SectorsTable: Difference between revisions
		
		
		
		Jump to navigation
		Jump to search
		
|  Created page with "{| border=1 |- ! field ! type ! foreign key ! description |- | id | smallint(3) | N | unique sector id |- | name | varchar(30) | N | The name of the sector (as defined in map..." | No edit summary | ||
| Line 1: | Line 1: | ||
| {|  | Stores data about sectors available in game. | ||
| {| class="wikitable" | |||
| |+ | |||
| !UE | |||
| !Field | |||
| !Type | |||
| !Key Type | |||
| !Default | |||
| !Extra | |||
| !Description | |||
| |- | |- | ||
| | | |||
| |id | |||
| |smallint(3) unsigned | |||
| |PRI | |||
| | | |||
| |auto_increment | |||
| |unique sector id   | |||
| |- | |||
| | | |||
| |name | |||
| |varchar(30) | |||
| |UNI | |||
| | | |||
| | | |||
| |The name of the sector (as defined in map files)  | |||
| |- | |||
| | | |||
| |rain_enabled | |||
| |char(1) | |||
| | | |||
| |N | |||
| | | |||
| |Sets if automatic rain should trigger. Put Y to enable it, N to disable it.  | |||
| |- | |||
| | | |||
| |snow_enabled | |||
| |char(1) | |||
| | | |||
| |N | |||
| | | |||
| |Sets if automatic snow should trigger. Put Y to enable it, N to disable it.  | |||
| |- | |||
| | | |||
| |fog_enabled | |||
| |char(1) | |||
| | | |||
| |N | |||
| | | |||
| |Sets if automatic fog should trigger. Put Y to enable it, N to disable it.  | |||
| |- | |||
| | | |||
| |rain_min_gap | |||
| |int(10) unsigned | |||
| | | |||
| |0 | |||
| | | |||
| |Sets the minimum time between two automatically triggered rain events.  | |||
| |- | |||
| | | |||
| |rain_max_gap | |||
| |int(10) unsigned | |||
| | | |||
| |0 | |||
| | | |||
| |Sets the maximum time between two automatically triggered rain events.  | |||
| |- | |||
| | | |||
| |rain_min_duration | |||
| |int(10) unsigned | |||
| | | |||
| |0 | |||
| | | |||
| |Sets the minimum duration of an automatically triggered rain event.  | |||
| |- | |||
| | | |||
| |rain_max_duration | |||
| |int(10) unsigned | |||
| | | |||
| |0 | |||
| | | |||
| |Sets the maximum duration of an automatically triggered snow event.  | |||
| |- | |||
| | | |||
| |rain_min_drops | |||
| |int(10) unsigned | |||
| | | |||
| |0 | |||
| | | |||
| |Sets the minimum amount of drops in an automatically triggered rain events.  | |||
| |- | |||
| | | |||
| |rain_max_drops | |||
| |int(10) unsigned | |||
| | | |||
| |0 | |||
| | | |||
| |Sets the maximum amount of drops in an automatically triggered rain events.  | |||
| |- | |||
| | | |||
| |rain_min_fade_in | |||
| |int(10) unsigned | |||
| | | |||
| |0 | |||
| | | |||
| |Sets the minimum time the automatically triggered rain event will take to reach the drops amount.  | |||
| |- | |||
| | | |||
| |rain_max_fade_in | |||
| |int(10) unsigned | |||
| | | |||
| |0 | |||
| | | |||
| |Sets the maximum time the automatically triggered rain event will take to reach the drops amount.  | |||
| |- | |- | ||
| |  | | | ||
| |  | |rain_min_fade_out | ||
| |  | |int(10) unsigned | ||
| |  | | | ||
| |0 | |||
| | | |||
| |Sets the minimum time the automatically triggered event will take to disappear at its end.  | |||
| |- | |- | ||
| |  | | | ||
| |  | |rain_max_fade_out | ||
| |  | |int(10) unsigned | ||
| |  | | | ||
| |0 | |||
| | | |||
| |Sets the maximum time the automatically triggered event will take to disappear at its end.  | |||
| |- | |- | ||
| |  | | | ||
| |  | |lightning_min_gap | ||
| |  | |int(10) unsigned | ||
| | Sets  | | | ||
| |0 | |||
| | | |||
| |Sets the minimum time between two automatic lightnings during a rain event.   | |||
| |- | |- | ||
| |  | | | ||
| |  | |lightning_max_gap | ||
| |  | |int(10) unsigned | ||
| | Sets  | | | ||
| |0 | |||
| | | |||
