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dcomicboy

1320db

Oct 3rd, 2018
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  1. nt_account
  2. -- ID: Player ID of the account.
  3. -- Username: Players Display Username in game
  4. -- email: obviously the email associated for like forgot password
  5. -- ethnicity: this isn't really needed. We can changed this to something else later
  6. -- birthyear: year they were born. Should have a clause, anyone under 13 can't play or something to stay legal with the In-App purchase laws now
  7. -- gender: simple male or female, not really needed
  8. -- activation_code: just to make sure they're human
  9. -- active: they proved they're human
  10. -- terms_accepted: they will follow the TOS
  11. -- level: player level in game for "how good" they are at the game based on wins/losses and general time of play
  12. -- type: I believe this is determined by the type of races they do the most
  13. -- class: what class they mainly race as. Like Level
  14. -- bracketET: This is the main Estimated Time a player seems to run
  15. -- balance: game money balance
  16. -- points: another currency we'll add later possibly
  17. -- email_notifications: if they want 1320 News letters and such emailed
  18. -- team_ID: what team they're on
  19.  
  20. nt_car_stock
  21. -- ID: Car's ID in game
  22. -- name: Name of the car in game
  23. -- price: Price in Game Cash for how much the car is
  24. -- Color: The default color the car starts out as
  25. -- local_image/remote_image: both images for the car in game with the flash file
  26. -- logo_local_image: the logo for the brand
  27. -- logo_remote_image: not entirely sure to be honest
  28. -- starter: if the player can select said car on account sign up to get it free
  29.  
  30. nt_car_stock_color
  31. -- id: paint ID color
  32. -- car_id: the ID the paint is associated with in nt_car_stock for the paint swatch selection in dealership or account creation
  33. -- color: the Hex color string for the color
  34.  
  35. nt_car_stock_performance
  36. -- id: ID for the standard performance
  37. -- car_id: Car ID associated with nt_car_stock for which car gets these stats
  38. -- engine: The name of the engine in the car, shows in game
  39. -- hp: the stock amount of Horsepower the car has
  40. -- torque: the stock amount of Torque the ar has
  41. -- redline: where the redline on the RPM gauge is
  42. -- revlimiter: where the car stops the RPM needle. can be after redline
  43. -- boost: Stock amount of PSI of boost if the car comes with a stock turbo/supercharger
  44. -- width/length/height/weight: the stock aspects of the car for aerodynamics
  45. -- gear_ratios: the stock gears for how the car shifts
  46. -- engine_demage_factor: (not sure if spelled wrong in game as well) how much damage the car has stock
  47. -- clutch_wear_factor: how much damage the clutch has stock
  48. -- tire_grip: the amount of tire grip the car has. Works on a Percentage scale. 0.01 is 1% grip, 1.0 is 100% grip. if you set it higher than 1.01, it'll always instantly grip kind of like traction control
  49. -- tire_radius: size of the wheel basically, does affect racing
  50.  
  51. nt_player_car
  52. -- id: standard ID of the car
  53. -- car_id: links to nt_car_stock to know which car to show in game
  54. -- account_id: links to nt_account to know which account the car is associated with
  55. -- car_number: in which order the car shows up in the garage. this can bug out if the cars aren't in a certain order. I think bryan fixed this, will ask him
  56. -- locked: if the car is locked due to selling it on Used Car Lot or lost/currently in a Pink Slip race
  57. -- selected: if its the main car you have selected at the moment
  58.  
  59. nt_player_car_condition
  60. -- id: standard id in the db
  61. -- player_car_id: associated with nt_player_car to know which car to associate with
  62. -- nitrous_remaining: how much NOS you have left if its installed. would be smart to recode this as -1 is no nos installed, 0-100 for empty vs full
  63. -- oil_life_remaining: if your car needs an oil change or not
  64. -- oil_type: If you want basic oil vs racing fluids
  65. -- engine_damage: if you have any damage to your cars components
  66. -- clutch_wear: if there's any damage to the clutch
  67.  
  68. nt_player_car_performance
  69. This is the "aftermarket" part of the db. When the cars been customized via the Part Shop, the values can change
  70. -- id: standard id in the db
  71. -- player_car_id: links to the nt_player_car to know which car to associate with
  72. -- tire_grip: how much tire grip the car has thanks to new/better tires
  73. -- hp: How much HP to display that the car has
  74. -- redline: what the redline of the car is
  75. -- revlimiter: what the rev limit of the car is, can be slightly higher than redline
  76. -- weight: Current weight of the car due to new parts
  77. -- engine_damage_factor: how quickly the engine can become damaged
  78. -- hp_increase: Based on percent again. Although 0 seems to give your car LESS power than stock, each car would have a different max hp increase to keep things fair
  79. -- boost_setting: What the boost is set to in the Boost Controller
  80. -- boost_increase: how much max boost the turbo/supercharger puts out. should be recoded like NOS above, -1 for no turbo (but doesn't impact power), 0-Whatever max is for if there is a turbo
  81. -- shift_light: If a shift light is installed, what RPM it turns on
  82. -- average_et: the average time it takes for the car to get down the track
  83. -- tire_radius: If you changed the wheels with part shop, this would be like "the size added or subtracted" from nt_car_stock_performance. Seems based on percent I think... 1 is the same size as nt_car_stock_performance, 0.75 would be a 25% smaller wheel, 1.25 would be a 25% larger wheel
  84. -- gear_ratios: Whatever the current gear ratios are. They save here if you modify them on the custom gear ratio screen
  85. -- nitrous_shot_size: this would be the NOS you install on the car, how big the bottles are
  86. -- boost_controller: if you have a boost controller on the car
  87. -- suspension_controller: will eventually replace with air/fuel controller, but controls ride height
  88. -- magic_gearbox: This allows you to do custom gear ratios
  89. -- supercharger: if you have a supercharger installed. 0 for false, 1 for true
  90. -- blowoffvalve: basically, if you have a turbo charger installed. 0 for false, 1 for true
  91.  
  92. EXAMPLE CAR in nt_player_car_performance
  93. Most of this is random numbers, but should work just fine based on this
  94. id: whatever it generated on its own
  95. player_car_id: whatever matches to the car in nt_player_car
  96. tire_grip: 0.88 (88% grip)
  97. hp: Whatever the Dyno Graph in garage says your hp is should display because of this variable when you first choose the car in garage
  98. redline: 8000 (random number)
  99. revlimiter: 8200 (has to be higher than the redline)
  100. weight: 3000
  101. engine_damage_factor: 0 (no car damage)
  102. clutch_wear_factor: 0 (no clutch damage)
  103. hp_increase: 1.0 (a fair bit of customizing, this adds more HP)
  104. boost_setting: 5 (so 5PSI of boost from the turbo with the boost controller)
  105. boost_increase: 10 (the max PSI the turbo can handle)
  106. shift_light: 7800 (flashes the light to shift at 7800 rpm's in the race)
  107. bracket_et: 9.5 (random number)
  108. average_et: 10.0 (random again)
  109. tire_radius 0.90 (customized with smaller wheels)
  110. gear_ratios: 3.136|1.702|1.220|0.860|0.659|0.530|3.999 (just some custom gears
  111. nitrous_shot_size: 100 (small amount of nos)
  112. boost_controller: 1 (true, you have it)
  113. suspension_controller: 1 (true, you have it)
  114. magic_gearbox: 1 (true, you have it)
  115. supercharger: 0 (false, don't have it)
  116. blowoffvalve: 1 (true, you have it)
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