Hey there, first off, wasn't sure if this was the right place, but I couldn't think of a better one, so yea...
Basically, I am wondering what you guys think would be required to store in online databases in order to create fun && functional online systems within rpg maker.
Example:
In order to have a database of Registered Users,so people have to physically log in to your game, one would be required to have a database to store a minimum of:
-> UserID, UserName, Password, LastLoginDate, Email?,
In order to make that database actually effective within an rpg maker game, so that your actor data was stored in another database you would probably need the following:
-> CharID, UserID, ActorName, FaceName, Charname, Gold, Inventory, Steps, Map Pos, lv, Exp, Hp, Mp, equip, skills, GuildID,
Then, what if you want other systems?
What are the things one would need to store on the databases?
Like, you could have everything stored within online databases...
Anyway, here are the databases I can think of along with some information each database would have to hold - obviously all databases would have to be read and the data sorted, but thats not really the point of this discussion....
#===============================================================================# -> Registered Users: [ REQUIRED ]#====================## --> Unique User ID,# --> Username,# --> Password,# --> Date Created,# --> Last Login Date,# --> Registered Email,# --> Warnings,# --> Ban Flag,# --> Unban Date,# --> Party ID's,##===============## -> User Partys: [ REQUIRED ]#===============## --> Unique Party ID,# --> Playtime,# --> Gold,# --> Steps,# --> Map ID && Pos && Direction,# --> Array Of Members (Unique Char ID's),# --> Unique InvSet ID,# --> Unique VarSet ID,# --> Unique SwiSet ID,# --> Unique Friendlist ID, < [ ADDITIONAL ]# --> GuildID, < [ ADDITIONAL ]##===============## -> Party Chars: [ REQUIRED ]#===============## --> Unique Char ID,# --> ActorID(rpgacedatabase),# --> ActorName,# --> ActorNickname,# --> FaceName&&Index,# --> Charname&&Index,# --> Class ID,# --> Level && Exp,# --> Hp,# --> Mp,# --> Equip (array of weapon/armor ID's),# --> Skills (array of skill ID's),# --> Description,##=================## -> Inventory Set: [ REQUIRED ]#=================## --> Unique InventoryID,# --> Items (array of item ID's),# --> Weapons (array of weapon ID's),# --> Armors (array of armor ID's),##================## -> Variable Set: [ REQUIRED ]#================## --> Unique Variable Set ID,# --> Variables, (array of values (max size - 999. rpgacedatabase limit)##==============## -> Switch Set: [ REQUIRED ]#==============## --> Unique Switch Set ID,# --> Switches, (array of values (max size - 999. rpgacedatabase limit)##===============================================================================# FriendLists: [ ADDITIONAL ]#============## --> Unique List ID,# --> Array of friend's CharID's.##==============## Guild/Faction: [ ADDITIONAL ]#==============## -> GuildID, UserID(leader), GuildName, Lv, Members, IconID,# --> Unique Guild ID,# --> Guild Name,# --> Guild Level,# --> Guild Members,# --> Guild Icon,# --> Guild Slogan,##=====## Mail: [ ADDITIONAL ]#=====## --> Mail ID? (not really required I think),# --> To (Unique Char ID),# --> From (Unique Char ID),# --> Subject,# --> Send Date,# --> Read Flag,# --> Expire Date,# --> Message,# --> Item,# --> Gold,##======## Shops: [ ADDITIONAL ]#======## --> Shop ID,# --> Owner (Unique Char/Guild ID),# --> For Sale Flag && Price,# --> Items For Sale && Prices,# --> Items Wanted && Offer Prices,##========## Economy: [ ADDITIONAL ]#========## (each item in game is 'manufactured' by a 'company', each time items are sold# in game the 'stock price' of 'company' changes.)# --> Unique Company ID,# --> CompanyLogo ID(Icon ID),# --> Stock Price,# --> Items Manufactured (array of ID's),# --> Weapons Manufactured (array of ID's),# --> Armors Manufactured (array of ID's),# --> Owner Name (?????),##===============================================================================# Excluded:#=========## --> Events self switch information,# --> ,##===============================================================================# Patching:#=========## Patching system can update Items, Weapons, Armors, Maps, Events, Animations,# Enemies && Troops, Additional User Scripts/settings (quests whatever) etc..##===============================================================================So yea, is there anything else that would need stored on external servers for 'average' online features to be brought to ace ?
