NexusDashboard/app/cdclient.py
2022-07-14 08:31:31 -05:00

7496 lines
135 KiB
Python

from app import db
from sqlalchemy.dialects import sqlite
from sqlalchemy_utils import generic_relationship
import enum
class AICombatRoles(db.Model):
__tablename__ = 'AICombatRoles'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
preferredRole = db.Column(
sqlite.INTEGER(),
nullable=False
)
specifiedMinRangeNOUSE = db.Column(
sqlite.FLOAT(),
nullable=True
)
specifiedMaxRangeNOUSE = db.Column(
sqlite.FLOAT(),
nullable=True
)
specificMinRange = db.Column(
sqlite.FLOAT(),
nullable=True
)
specificMaxRange = db.Column(
sqlite.FLOAT(),
nullable=True
)
class AccessoryDefaultLoc(db.Model):
__tablename__ = 'AccessoryDefaultLoc'
__bind_key__ = 'cdclient'
GroupID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
Description = db.Column(
sqlite.TEXT(),
nullable=False
)
Pos_X = db.Column(
sqlite.FLOAT(),
nullable=False
)
Pos_Y = db.Column(
sqlite.FLOAT(),
nullable=False
)
Pos_Z = db.Column(
sqlite.FLOAT(),
nullable=False
)
Rot_X = db.Column(
sqlite.FLOAT(),
nullable=False
)
Rot_Y = db.Column(
sqlite.FLOAT(),
nullable=False
)
Rot_Z = db.Column(
sqlite.FLOAT(),
nullable=False
)
class Activities(db.Model):
__tablename__ = 'Activities'
__bind_key__ = 'cdclient'
ActivityID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
locStatus = db.Column(
sqlite.INTEGER(),
nullable=False
)
instanceMapID = db.Column(
sqlite.INTEGER(),
nullable=True
)
minTeams = db.Column(
sqlite.INTEGER(),
nullable=True
)
maxTeams = db.Column(
sqlite.INTEGER(),
nullable=True
)
minTeamSize = db.Column(
sqlite.INTEGER(),
nullable=True
)
maxTeamSize = db.Column(
sqlite.INTEGER(),
nullable=True
)
waitTime = db.Column(
sqlite.INTEGER(),
nullable=True
)
startDelay = db.Column(
sqlite.INTEGER(),
nullable=True
)
requiresUniqueData = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
leaderboardType = db.Column(
sqlite.INTEGER(),
nullable=True
)
localize = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
optionalCostLOT = db.Column(
sqlite.INTEGER(),
nullable=True
)
optionalCostCount = db.Column(
sqlite.INTEGER(),
nullable=True
)
showUIRewards = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
CommunityActivityFlagID = db.Column(
sqlite.INTEGER(),
nullable=True
)
gate_version = db.Column(
sqlite.TEXT(),
db.ForeignKey("FeatureGating.featureName"),
nullable=True
)
noTeamLootOnDeath = db.Column(
sqlite.BOOLEAN(),
nullable=True
)
optionalPercentage = db.Column(
sqlite.FLOAT(),
nullable=True
)
class ActivityRewards(db.Model):
__tablename__ = 'ActivityRewards'
__bind_key__ = 'cdclient'
objectTemplate = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
ActivityRewardIndex = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
activityRating = db.Column(
sqlite.INTEGER(),
nullable=False
)
LootMatrixIndex = db.Column(
sqlite.INTEGER(),
nullable=True
)
CurrencyIndex = db.Column(
sqlite.INTEGER(),
nullable=True
)
ChallengeRating = db.Column(
sqlite.INTEGER(),
nullable=False
)
description = db.Column(
sqlite.TEXT(),
nullable=False
)
class ActivityText(db.Model):
__tablename__ = 'ActivityText'
__bind_key__ = 'cdclient'
activityID = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Activities.ActivityID"),
nullable=False,
primary_key=True,
)
activity = db.relationship(
'Activities',
backref="ActivityText"
)
type = db.Column(
sqlite.TEXT(),
nullable=False,
primary_key=True
)
localize = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
locStatus = db.Column(
sqlite.INTEGER(),
nullable=False
)
gate_version = db.Column(
sqlite.TEXT(),
db.ForeignKey("FeatureGating.featureName"),
nullable=True
)
class AnimationIndex(db.Model):
__tablename__ = 'AnimationIndex'
__bind_key__ = 'cdclient'
animationGroupID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
description = db.Column(
sqlite.TEXT(),
nullable=False
)
groupType = db.Column(
sqlite.TEXT(),
nullable=True
)
class Animations(db.Model):
__tablename__ = 'Animations'
__bind_key__ = 'cdclient'
animationGroupID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
animation_type = db.Column(
sqlite.TEXT(),
nullable=False,
primary_key=True
)
animation_name = db.Column(
sqlite.TEXT(),
nullable=False
)
chance_to_play = db.Column(
sqlite.FLOAT(),
nullable=False
)
min_loops = db.Column(
sqlite.INTEGER(),
nullable=False
)
max_loops = db.Column(
sqlite.INTEGER(),
nullable=False
)
animation_length = db.Column(
sqlite.FLOAT(),
nullable=False
)
hideEquip = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
ignoreUpperBody = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
restartable = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
face_animation_name = db.Column(
sqlite.TEXT(),
nullable=True
)
priority = db.Column(
sqlite.FLOAT(),
nullable=True
)
blendTime = db.Column(
sqlite.FLOAT(),
nullable=True
)
class BaseCombatAIComponent(db.Model):
__tablename__ = 'BaseCombatAIComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
behaviorType = db.Column(
sqlite.INTEGER(),
nullable=False
)
combatRoundLength = db.Column(
sqlite.FLOAT(),
nullable=False
)
combatRole = db.Column(
sqlite.INTEGER(),
nullable=False
)
minRoundLength = db.Column(
sqlite.FLOAT(),
nullable=False
)
maxRoundLength = db.Column(
sqlite.FLOAT(),
nullable=False
)
tetherSpeed = db.Column(
sqlite.FLOAT(),
nullable=False
)
pursuitSpeed = db.Column(
sqlite.FLOAT(),
nullable=False
)
combatStartDelay = db.Column(
sqlite.FLOAT(),
nullable=True
)
softTetherRadius = db.Column(
sqlite.FLOAT(),
nullable=False
)
hardTetherRadius = db.Column(
sqlite.FLOAT(),
nullable=False
)
spawnTimer = db.Column(
sqlite.FLOAT(),
nullable=True
)
tetherEffectID = db.Column(
sqlite.INTEGER(),
nullable=True
)
ignoreMediator = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
aggroRadius = db.Column(
sqlite.FLOAT(),
nullable=True
)
ignoreStatReset = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
ignoreParent = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
class BehaviorEffect(db.Model):
__tablename__ = 'BehaviorEffect'
__bind_key__ = 'cdclient'
effectID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
effectType = db.Column(
sqlite.TEXT(),
nullable=False,
primary_key=True
)
effectName = db.Column(
sqlite.TEXT(),
nullable=True
)
trailID = db.Column(
sqlite.INTEGER(),
nullable=True
)
pcreateDuration = db.Column(
sqlite.FLOAT(),
nullable=True
)
animationName = db.Column(
sqlite.TEXT(),
nullable=True
)
attachToObject = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
boneName = db.Column(
sqlite.TEXT(),
nullable=True
)
useSecondary = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
cameraEffectType = db.Column(
sqlite.INTEGER(),
nullable=True
)
cameraDuration = db.Column(
sqlite.FLOAT(),
nullable=True
)
cameraFrequency = db.Column(
sqlite.FLOAT(),
nullable=True
)
cameraXAmp = db.Column(
sqlite.FLOAT(),
nullable=True
)
cameraYAmp = db.Column(
sqlite.FLOAT(),
nullable=True
)
cameraZAmp = db.Column(
sqlite.FLOAT(),
nullable=True
)
cameraRotFrequency = db.Column(
sqlite.FLOAT(),
nullable=True
)
cameraRoll = db.Column(
sqlite.FLOAT(),
nullable=True
)
cameraPitch = db.Column(
sqlite.FLOAT(),
nullable=True
)
cameraYaw = db.Column(
sqlite.FLOAT(),
nullable=True
)
AudioEventGUID = db.Column(
sqlite.TEXT(),
nullable=True
)
renderEffectType = db.Column(
sqlite.INTEGER(),
nullable=True
)
renderEffectTime = db.Column(
sqlite.FLOAT(),
nullable=True
)
renderStartVal = db.Column(
sqlite.FLOAT(),
nullable=True
)
renderEndVal = db.Column(
sqlite.FLOAT(),
nullable=True
)
renderDelayVal = db.Column(
sqlite.FLOAT(),
nullable=True
)
renderValue1 = db.Column(
sqlite.FLOAT(),
nullable=True
)
renderValue2 = db.Column(
sqlite.FLOAT(),
nullable=True
)
renderValue3 = db.Column(
sqlite.FLOAT(),
nullable=True
)
renderRGBA = db.Column(
sqlite.TEXT(),
nullable=True
)
renderShaderVal = db.Column(
sqlite.INTEGER(),
nullable=True
)
motionID = db.Column(
sqlite.INTEGER(),
nullable=True
)
meshID = db.Column(
sqlite.INTEGER(),
nullable=True
)
meshDuration = db.Column(
sqlite.FLOAT(),
nullable=True
)
meshLockedNode = db.Column(
sqlite.TEXT(),
nullable=True
)
class BehaviorParameter(db.Model):
__tablename__ = 'BehaviorParameter'
__bind_key__ = 'cdclient'
behaviorID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
parameterID = db.Column(
sqlite.TEXT(),
nullable=False,
primary_key=True
)
value = db.Column(
sqlite.FLOAT(),
nullable=False
)
class BehaviorTemplate(db.Model):
__tablename__ = 'BehaviorTemplate'
__bind_key__ = 'cdclient'
behaviorID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
templateID = db.Column(
sqlite.INTEGER(),
nullable=False
)
effectID = db.Column(
sqlite.INTEGER(),
nullable=False
)
effectHandle = db.Column(
sqlite.TEXT(),
nullable=True
)
class BehaviorTemplateName(db.Model):
__tablename__ = 'BehaviorTemplateName'
__bind_key__ = 'cdclient'
templateID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
name = db.Column(
sqlite.TEXT(),
nullable=False
)
class Blueprints(db.Model):
__tablename__ = 'Blueprints'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
name = db.Column(
sqlite.TEXT(),
nullable=False
)
description = db.Column(
sqlite.TEXT(),
nullable=False
)
accountid = db.Column(
sqlite.INTEGER(),
nullable=False
)
characterid = db.Column(
sqlite.INTEGER(),
nullable=False
)
price = db.Column(
sqlite.INTEGER(),
nullable=False
)
rating = db.Column(
sqlite.INTEGER(),
nullable=False
)
categoryid = db.Column(
sqlite.INTEGER(),
nullable=False
)
lxfpath = db.Column(
sqlite.TEXT(),
nullable=False
)
deleted = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
created = db.Column(
sqlite.INTEGER(),
nullable=False
)
modified = db.Column(
sqlite.INTEGER(),
nullable=False
)
class BrickColors(db.Model):
__tablename__ = 'BrickColors'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
red = db.Column(
sqlite.FLOAT(),
nullable=False
)
green = db.Column(
sqlite.FLOAT(),
nullable=False
)
blue = db.Column(
sqlite.FLOAT(),
nullable=False
)
alpha = db.Column(
sqlite.FLOAT(),
nullable=False
)
legopaletteid = db.Column(
sqlite.INTEGER(),
nullable=False
)
description = db.Column(
sqlite.TEXT(),
nullable=False
)
validTypes = db.Column(
sqlite.INTEGER(),
nullable=False
)
validCharacters = db.Column(
sqlite.INTEGER(),
nullable=False
)
factoryValid = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
class BrickIDTable(db.Model):
__tablename__ = 'BrickIDTable'
__bind_key__ = 'cdclient'
NDObjectID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
LEGOBrickID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
class BuffDefinitions(db.Model):
__tablename__ = 'BuffDefinitions'
__bind_key__ = 'cdclient'
ID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
Priority = db.Column(
sqlite.FLOAT(),
nullable=False
)
UIIcon = db.Column(
sqlite.TEXT(),
nullable=True
)
class BuffParameters(db.Model):
__tablename__ = 'BuffParameters'
__bind_key__ = 'cdclient'
BuffID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
ParameterName = db.Column(
sqlite.TEXT(),
nullable=False,
primary_key=True
)
NumberValue = db.Column(
sqlite.FLOAT(),
nullable=True
)
StringValue = db.Column(
sqlite.TEXT(),
nullable=True
)
EffectID = db.Column(
sqlite.INTEGER(),
nullable=True
)
class Camera(db.Model):
__tablename__ = 'Camera'
__bind_key__ = 'cdclient'
camera_name = db.Column(
sqlite.TEXT(),
nullable=False,
primary_key=True
)
pitch_angle_tolerance = db.Column(
sqlite.FLOAT(),
nullable=False
)
starting_zoom = db.Column(
sqlite.FLOAT(),
nullable=False
)
zoom_return_modifier = db.Column(
sqlite.FLOAT(),
nullable=False
)
pitch_return_modifier = db.Column(
sqlite.FLOAT(),
nullable=False
)
tether_out_return_modifier = db.Column(
sqlite.FLOAT(),
nullable=False
)
tether_in_return_multiplier = db.Column(
sqlite.FLOAT(),
nullable=False
)
verticle_movement_dampening_modifier = db.Column(
sqlite.FLOAT(),
nullable=False
)
return_from_incline_modifier = db.Column(
sqlite.FLOAT(),
nullable=False
)
horizontal_return_modifier = db.Column(
sqlite.FLOAT(),
nullable=False
)
yaw_behavior_speed_multiplier = db.Column(
sqlite.FLOAT(),
nullable=False
)
camera_collision_padding = db.Column(
sqlite.FLOAT(),
nullable=False
)
glide_speed = db.Column(
sqlite.FLOAT(),
nullable=False
)
fade_player_min_range = db.Column(
sqlite.FLOAT(),
nullable=False
)
min_movement_delta_tolerance = db.Column(
sqlite.FLOAT(),
nullable=False
)
min_glide_distance_tolerance = db.Column(
sqlite.FLOAT(),
nullable=False
)
look_forward_offset = db.Column(
sqlite.FLOAT(),
nullable=False
)
look_up_offset = db.Column(
sqlite.FLOAT(),
nullable=False
)
minimum_vertical_dampening_distance = db.Column(
sqlite.FLOAT(),
nullable=False
)
maximum_vertical_dampening_distance = db.Column(
sqlite.FLOAT(),
nullable=False
)
minimum_ignore_jump_distance = db.Column(
sqlite.FLOAT(),
nullable=False
)
maximum_ignore_jump_distance = db.Column(
sqlite.FLOAT(),
nullable=False
