SectorsTable

From PSwiki
Revision as of 15:10, 11 January 2022 by Grimston (talk | contribs)
Jump to navigation Jump to search

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.
TeleportingSector varchar(30) Sector where the player will be teleported automatically when entering this sector
TeleportingCords varchar(30) Cordinates where the player will be teleported automatically when entering this sector
DeathSector varchar(30) Sector where the player will be teleported automatically when dieing in this sector
DeathCords varchar(30) Cordinates where the player will be teleported automatically when dieing in this sector
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, ...