Thoughts?
Basically, I am wondering what you guys think would be required to store in online databases in order to create fun && functional online systems within rpg maker.
Example:
In order to have a database of Registered Users,so people have to physically log in to your game, one would be required to have a database to store a minimum of:
-> UserID, UserName, Password, LastLoginDate, Email?,
In order to make that database actually effective within an rpg maker game, so that your actor data was stored in another database you would probably need the following:
-> CharID, UserID, ActorName, FaceName, Charname, Gold, Inventory, Steps, Map Pos, lv, Exp, Hp, Mp, equip, skills, GuildID,
Then, what if you want other systems?
What are the things one would need to store on the databases?
Like, you could have everything stored within online databases...
Anyway, here are the databases I can think of along with some information each database would have to hold - obviously all databases would have to be read and the data sorted, but thats not really the point of this discussion....
#===============================================================================# -> Registered Users: [ REQUIRED ]#====================## --> Unique User ID,# --> Username,# --> Password,# --> Date Created,# --> Last Login Date,# --> Registered Email,# --> Warnings,# --> Ban Flag,# --> Unban Date,# --> Party ID's,##===============## -> User Partys: [ REQUIRED ]#===============## --> Unique Party ID,# --> Playtime,# --> Gold,# --> Steps,# --> Map ID && Pos && Direction,# --> Array Of Members (Unique Char ID's),# --> Unique InvSet ID,# --> Unique VarSet ID,# --> Unique SwiSet ID,# --> Unique Friendlist ID, < [ ADDITIONAL ]# --> GuildID, < [ ADDITIONAL ]##===============## -> Party Chars: [ REQUIRED ]#===============## --> Unique Char ID,# --> ActorID(rpgacedatabase),# --> ActorName,# --> ActorNickname,# --> FaceName&&Index,# --> Charname&&Index,# --> Class ID,# --> Level && Exp,# --> Hp,# --> Mp,# --> Equip (array of weapon/armor ID's),# --> Skills (array of skill ID's),# --> Description,##=================## -> Inventory Set: [ REQUIRED ]#=================## --> Unique InventoryID,# --> Items (array of item ID's),# --> Weapons (array of weapon ID's),# --> Armors (array of armor ID's),##================## -> Variable Set: [ REQUIRED ]#================## --> Unique Variable Set ID,# --> Variables, (array of values (max size - 999. rpgacedatabase limit)##==============## -> Switch Set: [ REQUIRED ]#==============## --> Unique Switch Set ID,# --> Switches, (array of values (max size - 999. rpgacedatabase limit)##===============================================================================# FriendLists: [ ADDITIONAL ]#============## --> Unique List ID,# --> Array of friend's CharID's.##==============## Guild/Faction: [ ADDITIONAL ]#==============## -> GuildID, UserID(leader), GuildName, Lv, Members, IconID,# --> Unique Guild ID,# --> Guild Name,# --> Guild Level,# --> Guild Members,# --> Guild Icon,# --> Guild Slogan,##=====## Mail: [ ADDITIONAL ]#=====## --> Mail ID? (not really required I think),# --> To (Unique Char ID),# --> From (Unique Char ID),# --> Subject,# --> Send Date,# --> Read Flag,# --> Expire Date,# --> Message,# --> Item,# --> Gold,##======## Shops: [ ADDITIONAL ]#======## --> Shop ID,# --> Owner (Unique Char/Guild ID),# --> For Sale Flag && Price,# --> Items For Sale && Prices,# --> Items Wanted && Offer Prices,##========## Economy: [ ADDITIONAL ]#========## (each item in game is 'manufactured' by a 'company', each time items are sold# in game the 'stock price' of 'company' changes.)# --> Unique Company ID,# --> CompanyLogo ID(Icon ID),# --> Stock Price,# --> Items Manufactured (array of ID's),# --> Weapons Manufactured (array of ID's),# --> Armors Manufactured (array of ID's),# --> Owner Name (?????),##===============================================================================# Excluded:#=========## --> Events self switch information,# --> ,##===============================================================================# Patching:#=========## Patching system can update Items, Weapons, Armors, Maps, Events, Animations,# Enemies && Troops, Additional User Scripts/settings (quests whatever) etc..##===============================================================================So yea, is there anything else that would need stored on external servers for 'average' online features to be brought to ace ?
Thoughts?
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