)
maximum_auto_glide_angle = db.Column(
sqlite.FLOAT(),
nullable=False
)
minimum_tether_glide_distance = db.Column(
sqlite.FLOAT(),
nullable=False
)
yaw_sign_correction = db.Column(
sqlite.FLOAT(),
nullable=False
)
set_1_look_forward_offset = db.Column(
sqlite.FLOAT(),
nullable=True
)
set_1_look_up_offset = db.Column(
sqlite.FLOAT(),
nullable=True
)
set_2_look_forward_offset = db.Column(
sqlite.FLOAT(),
nullable=True
)
set_2_look_up_offset = db.Column(
sqlite.FLOAT(),
nullable=True
)
set_0_speed_influence_on_dir = db.Column(
sqlite.FLOAT(),
nullable=True
)
set_1_speed_influence_on_dir = db.Column(
sqlite.FLOAT(),
nullable=True
)
set_2_speed_influence_on_dir = db.Column(
sqlite.FLOAT(),
nullable=True
)
set_0_angular_relaxation = db.Column(
sqlite.FLOAT(),
nullable=True
)
set_1_angular_relaxation = db.Column(
sqlite.FLOAT(),
nullable=True
)
set_2_angular_relaxation = db.Column(
sqlite.FLOAT(),
nullable=True
)
set_0_position_up_offset = db.Column(
sqlite.FLOAT(),
nullable=True
)
set_1_position_up_offset = db.Column(
sqlite.FLOAT(),
nullable=True
)
set_2_position_up_offset = db.Column(
sqlite.FLOAT(),
nullable=True
)
set_0_position_forward_offset = db.Column(
sqlite.FLOAT(),
nullable=True
)
set_1_position_forward_offset = db.Column(
sqlite.FLOAT(),
nullable=True
)
set_2_position_forward_offset = db.Column(
sqlite.FLOAT(),
nullable=True
)
set_0_FOV = db.Column(
sqlite.FLOAT(),
nullable=True
)
set_1_FOV = db.Column(
sqlite.FLOAT(),
nullable=True
)
set_2_FOV = db.Column(
sqlite.FLOAT(),
nullable=True
)
set_0_max_yaw_angle = db.Column(
sqlite.FLOAT(),
nullable=True
)
set_1_max_yaw_angle = db.Column(
sqlite.FLOAT(),
nullable=True
)
set_2_max_yaw_angle = db.Column(
sqlite.FLOAT(),
nullable=True
)
set_1_fade_in_camera_set_change = db.Column(
sqlite.INTEGER(),
nullable=True
)
set_1_fade_out_camera_set_change = db.Column(
sqlite.INTEGER(),
nullable=True
)
set_2_fade_in_camera_set_change = db.Column(
sqlite.INTEGER(),
nullable=True
)
set_2_fade_out_camera_set_change = db.Column(
sqlite.INTEGER(),
nullable=True
)
input_movement_scalar = db.Column(
sqlite.FLOAT(),
nullable=False
)
input_rotation_scalar = db.Column(
sqlite.FLOAT(),
nullable=False
)
input_zoom_scalar = db.Column(
sqlite.FLOAT(),
nullable=False
)
minimum_pitch_desired = db.Column(
sqlite.FLOAT(),
nullable=False
)
maximum_pitch_desired = db.Column(
sqlite.FLOAT(),
nullable=False
)
minimum_zoom = db.Column(
sqlite.FLOAT(),
nullable=False
)
maximum_zoom = db.Column(
sqlite.FLOAT(),
nullable=False
)
horizontal_rotate_tolerance = db.Column(
sqlite.FLOAT(),
nullable=False
)
horizontal_rotate_modifier = db.Column(
sqlite.FLOAT(),
nullable=False
)
class CelebrationParameters(db.Model):
__tablename__ = 'CelebrationParameters'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
animation = db.Column(
sqlite.TEXT(),
nullable=False
)
backgroundObject = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Objects.id"),
nullable=False
)
duration = db.Column(
sqlite.FLOAT(),
nullable=False
)
subText = db.Column(
sqlite.TEXT(),
nullable=True
)
mainText = db.Column(
sqlite.TEXT(),
nullable=True
)
IconID = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Icons.IconID"),
nullable=False
)
Icon = db.relationship("Icons")
celeLeadIn = db.Column(
sqlite.FLOAT(),
nullable=False
)
celeLeadOut = db.Column(
sqlite.FLOAT(),
nullable=False
)
cameraPathLOT = db.Column(
sqlite.INTEGER(),
nullable=False
)
pathNodeName = db.Column(
sqlite.TEXT(),
nullable=False
)
ambientR = db.Column(
sqlite.FLOAT(),
nullable=True
)
ambientG = db.Column(
sqlite.FLOAT(),
nullable=True
)
ambientB = db.Column(
sqlite.FLOAT(),
nullable=True
)
directionalR = db.Column(
sqlite.FLOAT(),
nullable=True
)
directionalG = db.Column(
sqlite.FLOAT(),
nullable=True
)
directionalB = db.Column(
sqlite.FLOAT(),
nullable=True
)
specularR = db.Column(
sqlite.FLOAT(),
nullable=True
)
specularG = db.Column(
sqlite.FLOAT(),
nullable=True
)
specularB = db.Column(
sqlite.FLOAT(),
nullable=True
)
lightPositionX = db.Column(
sqlite.FLOAT(),
nullable=True
)
lightPositionY = db.Column(
sqlite.FLOAT(),
nullable=True
)
lightPositionZ = db.Column(
sqlite.FLOAT(),
nullable=True
)
blendTime = db.Column(
sqlite.FLOAT(),
nullable=True
)
fogColorR = db.Column(
sqlite.FLOAT(),
nullable=True
)
fogColorG = db.Column(
sqlite.FLOAT(),
nullable=True
)
fogColorB = db.Column(
sqlite.FLOAT(),
nullable=True
)
musicCue = db.Column(
sqlite.TEXT(),
nullable=True
)
soundGUID = db.Column(
sqlite.TEXT(),
nullable=True
)
mixerProgram = db.Column(
sqlite.TEXT(),
nullable=True
)
class ChoiceBuildComponent(db.Model):
__tablename__ = 'ChoiceBuildComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
# CSV of LOTS
selections = db.Column(
sqlite.TEXT(),
nullable=False
)
imaginationOverride = db.Column(
sqlite.INTEGER(),
nullable=True
)
class CollectibleComponent(db.Model):
__tablename__ = 'CollectibleComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
requirement_mission = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Missions.id"),
nullable=True
)
class ComponentsRegistry(db.Model):
__tablename__ = 'ComponentsRegistry'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Objects.id"),
nullable=False,
primary_key=True
)
component_type = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
component_id = db.Column(
sqlite.INTEGER(),
nullable=False
)
# component = generic_relationship(component_type, component_id)
# From DLU source
class ComponentType(enum.IntEnum):
COMPONENT_TYPE_CONTROLLABLE_PHYSICS = 1 # noqa - The ControllablePhysics Component
COMPONENT_TYPE_RENDER = 2 # noqa - The Render Component
COMPONENT_TYPE_SIMPLE_PHYSICS = 3 # noqa - The SimplePhysics Component
COMPONENT_TYPE_CHARACTER = 4 # noqa - The Character Component
COMPONENT_TYPE_SCRIPT = 5 # noqa - The Script Component
COMPONENT_TYPE_BOUNCER = 6 # noqa - The Bouncer Component
COMPONENT_TYPE_BUFF = 7 # noqa - The Buff Component
COMPONENT_TYPE_SKILL = 9 # noqa - The Skill Component
COMPONENT_TYPE_ITEM = 11 # noqa - The Item Component
COMPONENT_TYPE_VENDOR = 16 # noqa - The Vendor Component
COMPONENT_TYPE_INVENTORY = 17 # noqa - The Inventory Component
COMPONENT_TYPE_SHOOTING_GALLERY = 19 # noqa - The Shooting Gallery Component
COMPONENT_TYPE_RIGID_BODY_PHANTOM_PHYSICS = 20 # noqa - The RigidBodyPhantomPhysics Component
COMPONENT_TYPE_COLLECTIBLE = 23 # noqa - The Collectible Component
COMPONENT_TYPE_MOVING_PLATFORM = 25 # noqa - The MovingPlatform Component
COMPONENT_TYPE_PET = 26 # noqa - The Pet Component
COMPONENT_TYPE_VEHICLE_PHYSICS = 30 # noqa - The VehiclePhysics Component
COMPONENT_TYPE_MOVEMENT_AI = 31 # noqa - The MovementAI Component
COMPONENT_TYPE_PROPERTY = 36 # noqa - The Property Component
COMPONENT_TYPE_SCRIPTED_ACTIVITY = 39 # noqa - The ScriptedActivity Component
COMPONENT_TYPE_PHANTOM_PHYSICS = 40 # noqa - The PhantomPhysics Component
COMPONENT_TYPE_PROPERTY_ENTRANCE = 43 # noqa - The PhantomPhysics Component
COMPONENT_TYPE_PROPERTY_MANAGEMENT = 45 # noqa - The PropertyManagement Component
COMPONENT_TYPE_REBUILD = 48 # noqa - The Rebuild Component
COMPONENT_TYPE_SWITCH = 49 # noqa - The Switch Component
COMPONENT_TYPE_ZONE_CONTROL = 50 # noqa - The ZoneControl Component
COMPONENT_TYPE_PACKAGE = 53 # noqa - The Package Component
COMPONENT_TYPE_PLAYER_FLAG = 58 # noqa - The PlayerFlag Component
COMPONENT_TYPE_BASE_COMBAT_AI = 60 # noqa - The BaseCombatAI Component
COMPONENT_TYPE_MODULE_ASSEMBLY = 61 # noqa - The ModuleAssembly Component
COMPONENT_TYPE_PROPERTY_VENDOR = 65 # noqa - The PropertyVendor Component
COMPONENT_TYPE_ROCKET_LAUNCH = 67 # noqa - The RocketLaunch Component
COMPONENT_TYPE_RACING_CONTROL = 71 # noqa - The RacingControl Component
COMPONENT_TYPE_MISSION_OFFER = 73 # noqa - The MissionOffer Component
COMPONENT_TYPE_EXHIBIT = 75 # noqa - The Exhibit Component
COMPONENT_TYPE_RACING_STATS = 74 # noqa - The Exhibit Component
COMPONENT_TYPE_SOUND_TRIGGER = 77 # noqa - The Sound Trigger Component
COMPONENT_TYPE_PROXIMITY_MONITOR = 78 # noqa - The Proximity Monitor Component
COMPONENT_TYPE_MISSION = 84 # noqa - The Mission Component
COMPONENT_TYPE_ROCKET_LAUNCH_LUP = 97 # noqa - The LUP Launchpad Componen
COMPONENT_TYPE_RAIL_ACTIVATOR = 104 # noqa
COMPONENT_TYPE_POSSESSOR = 107 # noqa - The Component 107
COMPONENT_TYPE_POSSESSABLE = 108 # noqa - The Component 108
COMPONENT_TYPE_BUILD_BORDER = 114 # noqa - The Build Border Component
COMPONENT_TYPE_DESTROYABLE = 1000 # noqa - The Destroyable Component
# class ComponentMap(enum.Enum):
# 1 = ["PhysicsComponent"]
# 2 = ["RenderComponent"]
# 3 = ["PhysicsComponent"]
# 5 = ["ScriptComponent"]
# 7 = ["DestructibleComponent"]
# 9 = ["ObjectSkills", "SkillBehavior"]
# 12 = ["RebuildComponent"]
# 15 = ["RenderComponent"]
# 17 = ["InventoryComponent"]
# 18 = ["PhysicsComponent"]
# 20 = ["PhysicsComponent"]
# 24 = ["Blueprints"]
# 26 = ["PetComponent"]
# 29 = ["JetPackPadComponent"]
# 30 = ["VehiclePhysics"]
# 31 = ["MovementAIComponent"]
# 33 = ["mapIcon", "NpcIcons"]
# 40 = ["PhysicsComponent"]
# 46 = ["PhysicsComponent"]
# 47 = ["PhysicsComponent"]
# 48 = ["RebuildComponent"]
# 52 = ["ChoiceBuildComponent"]
# 53 = ["PackageComponent"]
# 60 = ["BaseCombatAIComponent"]
# 61 = ["ModularBuildComponent"]
# 67 = ["RocketLaunchpadControlComponent"]
# 73 = ["MissionNPCComponent"]
# 75 = ["LUPExhibitComponent"]
# 78 = ["ProximityMonitor"]
class ControlSchemes(db.Model):
__tablename__ = 'ControlSchemes'
__bind_key__ = 'cdclient'
control_scheme = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
scheme_name = db.Column(
sqlite.TEXT(),
nullable=False
)
rotation_speed = db.Column(
sqlite.FLOAT(),
nullable=True
)
walk_forward_speed = db.Column(
sqlite.FLOAT(),
nullable=True
)
walk_backward_speed = db.Column(
sqlite.FLOAT(),
nullable=True
)
walk_strafe_speed = db.Column(
sqlite.FLOAT(),
nullable=True
)
walk_strafe_forward_speed = db.Column(
sqlite.FLOAT(),
nullable=True
)
walk_strafe_backward_speed = db.Column(
sqlite.FLOAT(),
nullable=True
)
run_backward_speed = db.Column(
sqlite.FLOAT(),
nullable=True
)
run_strafe_speed = db.Column(
sqlite.FLOAT(),
nullable=True
)
run_strafe_forward_speed = db.Column(
sqlite.FLOAT(),
nullable=True
)
run_strafe_backward_speed = db.Column(
sqlite.FLOAT(),
nullable=True
)
keyboard_zoom_sensitivity = db.Column(
sqlite.FLOAT(),
nullable=True
)
keyboard_pitch_sensitivity = db.Column(
sqlite.FLOAT(),
nullable=True
)
keyboard_yaw_sensitivity = db.Column(
sqlite.FLOAT(),
nullable=True
)
mouse_zoom_wheel_sensitivity = db.Column(
sqlite.FLOAT(),
nullable=True
)
x_mouse_move_sensitivity_modifier = db.Column(
sqlite.FLOAT(),
nullable=True
)
y_mouse_move_sensitivity_modifier = db.Column(
sqlite.FLOAT(),
nullable=True
)
freecam_speed_modifier = db.Column(
sqlite.FLOAT(),
nullable=True
)
freecam_slow_speed_multiplier = db.Column(
sqlite.FLOAT(),
nullable=True
)
freecam_fast_speed_multiplier = db.Column(
sqlite.FLOAT(),
nullable=True
)
freecam_mouse_modifier = db.Column(
sqlite.FLOAT(),
nullable=True
)
gamepad_pitch_rot_sensitivity = db.Column(
sqlite.FLOAT(),
nullable=True
)
gamepad_yaw_rot_sensitivity = db.Column(
sqlite.FLOAT(),
nullable=True
)
gamepad_trigger_sensitivity = db.Column(
sqlite.FLOAT(),
nullable=True
)
class CurrencyDenominations(db.Model):
__tablename__ = 'CurrencyDenominations'
__bind_key__ = 'cdclient'
value = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True,
)
objectid = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Objects.id"),
nullable=False
)
class CurrencyTable(db.Model):
__tablename__ = 'CurrencyTable'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
currencyIndex = db.Column(
sqlite.INTEGER(),
nullable=False
)
npcminlevel = db.Column(
sqlite.INTEGER(),
nullable=False
)
minvalue = db.Column(
sqlite.INTEGER(),
nullable=False
)
maxvalue = db.Column(
sqlite.INTEGER(),
nullable=False
)
class DBExclude(db.Model):
__tablename__ = 'DBExclude'
__bind_key__ = 'cdclient'
table = db.Column(
sqlite.TEXT(),
nullable=False,
primary_key=True
)
column = db.Column(
sqlite.TEXT(),
nullable=False,
primary_key=True
)
class DeletionRestrictions(db.Model):
__tablename__ = 'DeletionRestrictions'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
restricted = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
# CSV of LOTS
ids = db.Column(
sqlite.TEXT(),
nullable=True
)
checkType = db.Column(
sqlite.INTEGER(),
nullable=False
)
localize = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
locStatus = db.Column(
sqlite.INTEGER(),
nullable=False
)
gate_version = db.Column(
sqlite.TEXT(),
db.ForeignKey("FeatureGating.featureName"),
nullable=True
)
class DestructibleComponent(db.Model):
__tablename__ = 'DestructibleComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
faction = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Factions.faction"),
nullable=True
)
