PDA

View Full Version : Introducing the SPDB



Eos
2011-01-10, 10:37 PM
That's right, back again or introduced for the first time, depending on your perspective, the Southperry Database lives. :chin:

Available from the handy Database link up top and chock full of Mobs, Equipment and Maps for your geeky little Mapler pleasure.

This introductory version of the DB comes with a few limitations while it's being worked on -


Search results are capped at the first 30 entries. Next/Prev links forthcoming.
The advanced mob options do not save between screen reloads yet.
Korean names will show up horribly malformed because the database and webserver can't agree on encoding format without killing everything you know and love so deal with them.


Enhancements in the works beyond those include:
Mob Skills Item Growth (Reverse/Timeless weapons)


Note Fiel had nothing to do with these other than helpful critique, these are my own extractions using my own script into my own format so please leave him alone about how fugly they are, what they're missing and why you don't like them. He's just providing a link to the images so we don't double host them and no, at this time these will not be replacing or changing his extractions in any way.

Delicae
2011-01-10, 10:38 PM
I like this.

I like this a lot.
Thank you so much Eos. I can't help but grin to myself.

Link
2011-01-10, 10:38 PM
Yay~!!

Very good, Eos! Thank you. :D

Kurtle
2011-01-10, 10:39 PM
Sweet merciful Jesus!

Infection
2011-01-10, 10:39 PM
YES YES YES THANK YOU.

Jon
2011-01-10, 10:40 PM
So this is what you've been working on! :D

edit: I'm not sure if you want suggestions/fixes/bugs here, but:
Change "Items" to "Equipment" in the third dropdown box.
"Common" option for equipment?
Searching "Snail" under items brings up map names for some reason?

Mike
2011-01-10, 10:42 PM
First thing I searched: snail!

Mute
2011-01-10, 11:07 PM
Awesome work Eos.
Though, the search looks kinda cluttered in its current state, i.e. the things are too close to one another in the top bar.
http://img709.imageshack.us/img709/6015/cluttered.jpg

If possible, can they be a bit spaced out more?
instead of XXXYYYZZZ, XXX | YYY | ZZZ?

Jon
2011-01-10, 11:11 PM
Awesome work Eos.
Though, the search looks kinda cluttered in its current state, i.e. the things are too close to one another in the top bar.
http://img709.imageshack.us/img709/6015/cluttered.jpg

If possible, can they be a bit spaced out more?
instead of XXXYYYZZZ, XXX | YYY | ZZZ?

It gets a little better if you maximize your window, but as it is right now, there's not really any way for them to be spread out.

Eos
2011-01-10, 11:16 PM
Awesome work Eos.
Though, the search looks kinda cluttered in its current state, i.e. the things are too close to one another in the top bar.
http://img709.imageshack.us/img709/6015/cluttered.jpg

If possible, can they be a bit spaced out more?
instead of XXXYYYZZZ, XXX | YYY | ZZZ?

If you want spaced out don't look in list view, look in detail.

Sheer volume of options makes it hard to do a list where objects are concerned.

IllegallySane
2011-01-10, 11:18 PM
Awesome! Thanks a ton, Eos.

Eos
2011-01-10, 11:20 PM
Change "Items" to "Equipment" in the third dropdown box.
"Common" option for equipment?
Searching "Snail" under items brings up map names for some reason?

Common was mislabeled as Beginner and has been corrected, items is renamed to equipment since that's all it contains and the naming issue should be fixed now.

Jon
2011-01-10, 11:32 PM
How about adding a Job-type to the equipment results? Example: searching for something under Any, you don't know what job the resulting equipment is for.

Also, the reqLUCK, reqFAME and +Luck columns appear to have no data? Oh and luck should be luk, no?
edit: +HP% and +MP% also suffer from lack of data.

Eos
2011-01-10, 11:35 PM
Oh and luck should be luk, no?

I refuse to abbreviate a four letter word by dropping a consonant. That's ridiculous.

