MySQL field descriptions
From VbGORE Visual Basic Online RPG Engine
Contents |
The following is the list of what all the columns are for in the vbGORE MySQL database under the appropriate table.
[edit] banned_ips
The banned_ips" table stores information on IP banning, along with the reasons why the IP was banned. This only holds active bans, so any IPs listed in here will not be allowed in the game.
- ip
- Holds the banned IP.
- reason
- Holds the reason why the IP was banned. This can contain any information you wish.
[edit] mail
The mail table stores all the information on the messages currently in the game. When mail is deleted from a user, it is deleted from here, too.
- id
- The unique identifier of the message. Using these numbers on the user characters, the game refers to what mail they have. For example, if a user has 100 in one of their mail indexes, it will point to the mail with the id of 100.
- sub
- Subject of the message.
- by
- The name of the player who created the message. Used for display purposes only when reading the mail.
- date
- The date the message was created on.
- msg
- The body of the message.
- new
- If the message has been read or not by the receiver. 1 for is new, 0 for is not new.
- objs
- Holds information of all the objects in the mail. The first number, represents the unique ID of the object (see objects). The second number represents the value of the item (or how many items). Object parts (amount and ID) are split by a space, while objects as a whole are split by a line break (vbCrLf, aka enter).
[edit] mail_lastid
The mail_lastid table is just used in conjunction with the mail table for writing mail.
- lastid
- Holds the last mail ID written to. This is a faster alternative to using a descending sort on the mail to find the highest ID. Is only used for writing mail.
[edit] npcs
The npcs table holds templates of what to create NPCs from. After being loaded from here, they can be altered in-game without affecting any other NPCs.
- id
- The unique ID of the NPC (this is what NPCNumber in the code often refers to).
- name
- The name of the NPC.
- descr
- The description displayed when right-clicking the NPC.
- ai
- States which AI algorithm to use in the NPC_AI sub located in the server code.
- chat
- States the chat information the NPC uses. This refers to the NPC chat information in the \Data\NPC Chat\ folder. Set to 0 to not use NPC chat.
- respawnwait
- The time it takes the NPC to respawn after killed, in milliseconds.
- attackable
- Tell us, if the NPC is attackable or not. 1 is Yes, 0 is No.
- attackgrh
- The GRH value of the attack.
- attackrange
- The range of the attack, used for ranged attacks, e.g with bows and arrows. If this value is 0 or 1, the attack will be marked as a melee attack. If not, the range of the attack is based on tiles.
- projectileroatespeed
- How fast the projectile grh rotates on the client's screen (in no specific unit of measurement), if a projectile.
- hostile
- If the NPC hostile or not (goes and attacks players). 0 is No, 1 is Yes.
- quest
- The quest ID of the NPC. 0 is no quest, any other number refers to the quest with the corresponding ID in the quests table.
- drops
- The objects that the NPC drops when it dies. The first value is the object ID, second is the amount of the item that is dropped, and the third is the chance, in percent, that the item will drop.
- give_exp
- The amount of Experience points, given when the NPC is killed
- give_gold
- The amount of Gold dropped, when the NPC is killed
- objs_shop
- The objects that the NPC sells. If this field is set to an empty string, the NPC will not act as a vendor. Anything other value has to follow this format: The first value contains the ID of the object sold, while the second value contains the amount of the objects in stock in the store (use -1 for infinite to ignore this feature). Each field is separated by a space, and each object is separated by a line break.
- char_hair
- Holds the hair paper-doll values used on the NPC. Refers to the values found in \Data\Hair.dat.
- char_head
- Holds the head paper-doll values used on the NPC. Refers to the values found in \Data\Head.dat.
- char_body
- Holds the body paper-doll values used on the NPC. Refers to the values found in \Data\Body.dat.
- char_weapon
- Holds the weapon paper-doll values used on the NPC. Refers to the values found in \Data\Weapon.dat.
- char_wings
- Holds the wings paper-doll values used on the NPC. Refers to the values found in \Data\Wings.dat.
- char_heading
- Holds the default heading the NPC is facing by numerical value. 1 = North, 2 = East, 3 = South, 4 = West, 5 = North-East, 6 = South-East, 7 = South-West, 8 = North-West.
- char_headheading
- Holds the default head heading (direction the NPC's head faces) by numerical value. Refer to the above for the values.
