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- nt_account
- -- ID: Player ID of the account.
- -- Username: Players Display Username in game
- -- email: obviously the email associated for like forgot password
- -- ethnicity: this isn't really needed. We can changed this to something else later
- -- 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
- -- gender: simple male or female, not really needed
- -- activation_code: just to make sure they're human
- -- active: they proved they're human
- -- terms_accepted: they will follow the TOS
- -- level: player level in game for "how good" they are at the game based on wins/losses and general time of play
- -- type: I believe this is determined by the type of races they do the most
- -- class: what class they mainly race as. Like Level
- -- bracketET: This is the main Estimated Time a player seems to run
- -- balance: game money balance
- -- points: another currency we'll add later possibly
- -- email_notifications: if they want 1320 News letters and such emailed
- -- team_ID: what team they're on
- nt_car_stock
- -- ID: Car's ID in game
- -- name: Name of the car in game
- -- price: Price in Game Cash for how much the car is
- -- Color: The default color the car starts out as
- -- local_image/remote_image: both images for the car in game with the flash file
- -- logo_local_image: the logo for the brand
- -- logo_remote_image: not entirely sure to be honest
- -- starter: if the player can select said car on account sign up to get it free
- nt_car_stock_color
- -- id: paint ID color
- -- car_id: the ID the paint is associated with in nt_car_stock for the paint swatch selection in dealership or account creation
- -- color: the Hex color string for the color
- nt_car_stock_performance
- -- id: ID for the standard performance
- -- car_id: Car ID associated with nt_car_stock for which car gets these stats
- -- engine: The name of the engine in the car, shows in game
- -- hp: the stock amount of Horsepower the car has
- -- torque: the stock amount of Torque the ar has
- -- redline: where the redline on the RPM gauge is
- -- revlimiter: where the car stops the RPM needle. can be after redline
- -- boost: Stock amount of PSI of boost if the car comes with a stock turbo/supercharger
- -- width/length/height/weight: the stock aspects of the car for aerodynamics
- -- gear_ratios: the stock gears for how the car shifts
- -- engine_demage_factor: (not sure if spelled wrong in game as well) how much damage the car has stock
- -- clutch_wear_factor: how much damage the clutch has stock
- -- 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
- -- tire_radius: size of the wheel basically, does affect racing
- nt_player_car
- -- id: standard ID of the car
- -- car_id: links to nt_car_stock to know which car to show in game
- -- account_id: links to nt_account to know which account the car is associated with
- -- 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
- -- locked: if the car is locked due to selling it on Used Car Lot or lost/currently in a Pink Slip race
- -- selected: if its the main car you have selected at the moment
- nt_player_car_condition
- -- id: standard id in the db
- -- player_car_id: associated with nt_player_car to know which car to associate with
- -- 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
- -- oil_life_remaining: if your car needs an oil change or not
- -- oil_type: If you want basic oil vs racing fluids
- -- engine_damage: if you have any damage to your cars components
- -- clutch_wear: if there's any damage to the clutch
- nt_player_car_performance
- This is the "aftermarket" part of the db. When the cars been customized via the Part Shop, the values can change
- -- id: standard id in the db
- -- player_car_id: links to the nt_player_car to know which car to associate with
- -- tire_grip: how much tire grip the car has thanks to new/better tires
- -- hp: How much HP to display that the car has
- -- redline: what the redline of the car is
- -- revlimiter: what the rev limit of the car is, can be slightly higher than redline
- -- weight: Current weight of the car due to new parts
- -- engine_damage_factor: how quickly the engine can become damaged
- -- 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
- -- boost_setting: What the boost is set to in the Boost Controller
- -- 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
- -- shift_light: If a shift light is installed, what RPM it turns on
- -- average_et: the average time it takes for the car to get down the track
- -- 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
- -- gear_ratios: Whatever the current gear ratios are. They save here if you modify them on the custom gear ratio screen
- -- nitrous_shot_size: this would be the NOS you install on the car, how big the bottles are
- -- boost_controller: if you have a boost controller on the car
- -- suspension_controller: will eventually replace with air/fuel controller, but controls ride height
- -- magic_gearbox: This allows you to do custom gear ratios
- -- supercharger: if you have a supercharger installed. 0 for false, 1 for true
- -- blowoffvalve: basically, if you have a turbo charger installed. 0 for false, 1 for true
- EXAMPLE CAR in nt_player_car_performance
- Most of this is random numbers, but should work just fine based on this
- id: whatever it generated on its own
- player_car_id: whatever matches to the car in nt_player_car
- tire_grip: 0.88 (88% grip)
- 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
- redline: 8000 (random number)
- revlimiter: 8200 (has to be higher than the redline)
- weight: 3000
- engine_damage_factor: 0 (no car damage)
- clutch_wear_factor: 0 (no clutch damage)
- hp_increase: 1.0 (a fair bit of customizing, this adds more HP)
- boost_setting: 5 (so 5PSI of boost from the turbo with the boost controller)
- boost_increase: 10 (the max PSI the turbo can handle)
- shift_light: 7800 (flashes the light to shift at 7800 rpm's in the race)
- bracket_et: 9.5 (random number)
- average_et: 10.0 (random again)
- tire_radius 0.90 (customized with smaller wheels)
- gear_ratios: 3.136|1.702|1.220|0.860|0.659|0.530|3.999 (just some custom gears
- nitrous_shot_size: 100 (small amount of nos)
- boost_controller: 1 (true, you have it)
- suspension_controller: 1 (true, you have it)
- magic_gearbox: 1 (true, you have it)
- supercharger: 0 (false, don't have it)
- blowoffvalve: 1 (true, you have it)
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