MySQL field descriptions

From VbGORE Visual Basic Online RPG Engine

The following is the list of what all the columns are for in the vbGORE MySQL database under the appropriate table.

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.

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).

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.

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.

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.

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).
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