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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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09-25-2008, 09:53 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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New door items for GloomingDeep
Here's some stuff I found and have running in my tutorialB;
Code:
INSERT INTO doors
(`doorid`, `zone`, `name`, `pos_y`, `pos_x`, `pos_z`, `heading`, `opentype`, `guild`, `lockpick`, `keyitem`, `triggerdoor`, `triggertype`, `doorisopen`, `door_param`, `dest_zone`, `dest_x`, `dest_y`, `dest_z`, `dest_heading`, `invert_state`, `incline`, `size`, `buffer`)
VALUES
(8, 'tutorialb', 'OBJ_TREEA', -13, -132, 50, 252, 58, 0, 0, 0, 0, 0, 0, 0, 'NONE', 0, 0, 0, 0, 0, 0, 25, 0);
INSERT INTO doors
(`doorid`, `zone`, `name`, `pos_y`, `pos_x`, `pos_z`, `heading`, `opentype`, `guild`, `lockpick`, `keyitem`, `triggerdoor`, `triggertype`, `doorisopen`, `door_param`, `dest_zone`, `dest_x`, `dest_y`, `dest_z`, `dest_heading`, `invert_state`, `incline`, `size`, `buffer`)
VALUES
(9, 'tutorialb', 'OBJ_TREEC', 2, -213.1, 25, 98.4, 58, 0, 0, 0, 0, 0, 0, 0, 'NONE', 0, 0, 0, 0, 0, 0, 75, 0);
INSERT INTO doors
(`doorid`, `zone`, `name`, `pos_y`, `pos_x`, `pos_z`, `heading`, `opentype`, `guild`, `lockpick`, `keyitem`, `triggerdoor`, `triggertype`, `doorisopen`, `door_param`, `dest_zone`, `dest_x`, `dest_y`, `dest_z`, `dest_heading`, `invert_state`, `incline`, `size`, `buffer`)
VALUES
(10, 'tutorialb', 'OBJ_TREEC', -56.4, -80.7, 30, 161.2, 55, 0, 0, 0, 0, 0, 0, 0, 'NONE', 0, 0, 0, 0, 0, 0, 85, 0);
INSERT INTO doors
(`doorid`, `zone`, `name`, `pos_y`, `pos_x`, `pos_z`, `heading`, `opentype`, `guild`, `lockpick`, `keyitem`, `triggerdoor`, `triggertype`, `doorisopen`, `door_param`, `dest_zone`, `dest_x`, `dest_y`, `dest_z`, `dest_heading`, `invert_state`, `incline`, `size`, `buffer`)
VALUES
(11, 'tutorialb', 'OBJ_CAVE_ENTRY_DARK', 147.1, -97.4, 30, 128.2, 56, 0, 0, 0, 0, 0, 0, 0, 'tutorialb', 0, 0, 0, 0, 0, 0, 60, 0);
INSERT INTO doors
(`doorid`, `zone`, `name`, `pos_y`, `pos_x`, `pos_z`, `heading`, `opentype`, `guild`, `lockpick`, `keyitem`, `triggerdoor`, `triggertype`, `doorisopen`, `door_param`, `dest_zone`, `dest_x`, `dest_y`, `dest_z`, `dest_heading`, `invert_state`, `incline`, `size`, `buffer`)
VALUES
(14, 'tutorialb', 'OBJ_FORTDOORB', -246, -1679.3, -102, 129, 0, 0, 0, 0, 0, 0, 0, 0, 'NONE', 0, 0, 0, 0, 0, 0, 105, 0);
INSERT INTO doors