# CSV of factions?
factionList = db.Column(
sqlite.TEXT(),
nullable=False
)
life = db.Column(
sqlite.INTEGER(),
nullable=True
)
imagination = db.Column(
sqlite.INTEGER(),
nullable=False
)
LootMatrixIndex = db.Column(
sqlite.INTEGER(),
nullable=True
)
CurrencyIndex = db.Column(
sqlite.INTEGER(),
nullable=True
)
level = db.Column(
sqlite.INTEGER(),
nullable=True
)
armor = db.Column(
sqlite.FLOAT(),
nullable=True
)
death_behavior = db.Column(
sqlite.INTEGER(),
nullable=False
)
isnpc = db.Column(
sqlite.BOOLEAN(),
nullable=True
)
attack_priority = db.Column(
sqlite.INTEGER(),
nullable=False
)
isSmashable = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
difficultyLevel = db.Column(
sqlite.INTEGER(),
nullable=True
)
class DevModelBehaviors(db.Model):
__tablename__ = 'DevModelBehaviors'
__bind_key__ = 'cdclient'
ModelID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
BehaviorID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
class Emotes(db.Model):
__tablename__ = 'Emotes'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
animationName = db.Column(
sqlite.TEXT(),
nullable=True
)
iconFilename = db.Column(
sqlite.TEXT(),
nullable=False
)
channel = db.Column(
sqlite.TEXT(),
nullable=True
)
command = db.Column(
sqlite.TEXT(),
nullable=True
)
locked = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
localize = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
locStatus = db.Column(
sqlite.INTEGER(),
nullable=False
)
gate_version = db.Column(
sqlite.TEXT(),
db.ForeignKey("FeatureGating.featureName"),
nullable=True
)
class EventGating(db.Model):
__tablename__ = 'EventGating'
__bind_key__ = 'cdclient'
eventName = db.Column(
sqlite.TEXT(),
nullable=False,
primary_key=True
)
date_start = db.Column(
sqlite.TIMESTAMP(),
nullable=False
)
date_end = db.Column(
sqlite.TIMESTAMP(),
nullable=False
)
class ExhibitComponent(db.Model):
__tablename__ = 'ExhibitComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
length = db.Column(
sqlite.FLOAT(),
nullable=False
)
width = db.Column(
sqlite.FLOAT(),
nullable=False
)
height = db.Column(
sqlite.FLOAT(),
nullable=False
)
offsetX = db.Column(
sqlite.FLOAT(),
nullable=False
)
offsetY = db.Column(
sqlite.FLOAT(),
nullable=False
)
offsetZ = db.Column(
sqlite.FLOAT(),
nullable=False
)
fReputationSizeMultiplier = db.Column(
sqlite.FLOAT(),
nullable=False
)
fImaginationCost = db.Column(
sqlite.FLOAT(),
nullable=False
)
class Factions(db.Model):
__tablename__ = 'Factions'
__bind_key__ = 'cdclient'
faction = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
# CSV of factions
factionList = db.Column(
sqlite.TEXT(),
nullable=False
)
factionListFriendly = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
# CSV of factions
friendList = db.Column(
sqlite.TEXT(),
nullable=True
)
# CSV of factions
enemyList = db.Column(
sqlite.TEXT(),
nullable=True
)
class FeatureGating(db.Model):
__tablename__ = 'FeatureGating'
__bind_key__ = 'cdclient'
featureName = db.Column(
sqlite.TEXT(),
nullable=False,
primary_key=True
)
major = db.Column(
sqlite.INTEGER(),
nullable=False
)
current = db.Column(
sqlite.INTEGER(),
nullable=False
)
minor = db.Column(
sqlite.INTEGER(),
nullable=False
)
description = db.Column(
sqlite.TEXT(),
nullable=True
)
class FlairTable(db.Model):
__tablename__ = 'FlairTable'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
asset = db.Column(
sqlite.TEXT(),
nullable=False
)
class Icons(db.Model):
__tablename__ = 'Icons'
__bind_key__ = 'cdclient'
IconID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
IconPath = db.Column(
sqlite.TEXT(),
nullable=False
)
IconName = db.Column(
sqlite.TEXT(),
nullable=True
)
class InventoryComponent(db.Model):
__tablename__ = 'InventoryComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
# LOT?
itemid = db.Column(
sqlite.INTEGER(),
nullable=False
)
count = db.Column(
sqlite.INTEGER(),
nullable=False
)
equip = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
class ItemComponent(db.Model):
__tablename__ = 'ItemComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
equipLocation = db.Column(
sqlite.TEXT(),
nullable=True
)
baseValue = db.Column(
sqlite.INTEGER(),
nullable=True
)
isKitPiece = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
rarity = db.Column(
sqlite.INTEGER(),
nullable=True
)
itemType = db.Column(
sqlite.INTEGER(),
nullable=False
)
itemInfo = db.Column(
sqlite.INTEGER(),
nullable=True
)
inLootTable = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
inVendor = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
isUnique = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
isBOP = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
isBOE = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
reqFlagID = db.Column(
sqlite.INTEGER(),
nullable=True
)
reqSpecialtyID = db.Column(
sqlite.INTEGER(),
nullable=True
)
reqSpecRank = db.Column(
sqlite.INTEGER(),
nullable=True
)
reqAchievementID = db.Column(
sqlite.INTEGER(),
nullable=True
)
stackSize = db.Column(
sqlite.INTEGER(),
nullable=True
)
color1 = db.Column(
sqlite.INTEGER(),
nullable=True
)
decal = db.Column(
sqlite.INTEGER(),
nullable=True
)
offsetGroupID = db.Column(
sqlite.INTEGER(),
nullable=True
)
buildTypes = db.Column(
sqlite.INTEGER(),
nullable=True
)
reqPrecondition = db.Column(
sqlite.TEXT(),
nullable=True
)
animationFlag = db.Column(
sqlite.INTEGER(),
nullable=True
)
equipEffects = db.Column(
sqlite.INTEGER(),
nullable=True
)
readyForQA = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
itemRating = db.Column(
sqlite.INTEGER(),
nullable=True
)
isTwoHanded = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
minNumRequired = db.Column(
sqlite.INTEGER(),
nullable=True
)
delResIndex = db.Column(
sqlite.INTEGER(),
nullable=True
)
currencyLOT = db.Column(
sqlite.INTEGER(),
nullable=True
)
altCurrencyCost = db.Column(
sqlite.INTEGER(),
nullable=True
)
subItems = db.Column(
sqlite.TEXT(),
nullable=True
)
audioEventUse = db.Column(
sqlite.TEXT(),
nullable=True
)
noEquipAnimation = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
commendationLOT = db.Column(
sqlite.INTEGER(),
nullable=True
)
commendationCost = db.Column(
sqlite.INTEGER(),
nullable=True
)
audioEquipMetaEventSet = db.Column(
sqlite.TEXT(),
nullable=True
)
currencyCosts = db.Column(
sqlite.TEXT(),
nullable=True
)
ingredientInfo = db.Column(
sqlite.TEXT(),
nullable=True
)
locStatus = db.Column(
sqlite.INTEGER(),
nullable=True
)
forgeType = db.Column(
sqlite.INTEGER(),
nullable=True
)
SellMultiplier = db.Column(
sqlite.FLOAT(),
nullable=True
)
class ItemEggData(db.Model):
__tablename__ = 'ItemEggData'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
# LOT?
chassie_type_id = db.Column(
sqlite.INTEGER(),
nullable=False
)
class ItemFoodData(db.Model):
__tablename__ = 'ItemFoodData'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
element_1 = db.Column(
sqlite.INTEGER(),
nullable=False
)
element_1_amount = db.Column(
sqlite.INTEGER(),
nullable=False
)
element_2 = db.Column(
sqlite.INTEGER(),
nullable=False
)
element_2_amount = db.Column(
sqlite.INTEGER(),
nullable=False
)
element_3 = db.Column(
sqlite.INTEGER(),
nullable=False
)
element_3_amount = db.Column(
sqlite.INTEGER(),
nullable=False
)
element_4 = db.Column(
sqlite.INTEGER(),
nullable=False
)
element_4_amount = db.Column(
sqlite.INTEGER(),
nullable=False
)
class ItemSetSkills(db.Model):
__tablename__ = 'ItemSetSkills'
__bind_key__ = 'cdclient'
SkillSetID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
SkillID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
SkillCastType = db.Column(
sqlite.INTEGER(),
nullable=False
)
class ItemSets(db.Model):
__tablename__ = 'ItemSets'
__bind_key__ = 'cdclient'
setID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
locStatus = db.Column(
sqlite.INTEGER(),
nullable=False
)
# CSV of LOTS
itemIDs = db.Column(
sqlite.TEXT(),
nullable=False
)
kitType = db.Column(
sqlite.INTEGER(),
nullable=False
)
kitRank = db.Column(
sqlite.INTEGER(),
nullable=True
)
kitImage = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Icons.IconID"),
nullable=True
)
skillSetWith2 = db.Column(
sqlite.INTEGER(),
db.ForeignKey("ItemSetSkills.SkillSetID"),
nullable=True
)
skillSetWith3 = db.Column(
sqlite.INTEGER(),
db.ForeignKey("ItemSetSkills.SkillSetID"),
nullable=True
)
skillSetWith4 = db.Column(
sqlite.INTEGER(),
db.ForeignKey("ItemSetSkills.SkillSetID"),
nullable=True
)
skillSetWith5 = db.Column(
sqlite.INTEGER(),
db.ForeignKey("ItemSetSkills.SkillSetID"),
nullable=True
)
skillSetWith6 = db.Column(
sqlite.INTEGER(),
db.ForeignKey("ItemSetSkills.SkillSetID"),
nullable=True
)
localize = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
gate_version = db.Column(
sqlite.TEXT(),
db.ForeignKey("FeatureGating.featureName"),
nullable=True
)
# ???
kitID = db.Column(
sqlite.INTEGER(),
nullable=True
)
priority = db.Column(
sqlite.FLOAT(),
nullable=True
)
class JetPackPadComponent(db.Model):
__tablename__ = 'JetPackPadComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
xDistance = db.Column(
sqlite.FLOAT(),
nullable=False
)
yDistance = db.Column(
sqlite.FLOAT(),
nullable=False
)
warnDistance = db.Column(
sqlite.FLOAT(),
nullable=False
)
lotBlocker = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Objects.id"),
nullable=True
)
lotWarningVolume = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Objects.id"),
nullable=True
)
class LUPExhibitComponent(db.Model):
__tablename__ = 'LUPExhibitComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
minXZ = db.Column(
sqlite.FLOAT(),
nullable=False
)
maxXZ = db.Column(
sqlite.FLOAT(),
nullable=False
)
maxY = db.Column(
sqlite.FLOAT(),
nullable=False
)
offsetX = db.Column(
sqlite.FLOAT(),
nullable=False
)
offsetY = db.Column(
sqlite.FLOAT(),
nullable=False
)
offsetZ = db.Column(
sqlite.FLOAT(),
nullable=False
)
class LUPExhibitModelData(db.Model):
__tablename__ = 'LUPExhibitModelData'
__bind_key__ = 'cdclient'
LOT = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Objects.id"),
nullable=False,
primary_key=True
)
minXZ = db.Column(
sqlite.FLOAT(),
nullable=False
)
maxXZ = db.Column(
sqlite.FLOAT(),
nullable=False
)
maxY = db.Column(
sqlite.FLOAT(),
nullable=False
)
description = db.Column(
sqlite.TEXT(),
nullable=False
)
owner = db.Column(
sqlite.TEXT(),
nullable=False
)
class LUPZoneIDs(db.Model):
__tablename__ = 'LUPZoneIDs'
__bind_key__ = 'cdclient'
zoneID = db.Column(
sqlite.INTEGER(),
db.ForeignKey("ZoneTable.zoneID"),
nullable=False,
primary_key=True
)
class LanguageType(db.Model):
__tablename__ = 'LanguageType'
__bind_key__ = 'cdclient'
LanguageID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
LanguageDescription = db.Column(
sqlite.TEXT(),
nullable=False
)
class LevelProgressionLookup(db.Model):
__tablename__ = 'LevelProgressionLookup'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
requiredUScore = db.Column(
sqlite.INTEGER(),
nullable=False
)