| |Sets the maximum time between two automatic lightnings during a rain event.   | |||
| |- | |- | ||
| |  | | | ||
| |  | |snow_min_gap | ||
| |  | |int(10) unsigned | ||
| | Sets  | | | ||
| |0 | |||
| | | |||
| |Sets the minimum time between two automatically triggered snow events.   | |||
| |- | |- | ||
| |  | | | ||
| |  | |snow_max_gap | ||
| |  | |int(10) unsigned | ||
| | . | | | ||
| |0 | |||
| | | |||
| |Sets the maximum time between two automatically triggered snow events.   | |||
| |- | |- | ||
| |  | | | ||
| |  | |snow_min_duration | ||
| |  | |int(10) unsigned | ||
| |  | | | ||
| |0 | |||
| | | |||
| |Sets the minimum duration of an automatically triggered snow event.   | |||
| |- | |- | ||
| |  | | | ||
| |  | |snow_max_duration | ||
| |  | |int(10) unsigned | ||
| |  | | | ||
| |0 | |||
| | | |||
| |Sets the maximum duration of an automatically triggered snow event.   | |||
| |- | |- | ||
| |  | | | ||
| |  | |snow_min_flakes | ||
| |  | |int(10) unsigned | ||
| |  | | | ||
| |0 | |||
| | | |||
| |Sets the minimum amount of flakes in an automatically triggered snow event.   | |||
| |- | |||
| | | |||
| |snow_max_flakes | |||
| |int(10) unsigned | |||
| | | |||
| |0 | |||
| | | |||
| |Sets the maximum amount of flakes in an automatically triggered snow event.   | |||
| |- | |- | ||
| |  | | | ||
| |  | |snow_min_fade_in | ||
| |  | |int(10) unsigned | ||
| | . | | | ||
| |0 | |||
| | | |||
| |Sets the minimum time the automatically triggered snow event will take to reach the flakes amount.   | |||
| |- | |- | ||
| |  | | | ||
| |  | |snow_max_fade_in | ||
| |  | |int(10) unsigned | ||
| |  | | | ||
| |0 | |||
| | | |||
| |Sets the maximum time the automatically triggered snow event will take to reach the flakes amount.   | |||
| |- | |- | ||
| |  | | | ||
| |  | |snow_min_fade_out | ||
| |  | |int(10) unsigned | ||
| |  | | | ||
| |0 | |||
| | | |||
| |Sets the minimum time the automatically triggered snow event will take to disappear at its end.  | |||
| |- | |- | ||
| |  | | | ||
| | int( | |snow_max_fade_out | ||
| |  | |int(10) unsigned | ||
| |  | | | ||
| |0 | |||
| | | |||
| |Sets the maximum time that the automatically triggered snow event will take to disappear at its end.  | |||
| |- | |- | ||
| |  | | | ||
| | int( | |fog_min_gap | ||
| |  | |int(10) unsigned | ||
| |  | | | ||
| |0 | |||
| | | |||
| |Sets the minimum time between two automatically triggered fog events.   | |||
| |- | |- | ||
| | | | | ||
| |fog_max_gap | |||
| |int(10) unsigned | |||
| | | |||
| |0 | |||
| | | |||
| |Sets the maximum time between two automatically triggered fog events.  | |||
| |- | |||
| | | |||
| |fog_min_duration | |||
| |int(10) unsigned | |||
| | | |||
| |0 | |||
| | | |||
| |Sets the minimum duration of an automatically triggered fog event.  | |||
| |- | |||
| | | |||
| |fog_max_duration | |||
| |int(10) unsigned | |||
| | | |||
| |0 | |||
| | | |||
| |Sets the maximum duration of an automatically triggered fog event.  | |||
| |- | |||
| | | |||
| |fog_min_density | |||
| |int(10) unsigned | |||
| | | |||
| |0 | |||
| | | |||
| |Sets the minimum density of the fog in an automatically triggered fog event.  | |||
| |- | |||
| | | |||
| |fog_max_density | |||
| |int(10) unsigned | |||
| | | |||
| |0 | |||
| | | |||
| |Sets the maximum density of the fog in an automatically triggered fog event.  | |||
| |- | |||
| | | |||
| |fog_min_fade_in | |||
| |int(10) unsigned | |||
| | | |||
| |0 | |||
| | | |||
| |Sets the minimum time that the automatically triggered fog event will take to reach its density.  | |||
| |- | |||
| | | |||
| |fog_max_fade_in | |||
| |int(10) unsigned | |||
| | | |||
| |0 | |||
| | | |||