(`doorid`, `zone`, `name`, `pos_y`, `pos_x`, `pos_z`, `heading`, `opentype`, `guild`, `lockpick`, `keyitem`, `triggerdoor`, `triggertype`, `doorisopen`, `door_param`, `dest_zone`, `dest_x`, `dest_y`, `dest_z`, `dest_heading`, `invert_state`, `incline`, `size`, `buffer`)
VALUES
(15, 'tutorialb', 'OBJ_FORTDOORA', -264.5, -1679.1, -102, 129, 0, 0, 0, 0, 0, 0, 0, 0, 'NONE', 0, 0, 0, 0, 0, 0, 105, 0);
INSERT INTO doors
(`doorid`, `zone`, `name`, `pos_y`, `pos_x`, `pos_z`, `heading`, `opentype`, `guild`, `lockpick`, `keyitem`, `triggerdoor`, `triggertype`, `doorisopen`, `door_param`, `dest_zone`, `dest_x`, `dest_y`, `dest_z`, `dest_heading`, `invert_state`, `incline`, `size`, `buffer`)
VALUES
(29, 'tutorialb', 'OBJ_JAILDOORB', 107.5, -672.7, 26.5, 0, 0, 0, 0, 86012, 0, 0, 0, 0, 'NONE', 0, 0, 0, 0, 1, 0, 100, 0);
INSERT INTO doors
(`doorid`, `zone`, `name`, `pos_y`, `pos_x`, `pos_z`, `heading`, `opentype`, `guild`, `lockpick`, `keyitem`, `triggerdoor`, `triggertype`, `doorisopen`, `door_param`, `dest_zone`, `dest_x`, `dest_y`, `dest_z`, `dest_heading`, `invert_state`, `incline`, `size`, `buffer`)
VALUES
(30, 'tutorialb', 'OBJ_JAILDOORB', 143, -735.5, 26.5, 128, 0, 0, 0, 86012, 0, 0, 0, 0, 'NONE', 0, 0, 0, 0, 0, 0, 100, 0);
INSERT INTO doors
(`doorid`, `zone`, `name`, `pos_y`, `pos_x`, `pos_z`, `heading`, `opentype`, `guild`, `lockpick`, `keyitem`, `triggerdoor`, `triggertype`, `doorisopen`, `door_param`, `dest_zone`, `dest_x`, `dest_y`, `dest_z`, `dest_heading`, `invert_state`, `incline`, `size`, `buffer`)
VALUES
(31, 'tutorialb', 'OBJ_JAILDOORB', 235.6, -773, 26.5, 0, 0, 0, 0, 86012, 0, 0, 0, 0, 'NONE', 0, 0, 0, 0, 0, 0, 100, 0);
INSERT INTO doors
(`doorid`, `zone`, `name`, `pos_y`, `pos_x`, `pos_z`, `heading`, `opentype`, `guild`, `lockpick`, `keyitem`, `triggerdoor`, `triggertype`, `doorisopen`, `door_param`, `dest_zone`, `dest_x`, `dest_y`, `dest_z`, `dest_heading`, `invert_state`, `incline`, `size`, `buffer`)
VALUES
(32, 'tutorialb', 'OBJ_JAILDOORB', 235.4, -544.5, 26.5, 0, 0, 0, 0, 86012, 0, 0, 0, 0, 'NONE', 0, 0, 0, 0, 0, 0, 100, 0);
INSERT INTO doors
(`doorid`, `zone`, `name`, `pos_y`, `pos_x`, `pos_z`, `heading`, `opentype`, `guild`, `lockpick`, `keyitem`, `triggerdoor`, `triggertype`, `doorisopen`, `door_param`, `dest_zone`, `dest_x`, `dest_y`, `dest_z`, `dest_heading`, `invert_state`, `incline`, `size`, `buffer`)
VALUES
(33, 'tutorialb', 'OBJ_JAILDOORB', 175.1, -531.5, 26.5, 0, 0, 0, 0, 86012, 0, 0, 0, 0, 'NONE', 0, 0, 0, 0, 0, 0, 100, 0);
INSERT INTO doors
