| 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.
|
| 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.
|
| 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.
|
| 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??
|
| 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.
|
| 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.
|