- stat_hitrate
- Holds the hit rate of the NPC's attack. The higher the hit, the more likely the hit is to land. This value is held in the server under the Agility stat, since the NPC does not use the Agility stat by default. By default, the user's hit rate is calculated by Agil + (Str \ 4).
- stat_mag
- Holds the NPC's magic stat value which is used in calculations of magic power and damage. This value works the same as the user's magic value, but is not modified by stats or items like the user.
- stat_def
- Holds the NPC's defense value, which determines damage reduction upon being attacked by normal attacks. Magic attacks can use this value for reduction if they choose to do so. This value works the same as the user's defense value, but is not modified by stats or items like the user.
- stat_speed
- Holds the NPC's speed value, which states how fast they move. This value works the same as the user's speed value, but is not modified by stats or items like the user.
- stat_hit_min
- Holds the minimum hit damage the NPC does. This value works the same as the user's min hit value, but is not modified by stats or items like the user.
- stat_hit_max
- Holds the maximum hit damage the NPC does. This value works the same as the user's max hit value, but is not modified by stats or items like the user.
- stat_hp
- Holds the maximum health the NPC has.
- stat_mp
- Holds the maximum mana / magic the NPC has.
- stat_sp
- Holds the maximum stamina the NPC has.
[edit] objects
- id
- The unique identifier of the object (points to the array index in the server's ObjData() array).
- name
- The name of the object.
- price
- The price of the object when purchased from a shop. Price when selling to a shop follows a reduction equation based off of this value.
- objtype
- States what type of object it is. Each type is handled different. Only one object from each type can be equipped at once (if it can be equipped). The object types can be found in the server's Declares module for constants starting with OBJTYPE_.
- 1 – Use Once: After each usage, the item is lost. Common example is potions.
- 2 – Weapons: Set in the weapon slot of the character.
- 3 – Body armor: Set in the armor slot.
- 4 – Wings: Set in the wings slot.
- 5 – Use Infinite: Same as Use Once minus the removal after usage.
- weapontype
- If the object is a weapon (default value 2), then the type of weapon has to be specified. Although not used in the vbGORE demo, it can be used to apply to class limitations and have different modifier values. For example, a staff could be for mage only and the damage be based off of Magic, while a sword can be for a warrior only and the damaged based off of strength. The weapon type value and names can be found in the server's Declares module under Enum WeaponType.
- 0 - Hand
- 1 – Staff
- 2 - Dagger
- 3 - Sword
- 4 - Throwing
- weaponrange
- If the weapon is a Ranged weapon, this is length of how far the ranged weapon can go in tiles (32 pixels). Measured by absolute value using the distance formula.
- classreq
- Holds the class required to use the object. The values are stored bitwise, so to restrict multiple classes, you have to use Class1 OR Class2 OR Class2... The values used are the ones set in the ClassID type.
- grhindex
- Graphic of the item as shown in the inventory and on the ground.
- usegrh
- The objects Grh value, which is used to determine what Graphic the item will be represented by. For "Use Once" objects, an graphic is displayed when used. For ranged weapons, it is the projectile of the weapon (ninja star, arrow, bullet, etc). For melee weapons, it is the slash of the weapon.
- usesfx
- The sound effect played when the object is used. If it is a weapon, it is when an attack is made. For a use-once object, it is when the object is used.
- projectilerotatespeed
- If the weapon is a projectile or shoots projectiles (weaponrange > 1) and usegrh is defined, this defines how fast the projectile rotates. Useful for throwing projectiles like ninja stars.
- stacking
- States how much the object can be stacked up. For non-stacking items, such as weapons and armor, set the value as 1. Any value lower than 1 is reverted to the server default limit, which by default, is 100 (specified in Const MaxObjAmount)
- sprite_body
- The GRH value, which show the objects Body Value. Used for paper dolling. Refer to the .dat file of similar name (in this case, Body.dat) in the \Data\ folder. '-1' equals no graphic
- sprite_weapon
- Same as 'sprite_body', except for the weapon
- sprite_hair
- Same as 'sprite_body', except for the Hair
- sprite_head
- Same as 'sprite_body', except for the Head
- sprite_wings
- Same as 'sprite_body', except for the Wings
- replenish_hp
- The amount of Health Points it restores
- replenish_mp
- The amount of Magic points it restores
- replenish_sp
- The amount of Speed points it restores
- replenish_hp_percent
- The percent amount of Health Points it restores. Max value is 100.
