Database Tables - Inventory

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Inventory group include tables for all ingame items (i.e. Modules, Ships, Goods, Skillbooks, Blueprints and even Stations, Planets, Stars and POS'es), attributes and relations of these and other such information. Tables in Inventory group have names beginning with inv and dgm.
Database Tables Categories

Main Page

Common tables

invTypes

This table contain all ingame items. It's source of all queries related to Ships, Modules, Skills, etc. It doesn't contain actual space objects data, only types of objects (i.e. Large Gas Planet I).
Column Links to Used Note
typeID * Unique ID of item in game. Should be primary key.
groupID invGroups.groupID * Group this item belongs to. It's not Market group. Also Groups belong to Categories.
typeName * Name of item, i.e. Rogue Medium Commander Wreck.
description * Description as seen in Info window in game.
graphicID eveGraphics.graphicID * Link to graphic used in game for this item.
radius * Radius of item, if applicable.
mass * Mass of item, if applicable.
volume * Volume of item, if applicable.
capacity * Holding capacity of item, if applicable.
portionSize * Portion size of item, if applicable. Portion size is size of group for reprocessing purposes, for example.
raceID * Which race(s) this item belongs to. Races are bitmask, by the way.
basePrice * Base price of item. Have no relation to actual market price.
published * 1 if item is in game. Good practice is to always add published=1 to conditions in request.
marketGroupID invMarketGroups.marketGroupID * Market group of item.
chanceOfDuplicating Chance of duplicating item. Duplication process is not implemented.

invGroups

This table contain groups for items. Groups belong to Categories. Also here listed parameters common to all items in group.
Column Links to Used Note
groupID * Unique ID of group. Should be primary key.
categoryID invCategories.categoryID * Category this group belongs to.
groupName * Name of group.
description * Description of group.
graphicID eveGraphics.graphicID * Graphic used for group, if applicable.
useBasePrice * Should game use base price for items in this group.
allowManufacture * Items in this group can be manufactured.
allowRecycler * Items in this group can be recycled.
anchored * Items in this group are anchored.
anchorable * Items in this group can be anchored.
fittableNonSingleton * Items in this group can be fit in quantities (i.e. Smartbombs).
published * 1 if group is in game.

invCategories

Categories. So we have simple 2-level hierarchy: Category -> Group.
Column Links to Used Note
categoryID * Unique ID of category. Should be primary key.
categoryName * Name of Category.
description * Description of Category.
graphicID eveGraphics.graphicID * Graphic for this category.
published * 1 if category is in game.

invMarketGroups

Market groups for marketable items. This table is self-linked making tree-like structure.
Column Links to Used Note
marketGroupID * Unique ID of market group. Should be primary key.
parentGroupID invMarketGroups.marketGroupID * ID of parent group.
marketGroupName * Name of group.
description * Description of group.
graphicID * Graphic for group.
hasTypes * 1 if group contain items, 0 if it contain only sub-groups.

invContrabandTypes

Which items are contraband for which faction and legal actions against smugglers.
Column Links to Used Note
factionID chrFactions.factionID * For which faction.
typeID invTypes.typeID * Which item is contraband.
standingLoss * Percent of standing loss when caught.
confiscateMinSec * Minimal security of system where contraband is confiscated.
fineByValue * Size of fine (fineByValue * basePrice * quantity of contraband ???).
attackMinSec * Minimal security of system where smuggler will be shot.

Metatypes

invMetaTypes

Relation between different variants of item (i.e. Tech-I, Faction, Tech-II). These are not "meta-levels" of items used for calculate invention success. For that information see Attribute metaLevel (attributeID=633) in table dgmTypeAttributes linked with typeID in question.
Column Links to Used Note
typeID invTypes.typeID * Item in question.
parentTypeID invTypes.typeID * Parent (i.e. Meta-0) item.
metaGroupID invMetaGroups.metaGroupID * Meta-group.

invMetaGroups

Names of variants of items.
Column Links to Used Note
metaGroupID * Unique ID of market group. Should be primary key.
metaGroupName * Name of group.
description * Description.
graphicID

Attributes

dgmTypeAttributes

All attributes for items. Only one value of attribute exists per table row. Correct way to obtain value is isNULL(valueInt,valueFloat).
Column Links to Used Note
typeID invTypes.typeID * Item ID.
attributeID dgmAttributeTypes.attributeID * Attribute ID.
valueInt * Integer value of attribute.
valueFloat * Float value of attribute.

dgmAttributeTypes

Names and descriptions of attributes.
Column Links to Used Note
attributeID * Unique ID of attribute. Should be primary key.
attributeName * Name of attribute.
attributeCategory * Internal category of attribute.
description * Description of attribute.
maxAttributeID dgmAttributeTypes.attributeID * ID of attribute, limiting this attribute from top. For example, "Charge of module" attribute is limited by "Capacitor Capacity".
attributeIdx * Ordinal number of attribute to show.
graphicID * Graphic for attribute.
chargeRechargeTimeID dgmAttributeTypes.attributeID * ID of attribute, which shows recharge time for this attribute. For example, "Charge of module" linked to "Capacitor Recharge Rate".
defaultValue * Default value for attribute.
published * 1 if attribute is in game.
displayName * Name of attribute as displayed in game.
unitID eveUnits.unitID * Measurement unit for attribute.
stackable * 1 if attribute suffer from Stacking penalty effect.
highIsGood * 1 if high value of attribute is good for player.

dgmTypeEffects

Effects related to items. Effects are like boolean flags - if an item have effect listed, it's subject for this effect with parameters, listed in dgmEffects table.
Column Links to Used Note
typeID invTypes.typeID * Item ID.
effectID dgmEffects.effectID * Effect ID.
isDefault * 1 if effect is ON by default.

