionRange { get; }
BaseParam
public Collection<RowRef<BaseParam>> BaseParam { get; }
ItemSpecialBonus
public RowRef<ItemSpecialBonus> ItemSpecialBonus { get; }
ItemSpecialBonusParam
public byte ItemSpecialBonusParam { get; }
BaseParamSpecial
public Collection<RowRef<BaseParam>> BaseParamSpecial { get; }
MaterializeType
public byte MaterializeType { get; }
MateriaSlotCount
public byte MateriaSlotCount { get; }
SubStatCategory
public byte SubStatCategory { get; }
IsAdvancedMeldingPermitted
public bool IsAdvancedMeldingPermitted { get; }
IsPvP
public bool IsPvP { get; }
IsGlamorous
public bool IsGlamorous { get; }
AdditionalData
public RowRef AdditionalData { get; }
StackSize
public uint StackSize { get; }
PriceMid
public uint PriceMid { get; }
PriceLow
public uint PriceLow { get; }
ItemRepair
public RowRef<ItemRepairResource> ItemRepair { get; }
ItemGlamour
public RowRef<Item> ItemGlamour { get; }
Icon
public ushort Icon { get; }
LevelItem
public RowRef<ItemLevel> LevelItem { get; }
SubcategorySort
Used in conjunction with the ItemUICategory sortkeys to sort things like vendor lists
public ushort SubcategorySort { get; }
ItemAction
public RowRef<ItemAction> ItemAction { get; }
Cooldowns
public ushort Cooldowns { get; }
Desynth
public ushort Desynth { get; }
AetherialReduce
public ushort AetherialReduce { get; }
Rarity
public byte Rarity { get; }
FilterGroup
1 = Physical Weapon
2 = Magical Weapon
3 = Shield
4 = Gear
5 = Meal
6 = Medicine
7 = Deep Dungeon Usable (Manuals, Medicine, Potions)
8 = Potion (HP)
9 = Ether (MP)
10 = Elixir (HP+MP)
11 = Crystal
12 = Crafting Material
13 = Materia
14 = Housing
15 = Dyes
16 = Misc (Various stuff)
17 = Fishing Bait
18 = Treasure Map
19 = Useables (Various stuff)
20 = Gardening Seed
21 = Gardening Soil
22 = Gardening Fertilizer
23 = Secret Recipe Book
24 = unused
25 = Aetherial Wheel
26 = Primed Aetherial Wheel
27 = Triple Triad Card
28 = Airship Component
29 = Currency
30 = Folklore Book
31 = Soul Crystal
32 = Orchestrion Roll
33 = Aquarium Tank Trimming
34 = Painting
35 = Tales Of Adventure Retainer
36 = Submersible Component
37 = Eureka Logos Action Ingredient
38 = Bozja Mettle
39 = Bozja Lost Action
40 = Bozjan Cluster
41 = unused
42 = unused
43 = Placeholder Item
44 = Belts
45 = ArchiveItem (RowId in AdditionalData)
46 = unused
47 = Sanctuary Cowrie
48 = Sanctuary Material
49 = Adventurers Parcel
50 = Cosmic Exploration Material
51 = Outfit
52 = Occult Crescent Knowledge
53 = Occult Crescent Phantom Experience
54 = Occult Crescent Enlightenment Piece
55 = Cosmic Exploration Cosmocredit
56 = Cosmic Exploration Lunar Credit
57 = Occult Crescent Sanguine Cipher
58 = Cosmic Exploration Dronebits
59 = Cosmic Exploration Tool Mastery Points
60 = Old Dyes
public byte FilterGroup { get; }
ItemUICategory
public RowRef<ItemUICategory> ItemUICategory { get; }
ItemSearchCategory
public RowRef<ItemSearchCategory> ItemSearchCategory { get; }
EquipSlotCategory
public RowRef<EquipSlotCategory> EquipSlotCategory { get; }
ItemSortCategory
public RowRef<ItemSortCategory> ItemSortCategory { get; }
DyeCount
public byte DyeCount { get; }
CastTimeSeconds
public byte CastTimeSeconds { get; }
ClassJobRepair
This applies to both repairs and desynthesis, so irreparable but desynthesizable items such as fish or furniture will have a ClassJobRepair value.
public RowRef<ClassJob> ClassJobRepair { get; }
IsUnique
public bool IsUnique { get; }
IsUntradable
public bool IsUntradable { get; }
IsIndisposable
public bool IsIndisposable { get; }
Lot
public bool Lot { get; }
CanBeHq
public bool CanBeHq { get; }
IsCrestWorthy
public bool IsCrestWorthy { get; }
IsCollectable
public bool IsCollectable { get; }
AlwaysCollectable
public bool AlwaysCollectable { get; }
Implements
Lumina.Excel.IExcelRow<Dalamud.Excel.Sheets.Item>