Kevin
2011-01-11, 12:03 AM
I was sad when the first DB died. This is great, much thanks!

Kalovale
2011-01-11, 01:00 AM
*orgasms*
Even though I have not much use for it anymore.

Jon
2011-01-11, 03:25 AM
Trying to view equipment using the low/high level dropdowns doesn't work above level 30, or something. It's not working right, at least.

edit: It appears there aren't any non-common items in the database above level 30?
edit2: Erm.. maybe just Magician equips?
edit3: Yeah not sure what's up with that. Hope you don't mind me reporting bugs here.

Eos
2011-01-11, 06:27 AM
Trying to view equipment using the low/high level dropdowns doesn't work above level 30, or something. It's not working right, at least.

edit: It appears there aren't any non-common items in the database above level 30?
edit2: Erm.. maybe just Magician equips?
edit3: Yeah not sure what's up with that. Hope you don't mind me reporting bugs here.

Corrected now. Had a misplaced "if".

MissingLink
2011-01-11, 08:28 AM
This is beautiful, many thanks for doing this.

The only thing noticed that seems confusing to me is how the 'Any' vs 'Common/all' selection works.

I was a bit surprised when I put: Equipment/Warrior/Weapon/PoleArm/Level 90 to 200,
I did not get Crimson Arcglaive nor any of the snowboards.
But if I changed 'Warrior' to 'Any' I get those, but no others.
I would think a warrior looking for pole arms might want to also see all the pole arms, including those equipable by other classes.
On the other hand, if I put Common/All, I get none. Are snowboards not 'Common'?

Another example, if I put Equipment/'Common/All'/Cap I expected to see loads of stuff Zakum helms, targa etc., but got nothing.
I get those if I put 'Any', but I would have though 'Any' would show me common,warrior,mage, and all the other caps too.

TL/DR: To my mind putting 'any' ought to bring up all class equips as well as common, and 'common' should mean common class only.
Also putting 'Warrior' or any other specific class should bring up common items too.

Shidoshi
2011-01-11, 08:39 AM
For the column "XP Ratio" either increase the number of decimals it shows or present HP/Exp instead of Exp/HP so we can actually compare the numbers.

Anonymous Moose
2011-01-11, 08:44 AM
For the column "XP Ratio" either increase the number of decimals it shows or present HP/Exp instead of Exp/HP so we can actually compare the numbers.

I was just about to suggest that.

Either way, it looks like a much easier to use database than most databases out there, and the lack of pointless images helps with the loading speed.

Eos
2011-01-11, 09:23 AM
TL/DR: To my mind putting 'any' ought to bring up all class equips as well as common, and 'common' should mean common class only.
Also putting 'Warrior' or any other specific class should bring up common items too.

I needed the NX filter to be available before I could include "Common" with the specific classes otherwise NX gear drowned out everything else. Does it behave more like you expected now?


For the column "XP Ratio" either increase the number of decimals it shows or present HP/Exp instead of Exp/HP so we can actually compare the numbers.

I've expanded them but did you consider the problem isn't the decimals so much as the fact that Big Bang made everything nearly the same?

MissingLink
2011-01-11, 10:32 AM
I needed the NX filter to be available before I could include "Common" with the specific classes otherwise NX gear drowned out everything else. Does it behave more like you expected now?

Yes, works great now.

OB3LISK
2011-01-11, 01:03 PM
Ahhh thanks a lot Eos, this is certainly fun.

Corn
2011-01-11, 02:43 PM
Can't wait for the final version.

Eos
2011-01-11, 02:46 PM
What do you expect it to do? Juggle? :f6:

Jon
2011-01-11, 02:47 PM
I needed the NX filter to be available before I could include "Common" with the specific classes otherwise NX gear drowned out everything else. Does it behave more like you expected now?

Well, now common equipment shows up when search for class-specific equipment. :f3: Example: Magician/All/100~200 brings up earrings and medals and stuff. Also, all of the Magician equips have "Common/All/Any" in their jobreq fields? (Both of these things happen with any job type)

Eos
2011-01-11, 02:56 PM
Well, now common equipment shows up when search for class-specific equipment. :f3: Example: Magician/All/100~200 brings up earrings and medals and stuff.

