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Old 11-13-2017, 04:26 PM
Yard Dogg's Avatar
Yard Dogg
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Default PEQ Luclin DB

Below is a link for a luclin era database that I had been working on and
made available for anyone who wishes to download and play around with it.
This database is updated to current 9114 version.

This is NOT a completed piece of work by any means. It's had a lot of
the footwork done, but most of what's needed by anyone interested, will
be editing NPC's,loot,spells, etc, for era preferences. I didn't have
a lot of info (yet),(or memory) of items in the Luclin era, so I hadn't
got that far. I've been busy and lazy. (if that makes sense).
There was no effort put into era models, I wasn't being that picky on
graphics. (brown skellie, white skellie, all the same to me). I had no
intentions of trying to duplicate, or replicate everything from that year.
I just wanted the basic game as close to that era as I could get it,
without worrying too much about the feel of it. Things like digging a hole
and burying the PoK was first on my list.

This whole database is more or less meant to be a starting point for
anyone who may want to carry on with it and do something with it.
Once you source it in, you will also have to edit the load_login.sql file
with server name, usernames, passwords, etc., then source that in as well.
I do not offer install support for those without the knowledge to do so.
(You're getting what you paid for here) :P

Below is a list of editing that I have done with the database, (so far).

All zones, zone points, doors, etc., have been closed off past Luclin.
Many of the older versions of zones are used, (ones that were available),
and character creations also point to those versions as well.
All PoK books in the game have been removed. Not all doors have been
tested, so not sure if you will run into a couple that might need edited.
Froglok and Drakkin races, as well as Bezerker class are not available at
character creation. (Frogloks also removed from Rathemtn camp)
The Enter Tutorial and Return Home button have been disabled. (can't do
anything with tutorial button at character creation, but it will still
send a client to their starting city regardless).
Because of expansions settings, clients only have access to Luclin AA's
with vet aa's disabled.
All zones operate on one ruleset with experience set to "almost" like
P99, but you can play around with it. I hadn't got to fine tuning it yet.
There's no hot zones enabled and no zones tagged to suspended buffs.
All the LDon Camps have had the NPC's removed.(recruiter's, merchants,etc)
I didn't put any effort into getting boats working, but the dock gnomes
are there if you want to keep them.
I have included (properly working) scripts needed (or wanted) for nexus
scions and dock gnomes.
The only work I put into spells so far, is having the Dru/Wiz port spells
all point to the older zone versions used.
I have removed some out of era items, such as Defiant, Adepts, etc, but
the items tables could definately use some attention for Luclin era.
There will be other odds and ends, like work started on the gnolls in paw, etc.

This download includes the database (peqluclin.sql), load_login.sql, the
quest scripts needed for gnomes and scions and some client files that you
may want to use.
As a disclaimer : Comes as is. :P
http://tinyurl.com/peqluclin
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  #2  
Old 11-14-2017, 07:02 PM
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Toony
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Hey thanks for this, appreciate it
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  #3  
Old 11-16-2017, 12:09 AM
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jia_jacky
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Posts: 37
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For me, the old version is a classic all the time, I remember having a high elf MAG of level 53 during the good old days. Thank you for sharing the DB.
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  #4  
Old 11-16-2017, 09:10 AM
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Yard Dogg
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Join Date: Jul 2017
Posts: 32
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You're welcome. Not sure if anyone was interested in it, but at the very least, if one
wanted to source it in to their database and dump one or two tables out of it, that
may be useful in something they are already working on.
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  #5  
Old 11-17-2017, 04:15 PM
Cusser
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Join Date: Sep 2017
Posts: 89
Default

Thanx you muchly.Appreciate it.
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  #6  
Old 01-20-2018, 04:56 PM
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TacoBiscuit
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Join Date: May 2017
Location: High Point, NC
Posts: 20
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How can I enable boats? And also, did you disable the port spells that lead to later expansion zones? (For Example: A wizard port to PoK.)
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  #7  
Old 01-20-2018, 05:24 PM
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Yard Dogg
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Quote:
Originally Posted by TacoBiscuit View Post
How can I enable boats? And also, did you disable the port spells that lead to later expansion zones? (For Example: A wizard port to PoK.)
Sorry, I didn't get around to researching on how to get boats working.
There was tons left to do, but it was a project I abandoned to work on
something else. Even now, I don't remember much of how far I got.
As far as port spells, I would of been removing them from the merchants.
You would just have to add them to merchants again.
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  #8  
Old 01-20-2018, 05:37 PM
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Uleat
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Location: North Carolina
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Boats became official bantha fodder when they upgraded from dx7 to dx8..so bad that it was more cost effective to implement porters than try to fix them? (I guess...)

There are some threads/posts around where ppl have had some success in implementing work-arounds.
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Compilin' Dirty
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  #9  
Old 01-20-2018, 06:21 PM
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The_Beast
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Location: Under a rock
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Quote:
Originally Posted by Uleat View Post
There are some threads/posts around where ppl have had some success in implementing work-arounds.
Here's one I remember: (Grab a drink and get ready to say "Oh Sh*t" lol

http://www.eqemulator.org/forums/showthread.php?t=38515
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  #10  
Old 01-20-2018, 06:57 PM
TacoBiscuit's Avatar
TacoBiscuit
Fire Beetle
 
Join Date: May 2017
Location: High Point, NC
Posts: 20
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Can I create an NPC that ports you to another NPC? For Example: A port NPC that when you hail them, they port you to the city. Like butcherblock to freeport. And no, I'm not talking about the dock gnomes because they teleport you to NEAR the city.
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  #11  
Old 01-20-2018, 07:35 PM
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The_Beast
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What you're getting into now, is learning about basics of developing a server. Creating an NPC is the first step, but having it port
you (anywhere) is in a quest script. Magus's, dock gnomes, etc., all run from a quest script. You would have to get the zoneID
and x,y,z location of where you want the toon to land. If you go into the server quests folder and, for example, look at one of
the 'translocator" scripts, it would give you an idea of what you're up against. You will see quest:movepc(zoneid, x, y, z);
In some cases, (on a porter such as a gnome) you might see, for example, quest::selfcast(2281), that is an actual spell in the
spells_new table, which you would have to change the destination values, if that was your preference.

But have you visited the wiki ? http://wiki.eqemulator.org/i?M=Wiki&Page=Main (sections on creating npc's etc.). There is
also lots of quest samples here on the forums, as well..
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  #12  
Old 01-21-2018, 12:29 AM
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TacoBiscuit
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Join Date: May 2017
Location: High Point, NC
Posts: 20
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Quote:
Originally Posted by Yard Dogg View Post
Sorry, I didn't get around to researching on how to get boats working.
There was tons left to do, but it was a project I abandoned to work on
something else. Even now, I don't remember much of how far I got.
As far as port spells, I would of been removing them from the merchants.
You would just have to add them to merchants again.
So you removed the spells? Thanks! You saved me a lot of time.
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  #13  
Old 04-30-2018, 11:22 AM
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jia_jacky
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Posts: 37
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Hi Yard, I found the Url, http://tinyurl.com/peqluclin, for your Luclin DB wasn't available. Could you please share it again?
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