# BehaviorEffect ?
BehaviorEffect = db.Column(
sqlite.TEXT(),
nullable=True
)
class LootMatrix(db.Model):
__tablename__ = 'LootMatrix'
__bind_key__ = 'cdclient'
# FK?
LootMatrixIndex = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
# FK
LootTableIndex = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
# FK
RarityTableIndex = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
percent = db.Column(
sqlite.FLOAT(),
nullable=False
)
minToDrop = db.Column(
sqlite.INTEGER(),
nullable=False
)
maxToDrop = db.Column(
sqlite.INTEGER(),
nullable=False
)
id = db.Column(
sqlite.INTEGER(),
nullable=False
)
flagID = db.Column(
sqlite.INTEGER(),
nullable=True
)
gate_version = db.Column(
sqlite.TEXT(),
db.ForeignKey("FeatureGating.featureName"),
nullable=True
)
class LootMatrixIndex(db.Model):
__tablename__ = 'LootMatrixIndex'
__bind_key__ = 'cdclient'
LootMatrixIndex = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
inNpcEditor = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
class LootTable(db.Model):
__tablename__ = 'LootTable'
__bind_key__ = 'cdclient'
# LOT
itemid = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
LootTableIndex = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
MissionDrop = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
sortPriority = db.Column(
sqlite.INTEGER(),
nullable=False
)
class LootTableIndex(db.Model):
__tablename__ = 'LootTableIndex'
__bind_key__ = 'cdclient'
LootTableIndex = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
class MinifigComponent(db.Model):
__tablename__ = 'MinifigComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
head = db.Column(
sqlite.INTEGER(),
nullable=False
)
chest = db.Column(
sqlite.INTEGER(),
nullable=False
)
legs = db.Column(
sqlite.INTEGER(),
db.ForeignKey("MinifigDecals_Legs.ID"),
nullable=False
)
hairstyle = db.Column(
sqlite.INTEGER(),
nullable=False
)
haircolor = db.Column(
sqlite.INTEGER(),
nullable=False
)
chestdecal = db.Column(
sqlite.INTEGER(),
db.ForeignKey("MinifigDecals_Torsos.ID"),
nullable=False
)
headcolor = db.Column(
sqlite.INTEGER(),
nullable=False
)
lefthand = db.Column(
sqlite.INTEGER(),
nullable=False
)
righthand = db.Column(
sqlite.INTEGER(),
nullable=False
)
eyebrowstyle = db.Column(
sqlite.INTEGER(),
db.ForeignKey("MinifigDecals_Eyebrows.ID"),
nullable=False
)
eyesstyle = db.Column(
sqlite.INTEGER(),
db.ForeignKey("MinifigDecals_Eyes.ID"),
nullable=False
)
mouthstyle = db.Column(
sqlite.INTEGER(),
db.ForeignKey("MinifigDecals_Mouths.ID"),
nullable=False
)
class MinifigDecals_Eyebrows(db.Model):
__tablename__ = 'MinifigDecals_Eyebrows'
__bind_key__ = 'cdclient'
ID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
High_path = db.Column(
sqlite.TEXT(),
nullable=False
)
Low_path = db.Column(
sqlite.TEXT(),
nullable=False
)
CharacterCreateValid = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
male = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
female = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
class MinifigDecals_Eyes(db.Model):
__tablename__ = 'MinifigDecals_Eyes'
__bind_key__ = 'cdclient'
ID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
High_path = db.Column(
sqlite.TEXT(),
nullable=False
)
Low_path = db.Column(
sqlite.TEXT(),
nullable=False
)
CharacterCreateValid = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
male = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
female = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
class MinifigDecals_Legs(db.Model):
__tablename__ = 'MinifigDecals_Legs'
__bind_key__ = 'cdclient'
ID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
High_path = db.Column(
sqlite.TEXT(),
nullable=False
)
class MinifigDecals_Mouths(db.Model):
__tablename__ = 'MinifigDecals_Mouths'
__bind_key__ = 'cdclient'
ID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
High_path = db.Column(
sqlite.TEXT(),
nullable=False
)
Low_path = db.Column(
sqlite.TEXT(),
nullable=False
)
CharacterCreateValid = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
male = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
female = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
class MinifigDecals_Torsos(db.Model):
__tablename__ = 'MinifigDecals_Torsos'
__bind_key__ = 'cdclient'
ID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
High_path = db.Column(
sqlite.TEXT(),
nullable=False
)
CharacterCreateValid = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
male = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
female = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
class MissionEmail(db.Model):
__tablename__ = 'MissionEmail'
__bind_key__ = 'cdclient'
ID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
messageType = db.Column(
sqlite.INTEGER(),
nullable=False
)
notificationGroup = db.Column(
sqlite.INTEGER(),
nullable=False
)
missionID = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Missions.id"),
nullable=False
)
mission = db.relationship("Missions")
attachmentLOT = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Objects.id"),
nullable=True
)
attachment = db.relationship("Objects")
localize = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
locStatus = db.Column(
sqlite.INTEGER(),
nullable=False
)
gate_version = db.Column(
sqlite.TEXT(),
db.ForeignKey("FeatureGating.featureName"),
nullable=True
)
class MissionNPCComponent(db.Model):
__tablename__ = 'MissionNPCComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
missionID = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Missions.id"),
nullable=False
)
offersMission = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
acceptsMission = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
gate_version = db.Column(
sqlite.TEXT(),
db.ForeignKey("FeatureGating.featureName"),
nullable=True
)
class MissionTasks(db.Model):
__tablename__ = 'MissionTasks'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
locStatus = db.Column(
sqlite.INTEGER(),
nullable=False
)
taskType = db.Column(
sqlite.INTEGER(),
nullable=False
)
# FK ?
target = db.Column(
sqlite.INTEGER(),
nullable=True
)
# CSV of ?
targetGroup = db.Column(
sqlite.TEXT(),
nullable=True
)
targetValue = db.Column(
sqlite.INTEGER(),
nullable=True
)
taskParam1 = db.Column(
sqlite.TEXT(),
nullable=True
)
largeTaskIcon = db.Column(
sqlite.TEXT(),
nullable=True
)
IconID = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Icons.IconID"),
nullable=False
)
Icon = db.relationship("Icons")
uid = db.Column(
sqlite.INTEGER(),
nullable=False
)
largeTaskIconID = db.Column(
sqlite.INTEGER(),
nullable=True
)
localize = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
gate_version = db.Column(
sqlite.TEXT(),
db.ForeignKey("FeatureGating.featureName"),
nullable=True
)
class MissionText(db.Model):
__tablename__ = 'MissionText'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
story_icon = db.Column(
sqlite.TEXT(),
nullable=True
)
missionIcon = db.Column(
sqlite.TEXT(),
nullable=True
)
offerNPCIcon = db.Column(
sqlite.TEXT(),
nullable=True
)
IconID = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Icons.IconID"),
nullable=False
)
Icon = db.relationship("Icons", foreign_keys=[IconID])
state_1_anim = db.Column(
sqlite.TEXT(),
nullable=True
)
state_2_anim = db.Column(
sqlite.TEXT(),
nullable=True
)
state_3_anim = db.Column(
sqlite.TEXT(),
nullable=True
)
state_4_anim = db.Column(
sqlite.TEXT(),
nullable=True
)
state_3_turnin_anim = db.Column(
sqlite.TEXT(),
nullable=True
)
state_4_turnin_anim = db.Column(
sqlite.TEXT(),
nullable=True
)
onclick_anim = db.Column(
sqlite.TEXT(),
nullable=True
)
CinematicAccepted = db.Column(
sqlite.TEXT(),
nullable=True
)
CinematicAcceptedLeadin = db.Column(
sqlite.FLOAT(),
nullable=True
)
CinematicCompleted = db.Column(
sqlite.TEXT(),
nullable=True
)
CinematicCompletedLeadin = db.Column(
sqlite.FLOAT(),
nullable=True
)
CinematicRepeatable = db.Column(
sqlite.TEXT(),
nullable=True
)
CinematicRepeatableLeadin = db.Column(
sqlite.FLOAT(),
nullable=True
)
CinematicRepeatableCompleted = db.Column(
sqlite.TEXT(),
nullable=True
)
CinematicRepeatableCompletedLeadin = db.Column(
sqlite.FLOAT(),
nullable=True
)
AudioEventGUID_Interact = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioEventGUID_OfferAccept = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioEventGUID_OfferDeny = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioEventGUID_Completed = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioEventGUID_TurnIn = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioEventGUID_Failed = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioEventGUID_Progress = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioMusicCue_OfferAccept = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioMusicCue_TurnIn = db.Column(
sqlite.TEXT(),
nullable=True
)
turnInIconID = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Icons.IconID"),
nullable=False
)
turnInIcon = db.relationship("Icons", foreign_keys=[turnInIconID])
localize = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
locStatus = db.Column(
sqlite.INTEGER(),
nullable=False
)
# FK
gate_version = db.Column(
sqlite.TEXT(),
db.ForeignKey("FeatureGating.featureName"),
nullable=True
)
class Missions(db.Model):
__tablename__ = 'Missions'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
defined_type = db.Column(
sqlite.TEXT(),
nullable=False
)
defined_subtype = db.Column(
sqlite.TEXT(),
nullable=True
)
UISortOrder = db.Column(
sqlite.INTEGER(),
nullable=True
)
offer_objectID = db.Column(
sqlite.INTEGER(),
nullable=False
)
target_objectID = db.Column(
sqlite.INTEGER(),
nullable=False
)
reward_currency = db.Column(
sqlite.INTEGER(),
nullable=False
)
LegoScore = db.Column(
sqlite.INTEGER(),
nullable=False
)
reward_reputation = db.Column(
sqlite.INTEGER(),
nullable=True
)
isChoiceReward = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
reward_item1 = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Objects.id"),
nullable=False
)
reward_item1_count = db.Column(
sqlite.INTEGER(),
nullable=False
)
reward_item2 = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Objects.id"),
nullable=False
)
reward_item2_count = db.Column(
sqlite.INTEGER(),
nullable=False
)
reward_item3 = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Objects.id"),
nullable=False
)
reward_item3_count = db.Column(
sqlite.INTEGER(),
nullable=False
)
reward_item4 = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Objects.id"),
nullable=False
)
reward_item4_count = db.Column(
sqlite.INTEGER(),
nullable=False
)
reward_emote = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Emotes.id"),
nullable=False
)
reward_emote2 = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Emotes.id"),
nullable=False
)
reward_emote3 = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Emotes.id"),
nullable=True
)
reward_emote4 = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Emotes.id"),
nullable=True
)
reward_maximagination = db.Column(
sqlite.INTEGER(),
nullable=False
)
reward_maxhealth = db.Column(
sqlite.INTEGER(),
nullable=False
)
reward_maxinventory = db.Column(
sqlite.INTEGER(),
nullable=False
)
reward_maxmodel = db.Column(
sqlite.INTEGER(),
nullable=True
)
reward_maxwidget = db.Column(
sqlite.INTEGER(),
nullable=True
)
reward_maxwallet = db.Column(
sqlite.INTEGER(),
nullable=True
)
repeatable = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
reward_currency_repeatable = db.Column(
sqlite.INTEGER(),
nullable=True
)
reward_item1_repeatable = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Objects.id"),
nullable=False
)
reward_item1_repeat_count = db.Column(
sqlite.INTEGER(),
nullable=False
)
reward_item2_repeatable = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Objects.id"),
nullable=False
)
reward_item2_repeat_count = db.Column(
sqlite.INTEGER(),
nullable=False
)
reward_item3_repeatable = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Objects.id"),
nullable=False
)
reward_item3_repeat_count = db.Column(
sqlite.INTEGER(),
nullable=False
)
reward_item4_repeatable = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Objects.id"),
nullable=False
)
reward_item4_repeat_count = db.Column(
sqlite.INTEGER(),
nullable=False
)
time_limit = db.Column(
sqlite.INTEGER(),
nullable=True
)
isMission = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
missionIconID = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Icons.IconID"),
nullable=False
)
missionIcon = db.relationship("Icons")
# pipe SV of missions?
prereqMissionID = db.Column(
sqlite.TEXT(),
nullable=True
)
localize = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
inMOTD = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
cooldownTime = db.Column(
sqlite.INTEGER(),
nullable=True
)
isRandom = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
randomPool = db.Column(
sqlite.TEXT(),
nullable=True
)