That was the requested behavior:



TL/DR: To my mind putting 'any' ought to bring up all class equips as well as common, and 'common' should mean common class only.
Also putting 'Warrior' or any other specific class should bring up common items too.

If we're going to be picky about it I can remove common from the drop down and move it into the object filters and I/X/O.

The Job Required has been fixed, it wasn't reinitializing itself properly after each object.

Jon
2011-01-11, 03:02 PM
That was the requested behavior:

If we're going to be picky about it I can remove common from the drop down and move it into the object filters and I/X/O.

But it doesn't make much sense that Mimio (Cygnus mount) is coming up when I search for Magician equips. :f6:
Oh, but that shouldn't be hard to fix, since it's tamingMob equip-type. Hmm... still doesn't make sense for earrings to come up if I'm trying to look at my class's equips.

Eos
2011-01-11, 03:05 PM
It's equipable by your class, so yes, it does, sort of.
But I went back and forth on it repeatedly. That's part of why all filters were exclusive originally.

Jon
2011-01-11, 03:19 PM
Now, onto maps:

Sort by mapID option maybe?
Not sure what maps it's displaying, but I searched for "Mushroom" and it resulted a bunch of nameless maps, so maybe display mapID in the details?

Not for maps, but since you have what mobs spawn on each map, could you have that the other way around as well?

Eos
2011-01-11, 03:31 PM
It's bringing back this:

name|vnum
Blue Mushroom Forest|100020300
Entrance - Mushroom Town Training Camp|0
Ghost Mushroom Forest|100020400
Hall of Mushroom|800010100
Mushroom Coral Hill|230030100
Mushroom Forest|800010000
Mushroom Hill Entrance|300020200
Mushroom Park|10000
Mushroom Shrine|800000000
Mushroom Town Townstreet|30001
Deep Inside Mushroom Forest|106020300
Isolated Mushroom Forest|106020200
Mushroom Forest Field|106020000
Secluded Mushroom Forest|106020100


The 0 VNUM is breaking it, obviously. I'll fix it in a bit.

ETA: Fixed now.

kwaz
2011-01-11, 07:51 PM
One 'lil problem I see is that the Beginner equipment is showing as common (like so (http://www.southperry.net/db/?do=singleresult&version=1&searchtype=2&vnum=1442018)). Granted there aren't many Beginner-only items but...

Also, a list of flags would be good.

Eos
2011-01-11, 09:07 PM
Should be corrected now.

Explain "list of flags"?
And why? They're hyper-link-defined.

Jon
2011-01-11, 09:09 PM
Just a list of possible flags and their definitions. That'd be cool.

Eos
2011-01-11, 09:15 PM
It's in your cache since the pop JS has them all :f3:

Jon
2011-01-11, 09:35 PM
In Mob detail, what are the second and third Speeds for? They're n/a on everything I've seen. (credit to kwaz)

and here is a list of flags.
glossary['flag_I'] = 'Include these normally.';

glossary['flag_X'] = 'Exclude mobs/equips flagged as this.';

glossary['flag_O'] = 'Only bring back mobs/equips flagged as this.';

glossary['aris_N'] = 'Don\'t filter by this element.';

glossary['aris_I'] = 'Only bring back mobs Immune to this element.';

glossary['aris_S'] = 'Only bring back mobs Strong against this element';

glossary['aris_W'] = 'Only bring back mobs Weak against this element';

glossary['filter_pqmobs'] = 'PQ Mobs are any mob with the invincible, getCP, escort or partyreward flags.';



glossary['map_fly'] = 'This map uses flying physics.';

glossary['map_hideMinimap'] = 'No minimap is visible.';

glossary['map_noMapCmd'] = 'The map command may not be used here.';

glossary['map_swim'] = 'This map uses swimming physics.';

glossary['map_town'] = 'This map is a town.';

