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    copied!<p><a href="https://docs.google.com/fileview?id=0B1F8H42zGlhfMGM2NWYxMjAtODQ1Zi00YzYyLTg3OTEtMzE2MzRiZTI2YTdl&amp;hl=en" rel="nofollow noreferrer">Click here for scheme file</a></p> <p>I would recommend to use the following structure combined with my scheme:</p> <ul> <li><p>tiles saves the amount of tiles in general, each tile has ONE id, the size of a tile is hard-coded: 5*5 px for example.</p></li> <li><p>tiles_meta saves the name, and a short "tooltip" description. META is self-explainary ;)</p></li> <li><p>tiles_content_low contains a minority of the the tile. Here you should include the things a user will access many times, but keep it minimal.</p></li> <li><p>tiles_content_medium contains such things as "here item xy can be found with a chance of 12%". Create an addition "loot_table" with items. The "item_hash" is a hash of all item ids of the items which may drop.</p></li> <li><p>tiles_content_large is the biggest table. Here you store on which coordinate inside of the tile the player is located, where he looted item number 1234 etc.</p></li> </ul> <blockquote> <pre><code>table: tiles id table: tiles_meta id tile_id name desc table: tiles_content_low id tile_id owner_id go_id table: tiles_content_medium id tile_id mob_hash item_hash table: tiles_content_large id tile_id savegame </code></pre> </blockquote> <p>If you want to build a tile_set or "map" use JavaScript, do not generate a whole map on your server, just pass the tile date to the JavaScript. This will save much performance.</p>
 

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