# FK ?
UIPrereqID = db.Column(
sqlite.INTEGER(),
nullable=True
)
gate_version = db.Column(
sqlite.TEXT(),
db.ForeignKey("FeatureGating.featureName"),
nullable=True
)
HUDStates = db.Column(
sqlite.TEXT(),
nullable=True
)
locStatus = db.Column(
sqlite.INTEGER(),
nullable=False
)
reward_bankinventory = db.Column(
sqlite.INTEGER(),
nullable=True
)
class ModelBehavior(db.Model):
__tablename__ = 'ModelBehavior'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
definitionXMLfilename = db.Column(
sqlite.TEXT(),
nullable=False
)
class ModularBuildComponent(db.Model):
__tablename__ = 'ModularBuildComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
buildType = db.Column(
sqlite.INTEGER(),
nullable=False
)
xml = db.Column(
sqlite.VARCHAR(),
nullable=False
)
createdLOT = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Objects.id"),
nullable=False
)
createdPhysicsID = db.Column(
sqlite.INTEGER(),
nullable=False
)
AudioEventGUID_Snap = db.Column(
sqlite.TEXT(),
nullable=False
)
AudioEventGUID_Complete = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioEventGUID_Present = db.Column(
sqlite.TEXT(),
nullable=True
)
class ModuleComponent(db.Model):
__tablename__ = 'ModuleComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
partCode = db.Column(
sqlite.INTEGER(),
nullable=False
)
buildType = db.Column(
sqlite.INTEGER(),
nullable=False
)
xml = db.Column(
sqlite.VARCHAR(),
nullable=False
)
primarySoundGUID = db.Column(
sqlite.TEXT(),
nullable=True
)
assembledEffectID = db.Column(
sqlite.INTEGER(),
nullable=True
)
class MotionFX(db.Model):
__tablename__ = 'MotionFX'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
typeID = db.Column(
sqlite.INTEGER(),
nullable=False
)
slamVelocity = db.Column(
sqlite.FLOAT(),
nullable=True
)
addVelocity = db.Column(
sqlite.FLOAT(),
nullable=True
)
duration = db.Column(
sqlite.FLOAT(),
nullable=True
)
destGroupName = db.Column(
sqlite.TEXT(),
nullable=True
)
startScale = db.Column(
sqlite.FLOAT(),
nullable=True
)
endScale = db.Column(
sqlite.FLOAT(),
nullable=True
)
velocity = db.Column(
sqlite.FLOAT(),
nullable=True
)
distance = db.Column(
sqlite.FLOAT(),
nullable=True
)
class MovementAIComponent(db.Model):
__tablename__ = 'MovementAIComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
MovementType = db.Column(
sqlite.TEXT(),
nullable=False
)
WanderChance = db.Column(
sqlite.FLOAT(),
nullable=False
)
WanderDelayMin = db.Column(
sqlite.FLOAT(),
nullable=False
)
WanderDelayMax = db.Column(
sqlite.FLOAT(),
nullable=False
)
WanderSpeed = db.Column(
sqlite.FLOAT(),
nullable=False
)
WanderRadius = db.Column(
sqlite.FLOAT(),
nullable=False
)
attachedPath = db.Column(
sqlite.TEXT(),
nullable=True
)
class MovingPlatforms(db.Model):
__tablename__ = 'MovingPlatforms'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
platformIsSimpleMover = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
platformMoveX = db.Column(
sqlite.FLOAT(),
nullable=False
)
platformMoveY = db.Column(
sqlite.FLOAT(),
nullable=False
)
platformMoveZ = db.Column(
sqlite.FLOAT(),
nullable=False
)
platformMoveTime = db.Column(
sqlite.FLOAT(),
nullable=False
)
platformStartAtEnd = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
description = db.Column(
sqlite.TEXT(),
nullable=False
)
class NpcIcons(db.Model):
__tablename__ = 'NpcIcons'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
color = db.Column(
sqlite.INTEGER(),
nullable=False
)
offset = db.Column(
sqlite.FLOAT(),
nullable=False
)
LOT = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Objects.id"),
nullable=False
)
Texture = db.Column(
sqlite.TEXT(),
nullable=True
)
isClickable = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
scale = db.Column(
sqlite.FLOAT(),
nullable=False
)
rotateToFace = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
compositeHorizOffset = db.Column(
sqlite.FLOAT(),
nullable=True
)
compositeVertOffset = db.Column(
sqlite.FLOAT(),
nullable=True
)
compositeScale = db.Column(
sqlite.FLOAT(),
nullable=True
)
compositeConnectionNode = db.Column(
sqlite.TEXT(),
nullable=True
)
# FK?
compositeLOTMultiMission = db.Column(
sqlite.INTEGER(),
nullable=True
)
# FK?
compositeLOTMultiMissionVentor = db.Column(
sqlite.INTEGER(),
nullable=True
)
compositeIconTexture = db.Column(
sqlite.TEXT(),
nullable=True
)
class ObjectBehaviorXREF(db.Model):
__tablename__ = 'ObjectBehaviorXREF'
__bind_key__ = 'cdclient'
LOT = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
behaviorID1 = db.Column(
sqlite.INTEGER(),
nullable=False
)
behaviorID2 = db.Column(
sqlite.INTEGER(),
nullable=False
)
behaviorID3 = db.Column(
sqlite.INTEGER(),
nullable=False
)
behaviorID4 = db.Column(
sqlite.INTEGER(),
nullable=False
)
behaviorID5 = db.Column(
sqlite.INTEGER(),
nullable=False
)
type = db.Column(
sqlite.INTEGER(),
nullable=False
)
class ObjectBehaviors(db.Model):
__tablename__ = 'ObjectBehaviors'
__bind_key__ = 'cdclient'
BehaviorID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
xmldata = db.Column(
sqlite.VARCHAR(),
nullable=False
)
class ObjectSkills(db.Model):
__tablename__ = 'ObjectSkills'
__bind_key__ = 'cdclient'
objectTemplate = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Objects.id"),
nullable=False,
primary_key=True
)
skillID = db.Column(
sqlite.INTEGER(),
db.ForeignKey("SkillBehavior.skillID"),
nullable=False
)
castOnType = db.Column(
sqlite.INTEGER(),
nullable=True
)
AICombatWeight = db.Column(
sqlite.INTEGER(),
nullable=True
)
class Objects(db.Model):
__tablename__ = 'Objects'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
name = db.Column(
sqlite.TEXT(),
nullable=False
)
placeable = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
type = db.Column(
sqlite.TEXT(),
nullable=False
)
description = db.Column(
sqlite.TEXT(),
nullable=True
)
localize = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
# FK?
npcTemplateID = db.Column(
sqlite.INTEGER(),
nullable=True
)
displayName = db.Column(
sqlite.TEXT(),
nullable=True
)
interactionDistance = db.Column(
sqlite.FLOAT(),
nullable=True
)
nametag = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
_internalNotes = db.Column(
sqlite.TEXT(),
nullable=True
)
locStatus = db.Column(
sqlite.INTEGER(),
nullable=False
)
# FK
gate_version = db.Column(
sqlite.TEXT(),
db.ForeignKey("FeatureGating.featureName"),
nullable=True
)
HQ_valid = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
class PackageComponent(db.Model):
__tablename__ = 'PackageComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
LootMatrixIndex = db.Column(
sqlite.INTEGER(),
db.ForeignKey("LootMatrix.LootMatrixIndex"),
nullable=False,
primary_key=True
)
# Enum?
packageType = db.Column(
sqlite.INTEGER(),
nullable=False
)
class PetAbilities(db.Model):
__tablename__ = 'PetAbilities'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
AbilityName = db.Column(
sqlite.TEXT(),
nullable=False
)
ImaginationCost = db.Column(
sqlite.INTEGER(),
nullable=False
)
locStatus = db.Column(
sqlite.INTEGER(),
nullable=False
)
class PetComponent(db.Model):
__tablename__ = 'PetComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
minTameUpdateTime = db.Column(
sqlite.FLOAT(),
nullable=False
)
maxTameUpdateTime = db.Column(
sqlite.FLOAT(),
nullable=False
)
percentTameChance = db.Column(
sqlite.FLOAT(),
nullable=False
)
tamability = db.Column(
sqlite.FLOAT(),
nullable=False
)
elementType = db.Column(
sqlite.INTEGER(),
nullable=False
)
walkSpeed = db.Column(
sqlite.FLOAT(),
nullable=False
)
runSpeed = db.Column(
sqlite.FLOAT(),
nullable=False
)
sprintSpeed = db.Column(
sqlite.FLOAT(),
nullable=False
)
idleTimeMin = db.Column(
sqlite.FLOAT(),
nullable=False
)
idleTimeMax = db.Column(
sqlite.FLOAT(),
nullable=False
)
petForm = db.Column(
sqlite.INTEGER(),
nullable=False
)
imaginationDrainRate = db.Column(
sqlite.FLOAT(),
nullable=False
)
AudioMetaEventSet = db.Column(
sqlite.TEXT(),
nullable=True
)
# CSV of BuffDefinitions.ID's ?
buffIDs = db.Column(
sqlite.TEXT(),
nullable=True
)
class PetNestComponent(db.Model):
__tablename__ = 'PetNestComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
ElementalType = db.Column(
sqlite.INTEGER(),
nullable=False
)
class PhysicsComponent(db.Model):
__tablename__ = 'PhysicsComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
static = db.Column(
sqlite.FLOAT(),
nullable=False
)
physics_asset = db.Column(
sqlite.TEXT(),
nullable=True
)
jump = db.Column(
sqlite.FLOAT(),
nullable=False
)
doublejump = db.Column(
sqlite.FLOAT(),
nullable=False
)
speed = db.Column(
sqlite.FLOAT(),
nullable=True
)
rotSpeed = db.Column(
sqlite.FLOAT(),
nullable=True
)
playerHeight = db.Column(
sqlite.FLOAT(),
nullable=True
)
playerRadius = db.Column(
sqlite.FLOAT(),
nullable=True
)
pcShapeType = db.Column(
sqlite.INTEGER(),
nullable=False
)
collisionGroup = db.Column(
sqlite.INTEGER(),
nullable=False
)
airSpeed = db.Column(
sqlite.FLOAT(),
nullable=False
)
boundaryAsset = db.Column(
sqlite.TEXT(),
nullable=True
)
jumpAirSpeed = db.Column(
sqlite.FLOAT(),
nullable=True
)
friction = db.Column(
sqlite.FLOAT(),
nullable=True
)
gravityVolumeAsset = db.Column(
sqlite.TEXT(),
nullable=True
)
class PlayerFlags(db.Model):
__tablename__ = 'PlayerFlags'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
SessionOnly = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
OnlySetByServer = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
SessionZoneOnly = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
class PlayerStatistics(db.Model):
__tablename__ = 'PlayerStatistics'
__bind_key__ = 'cdclient'
statID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
sortOrder = db.Column(
sqlite.INTEGER(),
nullable=True
)
locStatus = db.Column(
sqlite.INTEGER(),
nullable=False
)
gate_version = db.Column(
sqlite.TEXT(),
db.ForeignKey("FeatureGating.featureName"),
nullable=True
)
class PossessableComponent(db.Model):
__tablename__ = 'PossessableComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
# FK
controlSchemeID = db.Column(
sqlite.INTEGER(),
nullable=False
)
# FK???
minifigAttachPoint = db.Column(
sqlite.TEXT(),
nullable=True
)
minifigAttachAnimation = db.Column(
sqlite.TEXT(),
nullable=True
)
minifigDetachAnimation = db.Column(
sqlite.TEXT(),
nullable=True
)
mountAttachAnimation = db.Column(
sqlite.TEXT(),
nullable=True
)
mountDetachAnimation = db.Column(
sqlite.TEXT(),
nullable=True
)
attachOffsetFwd = db.Column(
sqlite.FLOAT(),
nullable=True
)
attachOffsetRight = db.Column(
sqlite.FLOAT(),
nullable=True
)
possessionType = db.Column(
sqlite.INTEGER(),
nullable=False
)
wantBillboard = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
billboardOffsetUp = db.Column(
sqlite.FLOAT(),
nullable=True
)
depossessOnHit = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
hitStunTime = db.Column(
sqlite.FLOAT(),
nullable=True
)
skillSet = db.Column(
sqlite.INTEGER(),
nullable=True
)
class Preconditions(db.Model):
__tablename__ = 'Preconditions'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
type = db.Column(
sqlite.INTEGER(),
nullable=True
)
# CSV of LOTS
targetLOT = db.Column(
sqlite.TEXT(),
nullable=True
)
targetGroup = db.Column(
sqlite.TEXT(),
nullable=True
)
targetCount = db.Column(
sqlite.INTEGER(),
nullable=True
)
IconID = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Icons.IconID"),
nullable=False
)
Icon = db.relationship("Icons")
localize = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
validContexts = db.Column(
sqlite.INTEGER(),
nullable=False
)
locStatus = db.Column(
sqlite.INTEGER(),
nullable=False
)
# FK
gate_version = db.Column(
sqlite.TEXT(),
db.ForeignKey("FeatureGating.featureName"),
nullable=True
)
class PropertyEntranceComponent(db.Model):
__tablename__ = 'PropertyEntranceComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
# FK Zone Table
mapID = db.Column(
sqlite.INTEGER(),
nullable=False
)
propertyName = db.Column(
sqlite.TEXT(),
nullable=False
)
isOnProperty = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
groupType = db.Column(
sqlite.TEXT(),
nullable=True
)
class PropertyTemplate(db.Model):
