rendered paste body------------------------------
-- Table structure for accounts
------------------------------
CREATE TABLE accounts (
login varchar(45) ,
password varchar(45) ,
lastactive decimal(20) ,
access_level decimal(11) ,
PRIMARY KEY (login)
);
------------------------------
-- Table structure for armor
------------------------------
CREATE TABLE armor (
item_id int(11) ,
name varchar(70) ,
bodypart varchar(15) ,
crystallizable varchar(5) ,
armor_type varchar(5) ,
weight int(5) ,
material varchar(15) ,
crystal_type varchar(4) ,
avoid_modify int(1) ,
durability int(3) ,
p_def int(3) ,
m_def int(2) ,
mp_bonus int(3) ,
price int(11) ,
crystal_count int(4) ,
sellable varchar(5) ,
PRIMARY KEY (item_id)
);
------------------------------
-- Table structure for char_templates
------------------------------
CREATE TABLE char_templates (
ClassId int(11) ,
ClassName varchar(20) ,
RaceId int(1) ,
STR int(2) ,
CON int(2) ,
DEX int(2) ,
_INT int(2) ,
WIT int(2) ,
MEN int(2) ,
P_ATK int(3) ,
P_DEF int(3) ,
M_ATK int(3) ,
M_DEF int(2) ,
P_SPD int(3) ,
M_SPD int(3) ,
ACC int(3) ,
CRITICAL int(3) ,
EVASION int(3) ,
MOVE_SPD int(3) ,
_LOAD int(11) ,
x int(9) ,
y int(9) ,
z int(9) ,
canCraft int(1) ,
M_UNK1 decimal(4,2) ,
M_UNK2 decimal(8,6) ,
M_COL_R decimal(3,1) ,
M_COL_H decimal(4,1) ,
F_UNK1 decimal(4,2) ,
F_UNK2 decimal(8,6) ,
F_COL_R decimal(3,1) ,
F_COL_H decimal(4,1) ,
items1 int(4) ,
items2 int(4) ,
items3 int(4) ,
items4 int(4) ,
items5 int(10) ,
PRIMARY KEY (ClassId)
);
------------------------------
-- Table structure for character_macroses
------------------------------
CREATE TABLE character_macroses (
char_obj_id decimal(11) ,
id decimal(11) ,
icon decimal(3) ,
name varchar(20) ,
descr varchar(80) ,
acronym varchar(4) ,
commands varchar(255) ,
PRIMARY KEY (char_obj_id,id)
);
------------------------------
-- Table structure for character_quests
------------------------------
CREATE TABLE character_quests (
char_id int(11) ,
name varchar(20) ,
var varchar(20) ,
value varchar(255) ,
PRIMARY KEY (char_id,name,var)
);
------------------------------
-- Table structure for character_recipebook
------------------------------
CREATE TABLE character_recipebook (
char_id decimal(11) ,
id decimal(11) ,
PRIMARY KEY (id,char_id)
);
------------------------------
-- Table structure for character_shortcuts
------------------------------
CREATE TABLE character_shortcuts (
char_obj_id decimal(11) ,
slot decimal(3) ,
page decimal(3) ,
type decimal(3) ,
shortcut_id decimal(16) ,
level varchar(4) ,
unknown decimal(3) ,
PRIMARY KEY (char_obj_id,slot,page)
);
------------------------------
-- Table structure for character_skills
------------------------------
CREATE TABLE character_skills (
char_obj_id decimal(11) ,
skill_id decimal(3) ,
skill_level varchar(5) ,
skill_name varchar(24) ,
PRIMARY KEY (char_obj_id,skill_id)
);
------------------------------
-- Table structure for characters
------------------------------
CREATE TABLE characters (
account_name varchar(13) ,
obj_Id decimal(11) ,
char_name varchar(35) ,
level decimal(11) ,
maxHp decimal(11) ,
curHp decimal(18) ,
maxMp decimal(11) ,
curMp decimal(18) ,
acc decimal(11) ,
crit decimal(10) ,
evasion decimal(11) ,
mAtk decimal(11) ,
mDef decimal(11) ,
mSpd decimal(11) ,
pAtk decimal(11) ,
pDef decimal(11) ,
pSpd decimal(11) ,
runSpd decimal(11) ,
walkSpd decimal(11) ,
str decimal(11) ,
con decimal(11) ,
dex decimal(11) ,
_int decimal(11) ,
men decimal(11) ,
wit decimal(11) ,
face decimal(11) ,
hairStyle decimal(11) ,
hairColor decimal(11) ,
sex decimal(11) ,
heading decimal(11) ,
x decimal(11) ,
y decimal(11) ,
z decimal(11) ,
movement_multiplier decimal(9,8) ,
attack_speed_multiplier decimal(10,9) ,
colRad decimal(10,9) ,
colHeight decimal(10,9) ,
exp decimal(11) ,
sp decimal(11) ,
karma decimal(11) ,
pvpkills decimal(11) ,
pkkills decimal(11) ,
clanid decimal(11) ,
maxload decimal(11) ,
race decimal(11) ,
classid decimal(11) ,
deletetime decimal(11) ,
cancraft decimal(11) ,
title varchar(15) ,
allyId decimal(11) ,
rec_have int(3) ,