glossary['map_needSkillForFly'] = 'A skill is required to fly in this map.';

glossary['map_everlast'] = '';

glossary['map_allMoveCheck'] = '';

glossary['map_expeditionOnly'] = 'You must be in an expidition to enter this map.';

glossary['map_noRegenMap'] = 'Natural regeneration does not occur in this room.';



glossary['mob_bodyAttack'] = 'Touching this mob will not cause damage.';

glossary['mob_boss'] = 'Mob is a boss.';

glossary['mob_firstAttack'] = 'Mob is aggressive and will attack unprovoked.';

glossary['mob_HPgaugeHide'] = 'Mob\'s HP gauge is not visible.';

glossary['mob_undead'] = 'Mob is undead and subject to heal damage.';

glossary['mob_explosiveReward'] = 'Mob\'s drops will scatter across entire room in a burst.';

glossary['mob_noFlip'] = 'Mob will only face one direction.';

glossary['mob_noregen'] = 'Mob can not regenerate.';

glossary['mob_noDoom'] = 'Mob can not be doomed.';

glossary['mob_publicReward'] = 'Anyone may pick up drops regardless of who kills the mob.';

glossary['mob_PartyReward'] = 'Anyone in party may pick up drops regardless of who kills the mob.';

glossary['mob_disable'] = '???';

glossary['mob_invincible'] = 'Mob can not be hurt.';

glossary['mob_notAttack'] = 'Mob will not make any attacks.';

glossary['mob_damagedByMob'] = 'Mob can be damaged by other mobs.';

glossary['mob_getCP'] = 'Mob is worth CP.';

glossary['mob_escort'] = 'Mob is part of an escort quest.';

glossary['mob_onlyNormalAttack'] = 'Mob can only be hit with normal weapon attacks.';

glossary['mob_cantPassByTeleport'] = 'Mob obstructs and prevents teleportation beyond it.';

glossary['mob_cannotEvade'] = 'Mob bypasses the avoidability of players.';

glossary['obj_cash'] = 'Item is NX.';

glossary['obj_tradeWithPlatinumScissors'] = 'Item is subject to Platinum Scissors of Karma';

glossary['obj_tradeWithScissors'] = 'Item is subject to normal Scissors of Karma';

glossary['obj_tradeBlock'] = 'Item can not normally be traded';

glossary['obj_quest'] = 'Item is a special quest award.';

glossary['obj_notSale'] = 'Item can not be sold to NPC Shops.';

glossary['obj_timeLimited'] = 'Item will expire after a set time.';

glossary['obj_equipTradeBlock'] = 'Once equipped for the first time the item will become untradeable.';

glossary['obj_notExtend'] = 'The time limit on this item may not be extended with NX.';

glossary['obj_epicItem'] = 'Item obtained only under special circumstances.';

glossary['obj_accountSharable'] = 'Item can be traded within your own account.';

glossary['obj_sharableOnce'] = 'Item may be traded, once.';

glossary['obj_expireOnLogout'] = 'Item vanishes when you log off.';

glossary['obj_dropBlock'] = 'Item may not be dropped';

glossary['obj_noExpend'] = '???';

glossary['obj_scanTradeBlock'] = '???';

glossary['obj_ignorePickup'] = 'Enables a pet to ignore items when equipped.';

glossary['obj_sweepForDrop'] = 'Enables a pet to pick up items when equipped.';


requesting a "Return all with this flag"

Eos
2011-01-11, 10:07 PM
Chase and Fly speeds.
http://www.southperry.net/db/?do=singleresult&version=1&searchtype=1&vnum=9300081
http://www.southperry.net/db/?do=singleresult&version=1&searchtype=1&vnum=9400541

Eos
2011-01-12, 08:41 PM
requesting a "Return all with this flag"

Added.
Cache may need to be refreshed for the JS to work correctly.

Jon
2011-01-12, 08:56 PM
Awesome, thank you. Haven't seen any other bugs (yet). ;)

edit: uhh. how does it work? Needed to clear cache, duh.
edit2: [23:08] <kwaz> hmm, would m/f/uni wearability info be useful to the db?