__tablename__ = 'PropertyTemplate'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
# ???
mapID = db.Column(
sqlite.INTEGER(),
nullable=False
)
# FK ZoneTable
vendorMapID = db.Column(
sqlite.INTEGER(),
nullable=False
)
spawnName = db.Column(
sqlite.TEXT(),
nullable=False
)
type = db.Column(
sqlite.INTEGER(),
nullable=False
)
sizecode = db.Column(
sqlite.INTEGER(),
nullable=False
)
minimumPrice = db.Column(
sqlite.INTEGER(),
nullable=False
)
rentDuration = db.Column(
sqlite.INTEGER(),
nullable=False
)
path = db.Column(
sqlite.TEXT(),
nullable=False
)
cloneLimit = db.Column(
sqlite.INTEGER(),
nullable=False
)
durationType = db.Column(
sqlite.INTEGER(),
nullable=False
)
achievementRequired = db.Column(
sqlite.INTEGER(),
nullable=False
)
zoneX = db.Column(
sqlite.FLOAT(),
nullable=False
)
zoneY = db.Column(
sqlite.FLOAT(),
nullable=False
)
zoneZ = db.Column(
sqlite.FLOAT(),
nullable=False
)
maxBuildHeight = db.Column(
sqlite.FLOAT(),
nullable=False
)
localize = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
reputationPerMinute = db.Column(
sqlite.INTEGER(),
nullable=False
)
locStatus = db.Column(
sqlite.INTEGER(),
nullable=False
)
# FK
gate_version = db.Column(
sqlite.TEXT(),
db.ForeignKey("FeatureGating.featureName"),
nullable=True
)
class ProximityMonitorComponent(db.Model):
__tablename__ = 'ProximityMonitorComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
# CSV of Prox Types
Proximities = db.Column(
sqlite.TEXT(),
nullable=False
)
LoadOnClient = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
LoadOnServer = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
class ProximityTypes(db.Model):
__tablename__ = 'ProximityTypes'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
Name = db.Column(
sqlite.TEXT(),
nullable=False
)
Radius = db.Column(
sqlite.INTEGER(),
nullable=False
)
CollisionGroup = db.Column(
sqlite.INTEGER(),
nullable=False
)
PassiveChecks = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
IconID = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Icons.IconID"),
nullable=False
)
Icon = db.relationship("Icons")
LoadOnClient = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
LoadOnServer = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
class RacingModuleComponent(db.Model):
__tablename__ = 'RacingModuleComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
topSpeed = db.Column(
sqlite.FLOAT(),
nullable=True
)
acceleration = db.Column(
sqlite.FLOAT(),
nullable=True
)
handling = db.Column(
sqlite.FLOAT(),
nullable=True
)
stability = db.Column(
sqlite.FLOAT(),
nullable=True
)
imagination = db.Column(
sqlite.FLOAT(),
nullable=True
)
class RailActivatorComponent(db.Model):
__tablename__ = 'RailActivatorComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
# FK ?
startAnim = db.Column(
sqlite.TEXT(),
nullable=False
)
# FK ?
loopAnim = db.Column(
sqlite.TEXT(),
nullable=True
)
# FK ?
stopAnim = db.Column(
sqlite.TEXT(),
nullable=False
)
startSound = db.Column(
sqlite.TEXT(),
nullable=True
)
loopSound = db.Column(
sqlite.TEXT(),
nullable=True
)
stopSound = db.Column(
sqlite.TEXT(),
nullable=True
)
# FK
effectIDs = db.Column(
sqlite.TEXT(),
nullable=True
)
# FK
preconditions = db.Column(
sqlite.TEXT(),
nullable=True
)
playerCollision = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
cameraLocked = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
# FK?
StartEffectID = db.Column(
sqlite.TEXT(),
nullable=True
)
# FK?
StopEffectID = db.Column(
sqlite.TEXT(),
nullable=True
)
DamageImmune = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
NoAggro = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
ShowNameBillboard = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
class RarityTable(db.Model):
__tablename__ = 'RarityTable'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
randmax = db.Column(
sqlite.FLOAT(),
nullable=False
)
rarity = db.Column(
sqlite.INTEGER(),
nullable=False
)
# FK
RarityTableIndex = db.Column(
sqlite.INTEGER(),
nullable=False
)
class RarityTableIndex(db.Model):
__tablename__ = 'RarityTableIndex'
__bind_key__ = 'cdclient'
RarityTableIndex = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
class RebuildComponent(db.Model):
__tablename__ = 'RebuildComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
reset_time = db.Column(
sqlite.FLOAT(),
nullable=False
)
complete_time = db.Column(
sqlite.FLOAT(),
nullable=True
)
take_imagination = db.Column(
sqlite.INTEGER(),
nullable=False
)
interruptible = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
self_activator = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
# CSV OF LOTS
custom_modules = db.Column(
sqlite.TEXT(),
nullable=True
)
# FK
activityID = db.Column(
sqlite.INTEGER(),
nullable=True
)
post_imagination_cost = db.Column(
sqlite.INTEGER(),
nullable=True
)
time_before_smash = db.Column(
sqlite.FLOAT(),
nullable=False
)
class RebuildSections(db.Model):
__tablename__ = 'RebuildSections'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
# FK rebuild component
rebuildID = db.Column(
sqlite.INTEGER(),
nullable=False
)
# LOT
objectID = db.Column(
sqlite.INTEGER(),
nullable=False
)
offset_x = db.Column(
sqlite.FLOAT(),
nullable=False
)
offset_y = db.Column(
sqlite.FLOAT(),
nullable=False
)
offset_z = db.Column(
sqlite.FLOAT(),
nullable=False
)
fall_angle_x = db.Column(
sqlite.FLOAT(),
nullable=True
)
fall_angle_y = db.Column(
sqlite.FLOAT(),
nullable=True
)
fall_angle_z = db.Column(
sqlite.FLOAT(),
nullable=True
)
fall_height = db.Column(
sqlite.FLOAT(),
nullable=True
)
requires_list = db.Column(
sqlite.TEXT(),
nullable=True
)
size = db.Column(
sqlite.INTEGER(),
nullable=False
)
bPlaced = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
class Release_Version(db.Model):
__tablename__ = 'Release_Version'
__bind_key__ = 'cdclient'
ReleaseVersion = db.Column(
sqlite.TEXT(),
nullable=False,
primary_key=True
)
ReleaseDate = db.Column(
sqlite.TIMESTAMP(),
nullable=False
)
class RenderComponent(db.Model):
__tablename__ = 'RenderComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
render_asset = db.Column(
sqlite.TEXT(),
nullable=True
)
icon_asset = db.Column(
sqlite.TEXT(),
nullable=True
)
IconID = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Icons.IconID"),
nullable=False
)
Icon = db.relationship("Icons")
# FK mapshaders
shader_id = db.Column(
sqlite.INTEGER(),
nullable=True
)
effect1 = db.Column(
sqlite.INTEGER(),
nullable=True
)
effect2 = db.Column(
sqlite.INTEGER(),
nullable=True
)
effect3 = db.Column(
sqlite.INTEGER(),
nullable=True
)
effect4 = db.Column(
sqlite.INTEGER(),
nullable=True
)
effect5 = db.Column(
sqlite.INTEGER(),
nullable=True
)
effect6 = db.Column(
sqlite.INTEGER(),
nullable=True
)
animationGroupIDs = db.Column(
sqlite.TEXT(),
nullable=True
)
fade = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
usedropshadow = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
preloadAnimations = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
fadeInTime = db.Column(
sqlite.FLOAT(),
nullable=False
)
maxShadowDistance = db.Column(
sqlite.FLOAT(),
nullable=False
)
ignoreCameraCollision = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
# FK ?
renderComponentLOD1 = db.Column(
sqlite.INTEGER(),
nullable=True
)
# FK?
renderComponentLOD2 = db.Column(
sqlite.INTEGER(),
nullable=True
)
gradualSnap = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
animationFlag = db.Column(
sqlite.INTEGER(),
nullable=True
)
AudioMetaEventSet = db.Column(
sqlite.TEXT(),
nullable=True
)
billboardHeight = db.Column(
sqlite.FLOAT(),
nullable=True
)
chatBubbleOffset = db.Column(
sqlite.FLOAT(),
nullable=True
)
staticBillboard = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
LXFMLFolder = db.Column(
sqlite.TEXT(),
nullable=True
)
attachIndicatorsToNode = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
class RenderComponentFlash(db.Model):
__tablename__ = 'RenderComponentFlash'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False
)
interactive = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
animated = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
nodeName = db.Column(
sqlite.TEXT(),
nullable=False
)
flashPath = db.Column(
sqlite.TEXT(),
nullable=False
)
elementName = db.Column(
sqlite.TEXT(),
nullable=True
)
_uid = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
class RenderComponentWrapper(db.Model):
__tablename__ = 'RenderComponentWrapper'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
defaultWrapperAsset = db.Column(
sqlite.TEXT(),
nullable=False
)
class RenderIconAssets(db.Model):
__tablename__ = 'RenderIconAssets'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
icon_asset = db.Column(
sqlite.TEXT(),
nullable=True
)
blank_column = db.Column(
sqlite.TEXT(),
nullable=True
)
class ReputationRewards(db.Model):
__tablename__ = 'ReputationRewards'
__bind_key__ = 'cdclient'
repLevel = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
sublevel = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
reputation = db.Column(
sqlite.FLOAT(),
nullable=False
)
class RewardCodes(db.Model):
__tablename__ = 'RewardCodes'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
# unique?
code = db.Column(
sqlite.TEXT(),
nullable=False,
)
# LOT
attachmentLOT = db.Column(
sqlite.INTEGER(),
nullable=True
)
locStatus = db.Column(
sqlite.INTEGER(),
nullable=False
)
# FK
gate_version = db.Column(
sqlite.TEXT(),
db.ForeignKey("FeatureGating.featureName"),
nullable=True
)
class Rewards(db.Model):
__tablename__ = 'Rewards'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
LevelID = db.Column(
sqlite.INTEGER(),
nullable=False
)
MissionID = db.Column(
sqlite.INTEGER(),
nullable=True
)
RewardType = db.Column(
sqlite.INTEGER(),
nullable=False
)
# generic relationship
value = db.Column(
sqlite.INTEGER(),
nullable=False
)
count = db.Column(
sqlite.INTEGER(),
nullable=True
)
class RocketLaunchpadControlComponent(db.Model):
__tablename__ = 'RocketLaunchpadControlComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
# FK Zone Table
targetZone = db.Column(
sqlite.INTEGER(),
nullable=False
)
# FK?
defaultZoneID = db.Column(
sqlite.INTEGER(),
nullable=False
)
targetScene = db.Column(
sqlite.TEXT(),
nullable=True
)
gmLevel = db.Column(
sqlite.INTEGER(),
nullable=False
)
playerAnimation = db.Column(
sqlite.TEXT(),
nullable=False
)
rocketAnimation = db.Column(
sqlite.TEXT(),
nullable=False
)
launchMusic = db.Column(
sqlite.TEXT(),
nullable=True
)
useLaunchPrecondition = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
useAltLandingPrecondition = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
# FK
launchPrecondition = db.Column(
sqlite.TEXT(),
nullable=True
)
# FK
altLandingPrecondition = db.Column(
sqlite.TEXT(),
nullable=True
)
altLandingSpawnPointName = db.Column(
sqlite.TEXT(),
nullable=True
)
class SceneTable(db.Model):
__tablename__ = 'SceneTable'
__bind_key__ = 'cdclient'
sceneID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
sceneName = db.Column(
sqlite.TEXT(),
nullable=False
)
class ScriptComponent(db.Model):
__tablename__ = 'ScriptComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
script_name = db.Column(
sqlite.TEXT(),
nullable=True
)
client_script_name = db.Column(
sqlite.TEXT(),
nullable=True
)
class SkillBehavior(db.Model):
__tablename__ = 'SkillBehavior'
__bind_key__ = 'cdclient'
skillID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
locStatus = db.Column(
sqlite.INTEGER(),
nullable=False
)
# FK
behaviorID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
imaginationcost = db.Column(
sqlite.INTEGER(),
nullable=False
)
cooldowngroup = db.Column(
sqlite.INTEGER(),
nullable=True
)
cooldown = db.Column(
sqlite.FLOAT(),
nullable=False
)
inNpcEditor = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
skillIcon = db.Column(
sqlite.INTEGER(),
nullable=True
)
# CSV of skills?
oomSkillID = db.Column(
sqlite.TEXT(),
nullable=True
)
# FK
oomBehaviorEffectID = db.Column(
sqlite.INTEGER(),
nullable=True
)
castTypeDesc = db.Column(
sqlite.INTEGER(),
nullable=True
)
imBonusUI = db.Column(
sqlite.INTEGER(),
nullable=True
)
lifeBonusUI = db.Column(
sqlite.INTEGER(),
nullable=True
)
armorBonusUI = db.Column(
sqlite.INTEGER(),
nullable=True
)
damageUI = db.Column(
sqlite.INTEGER(),
nullable=True
)
hideIcon = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
localize = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
# FK
gate_version = db.Column(
sqlite.TEXT(),
db.ForeignKey("FeatureGating.featureName"),
nullable=True
)
cancelType = db.Column(
sqlite.INTEGER(),
nullable=True
)
class SmashableChain(db.Model):
__tablename__ = 'SmashableChain'
__bind_key__ = 'cdclient'
# FK
chainIndex = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
chainLevel = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
lootMatrixID = db.Column(
sqlite.INTEGER(),
nullable=False
)
# FK
rarityTableIndex = db.Column(
sqlite.INTEGER(),
nullable=False
)
# FK
currencyIndex = db.Column(
sqlite.INTEGER(),
nullable=False
)
currencyLevel = db.Column(
sqlite.INTEGER(),
nullable=False
)
smashCount = db.Column(
sqlite.INTEGER(),
nullable=False
)
timeLimit = db.Column(
sqlite.INTEGER(),
nullable=False
)
chainStepID = db.Column(
sqlite.INTEGER(),
nullable=False
)
class SmashableChainIndex(db.Model):
__tablename__ = 'SmashableChainIndex'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
targetGroup = db.Column(
sqlite.TEXT(),
nullable=False
)
description = db.Column(
sqlite.TEXT(),
nullable=False
)
continuous = db.Column(
sqlite.INTEGER(),
nullable=False
)
class SmashableComponent(db.Model):
__tablename__ = 'SmashableComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
# FK
LootMatrixIndex = db.Column(
sqlite.INTEGER(),
nullable=False
)
class SmashableElements(db.Model):