rec_left int(3) ,
accesslevel decimal(4) ,
online decimal(1) ,
char_slot decimal(1) ,
PRIMARY KEY (obj_Id)
);
------------------------------
-- Table structure for clan_data
------------------------------
CREATE TABLE clan_data (
clan_id decimal(11) ,
clan_name varchar(45) ,
clan_level decimal(1) ,
hasCastle decimal(1) ,
hasHideout decimal(1) ,
ally_id decimal(9) ,
ally_name varchar(45) ,
leader_id decimal(11) ,
PRIMARY KEY (clan_id)
);
------------------------------
-- Table structure for class_list
------------------------------
CREATE TABLE class_list (
class_name varchar(19) ,
id int(10) ,
parent_id int(11) ,
PRIMARY KEY (id)
);
------------------------------
-- Table structure for droplist
------------------------------
CREATE TABLE droplist (
mobId int(5) ,
itemId int(4) ,
min int(5) ,
max int(5) ,
sweep int(1) ,
chance int(7) ,
PRIMARY KEY (mobId,itemId)
);
------------------------------
-- Table structure for etcitem
------------------------------
CREATE TABLE etcitem (
item_id decimal(11) ,
name varchar(38) ,
crystallizable varchar(5) ,
item_type varchar(12) ,
weight decimal(4) ,
consume_type varchar(9) ,
material varchar(11) ,
crystal_type varchar(4) ,
durability decimal(3) ,
price decimal(11) ,
crystal_count int(4) ,
sellable varchar(5) ,
PRIMARY KEY (item_id)
);
------------------------------
-- Table structure for henna
------------------------------
CREATE TABLE henna (
symbol_id int(11) ,
symbol_name varchar(45) ,
dye_id int(11) ,
dye_amount int(11) ,
price int(11) ,
stat_INT decimal(11) ,
stat_STR decimal(11) ,
stat_CON decimal(11) ,
stat_MEM decimal(11) ,
stat_DEX decimal(11) ,
stat_WIT decimal(11) ,
PRIMARY KEY (symbol_id)
);
------------------------------
-- Table structure for henna_trees
------------------------------
CREATE TABLE henna_trees (
class_id decimal(10) ,
symbol_id decimal(10) ,
PRIMARY KEY (class_id)
);
------------------------------
-- Table structure for items
------------------------------
CREATE TABLE items (
owner_id decimal(10) , -- object id of the player or clan, owner of this item
object_id decimal(11) , -- object id of the item
item_id decimal(6) , -- item id
count decimal(10) ,
enchant_level decimal(2) ,
loc varchar(10) , -- inventory, paperdoll, npc, clan warehouse, pet, and so on
loc_data decimal(10) , -- depending on location: equiped slot, npc id, pet id, etc
price_sell decimal(10) ,
price_buy decimal(10) ,
PRIMARY KEY (object_id)
);
------------------------------
-- Table structure for lvlupgain
------------------------------
CREATE TABLE lvlupgain (
classid int(3) ,
defaulthpbase decimal(4,1) ,
defaulthpadd decimal(3,2) ,
defaulthpmod decimal(3,2) ,
defaultmpbase decimal(4,1) ,
defaultmpadd decimal(3,2) ,
defaultmpmod decimal(3,2) ,
class_lvl int(3) ,
PRIMARY KEY (classid)
);
------------------------------
-- Table structure for mapregion
------------------------------
CREATE TABLE mapregion (
region int(11) ,
sec0 int(2) ,
sec1 int(2) ,
sec2 int(2) ,
sec3 int(2) ,
sec4 int(2) ,
sec5 int(2) ,
sec6 int(2) ,
sec7 int(2) ,
sec8 int(2) ,
sec9 int(2) ,
PRIMARY KEY (region)
);
------------------------------
-- Table structure for merchant_areas_list
------------------------------
CREATE TABLE merchant_areas_list (
merchant_area_id int(10) ,
merchant_area_name varchar(25) ,
tax decimal(3,2) ,
Chaotic int(11) ,
PRIMARY KEY (merchant_area_id)
);
------------------------------
-- Table structure for merchant_buylists
------------------------------
CREATE TABLE merchant_buylists (
item_id decimal(9) ,
price decimal(11) ,
shop_id decimal(9) ,
`order` decimal(4) ,
PRIMARY KEY (item_id,shop_id)
);
------------------------------
-- Table structure for merchant_lease
------------------------------
CREATE TABLE merchant_lease (
merchant_id int(11) ,
player_id int(11) ,
bid int(11) ,
type int(11) ,
player_name varchar(35) ,
PRIMARY KEY (merchant_id,player_id,type)
);
------------------------------
-- Table structure for merchant_lease_items
------------------------------
CREATE TABLE merchant_lease_items (
merchant_id int(11) ,
