Noob questions about zones (sorry)
I've been working on a new server based on the peq database and have a couple of really basic questions.
I want my server to be Luclin (with later expansion tinto PoP) and have set the general flag to only this expansion. But ... The database is HUGE. A lot of work has gone into this. I am staggered by the commitment of all those involved with this project. Noob question 1. The database has loads of zones from many expansions. Is there a way to "turn off" these zones? Does it matter if they are in the database - do they actually do anything until you zone into them (eg load NPS etc)? Do they use any resources (CPU, memory etc that will lag me out if I don't turn them off? Noob question 2. Where are the definitions for zone lines, and where does it say which zone to move into? I know there are "door" events when you click to enter a zone - but I can't find the place where the "normal" way to zone is stored. Noob question 3. I can use a script to cast a spell (eg translocate) on a player. But is there a funtion to move a player to a specific point in any target zone allowed by the NPC script? Can anyone point me in the right direction please. Thanks for any help, Andrew |
1. You'll need to edit your "zone" table and either set the min_level to higher than your players can obtain, or the min_status to 80 or anything really that's higher than the base status given to players. 80 is Guide level access.
2. This is all handled in the "zone_points" table. 3. There's alot of different ways to go about this depending on your situation but here are a couple examples: Code:
quest::gmmove(x, y, z); You're going to reference the stuff on there alot. haha Happy Dev'ing! |
Sturm
Thank you so much for this information. 1. I noticed the "80" field in the zones but had no clue what it meant. I can now set zones to "off-limit" if I mess up with zoning, porting or translocating. 2. I have found the info you are referring to. Each zone has several zone points that head to a new zone_id with x,y,z. I will be able to sort this out (with a little time). 3. I knew about the NPC trans spell, and the GM move - didn't realise you could use that in a script - brilliant. I think I can now restore tha original Freeport, commons Ro set-up and also change the pointers for the druid/wiz ports to go to the right zones. Now, with this new info I can "join" the zones together properly. Thanks again for the info. I understand it way more than I did. I am having so much fun setting this up, and I haven't started playing yet. You are a fantastic community to help out newbies like myself over-indulge their nostalgic EQ time. Thanks again Andrew |
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