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 difference)
|
Revision as of 12:59, 22 September 2021
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 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. | |
... | ... | ... | ... many fields for weather | |
collide_objects | tinyint(1) | N | Determines if the items dropped in this sector should have collision detection always enabled. | |
non_transient_objects | tinyint(4) | N | Determines if the items dropped in this sector should be transient. | |
say_range | float(5,2) unsigned | N | Determines the range of say in the specific sector. Set 0.0 to use default. | |
... | ... | ... | ... many fields for death and teleport | |
sect_coords | varchar(45) | N | Defines boundaries of the sector in XY coordinates. 1 point Top left, 1 point bottom right | |
safe_location | varchar(45) | N | Place to teleport the player if its stuck in the geometry | |
priority | int(11) | N | Used to sort the priority of the sectors when one sector is inside another sector | |
event_probability | int(11) | N | If > 0 modifies the probability in %. 100% is a 100x100 meters square. | |
event_areatype | varchar(100) | N | Area Type, example: tavern, outdoors, temple, ... |