| |Sets the maximum time that the automatically triggered fog event will take to reach its density.  | |||
| |- | |||
| | | |||
| |fog_min_fade_out | |||
| |int(10) unsigned | |||
| | | |||
| |0 | |||
| | | |||
| |Sets the minimum time that the automatically triggered fog event will take to disappear at its end.  | |||
| |- | |||
| | | |||
| |fog_max_fade_out | |||
| |int(10) unsigned | |||
| | | |||
| |0 | |||
| | | |||
| |Sets the maximum time that the automatically triggered fog event will take to disappear at its end.  | |||
| |- | |||
| | | |||
| |collide_objects | |||
| |tinyint(1) | |||
| | | |||
| |0 | |||
| | | |||
| |Determines if the items dropped in this sector should have collision detection always enabled.  | |||
| |- | |||
| | | |||
| |non_transient_objects | |||
| |tinyint(4) | |||
| | | |||
| |0 | |||
| | | |||
| |Determines if the items dropped in this sector should be transient.  | |||
| |- | |||
| | | |||
| |say_range | |||
| |float(5,2) unsigned | |||
| | | |||
| |0.00 | |||
| | | |||
| |Determines the range of say in the specific sector. Set 0.0 to use default.  | |||
| |- | |||
| |DIF | |||
| |TeleportingSector | |||
| |varchar(30) | |||
| | | |||
| | | |||
| | | |||
| |Sector where the player will be teleported automatically when entering this sector  Default used to be '' in PSLegacy. | |||
| |- | |||
| |DIF | |||
| |TeleportingCords | |||
| |varchar(30) | |||
| | | |||
| | | |||
| | | |||
| |Cordinates where the player will be teleported automatically when entering this sector  Default used to be '' in PSLegacy. | |||
| |- | |||
| |DIF | |||
| |DeathSector | |||
| |varchar(30) | |||
| | | |||
| | | |||
| | | |||
| |Sector where the player will be teleported automatically when dieing in this sector  Default used to be '' in PSLegacy. | |||
| |- | |||
| |DIF | |||
| |DeathCords | |||
| |varchar(30) | |||
| | | |||
| | | |||
| | | |||
| |Cordinates where the player will be teleported automatically when dieing in this sector  Default used to be '' in PSLegacy. | |||
| |- | |||
| | | |||
| |TeleportingSectorEnable | |||
| |char(1) | |||
| | | |||
| |N | |||
| | | |||
| |When not N the sector will teleport when accessing it according to teleportingsector and teleportingcords  | |||
| |- | |||
| | | |||
| |TeleportingPenaltyEnable | |||
| |char(1) | |||
| | | |||
| |N | |||
| | | |||
| |When not N when teleported when entering this sector it will apply the death penalty  | |||
| |- | |||
| | | |||
| |DeathRestoreMana | |||
| |char(1) | |||
| | | |||
| |Y | |||
| | | |||
| |When not N the sector will restore mana when the player dies in it, else nothing is done.  | |||
| |- | |||
| | | |||
| |DeathRestoreHP | |||
| |char(1) | |||
| | | |||
| |Y | |||
| | | |||
| |When not N the sector will restore HP when the player dies in it, else it just sets the minimum to keep him alive and not death loop.  | |||
| |- | |||
| | | |||
| |god_name | |||
| |varchar(45) | |||
| | | |||
| |Laanx | |||
| | | |||
| |Sets a name of an entity associated to the sector as overseer.  | |||
| |- | |||
| |ADD | |||
| |sect_coords | |||
| |varchar(45) | |||
| | | |||
| |127000,-381000,254000,-254000 | |||
| | | |||
| |Defines boundaries of the sector in XY coordinates. 1 point Top left, 1 point bottom right  | |||
| |- | |||
| |ADD | |||
| |safe_location | |||
| |varchar(45) | |||
| | | |||
| | | |||
| | | |||
| |Place to teleport the player if its stuck in the geometry  | |||
| |- | |||
| |ADD | |||
| |priority | |||
| |int(11) | |||
| | | |||
| |0 | |||
| | | |||
| |Used to sort the priority of the sectors when one sector is inside another sector  | |||
| |- | |||
| |ADD | |||
| |event_probability | |||
| |int(11) | |||
| | | |||
| |0 | |||
| | | |||
| |If > 0 modifies the probability in %. 100% is a 100x100 meters square.  | |||