player_id int(11) ,
object_id int(11) ,
item_id int(11) ,
count int(11) ,
sell int(11) ,
buy int(11) ,
max int(11) ,
PRIMARY KEY (merchant_id,player_id,object_id)
);
------------------------------
-- Table structure for merchant_shopids
------------------------------
CREATE TABLE merchant_shopids (
shop_id decimal(9) ,
npc_id varchar(9) ,
PRIMARY KEY (shop_id)
);
------------------------------
-- Table structure for merchants
------------------------------
CREATE TABLE merchants (
npc_id int(11) ,
merchant_area_id int(4) ,
PRIMARY KEY (npc_id)
);
------------------------------
-- Table structure for npc
------------------------------
CREATE TABLE npc (
id decimal(11) ,
name varchar(40) ,
class varchar(40) ,
collision_radius decimal(5,2) ,
collision_height decimal(5,2) ,
level decimal(2) ,
sex varchar(6) ,
type varchar(20) ,
attackrange decimal(3) ,
hp decimal(7) ,
mp decimal(4) ,
exp decimal(6) ,
sp decimal(6) ,
patk decimal(5) ,
pdef decimal(3) ,
matk decimal(5) ,
mdef decimal(3) ,
atkspd decimal(3) ,
aggro decimal(6) ,
matkspd decimal(3) ,
rhand decimal(4) ,
lhand decimal(3) ,
armor decimal(1) ,
walkspd decimal(3) ,
runspd decimal(3) ,
PRIMARY KEY (id)
);
------------------------------
-- Table structure for npcskills
------------------------------
CREATE TABLE npcskills (
npcid int(11) ,
skillid int(11) ,
level int(11) ,
PRIMARY KEY (npcid,skillid,level)
);
------------------------------
-- Table structure for pets
------------------------------
CREATE TABLE pets (
item_obj_id decimal(11) ,
objId decimal(11) ,
name varchar(12) ,
level decimal(11) ,
maxHp decimal(11) ,
curHp decimal(18) ,
maxMp decimal(11) ,
curMp decimal(18) ,
acc decimal(11) ,
crit decimal(11) ,
evasion decimal(11) ,
mAtk decimal(11) ,
mDef decimal(11) ,
mSpd decimal(11) ,
pAtk decimal(11) ,
pDef decimal(11) ,
pSpd decimal(11) ,
str decimal(11) ,
con decimal(11) ,
dex decimal(11) ,
_int decimal(11) ,
men decimal(11) ,
wit decimal(11) ,
exp decimal(11) ,
sp decimal(11) ,
karma decimal(11) ,
pkkills decimal(11) ,
maxload decimal(11) ,
fed decimal(11) ,
max_fed decimal(11) ,
PRIMARY KEY (item_obj_id)
);
------------------------------
-- Table structure for skill_learn
------------------------------
CREATE TABLE skill_learn (
npc_id int(11) ,
class_id int(11) ,
PRIMARY KEY (npc_id,class_id)
);
------------------------------
-- Table structure for skill_spellbooks
------------------------------
CREATE TABLE skill_spellbooks (
skill_id int(11),
item_id int(11),
KEY skill_id (skill_id,item_id)
);
------------------------------
-- Table structure for skill_trees
------------------------------
CREATE TABLE skill_trees (
class_id int(10) ,
skill_id int(10) ,
level int(10) ,
name varchar(25) ,
sp int(10) ,
min_level int(10) ,
PRIMARY KEY (class_id,skill_id,level)
);
------------------------------
-- Table structure for spawnlist
------------------------------
CREATE TABLE spawnlist (
id int(11) ,
location varchar(19) ,
count int(9) ,
npc_templateid int(9) ,
locx int(9) ,
locy int(9) ,
locz int(9) ,
randomx int(9) ,
randomy int(9) ,
heading int(9) ,
respawn_delay int(9) ,
PRIMARY KEY (id)
);
------------------------------
-- Table structure for teleport
------------------------------
CREATE TABLE teleport (
Description varchar(75) ,
id decimal(11) ,
loc_x decimal(9) ,
loc_y decimal(9) ,
loc_z decimal(9) ,
price decimal(5) ,
PRIMARY KEY (id)
);
------------------------------
-- Table structure for weapon
------------------------------
CREATE TABLE weapon (
item_id decimal(11) ,
name varchar(39) ,
bodypart varchar(6) ,
crystallizable varchar(5) ,
weight decimal(4) ,
soulshots decimal(2) ,
spiritshots decimal(1) ,
material varchar(11) ,
crystal_type varchar(4) ,
p_dam decimal(5) ,
rnd_dam decimal(2) ,
weaponType varchar(8) ,
critical decimal(2) ,
hit_modify decimal(6,5) ,
avoid_modify decimal(2) ,
shield_def decimal(3) ,
shield_def_rate decimal(2) ,
atk_speed decimal(3) ,
mp_consume decimal(2) ,
m_dam decimal(3) ,
durability decimal(3) ,
price decimal(11) ,
crystal_count int(4) ,
sellable varchar(5) ,
PRIMARY KEY (item_id)
);