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, ...
|
|