dgmEffects

Names and descriptions of effects.
Column Links to Used Note
effectID * Unique ID of effect. Should be primary key.
effectName * Name of effect.
effectCategory * Internal category of effect.
preExpression * Unknown. I guess it's internal in-game expression ID to calculate before applying effect.
postExpression * Unknown.
description * Description of effect.
guid * Unknown.
graphicID eveGraphics.graphicID * ID of graphic for effect.
isOffensive * 1 means that effect is offensive, i.e. applied to enemy.
isAssistance * 1 means that effect is support, i.e. applied to ally.
durationAttributeID dgmAttributeTypes.attributeID * ID of attribute which shows duration of this effect.
trackingSpeedAttributeID dgmAttributeTypes.attributeID * ID of attribute which shows tracking speed of this effect.
dischargeAttributeID dgmAttributeTypes.attributeID * ID of attribute which shows discharge rate of this effect.
rangeAttributeID dgmAttributeTypes.attributeID * ID of attribute which shows range of this effect.
falloffAttributeID dgmAttributeTypes.attributeID * ID of attribute which shows faloff distance of this effect.
disallowAutoRepeat * 1 means that effect souldn't autorepeat itself.
published Should be 1 if effect is in game, but strangely, lot of in game effects have 0 in actual data.
displayName * Name of effect as displayed in game.
isWarpSafe * 1 means that effect doesn't switch off automatically when going into warp.
rangeChance * Effect have range based chance??
electronicChance * Effect have electronic skill based chance??
propulsionChance * Effect have propulsion based chance??
distribution * Unknown.
sfxName only NULLs or word 'None' in actual table data.
npcUsageChanceAttributeID dgmAttributeTypes.attributeID * ID of attribute which shows chance, that NPC will use this effect against target.
npcActivationChanceAttributeID dgmAttributeTypes.attributeID * ID of attribute which shows chance, that NPC will activate this effect.
fittingUsageChanceAttributeID dgmAttributeTypes.attributeID * ID of attribute which shows chance of successful usage of this effect??

Blueprints

invBlueprintTypes

Information about blueprints.
Column Links to Used Note
blueprintTypeID invTypes.typeID * typeID of this blueprint.
parentBlueprintTypeID invTypes.typeID * typeID of parent (i.e. tech-I for tech-II blueprints) blueprint. <-- This seems inaccurate. The few that aren't set to null seem to have invalid data.
productTypeID invTypes.typeID * typeID of produced item.
productionTime * Base production time.
techLevel * Tech level of blueprint.
researchProductivityTime * Base time of Productivity Research.
researchMaterialTime * Base time of Material Research.
researchCopyTime * Base time of Blueprint Copying. Note that this is the amount of time taken to copy a number of runs equal to half the maxProductionLimit, whether as multiple runs on one copy or as one run each on multiple copies.
researchTechTime Base time of Tech Research. Not implemented.
productivityModifier * Used in the equation of manufacturing time (time + (1 - PE) * modifier).
materialModifier Base mineral modifier??
wasteFactor * Waste factor for materials.
chanceOfReverseEngineering Chance of reverse engineering. Not implemented.
maxProductionLimit * Limit of production runs on single blueprint. Also maximum runs for Blueprint Copy of this item.

typeActivityMaterials

Material and skill requirements for various task with blueprint (i.e. manufacturing, invention). This table was previously named TL2MaterialsForTypeWithActivity.
Column Links to Used Note
typeID invTypes.typeID * ID of blueprint (Manufacture, Copy, and Research) or Item (Duplication and Reverse Engineering).
activity ramActivies.activityID * Id of activity being performed.
requiredTypeID invTypes.typeID * typeID of required material, tool or skill to perform the activity.
quantity * If the required material is a skill, this is the skill level required. Otherwise it is the quantity of materials or tools required. T2 items may contain negative quantities. If so ignore them for determining manufacturing requirements (0 units needed). For reprocessing calculations add them to the quantity of minerals recovered from reprocessing the T1 component required for building the T2 item. Adding the negative number is effectively subtracting from the number of minerals recovered.
damagePerJob * Percentage of the material consumed. 1 means the materials are completely consumed. 0 means none of the materials are consumed. Fractional values of single items (e.g. RAM stuff) will result in the item being damaged. For example, .95 means the item loses 95% of its hit points. Damaged items can be repaired and re-used.

POSes

invControlTowerResources

Fuel needed to support POSes.
Column Links to Used Note
controlTowerTypeID invTypes.typeID * typeID of Control tower.
resourceTypeID invTypes.typeID * typeID of required resource.
purpose invControlTowerResourcePurposes.purpose * For which purpose Control tower needs resource.
quantity * Quantity of resource.
minSecurityLevel * Resource is needed only if security level of system is equal to or above this value.
factionID chrFactions.factionID * Resource is needed only if system is owned by this faction.

invControlTowerResourcePurposes

Types of tasks for which POS need resources, i.e. Online, Reinforced.
Column Links to Used Note
purpose * ID of purpose.
purposeText * Name of purpose.

invTypeReactions

Reaction recipes for POSes.
Column Links to Used Note
reactionTypeID invTypes.typeID * typeID of reaction recipe.
input * 1 means reaction material, 0 - result of reaction.
typeID invTypes.typeID * typeID of reaction result or material.
quantity * Quantity of reaction result or material.

Unknown

invFlags

unknown.
Column Links to Used Note
flagID * Unknown.
flagName * Unknown.
flagText * Unknown.
flagType * Unknown.
orderID * Unknown.
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