| |- | |||
| |ADD | |||
| |event_areatype | |||
| |varchar(100) | |||
| | | |||
| | | |||
| | | |||
| |Area Type, example: tavern, outdoors, temple, ...  | |||
| |} | |} | ||
| [[Category:Engine documents]] | [[Category:Engine documents]] | ||
Revision as of 13:09, 11 January 2022
Stores data about sectors available in game.
| UE | Field | Type | Key Type | Default | Extra | Description | 
|---|---|---|---|---|---|---|
| id | smallint(3) unsigned | PRI | auto_increment | unique sector id | ||
| name | varchar(30) | UNI | The name of the sector (as defined in map files) | |||
| rain_enabled | char(1) | N | Sets if automatic rain should trigger. Put Y to enable it, N to disable it. | |||
| snow_enabled | char(1) | N | Sets if automatic snow should trigger. Put Y to enable it, N to disable it. | |||
| fog_enabled | char(1) | N | Sets if automatic fog should trigger. Put Y to enable it, N to disable it. | |||
| rain_min_gap | int(10) unsigned | 0 | Sets the minimum time between two automatically triggered rain events. | |||
| rain_max_gap | int(10) unsigned | 0 | Sets the maximum time between two automatically triggered rain events. | |||
| rain_min_duration | int(10) unsigned | 0 | Sets the minimum duration of an automatically triggered rain event. | |||
| rain_max_duration | int(10) unsigned | 0 | Sets the maximum duration of an automatically triggered snow event. | |||
| rain_min_drops | int(10) unsigned | 0 | Sets the minimum amount of drops in an automatically triggered rain events. | |||
| rain_max_drops | int(10) unsigned | 0 | Sets the maximum amount of drops in an automatically triggered rain events. | |||
| rain_min_fade_in | int(10) unsigned | 0 | Sets the minimum time the automatically triggered rain event will take to reach the drops amount. | |||
| rain_max_fade_in | int(10) unsigned | 0 | Sets the maximum time the automatically triggered rain event will take to reach the drops amount. | |||
| rain_min_fade_out | int(10) unsigned | 0 | Sets the minimum time the automatically triggered event will take to disappear at its end. | |||
| rain_max_fade_out | int(10) unsigned | 0 | Sets the maximum time the automatically triggered event will take to disappear at its end. | |||
| lightning_min_gap | int(10) unsigned | 0 | Sets the minimum time between two automatic lightnings during a rain event. | |||
| lightning_max_gap | int(10) unsigned | 0 | Sets the maximum time between two automatic lightnings during a rain event. | |||
| snow_min_gap | int(10) unsigned | 0 | Sets the minimum time between two automatically triggered snow events. | |||
| snow_max_gap | int(10) unsigned | 0 | Sets the maximum time between two automatically triggered snow events. | |||
| snow_min_duration | int(10) unsigned | 0 | Sets the minimum duration of an automatically triggered snow event. | |||
| snow_max_duration | int(10) unsigned | 0 | Sets the maximum duration of an automatically triggered snow event. | |||
| snow_min_flakes | int(10) unsigned | 0 | Sets the minimum amount of flakes in an automatically triggered snow event. | |||
| snow_max_flakes | int(10) unsigned | 0 | Sets the maximum amount of flakes in an automatically triggered snow event. | |||
| snow_min_fade_in | int(10) unsigned | 0 | Sets the minimum time the automatically triggered snow event will take to reach the flakes amount. | |||
| snow_max_fade_in | int(10) unsigned | 0 | Sets the maximum time the automatically triggered snow event will take to reach the flakes amount. | |||
| snow_min_fade_out | int(10) unsigned | 0 | Sets the minimum time the automatically triggered snow event will take to disappear at its end. | |||