Shidoshi
2011-01-13, 04:34 AM
I believe most of those problems with having to make very specific selections would be solved if you could display more results or you could look through more than 1 page.

RahlsSoldier
2011-01-13, 06:51 AM
Is their any possibility of users being able to submit what mobs drop particular items?

Eos
2011-01-13, 06:55 AM
Is their any possibility of users being able to submit what mobs drop particular items?

No.


I believe most of those problems with having to make very specific selections would be solved if you could display more results or you could look through more than 1 page.

Very first bullet point.

RahlsSoldier
2011-01-13, 07:02 AM
Then this database has lost most of its functionality regarding items. Mobs and Maps are both still useful though.

Eos
2011-01-13, 07:05 AM
Or your question was phrased wrongly for what you actually intended and you're making assumptions based on me having answered the question asked rather than question intended.

RahlsSoldier
2011-01-13, 07:09 AM
Or your question was phrased wrongly for what you actually intended and you're making assumptions based on me having answered the question asked rather than question intended.

Fine, if you want to continue to be nasty about it, that is your choice. Will this database feature what drops the items? If this is not from the users, how will this be determined? What will verify the accuracy of the drops, if the users are unable to moderate what drops what?

I am only making the assumption that users will be unable to help identify what mobs drop what items. As that is exactly the question you responded to. Since drops are handled server sided, I do not understand how you could have a complete list without approaching users, or having a server side dump that was unintentional by Nexon. Users being unable to do so means that there is no peer review. This defeats the purpose of the item database to me.

Eos
2011-01-13, 07:18 AM
I wasn't aware offering a differing perspective of events was classified as nasty. What a remarkable world view you must have if everyone who sees things differently is mean.

The purpose of the database is to show what's in the files.
It doesn't matter that you don't see how it's possible, but yes, it will eventually include what mob drops what equips as well.

RahlsSoldier
2011-01-13, 08:57 AM
I wasn't aware offering a differing perspective of events was classified as nasty. What a remarkable world view you must have if everyone who sees things differently is mean.

The purpose of the database is to show what's in the files.
It doesn't matter that you don't see how it's possible, but yes, it will eventually include what mob drops what equips as well.

This is what I mean by nasty. I don't have a particularly remarkable world view. All I see is that you are repeatedly rude to users.

If you want to keep your source of the drops confidential or don't wish to disclose at this time, fine. But as I said, what will verify the accuracy of the source that you will be using to determine drops?

Eos
2011-01-13, 09:16 AM
What verifies the source of accuracy of any information in the database?
Can you prove that Zakum3 in fact has 110,000,000 HP?

Why are you so focused on how we'll verify something that isn't even there yet but OK with the info that is, yet equally unproven?

kwaz
2011-01-13, 09:30 AM
edit2: [23:08] <kwaz> hmm, would m/f/uni wearability info be useful to the db?

To expand slightly, most of the clothing/body options follow a pattern.

ID = 00x000
x = 0 male
x = 1 female
x = 2 unisex

RahlsSoldier
2011-01-13, 09:31 AM
What verifies the source of accuracy of any information in the database?
Can you prove that Zakum3 in fact has 110,000,000 HP?

Why are you so focused on how we'll verify something that isn't even there yet but OK with the info that is, yet equally unproven?

If I so chose, I could record a fight with Zakum using Fraps and add up my damage to it, and establish a range of its hp. Drops to me, are the most important part of fighting a mob. Exp is easily seen by fighting it. The numeric value of hp doesn't interest me, because I go on the basis of how much time or how many times I need to attack a mob to kill it. Drops on the other hand are not something that I can easily determine on my own. The only info I use from the mobs is their drops, most of the time, therefore, it is the only value that I truly care about.

The reason I am so focused on that is because hunting for drops takes time. I don't like wasting the time that I have available to play on hunting a mob that doesn't actually drop what a database says it drops.

