------------------------------ -- 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) , hpbase decimal(4,1) , hpadd decimal(3,2) , hpmod decimal(3,2) , mpbase decimal(4,1) , mpadd decimal(3,2) , mpmod 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) , item_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) );