| snow_max_fade_out | int(10) unsigned | 0 | Sets the maximum time that the automatically triggered snow event will take to disappear at its end. | |||
| fog_min_gap | int(10) unsigned | 0 | Sets the minimum time between two automatically triggered fog events. | |||
| fog_max_gap | int(10) unsigned | 0 | Sets the maximum time between two automatically triggered fog events. | |||
| fog_min_duration | int(10) unsigned | 0 | Sets the minimum duration of an automatically triggered fog event. | |||
| fog_max_duration | int(10) unsigned | 0 | Sets the maximum duration of an automatically triggered fog event. | |||
| fog_min_density | int(10) unsigned | 0 | Sets the minimum density of the fog in an automatically triggered fog event. | |||
| fog_max_density | int(10) unsigned | 0 | Sets the maximum density of the fog in an automatically triggered fog event. | |||
| fog_min_fade_in | int(10) unsigned | 0 | Sets the minimum time that the automatically triggered fog event will take to reach its density. | |||
| fog_max_fade_in | int(10) unsigned | 0 | Sets the maximum time that the automatically triggered fog event will take to reach its density. | |||
| fog_min_fade_out | int(10) unsigned | 0 | Sets the minimum time that the automatically triggered fog event will take to disappear at its end. | |||
| fog_max_fade_out | int(10) unsigned | 0 | Sets the maximum time that the automatically triggered fog event will take to disappear at its end. | |||
| collide_objects | tinyint(1) | 0 | Determines if the items dropped in this sector should have collision detection always enabled. | |||
| non_transient_objects | tinyint(4) | 0 | Determines if the items dropped in this sector should be transient. | |||
| say_range | float(5,2) unsigned | 0.00 | Determines the range of say in the specific sector. Set 0.0 to use default. | |||
| DIF | TeleportingSector | varchar(30) | Sector where the player will be teleported automatically when entering this sector Default used to be in PSLegacy. | |||
| DIF | TeleportingCords | varchar(30) | Cordinates where the player will be teleported automatically when entering this sector Default used to be in PSLegacy. | |||
| DIF | DeathSector | varchar(30) | Sector where the player will be teleported automatically when dieing in this sector Default used to be in PSLegacy. | |||
| DIF | DeathCords | varchar(30) | Cordinates where the player will be teleported automatically when dieing in this sector Default used to be in PSLegacy. | |||
| TeleportingSectorEnable | char(1) | N | When not N the sector will teleport when accessing it according to teleportingsector and teleportingcords | |||
| TeleportingPenaltyEnable | char(1) | N | When not N when teleported when entering this sector it will apply the death penalty | |||
| DeathRestoreMana | char(1) | Y | When not N the sector will restore mana when the player dies in it, else nothing is done. | |||
| DeathRestoreHP | char(1) | Y | When not N the sector will restore HP when the player dies in it, else it just sets the minimum to keep him alive and not death loop. | |||
| god_name | varchar(45) | Laanx | Sets a name of an entity associated to the sector as overseer. | |||
| ADD | sect_coords | varchar(45) | 127000,-381000,254000,-254000 | Defines boundaries of the sector in XY coordinates. 1 point Top left, 1 point bottom right | ||
| ADD | safe_location | varchar(45) | Place to teleport the player if its stuck in the geometry | |||
| ADD | priority | int(11) | 0 | Used to sort the priority of the sectors when one sector is inside another sector | ||
| ADD | event_probability | int(11) | 0 | If > 0 modifies the probability in %. 100% is a 100x100 meters square. | ||
| ADD | event_areatype | varchar(100) | Area Type, example: tavern, outdoors, temple, ... |