SaptaZapta
2011-01-13, 10:06 AM
What verifies the source of accuracy of any information in the database?
Can you prove that Zakum3 in fact has 110,000,000 HP?

Why are you so focused on how we'll verify something that isn't even there yet but OK with the info that is, yet equally unproven?

Various extractors have told me that mob HP is in the client, specifically the mob.wz file. The data they present is easily borne out for regular mobs (especially since the insta-kill ring exists), so I have reasonable confidence that what they tell me about Zakum is also correct.

However, these same extractors have repeatedly told me that drops are server-sided. Monster Book contained lists that may or may not have been in sync with the actual drop data, but now that that is gone, the client contains no clue whatsoever as to what any mob drops. Or so we are told.

If you've found drop data hidden in the client somewhere, or have figured out a way to coax this information out of the server, and do not wish to share your methods - that's your right. Just say, "I have my methods, which I'd rather not disclose." However, pretending you don't know why we would think community input is needed for drop data but not HP data, is disingenuous.

So.... your drop data is going to contain frequencies too, right?

Eos
2011-01-13, 10:16 AM
pretending you don't know why we would think community input is needed for drop data but not HP data, is disingenuous.


I did no such thing. As you yourself quoted I asked how what's there now is any more trustworthy than the random info provided by strangers. I could tell you anything drops anything and you'd never be able to prove it doesn't, only that it never happened for you. You can't prove a negative.

I think more people should read my signature.

TaliaNCo
2011-01-13, 11:42 AM
I think more people should read my signature.

Funny you should say that. I've read it countless times and know it by heart, yet I still read it when I see it.

Just for the record, I've seen Eos be mean and this is not it. He's just more direct than most people and speaks what most people merely think.

TaliaNCo
2011-01-13, 11:50 AM
I had a question about the maps Eos. Is it possible to make the images clickable to be able to view a larger image of them? My old eyes, even with my glasses on, can't see them very well. NO.....I am not buying a magnifying glass or magnifying glasses.....lol. I realize I'm probably in the minority here as far as "older" age goes and the 16 year olds can probably see them just fine, but............please???? ;)

SaptaZapta
2011-01-13, 12:10 PM
I had a question about the maps Eos. Is it possible to make the images clickable to be able to view a larger image of them? My old eyes, even with my glasses on, can't see them very well. NO.....I am not buying a magnifying glass or magnifying glasses.....lol. I realize I'm probably in the minority here as far as "older" age goes and the 16 year olds can probably see them just fine, but............please???? ;)

It's showing the mini-map at 1:1 size. You can use your browser's abilities to make it bigger. In Firefox I right-click, "Show background image" (in case the map is bigger than shown in the window), and then View->Zoom In.

TaliaNCo
2011-01-13, 12:43 PM
It's showing the mini-map at 1:1 size. You can use your browser's abilities to make it bigger. In Firefox I right-click, "Show background image" (in case the map is bigger than shown in the window), and then View->Zoom In.

Then I probably need a new browser. Also, I'm thinking it might be an easier option for new users or others who have a crappy browser?

Eos
2011-01-13, 12:49 PM
Except it means Fiel would have to either resize the images larger when exporting, or one of us would have to write a map-render and host those.

Fiel
2011-01-13, 01:25 PM
Map rendering eats bandwidth very, very fast. Each image can be upwards of 3 - 5 MB.

RahlsSoldier
2011-01-13, 01:38 PM
Map rendering eats bandwidth very, very fast. Each image can be upwards of 3 - 5 MB.

Have you ever considered using http://imgur.com/ to host map images then?

Eos
2011-01-13, 01:41 PM
Have you considered the degree to which that slow down the page load?
All the free sharing sites are notoriously slow.

SaptaZapta
2011-01-13, 01:47 PM
Map rendering eats bandwidth very, very fast. Each image can be upwards of 3 - 5 MB.

Could you do it on the fly, on the user's computer, using their own map.wz, if they have an up-to-date one? Although that would necessitate the applet being able to unpack/decrypt wz files, which you might not want...

