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Development::Database/World Building World Building forum, dedicated to the EQEmu MySQL Database. Post partial/complete databases for spawns, items, etc.

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  #1  
Old 03-25-2008, 04:05 PM
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Sabyre
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Join Date: Jun 2003
Location: Maine, USA
Posts: 88
Default EQEmu Banker?

Made my first NPC banker and under his name is (EQEmu Banker). Where does this come from? Source? Possible to make it simply say Banker?
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  #2  
Old 03-25-2008, 04:20 PM
ChaosSlayer
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Join Date: May 2007
Posts: 1,032
Default

check his last name
also when you force summon npc in game, rather than let it spawn naturaly, the npc automaticly shows its special status (banker, GM warrior etc) instead of its last name
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  #3  
Old 03-25-2008, 06:46 PM
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Sabyre
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Join Date: Jun 2003
Location: Maine, USA
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Spot on thanks!
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  #4  
Old 03-26-2008, 07:38 AM
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trevius
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Ahh, I always wondered why sometimes they showed it and sometimes they didn't! So, I am guessing #repop is considered a forced spawn?

Thanks for the info, Chaos. I have wondered about that for a while lol.
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  #5  
Old 03-26-2008, 09:12 AM
ChaosSlayer
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aye, np, I belive that is the reason =)
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  #6  
Old 03-27-2008, 04:23 AM
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Cripp
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Join Date: Oct 2003
Location: The Shire
Posts: 474
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to make those actualy not appear at all edit mob.cpp

change CreateSpawnPacket from...
Code:
void Mob::CreateSpawnPacket(EQApplicationPacket* app, NewSpawn_Struct* ns) {
	app->SetOpcode(OP_NewSpawn);
	app->size = sizeof(NewSpawn_Struct);
	
	app->pBuffer = new uchar[sizeof(NewSpawn_Struct)];
	
	// Copy ns directly into packet
	memcpy(app->pBuffer, ns, sizeof(NewSpawn_Struct));
	
	// Custom packet data
	NewSpawn_Struct* ns2 = (NewSpawn_Struct*)app->pBuffer;
	strcpy(ns2->spawn.name, ns->spawn.name);
#ifndef CRIPP
	/*if (ns->spawn.class_==MERCHANT)
		strcpy(ns2->spawn.lastName, "EQEmu Shopkeeper");
	else*/ if (ns->spawn.class_==TRIBUTE_MASTER)
		strcpy(ns2->spawn.lastName, "Tribute Master");
	else if (ns->spawn.class_==ADVENTURERECRUITER)
		strcpy(ns2->spawn.lastName, "Adventure Recruiter");
	else if (ns->spawn.class_==BANKER)
		strcpy(ns2->spawn.lastName, "EQEmu Banker");
	else if (ns->spawn.class_==ADVENTUREMERCHANT)
#ifdef GUILDWARS
		strcpy(ns->spawn.lastName,"GuildWars Merchant");
#else
		strcpy(ns->spawn.lastName,"Adventure Merchant");
#endif
	else if (ns->spawn.class_==WARRIORGM)
		strcpy(ns2->spawn.lastName, "GM Warrior");
	else if (ns->spawn.class_==PALADINGM)
		strcpy(ns2->spawn.lastName, "GM Paladin");
	else if (ns->spawn.class_==RANGERGM)
		strcpy(ns2->spawn.lastName, "GM Ranger");
	else if (ns->spawn.class_==SHADOWKNIGHTGM)
		strcpy(ns2->spawn.lastName, "GM ShadowKnight");
	else if (ns->spawn.class_==DRUIDGM)
		strcpy(ns2->spawn.lastName, "GM Druid");
	else if (ns->spawn.class_==BARDGM)
		strcpy(ns2->spawn.lastName, "GM Bard");
	else if (ns->spawn.class_==ROGUEGM)
		strcpy(ns2->spawn.lastName, "GM Rogue");
	else if (ns->spawn.class_==SHAMANGM)
		strcpy(ns2->spawn.lastName, "GM Shaman");
	else if (ns->spawn.class_==NECROMANCERGM)
		strcpy(ns2->spawn.lastName, "GM Necromancer");
	else if (ns->spawn.class_==WIZARDGM)
		strcpy(ns2->spawn.lastName, "GM Wizard");
	else if (ns->spawn.class_==MAGICIANGM)
		strcpy(ns2->spawn.lastName, "GM Magician");
	else if (ns->spawn.class_==ENCHANTERGM)
		strcpy(ns2->spawn.lastName, "GM Enchanter");
	else if (ns->spawn.class_==BEASTLORDGM)
		strcpy(ns2->spawn.lastName, "GM Beastlord");
	else if (ns->spawn.class_==BERSERKERGM)
		strcpy(ns2->spawn.lastName, "GM Berserker");
	else
#endif
		strcpy(ns2->spawn.lastName, ns->spawn.lastName);
	memset(&app->pBuffer[sizeof(Spawn_Struct)-7],0xFF,7);
}
to..

Code:
void Mob::CreateSpawnPacket(EQApplicationPacket* app, NewSpawn_Struct* ns) {
	app->SetOpcode(OP_NewSpawn);
	app->size = sizeof(NewSpawn_Struct);
	
	app->pBuffer = new uchar[sizeof(NewSpawn_Struct)];
	
	// Copy ns directly into packet
	memcpy(app->pBuffer, ns, sizeof(NewSpawn_Struct));
	
	// Custom packet data
	NewSpawn_Struct* ns2 = (NewSpawn_Struct*)app->pBuffer;
	strcpy(ns2->spawn.name, ns->spawn.name);
	strcpy(ns2->spawn.lastName, ns->spawn.lastName);
	memset(&app->pBuffer[sizeof(Spawn_Struct)-7],0xFF,7);
}
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