__tablename__ = 'SmashableElements'
__bind_key__ = 'cdclient'
# FK? to brick table or objects?
elementID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
dropWeight = db.Column(
sqlite.INTEGER(),
nullable=False
)
class SpeedchatMenu(db.Model):
__tablename__ = 'SpeedchatMenu'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
# FK to this table
parentId = db.Column(
sqlite.INTEGER(),
nullable=True
)
# FK to Emotes
emoteId = db.Column(
sqlite.INTEGER(),
nullable=True
)
imageName = db.Column(
sqlite.TEXT(),
nullable=True
)
localize = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
locStatus = db.Column(
sqlite.INTEGER(),
nullable=False
)
# FK
gate_version = db.Column(
sqlite.TEXT(),
db.ForeignKey("FeatureGating.featureName"),
nullable=True
)
class SubscriptionPricing(db.Model):
__tablename__ = 'SubscriptionPricing'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
countryCode = db.Column(
sqlite.TEXT(),
nullable=False
)
monthlyFeeGold = db.Column(
sqlite.TEXT(),
nullable=False
)
monthlyFeeSilver = db.Column(
sqlite.TEXT(),
nullable=False
)
monthlyFeeBronze = db.Column(
sqlite.TEXT(),
nullable=False
)
monetarySymbol = db.Column(
sqlite.INTEGER(),
nullable=False
)
symbolIsAppended = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
class SurfaceType(db.Model):
__tablename__ = 'SurfaceType'
__bind_key__ = 'cdclient'
SurfaceType = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
FootstepNDAudioMetaEventSetName = db.Column(
sqlite.TEXT(),
nullable=True
)
class TamingBuildPuzzles(db.Model):
__tablename__ = 'TamingBuildPuzzles'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
# LOT
PuzzleModelLot = db.Column(
sqlite.INTEGER(),
nullable=False
)
NPCLot = db.Column(
sqlite.INTEGER(),
nullable=False
)
ValidPiecesLXF = db.Column(
sqlite.TEXT(),
nullable=False
)
InvalidPiecesLXF = db.Column(
sqlite.TEXT(),
nullable=False
)
Difficulty = db.Column(
sqlite.INTEGER(),
nullable=False
)
Timelimit = db.Column(
sqlite.INTEGER(),
nullable=False
)
NumValidPieces = db.Column(
sqlite.INTEGER(),
nullable=False
)
TotalNumPieces = db.Column(
sqlite.INTEGER(),
nullable=False
)
ModelName = db.Column(
sqlite.TEXT(),
nullable=False
)
FullModelLXF = db.Column(
sqlite.TEXT(),
nullable=False
)
Duration = db.Column(
sqlite.FLOAT(),
nullable=False
)
imagCostPerBuild = db.Column(
sqlite.INTEGER(),
nullable=False
)
class TextDescription(db.Model):
__tablename__ = 'TextDescription'
__bind_key__ = 'cdclient'
TextID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
TestDescription = db.Column(
sqlite.TEXT(),
nullable=False
)
class TextLanguage(db.Model):
__tablename__ = 'TextLanguage'
__bind_key__ = 'cdclient'
TextID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
LanguageID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
Text = db.Column(
sqlite.TEXT(),
nullable=False
)
class TrailEffects(db.Model):
__tablename__ = 'TrailEffects'
__bind_key__ = 'cdclient'
trailID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
textureName = db.Column(
sqlite.TEXT(),
nullable=False
)
blendmode = db.Column(
sqlite.INTEGER(),
nullable=False
)
cardlifetime = db.Column(
sqlite.FLOAT(),
nullable=False
)
colorlifetime = db.Column(
sqlite.FLOAT(),
nullable=False
)
minTailFade = db.Column(
sqlite.FLOAT(),
nullable=False
)
tailFade = db.Column(
sqlite.FLOAT(),
nullable=False
)
max_particles = db.Column(
sqlite.INTEGER(),
nullable=False
)
birthDelay = db.Column(
sqlite.FLOAT(),
nullable=False
)
deathDelay = db.Column(
sqlite.FLOAT(),
nullable=False
)
bone1 = db.Column(
sqlite.TEXT(),
nullable=False
)
bone2 = db.Column(
sqlite.TEXT(),
nullable=False
)
texLength = db.Column(
sqlite.FLOAT(),
nullable=False
)
texWidth = db.Column(
sqlite.FLOAT(),
nullable=False
)
startColorR = db.Column(
sqlite.FLOAT(),
nullable=False
)
startColorG = db.Column(
sqlite.FLOAT(),
nullable=False
)
startColorB = db.Column(
sqlite.FLOAT(),
nullable=False
)
startColorA = db.Column(
sqlite.FLOAT(),
nullable=False
)
middleColorR = db.Column(
sqlite.FLOAT(),
nullable=False
)
middleColorG = db.Column(
sqlite.FLOAT(),
nullable=False
)
middleColorB = db.Column(
sqlite.FLOAT(),
nullable=False
)
middleColorA = db.Column(
sqlite.FLOAT(),
nullable=False
)
endColorR = db.Column(
sqlite.FLOAT(),
nullable=False
)
endColorG = db.Column(
sqlite.FLOAT(),
nullable=False
)
endColorB = db.Column(
sqlite.FLOAT(),
nullable=False
)
endColorA = db.Column(
sqlite.FLOAT(),
nullable=False
)
class UGBehaviorSounds(db.Model):
__tablename__ = 'UGBehaviorSounds'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
guid = db.Column(
sqlite.TEXT(),
nullable=False
)
localize = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
locStatus = db.Column(
sqlite.INTEGER(),
nullable=False
)
# FK
gate_version = db.Column(
sqlite.TEXT(),
db.ForeignKey("FeatureGating.featureName"),
nullable=True
)
class VehiclePhysics(db.Model):
__tablename__ = 'VehiclePhysics'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
hkxFilename = db.Column(
sqlite.TEXT(),
nullable=True
)
fGravityScale = db.Column(
sqlite.FLOAT(),
nullable=False
)
fMass = db.Column(
sqlite.FLOAT(),
nullable=False
)
fChassisFriction = db.Column(
sqlite.FLOAT(),
nullable=False
)
fMaxSpeed = db.Column(
sqlite.FLOAT(),
nullable=False
)
fEngineTorque = db.Column(
sqlite.FLOAT(),
nullable=False
)
fBrakeFrontTorque = db.Column(
sqlite.FLOAT(),
nullable=False
)
fBrakeRearTorque = db.Column(
sqlite.FLOAT(),
nullable=False
)
fBrakeMinInputToBlock = db.Column(
sqlite.FLOAT(),
nullable=False
)
fBrakeMinTimeToBlock = db.Column(
sqlite.FLOAT(),
nullable=False
)
fSteeringMaxAngle = db.Column(
sqlite.FLOAT(),
nullable=False
)
fSteeringSpeedLimitForMaxAngle = db.Column(
sqlite.FLOAT(),
nullable=False
)
fSteeringMinAngle = db.Column(
sqlite.FLOAT(),
nullable=False
)
fFwdBias = db.Column(
sqlite.FLOAT(),
nullable=False
)
fFrontTireFriction = db.Column(
sqlite.FLOAT(),
nullable=False
)
fRearTireFriction = db.Column(
sqlite.FLOAT(),
nullable=False
)
fFrontTireFrictionSlide = db.Column(
sqlite.FLOAT(),
nullable=False
)
fRearTireFrictionSlide = db.Column(
sqlite.FLOAT(),
nullable=False
)
fFrontTireSlipAngle = db.Column(
sqlite.FLOAT(),
nullable=False
)
fRearTireSlipAngle = db.Column(
sqlite.FLOAT(),
nullable=False
)
fWheelWidth = db.Column(
sqlite.FLOAT(),
nullable=False
)
fWheelRadius = db.Column(
sqlite.FLOAT(),
nullable=False
)
fWheelMass = db.Column(
sqlite.FLOAT(),
nullable=False
)
fReorientPitchStrength = db.Column(
sqlite.FLOAT(),
nullable=False
)
fReorientRollStrength = db.Column(
sqlite.FLOAT(),
nullable=False
)
fSuspensionLength = db.Column(
sqlite.FLOAT(),
nullable=False
)
fSuspensionStrength = db.Column(
sqlite.FLOAT(),
nullable=False
)
fSuspensionDampingCompression = db.Column(
sqlite.FLOAT(),
nullable=False
)
fSuspensionDampingRelaxation = db.Column(
sqlite.FLOAT(),
nullable=False
)
iChassisCollisionGroup = db.Column(
sqlite.INTEGER(),
nullable=False
)
fNormalSpinDamping = db.Column(
sqlite.FLOAT(),
nullable=False
)
fCollisionSpinDamping = db.Column(
sqlite.FLOAT(),
nullable=False
)
fCollisionThreshold = db.Column(
sqlite.FLOAT(),
nullable=False
)
fTorqueRollFactor = db.Column(
sqlite.FLOAT(),
nullable=False
)
fTorquePitchFactor = db.Column(
sqlite.FLOAT(),
nullable=False
)
fTorqueYawFactor = db.Column(
sqlite.FLOAT(),
nullable=False
)
fInertiaRoll = db.Column(
sqlite.FLOAT(),
nullable=False
)
fInertiaPitch = db.Column(
sqlite.FLOAT(),
nullable=False
)
fInertiaYaw = db.Column(
sqlite.FLOAT(),
nullable=False
)
fExtraTorqueFactor = db.Column(
sqlite.FLOAT(),
nullable=False
)
fCenterOfMassFwd = db.Column(
sqlite.FLOAT(),
nullable=False
)
fCenterOfMassUp = db.Column(
sqlite.FLOAT(),
nullable=False
)
fCenterOfMassRight = db.Column(
sqlite.FLOAT(),
nullable=False
)
fWheelHardpointFrontFwd = db.Column(
sqlite.FLOAT(),
nullable=False
)
fWheelHardpointFrontUp = db.Column(
sqlite.FLOAT(),
nullable=False
)
fWheelHardpointFrontRight = db.Column(
sqlite.FLOAT(),
nullable=False
)
fWheelHardpointRearFwd = db.Column(
sqlite.FLOAT(),
nullable=False
)
fWheelHardpointRearUp = db.Column(
sqlite.FLOAT(),
nullable=False
)
fWheelHardpointRearRight = db.Column(
sqlite.FLOAT(),
nullable=False
)
fInputTurnSpeed = db.Column(
sqlite.FLOAT(),
nullable=False
)
fInputDeadTurnBackSpeed = db.Column(
sqlite.FLOAT(),
nullable=False
)
fInputAccelSpeed = db.Column(
sqlite.FLOAT(),
nullable=False
)
fInputDeadAccelDownSpeed = db.Column(
sqlite.FLOAT(),
nullable=False
)
fInputDecelSpeed = db.Column(
sqlite.FLOAT(),
nullable=False
)
fInputDeadDecelDownSpeed = db.Column(
sqlite.FLOAT(),
nullable=False
)
fInputSlopeChangePointX = db.Column(
sqlite.FLOAT(),
nullable=False
)
fInputInitialSlope = db.Column(
sqlite.FLOAT(),
nullable=False
)
fInputDeadZone = db.Column(
sqlite.FLOAT(),
nullable=False
)
fAeroAirDensity = db.Column(
sqlite.FLOAT(),
nullable=False
)
fAeroFrontalArea = db.Column(
sqlite.FLOAT(),
nullable=False
)
fAeroDragCoefficient = db.Column(
sqlite.FLOAT(),
nullable=False
)
fAeroLiftCoefficient = db.Column(
sqlite.FLOAT(),
nullable=False
)
fAeroExtraGravity = db.Column(
sqlite.FLOAT(),
nullable=False
)
fBoostTopSpeed = db.Column(
sqlite.FLOAT(),
nullable=False
)
fBoostCostPerSecond = db.Column(
sqlite.FLOAT(),
nullable=False
)
fBoostAccelerateChange = db.Column(
sqlite.FLOAT(),
nullable=False
)
fBoostDampingChange = db.Column(
sqlite.FLOAT(),
nullable=False
)
fPowerslideNeutralAngle = db.Column(
sqlite.FLOAT(),
nullable=False
)
fPowerslideTorqueStrength = db.Column(
sqlite.FLOAT(),
nullable=False
)
iPowerslideNumTorqueApplications = db.Column(
sqlite.INTEGER(),
nullable=False
)
fImaginationTankSize = db.Column(
sqlite.FLOAT(),
nullable=False
)
fSkillCost = db.Column(
sqlite.FLOAT(),
nullable=False
)
fWreckSpeedBase = db.Column(
sqlite.FLOAT(),
nullable=True
)
fWreckSpeedPercent = db.Column(
sqlite.FLOAT(),
nullable=True
)
fWreckMinAngle = db.Column(
sqlite.FLOAT(),
nullable=True
)
AudioEventEngine = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioEventSkid = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioEventLightHit = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioSpeedThresholdLightHit = db.Column(
sqlite.FLOAT(),
nullable=False
)
AudioTimeoutLightHit = db.Column(
sqlite.FLOAT(),
nullable=False
)
AudioEventHeavyHit = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioSpeedThresholdHeavyHit = db.Column(
sqlite.FLOAT(),
nullable=False
)
AudioTimeoutHeavyHit = db.Column(
sqlite.FLOAT(),
nullable=False
)
AudioEventStart = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioEventTreadConcrete = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioEventTreadSand = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioEventTreadWood = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioEventTreadDirt = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioEventTreadPlastic = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioEventTreadGrass = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioEventTreadGravel = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioEventTreadMud = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioEventTreadWater = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioEventTreadSnow = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioEventTreadIce = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioEventTreadMetal = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioEventTreadLeaves = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioEventLightLand = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioAirtimeForLightLand = db.Column(
sqlite.FLOAT(),
nullable=False
)
AudioEventHeavyLand = db.Column(
sqlite.TEXT(),
nullable=True
)
AudioAirtimeForHeavyLand = db.Column(
sqlite.FLOAT(),
nullable=False
)
bWheelsVisible = db.Column(
sqlite.BOOLEAN(),
nullable=True
)
class VehicleStatMap(db.Model):