One thing I would really like to see added to Map data is portal locations. There is a list of exits, but for some "maze" areas (notably Haunted Mansion, Phantom Forest, Kaede Castle) that hardly helps.

Jon
2011-01-13, 01:48 PM
Could you have IDs displayed in the details page of everything? (maps and mobs especially)

Fiel
2011-01-13, 01:52 PM
Could you do it on the fly, on the user's computer, using their own map.wz, if they have an up-to-date one? Although that would necessitate the applet being able to unpack/decrypt wz files, which you might not want...

One thing I would really like to see added to Map data is portal localtions. There is a list of exits, but for some "maze" areas (notably Haunted Mansion, Phantom Forest, Kaede Castle) that hardly helps.

You would have to create a cross-platform and portable scripting language that runs on the client's computer from a webpage. So that necessitates javascript. Javascript runs through the browser and not all browsers support the same version of Javascript especially when it comes to file reading. Then you have to have the files in a standard place and run AES decryption through Javascript and image unpacking and repacking into a PNG... uh... no. How about if you code it. That would be an absolute mess.

Eos
2011-01-13, 01:53 PM
Could you have IDs displayed in the details page of everything? (maps and mobs especially)

Technically they alreasdy are since they're in the link in the header of each mob.

RahlsSoldier
2011-01-13, 01:55 PM
Have you considered the degree to which that slow down the page load?
All the free sharing sites are notoriously slow.

No, I didn't consider that because I am not a system admin, that is your job. I only made a suggestion based on the fact that reddit is able to use imgur with little to no slowdown that I notice. I'd rather have something be slow, then not have it at all.

Jon
2011-01-13, 01:56 PM
Technically they alreasdy are since they're in the link in the header of each mob.

Yeah, I know. But it's at the end of the URL and on Chrome, you have to hover over it for like three seconds... so it's annoying to see. :f3:


No, I didn't consider that because I am not a system admin, that is your job. I only made a suggestion based on the fact that reddit is able to use imgur with little to no slowdown that I notice. I'd rather have something be slow, then not have it at all.

Haha, I don't think you realize the quantity and size of MapleStory's maps. It's just not doable for SPDB.

RahlsSoldier
2011-01-13, 02:06 PM
Haha, I don't think you realize the quantity and size of MapleStory's maps. It's just not doable for SPDB.

I really don't know enough about how hosting works to see the cost behind it. That's why I suggested a free site. Since that has been turned down, I'll assume that it isn't doable as well.

SaptaZapta
2011-01-13, 02:08 PM
You would have to create a cross-platform and portable scripting language that runs on the client's computer from a webpage. So that necessitates javascript. Javascript runs through the browser and not all browsers support the same version of Javascript especially when it comes to file reading. Then you have to have the files in a standard place and run AES decryption through Javascript and image unpacking and repacking into a PNG... uh... no. How about if you code it. That would be an absolute mess.

Ah, sorry. I'm a Unix/C++ programmer, myself. All I know of web/javascript programming is that it's *supposedly* platform-independent and all the other nice buzzwords. Guess it doesn't work that way in real life. Ah well.

You might consider hosting a scaled-down rendered map. Not as small as the mini-map, but not 3-5 mb either. Render the maps and then resize to, say, 1/16 size (25&#37; height and width) before storing.

Anyway, for me, it would be enough to have maps like hidden-street does. Tiny, but with the portals and warp points clearly marked.

Eos
2011-01-13, 02:25 PM
Anyway, for me, it would be enough to have maps like hidden-street does. Tiny, but with the portals and warp points clearly marked.

Working on a similar concept, that when clicked opens the min-imap at a larger size in a window that renders the portals similar to the way the hitbox rendering script works.

TaliaNCo
2011-01-13, 04:25 PM
I didn't realize it would be such a pain to do an image like that. That's why I asked. I wasn't aware if it was possible or not. No biggie. I'll figure it out lol.