- replenish_mp_percent
- The percent amount of Magic Points it restores. Max value is 100.
- replenish_sp_percent
- The percent amount of Speed Points it restores. Max value is 100.
- stat_str
- The amount of Strength Points it adds to the player.
- stat_agi
- The amount of Agility Points it adds to the player.
- stat_mag
- The amount of Magic Points it adds to the player.
- stat_def
- The amount of Defence Points it adds to the player.
- stat_speed
- The amount of Speed Points it adds to the player.
- stat_hit_min
- The Minimum amount of HP it can take from a NPC, when attacked.
- stat_hit_max
- The Maximum amount of HP it can take from a NPC, when attacked.
- stat_hp
- The amount of Health Points it adds to the player.
- stat_mp
- The amount of Magic Points it adds to the player.
- stat_sp
- The amount of Speed Points it adds to the player.
- stat_exp
- The amount of Expirence Points it adds to the player.
- stat_points
- The amount of Stat Points it adds to the player.
- stat_gold
- The amount of Gold it adds to the player.
- req_str
- The required amount of strength to use the object.
- req_agi
- The required amount of agility to use the object.
- req_mag
- The required amount of magic to use the object.
- req_lvl
- The required level (stat ELV) to use the object.
[edit] quest
- id
- The unique ID of the quest
- name
- The name of the quest
- redoable
- Tells us if the Quest can be done again or not. 0 is for no, 1 is for yes.
- text_start
- The text shown in the Chat Box, when the player wants to start this quest.
- text_accept
- The text shown in the Chat Box, if the quest is accepted by the player.
- text_incomplete
- The text shown in the Chat Box, if the quest has been declined or failed by a player.
- text_finish
- Text shown in the Chat Box, if the quest has been fully completed by the player.
- text_info
- The information describing the quest when the user requests the quest information while having the quest in their active quests list. By default, this can be done by typing /quest to view your list of quests, then /quest #, where # is the ID of the quest in the user's list.
- accept_req_level
- The minimum level the user must be to accept the quest. The user must be this level, or higher.
- accept_req_obj
- The object index of the object the user must have to accept the quest. Set to 0 to not require objects.
- accept_req_objamount
- If accept_req_obj is > 0, then the user must have more than or equal to this amount of the object to accept the quest.
- accept_req_finishquest
- States the ID of the quest that must be finished before this quest can be accepted. Can be used to make chains of quests. If value = 0, it will be ignored.
- accept_reward_exp
- The amount of experience the user gains when accepting the quest. Set to 0 for no accept experience reward.
- accept_reward_gold
- The amount of gold the user gains when accepting the quest. Set to 0 for no accept gold reward.
- accept_reward_obj
- The object, by object index, the user receives when accepting the quest. The accept_reward_objamount value must be set as > 0 for this to be used.
- accept_reward_obj
- The amount of object as defined in accept_reward_obj the user receives when accepting the quest. The accept_reward_obj value must be set as > 0 for this to be used.
- accept_reward_learnskill
- The skill the user learns upon accepting the quest. Value defined by SkID (Skill ID). Set to 0 to ignore.
- finish_req_obj
- The object, by object index, the user must have to successfully finish the quest. Set to 0 to ignore.
- finish_req_objamount
- The amount of the object defined in finish_req_obj the user must have to complete the quest. Only used if finish_req_obj is > 0.
- finish_req_killnpc
- The index of the NPC that must be killed to complete the quest. Set to 0 to ignore. finish_req_killnpcamount must be > 0 for this value to be used.
- finish_req_killnpcamount
- The amount of the NPC in finish_req_killnpc that must be killed. finish_req_killnpc must be > 0 for this value to be used.
- finish_reward_exp
- The amount of experience the user receives upon finishing the quest. Set to 0 for no experience reward.
- finish_reward_gold
- The amount of gold the user receives upon finishing the quest. Set to 0 for no gold reward.
- finish_reward_obj
- The object the user receives upon finishing the quest. Set to 0 for no object reward. finish_reward_objamount must be > 0 for this value to be used.
- finish_reward_objamount
- The amount of the reward object the user receives upon finishing a quest. finish_reward_obj must be > 0 for this value to be used.
- finish_reward_learnskill
- The skill the user learns upon finishing the quest, as defined by the SkID (Skill ID).




