SectorsTable
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, ... |