SectorsTable

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Revision as of 12:59, 22 September 2021 by Talad (talk | contribs) (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...")
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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, ...