# Movement database tables. # Defines all available character states and motions. # List of character modes and their properties. normal, run, combat, swim, etc. CREATE TABLE `movement_modes` ( `id` int(11) NOT NULL, `name` varchar(100) NOT NULL default '', `move_mod_x` float NOT NULL default '1.0' COMMENT 'x-direction motion multiplier' , `move_mod_y` float NOT NULL default '1.0' COMMENT 'y-direction motion multiplier' , `move_mod_z` float NOT NULL default '1.0' COMMENT 'z-direction motion multiplier' , `rotate_mod_x` float NOT NULL default '1.0' COMMENT 'x-axis rotation multiplier' , `rotate_mod_y` float NOT NULL default '1.0' COMMENT 'y-axis rotation multiplier' , `rotate_mod_z` float NOT NULL default '1.0' COMMENT 'z-axis rotation multiplier' , `idle_animation` varchar(100) NOT NULL default '' COMMENT 'animation when not moving' , PRIMARY KEY (`id`) ); # List of base movement types and their properties. forward, backwards, jump, etc. CREATE TABLE `movement_types` ( `id` int(11) NOT NULL, `name` varchar(100) NOT NULL default '', `base_move_x` float NOT NULL default '0' COMMENT 'x-direction motion' , `base_move_y` float NOT NULL default '0' COMMENT 'y-direction motion' , `base_move_z` float NOT NULL default '0' COMMENT 'z-direction motion' , `base_rotate_x` float NOT NULL default '0' COMMENT 'x-axis rotation' , `base_rotate_y` float NOT NULL default '0' COMMENT 'y-axis rotation' , `base_rotate_z` float NOT NULL default '0' COMMENT 'z-axis rotation' , PRIMARY KEY (`id`) ); # Relative to the character, +z is backwards, +x is left, and +y is up. # Both lists must be continuous starting at ID 0. # Modes (default must be first) # name x y z xr yr zr animation INSERT INTO `movement_modes` VALUES (0, 'normal', 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 'stand' ); INSERT INTO `movement_modes` VALUES (1, 'run', 1.2, 1.8, 2.0, 1.0, 1.5, 1.0, 'stand' ); INSERT INTO `movement_modes` VALUES (2, 'sit', 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 'sit idle' ); INSERT INTO `movement_modes` VALUES (3, 'dead', 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 'death' ); INSERT INTO `movement_modes` VALUES (4, 'combat', 0.8, 0.8, 0.8, 1.0, 1.0, 1.0, 'combat stand' ); INSERT INTO `movement_modes` VALUES (5, 'work', 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 'craft' ); INSERT INTO `movement_modes` VALUES (6, 'sneak', 0.4, 0.4, 0.4, 0.8, 0.8, 0.8, 'stand' ); # Motions # name x y z xr yr zr INSERT INTO `movement_types` VALUES (0, 'none', 0.0, 0.0, 0.0, 0.0, 0.0, 0.0); INSERT INTO `movement_types` VALUES (1, 'forward', 0.0, 0.0, -3.0, 0.0, 0.0, 0.0); INSERT INTO `movement_types` VALUES (2, 'backward', 0.0, 0.0, +3.0, 0.0, 0.0, 0.0); INSERT INTO `movement_types` VALUES (3, 'rotate left', 0.0, 0.0, 0.0, 0.0, +1.5, 0.0); INSERT INTO `movement_types` VALUES (4, 'rotate right', 0.0, 0.0, 0.0, 0.0, -1.5, 0.0); INSERT INTO `movement_types` VALUES (5, 'strafe left', +0.4, 0.0, 0.0, 0.0, 0.0, 0.0); INSERT INTO `movement_types` VALUES (6, 'strafe right', -0.4, 0.0, 0.0, 0.0, 0.0, 0.0); INSERT INTO `movement_types` VALUES (7, 'jump', 0.0, +3.0, 0.0, 0.0, 0.0, 0.0);