Difference between revisions of "Database:Spawns"

m (added pathing info)
m (example fishing)
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== Related tables ==
 
== Related tables ==
  
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=== spawn_ground ===
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Allows you to create ground spawns for use with harvesting and similar skills
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* spawn_id - the id of the spawn
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* number_harvests - how many harvests
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* num_attempts_per_harvest - how many times per harvest
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* groundspawn_entity_id - id of the groundspawn
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* collection_skill - skill used ('Unused','Mining','Gathering','Fishing','Trapping','Foresting')
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==== Example ====
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Where the spawn_id object is ID: 85
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<pre>
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insert into spawn_ground (spawn_id, number_harvests, num_attempts_per_harvest,groundspawn_entry_id, collection_skill) values (85, 5, 1, 1, 'Fishing');
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</pre>
 
=== spawn_loot ===
 
=== spawn_loot ===
  

Revision as of 13:28, 28 September 2009

About

Please fill more information in here as you find it

Table Breakdown

The following lists how fields function in the database

Generic Spawn Fields

Generic information like name, race, etc

  • name = The name of the spawn

Entity Command Fields

This allows you to tag an npc as a banker, a merchant and so forth. Run the query SELECT * FROM entity_commands to see commands set up on your server.

  • command_primary = The primary entity command of the NPC, see the entity_commands table for more information. EG: 9 may = bank
  • command_secondary = The secondary entity command of the NPC, see the entity_commands table for more information. EG: 9 may = bank

Merchant Fields

This allows you to configure the NPC as a merchant, note you should tag the entity command ie: frommerchant (see your entity_command table) or bank etc.

  • merchant_id = The merchant list id
  • merchant_type = (1 - no buy), (2 - no buy back), (3 - spells), (4 - crafting)

Pathing

NPC pathing can be achieved via SpawnScripts and LUA. See LUA:MovementLoopAddLocation for more information.

Related tables

spawn_ground

Allows you to create ground spawns for use with harvesting and similar skills

  • spawn_id - the id of the spawn
  • number_harvests - how many harvests
  • num_attempts_per_harvest - how many times per harvest
  • groundspawn_entity_id - id of the groundspawn
  • collection_skill - skill used ('Unused','Mining','Gathering','Fishing','Trapping','Foresting')

Example

Where the spawn_id object is ID: 85

insert into spawn_ground (spawn_id, number_harvests, num_attempts_per_harvest,groundspawn_entry_id, collection_skill) values (85, 5, 1, 1, 'Fishing');

spawn_loot

Provides a list of loot tables that a spawn id should drop

  • spawn_id = id of the spawn
  • loottable_id = id of the loot table

loottable

A list of loot tables, which acts as a parent to lootdrops

  • name = descriptive name of the loottable
  • mincoin = minimum amount of coin
  • maxcoin = maximum amount of coin
  • maxlootitems = maximum amount of items that should drop
  • lootdrop_probability = probability of the lootdrop occuring
  • coin_probability = probability of the coin occuring

lootdrop

Loot drops are members of loot tables and list items that drop

  • loot_table_id = id of the lootttable (see above)
  • item_id = the id of one of the items to appear in the lootdrop list
  • item_charges = number of charges on this item
  • equip_item = should the npc equip this item
  • probability = probability of this item dropping

merchants

Merchant lists list a selection of inventories that a merchant list will sell

  • merchant_id = the merchant_id for your table
  • inventory_id = the inventory the merchant list will show (see merchant_inventory)
  • description = the description of the merchant list

merchant_inventory

Merchant inventories allow you to configure the items for sale in a merchant list

  • inventory_id = the inventory_id to place the item in (see merchants/inventory_id)
  • item_id = the id of the item to sell
  • quantity = the amount of item to sell