Some initial info on item_kinds1.txt. I'll update this as I figure out more:
Code:
hand_axe hatchet 541073410 9223388529554358286 15 6 242 30198988800 25540427798 2580
hand_axe = name
hatchet = model
541073410 = info1
9223388529554358286 = ?
15 = equipment slot
6 = type
242 = base cost
30198988800 = info2
25540427798 = info3
2580 = modifiers
Equipment slot is a bit mask. Bit assignments (0 based from lsb):
0-3: the 4 "weapon" slots
4: helmet
5: chest
6: boots
7: horse
20: ? All merchandice including food have this set. Initially I thought this was for the food slot, but I'm not sure what it is
Type seems to be an enum for the general type of item:
3 = horse
4 = chest armor
6 = weapon
7 = boots
8 = shield
9 = helm
10 = xbow
11 = bow
12 = ammo
13 = goods
info1 = ? The only thing I've figured out is that if bit 4 (0 based from lsb) is set it looks like it will not be sold in stores.
info2 bit assignments (0 based from lsb):
0-7: head armor
8-15: armor (horse armor, chest)
16-23: leg armor
24-31: weight in quarter units (divide by 4 to get weight)
32-39: strength req
info3 bit assignments if its a weapon:
0-7: swing damage
8-15: other damage (thrust, bow, arrow, thrown)
16-17: swing damage type
18-19: damage type (thrust, bow, thrown)
20-27: reach / 2 (multiply by 2 to get the actual reach)
28-35: speed
36-43: ? (only set on ranged weapons)
44-51: quantity (food, ammo, etc)
damage types are 0 = cutting, 1 = piercing, 2 = blunt.
info3 when the item is a shield is just the shield durability
info3 bit assignments if its a horse:
0-7: riding req
8-15: speed
16-23: maneuver
24-31: charge
modifiers is a bit mask that defines the applicable modifiers. Each bit designates one of the 24 modifiers that can be applied to the item. So for example, arrows have a value of 8388616 or 0x800008 which has bit 4 and 24 on. If you look in item_modifiers.txt the 4th modifier is "bent" and the 24th is "large_bag".