Eos
2011-01-18, 10:01 PM
To see a before/after of the changes between patches you can view:

http://www.southperry.net/db/?do=whatchanged&locale=1

And to see purely new adds you can view:

http://www.southperry.net/db/?do=whatsnew&locale=1

A later update will let you compare specific versions for both types of difference.

MissingLink
2011-01-21, 08:12 AM
There is something wrong with the attack listed for weapons in the initial search result listing. All bows show 3 att, all guns 9 att, all wands 6 att, etc.
When you click for the details of a weapon, then the proper att or matt shows.

As for the mob database, the main problem I see with it is that it is cluttered up with old event mobs, or special mobs that only appear for job quests and such.
For example, there are 7 papulatuses (papulati?), and 5 or 6 of most other boss i tried, several red wyverns, and innumerable visitor mob variations.
It would be nice if there was a way to exclude all of those. I know the map data shows what spawns in each map.
With effort you could scan that data and flag mobs and bosses that actually currently spawn in regular maps, but i don't know if you would consider this worthwhile to do or not. Just an idea.

Eos
2011-01-21, 08:31 AM
That's the attack type the weapon uses, not weapon attack / magic attack.

Taiketo
2011-01-24, 04:30 PM
I apologize if this isn't the correct place to bring this up, but I am having an issue with the database. If I have it set to v.95 it doesn't show monsters elemental weaknesses.

Eos
2011-01-24, 05:53 PM
It's corrected now.

Eos
2011-02-08, 10:14 PM
Next/Prev buttons added to output so full resultset can be navigated.

TaliaNCo
2011-02-09, 02:47 AM
Next/Prev buttons added to output so full resultset can be navigated.

I noticed this right away and I like it. :)

Jon
2011-02-09, 12:46 PM
That's great, thank you Eos!

BitchenCamero
2011-02-09, 02:34 PM
Next/Prev buttons added to output so full resultset can be navigated.


Thanks for this. I am going to use the hell outa this data base.

MissingLink
2011-02-10, 09:03 AM
Not sure what I'm missing, but the 'Next' page button doesn't seem to work for me (using Firefox). It just reloads the same page.
So for example, there seems to be way to view mobs lvl 125-129 unless I narrow the criteria (but that doesn't work yet.)

Certain mobs do not search well or at all. For example if I try to search for blue dragon turtle:
Search for turtle, lvl 120-140, get only red dragon turtle
Search for dragon, same result
Search for blue, get only Blue Wyvern

Another example; Rexton
Put rexton in search results in only Brexton

Eos
2011-02-10, 10:10 AM
It was starting 1 record ahead of itself. That should be corrected now.

Your inability to navigate may be due to javascript differences in your browser.
I've rewritten that segment to be even more generic, see if firefox can handle it now. Works on internet explorer, opera and chrome.

MissingLink
2011-02-10, 11:16 AM
Yeah, that fixed it -next page works now with Firefox.

iamflip
2011-02-12, 12:45 PM
Would it be possible to fine tune the search parameters even further? For example, trying to search for only lv 85 mobs or looking at any mob that does more than 2k EXP. How about putting stuff in ascending or descending order?

Eos
2011-02-12, 01:06 PM
People already whine about it being too complicated, the more you add the more space it takes up the more they have to figure out.

Ascending/Descending have been added though.

ShadyPriest
2011-05-02, 03:14 AM
I haven't been paying too much attention to this, but I can't figure out how to look up items other than "equipment", if it exists at all.

Regarding item drops, I think a low-maintenance user-inputted point system (+/-) could work. It would be about accessibility vs. reliability.

Other things I've noticed include how map "ReturnsTo" and "Exits" would be more useful if it followed the "name, followed by ID/number in brackets" convention (eg. to make better sense of CWK and its map maze - this convention could probably be applied to everything). Mob locations are currently empty. Another thing I've noticed is how you currently can't choose what to sort the results by, other than for "mobs".

Regarding the database as a whole, I thought it was a (good) start. It could've been more "mainstream" with an alternate, less search-oriented UI.