__tablename__ = 'VehicleStatMap'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
ModuleStat = db.Column(
sqlite.TEXT(),
nullable=False
)
HavokStat = db.Column(
sqlite.TEXT(),
nullable=False
)
HavokChangePerModuleStat = db.Column(
sqlite.FLOAT(),
nullable=False
)
class VendorComponent(db.Model):
__tablename__ = 'VendorComponent'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
buyScalar = db.Column(
sqlite.FLOAT(),
nullable=False
)
sellScalar = db.Column(
sqlite.FLOAT(),
nullable=False
)
refreshTimeSeconds = db.Column(
sqlite.FLOAT(),
nullable=False
)
# FK
LootMatrixIndex = db.Column(
sqlite.INTEGER(),
nullable=False
)
class WhatsCoolItemSpotlight(db.Model):
__tablename__ = 'WhatsCoolItemSpotlight'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
# FK
itemID = db.Column(
sqlite.INTEGER(),
nullable=False
)
localize = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
# FK
gate_version = db.Column(
sqlite.TEXT(),
db.ForeignKey("FeatureGating.featureName"),
nullable=True
)
locStatus = db.Column(
sqlite.INTEGER(),
nullable=False
)
class WhatsCoolNewsAndTips(db.Model):
__tablename__ = 'WhatsCoolNewsAndTips'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
IconID = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Icons.IconID"),
nullable=False
)
Icon = db.relationship("Icons")
type = db.Column(
sqlite.INTEGER(),
nullable=False
)
localize = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
# FK
gate_version = db.Column(
sqlite.TEXT(),
db.ForeignKey("FeatureGating.featureName"),
nullable=True
)
locStatus = db.Column(
sqlite.INTEGER(),
nullable=False
)
class WorldConfig(db.Model):
__tablename__ = 'WorldConfig'
__bind_key__ = 'cdclient'
WorldConfigID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
pegravityvalue = db.Column(
sqlite.FLOAT(),
nullable=False
)
pebroadphaseworldsize = db.Column(
sqlite.FLOAT(),
nullable=False
)
pegameobjscalefactor = db.Column(
sqlite.FLOAT(),
nullable=False
)
character_rotation_speed = db.Column(
sqlite.FLOAT(),
nullable=False
)
character_walk_forward_speed = db.Column(
sqlite.FLOAT(),
nullable=False
)
character_walk_backward_speed = db.Column(
sqlite.FLOAT(),
nullable=False
)
character_walk_strafe_speed = db.Column(
sqlite.FLOAT(),
nullable=False
)
character_walk_strafe_forward_speed = db.Column(
sqlite.FLOAT(),
nullable=False
)
character_walk_strafe_backward_speed = db.Column(
sqlite.FLOAT(),
nullable=False
)
character_run_backward_speed = db.Column(
sqlite.FLOAT(),
nullable=False
)
character_run_strafe_speed = db.Column(
sqlite.FLOAT(),
nullable=False
)
character_run_strafe_forward_speed = db.Column(
sqlite.FLOAT(),
nullable=False
)
character_run_strafe_backward_speed = db.Column(
sqlite.FLOAT(),
nullable=False
)
global_cooldown = db.Column(
sqlite.FLOAT(),
nullable=False
)
characterGroundedTime = db.Column(
sqlite.FLOAT(),
nullable=False
)
characterGroundedSpeed = db.Column(
sqlite.FLOAT(),
nullable=False
)
globalImmunityTime = db.Column(
sqlite.FLOAT(),
nullable=False
)
character_max_slope = db.Column(
sqlite.FLOAT(),
nullable=False
)
defaultrespawntime = db.Column(
sqlite.FLOAT(),
nullable=False
)
mission_tooltip_timeout = db.Column(
sqlite.FLOAT(),
nullable=False
)
vendor_buy_multiplier = db.Column(
sqlite.FLOAT(),
nullable=False
)
pet_follow_radius = db.Column(
sqlite.FLOAT(),
nullable=False
)
character_eye_height = db.Column(
sqlite.FLOAT(),
nullable=False
)
flight_vertical_velocity = db.Column(
sqlite.FLOAT(),
nullable=False
)
flight_airspeed = db.Column(
sqlite.FLOAT(),
nullable=False
)
flight_fuel_ratio = db.Column(
sqlite.FLOAT(),
nullable=False
)
flight_max_airspeed = db.Column(
sqlite.FLOAT(),
nullable=False
)
fReputationPerVote = db.Column(
sqlite.FLOAT(),
nullable=False
)
nPropertyCloneLimit = db.Column(
sqlite.INTEGER(),
nullable=False
)
defaultHomespaceTemplate = db.Column(
sqlite.INTEGER(),
nullable=False
)
coins_lost_on_death_percent = db.Column(
sqlite.FLOAT(),
nullable=False
)
coins_lost_on_death_min = db.Column(
sqlite.INTEGER(),
nullable=False
)
coins_lost_on_death_max = db.Column(
sqlite.INTEGER(),
nullable=False
)
character_votes_per_day = db.Column(
sqlite.INTEGER(),
nullable=False
)
property_moderation_request_approval_cost = db.Column(
sqlite.INTEGER(),
nullable=False
)
property_moderation_request_review_cost = db.Column(
sqlite.INTEGER(),
nullable=False
)
propertyModRequestsAllowedSpike = db.Column(
sqlite.INTEGER(),
nullable=False
)
propertyModRequestsAllowedInterval = db.Column(
sqlite.INTEGER(),
nullable=False
)
propertyModRequestsAllowedTotal = db.Column(
sqlite.INTEGER(),
nullable=False
)
propertyModRequestsSpikeDuration = db.Column(
sqlite.INTEGER(),
nullable=False
)
propertyModRequestsIntervalDuration = db.Column(
sqlite.INTEGER(),
nullable=False
)
modelModerateOnCreate = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
defaultPropertyMaxHeight = db.Column(
sqlite.FLOAT(),
nullable=False
)
reputationPerVoteCast = db.Column(
sqlite.FLOAT(),
nullable=False
)
reputationPerVoteReceived = db.Column(
sqlite.FLOAT(),
nullable=False
)
showcaseTopModelConsiderationBattles = db.Column(
sqlite.INTEGER(),
nullable=False
)
reputationPerBattlePromotion = db.Column(
sqlite.FLOAT(),
nullable=False
)
coins_lost_on_death_min_timeout = db.Column(
sqlite.FLOAT(),
nullable=False
)
coins_lost_on_death_max_timeout = db.Column(
sqlite.FLOAT(),
nullable=False
)
mail_base_fee = db.Column(
sqlite.INTEGER(),
nullable=False
)
mail_percent_attachment_fee = db.Column(
sqlite.FLOAT(),
nullable=False
)
propertyReputationDelay = db.Column(
sqlite.INTEGER(),
nullable=False
)
LevelCap = db.Column(
sqlite.INTEGER(),
nullable=False
)
# FK?
LevelUpBehaviorEffect = db.Column(
sqlite.TEXT(),
nullable=False
)
CharacterVersion = db.Column(
sqlite.INTEGER(),
nullable=False
)
LevelCapCurrencyConversion = db.Column(
sqlite.INTEGER(),
nullable=False
)
class ZoneLoadingTips(db.Model):
__tablename__ = 'ZoneLoadingTips'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
# FK
zoneid = db.Column(
sqlite.INTEGER(),
nullable=False
)
imagelocation = db.Column(
sqlite.TEXT(),
nullable=False
)
localize = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
# FK
gate_version = db.Column(
sqlite.TEXT(),
nullable=False
)
locStatus = db.Column(
sqlite.INTEGER(),
nullable=False
)
weight = db.Column(
sqlite.INTEGER(),
nullable=False
)
# FK?
targetVersion = db.Column(
sqlite.TEXT(),
nullable=True
)
class ZoneSummary(db.Model):
__tablename__ = 'ZoneSummary'
__bind_key__ = 'cdclient'
zoneID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
type = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
value = db.Column(
sqlite.INTEGER(),
nullable=True
)
# Ignoring, composite key makes more sense
_uniqueID = db.Column(
sqlite.INTEGER(),
nullable=False
)
class ZoneTable(db.Model):
__tablename__ = 'ZoneTable'
__bind_key__ = 'cdclient'
zoneID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
locStatus = db.Column(
sqlite.INTEGER(),
nullable=False
)
zoneName = db.Column(
sqlite.TEXT(),
nullable=False
)
# FK
scriptID = db.Column(
sqlite.INTEGER(),
nullable=True
)
ghostdistance_min = db.Column(
sqlite.FLOAT(),
nullable=True
)
ghostdistance = db.Column(
sqlite.FLOAT(),
nullable=False
)
population_soft_cap = db.Column(
sqlite.INTEGER(),
nullable=False
)
population_hard_cap = db.Column(
sqlite.INTEGER(),
nullable=False
)
DisplayDescription = db.Column(
sqlite.TEXT(),
nullable=True
)
mapFolder = db.Column(
sqlite.TEXT(),
nullable=True
)
smashableMinDistance = db.Column(
sqlite.FLOAT(),
nullable=True
)
smashableMaxDistance = db.Column(
sqlite.FLOAT(),
nullable=True
)
mixerProgram = db.Column(
sqlite.TEXT(),
nullable=True
)
clientPhysicsFramerate = db.Column(
sqlite.TEXT(),
nullable=True
)
serverPhysicsFramerate = db.Column(
sqlite.TEXT(),
nullable=True
)
zoneControlTemplate = db.Column(
sqlite.INTEGER(),
nullable=True
)
widthInChunks = db.Column(
sqlite.INTEGER(),
nullable=True
)
heightInChunks = db.Column(
sqlite.INTEGER(),
nullable=True
)
petsAllowed = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
localize = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
fZoneWeight = db.Column(
sqlite.FLOAT(),
nullable=True
)
thumbnail = db.Column(
sqlite.TEXT(),
nullable=True
)
PlayerLoseCoinsOnDeath = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
disableSaveLoc = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
teamRadius = db.Column(
sqlite.FLOAT(),
nullable=True
)
gate_version = db.Column(
sqlite.TEXT(),
db.ForeignKey("FeatureGating.featureName"),
nullable=True
)
mountsAllowed = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
class brickAttributes(db.Model):
__tablename__ = 'brickAttributes'
__bind_key__ = 'cdclient'
ID = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
icon_asset = db.Column(
sqlite.TEXT(),
nullable=False
)
display_order = db.Column(
sqlite.INTEGER(),
nullable=False
)
locStatus = db.Column(
sqlite.INTEGER(),
nullable=False
)
class dtproperties(db.Model):
__tablename__ = 'dtproperties'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
# FK
objectid = db.Column(
sqlite.INTEGER(),
nullable=False
)
property_colume = db.Column(
'property',
sqlite.TEXT(),
nullable=False
)
value = db.Column(
sqlite.TEXT(),
nullable=False
)
uvalue = db.Column(
sqlite.TEXT(),
nullable=False
)
lvalue = db.Column(
sqlite.TEXT(),
nullable=False
)
version = db.Column(
sqlite.INTEGER(),
nullable=False
)
class mapAnimationPriorities(db.Model):
__tablename__ = 'mapAnimationPriorities'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
name = db.Column(
sqlite.TEXT(),
nullable=False
)
priority = db.Column(
sqlite.FLOAT(),
nullable=False
)
class mapAssetType(db.Model):
__tablename__ = 'mapAssetType'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
label = db.Column(
sqlite.TEXT(),
nullable=False
)
pathdir = db.Column(
sqlite.TEXT(),
nullable=False
)
typelabel = db.Column(
sqlite.TEXT(),
nullable=False
)
class mapIcon(db.Model):
__tablename__ = 'mapIcon'
__bind_key__ = 'cdclient'
LOT = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
IconID = db.Column(
sqlite.INTEGER(),
db.ForeignKey("Icons.IconID"),
nullable=False,
primary_key=True
)
Icon = db.relationship("Icons")
iconState = db.Column(
sqlite.INTEGER(),
nullable=False
)
class mapItemTypes(db.Model):
__tablename__ = 'mapItemTypes'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
description = db.Column(
sqlite.TEXT(),
nullable=False
)
equipLocation = db.Column(
sqlite.TEXT(),
nullable=True
)
class mapRenderEffects(db.Model):
__tablename__ = 'mapRenderEffects'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
gameID = db.Column(
sqlite.INTEGER(),
nullable=False
)
description = db.Column(
sqlite.TEXT(),
nullable=False
)
class mapShaders(db.Model):
__tablename__ = 'mapShaders'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
label = db.Column(
sqlite.TEXT(),
nullable=False
)
gameValue = db.Column(
sqlite.INTEGER(),
nullable=False
)
priority = db.Column(
sqlite.INTEGER(),
nullable=True
)
class mapTextureResource(db.Model):
__tablename__ = 'mapTextureResource'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
texturepath = db.Column(
sqlite.TEXT(),
nullable=False
)
# FK shaders?
SurfaceType = db.Column(
sqlite.INTEGER(),
nullable=False
)
class map_BlueprintCategory(db.Model):
__tablename__ = 'map_BlueprintCategory'
__bind_key__ = 'cdclient'
id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
description = db.Column(
sqlite.TEXT(),
nullable=False
)
enabled = db.Column(
sqlite.BOOLEAN(),
nullable=False
)
class sysdiagrams(db.Model):
__tablename__ = 'sysdiagrams'
__bind_key__ = 'cdclient'
name = db.Column(
sqlite.TEXT(),
nullable=False
)
principal_id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
diagram_id = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
version = db.Column(
sqlite.INTEGER(),
nullable=False,
primary_key=True
)
definition = db.Column(
sqlite.TEXT(),
nullable=False
)