(`doorid`, `zone`, `name`, `pos_y`, `pos_x`, `pos_z`, `heading`, `opentype`, `guild`, `lockpick`, `keyitem`, `triggerdoor`, `triggertype`, `doorisopen`, `door_param`, `dest_zone`, `dest_x`, `dest_y`, `dest_z`, `dest_heading`, `invert_state`, `incline`, `size`, `buffer`)
VALUES
(34, 'tutorialb', 'OBJ_JAILDOORB', 284, -639, 26, 128, 0, 0, 0, 86012, 0, 0, 0, 0, 'NONE', 0, 0, 0, 0, 0, 0, 100, 0);
INSERT INTO doors
(`doorid`, `zone`, `name`, `pos_y`, `pos_x`, `pos_z`, `heading`, `opentype`, `guild`, `lockpick`, `keyitem`, `triggerdoor`, `triggertype`, `doorisopen`, `door_param`, `dest_zone`, `dest_x`, `dest_y`, `dest_z`, `dest_heading`, `invert_state`, `incline`, `size`, `buffer`)
VALUES
(35, 'tutorialb', 'OBJ_JAILDOORB', 411.2, -350.5, 6, 0, 0, 0, 0, 86012, 0, 0, 0, 0, 'NONE', 0, 0, 0, 0, 0, 0, 100, 0);
INSERT INTO doors
(`doorid`, `zone`, `name`, `pos_y`, `pos_x`, `pos_z`, `heading`, `opentype`, `guild`, `lockpick`, `keyitem`, `triggerdoor`, `triggertype`, `doorisopen`, `door_param`, `dest_zone`, `dest_x`, `dest_y`, `dest_z`, `dest_heading`, `invert_state`, `incline`, `size`, `buffer`)
VALUES
(36, 'tutorialb', 'OBJ_JAILDOORB', 478, -423, 6, 128, 0, 0, 0, 52303, 0, 0, 0, 0, 'NONE', 0, 0, 0, 0, 0, 0, 100, 0);
INSERT INTO doors
(`doorid`, `zone`, `name`, `pos_y`, `pos_x`, `pos_z`, `heading`, `opentype`, `guild`, `lockpick`, `keyitem`, `triggerdoor`, `triggertype`, `doorisopen`, `door_param`, `dest_zone`, `dest_x`, `dest_y`, `dest_z`, `dest_heading`, `invert_state`, `incline`, `size`, `buffer`)
VALUES
(37, 'tutorialb', 'OBJ_JAILDOORB', 478, -264, 6, 128, 0, 0, 0, 52303, 0, 0, 0, 0, 'NONE', 0, 0, 0, 0, 0, 0, 100, 0);
INSERT INTO doors
(`doorid`, `zone`, `name`, `pos_y`, `pos_x`, `pos_z`, `heading`, `opentype`, `guild`, `lockpick`, `keyitem`, `triggerdoor`, `triggertype`, `doorisopen`, `door_param`, `dest_zone`, `dest_x`, `dest_y`, `dest_z`, `dest_heading`, `invert_state`, `incline`, `size`, `buffer`)
VALUES
(38, 'tutorialb', 'OBJ_JAILDOORB', 653, -448.3, -6.5, 128, 0, 0, 0, 52303, 0, 0, 0, 0, 'NONE', 0, 0, 0, 0, 0, 0, 100, 0);
INSERT INTO doors
(`doorid`, `zone`, `name`, `pos_y`, `pos_x`, `pos_z`, `heading`, `opentype`, `guild`, `lockpick`, `keyitem`, `triggerdoor`, `triggertype`, `doorisopen`, `door_param`, `dest_zone`, `dest_x`, `dest_y`, `dest_z`, `dest_heading`, `invert_state`, `incline`, `size`, `buffer`)
VALUES
(39, 'tutorialb', 'OBJ_JAILDOORB', 662.3, -238, -6.5, 128, 0, 0, 0, 52303, 0, 0, 0, 0, 'NONE', 0, 0, 0, 0, 0, 0, 100, 0);
INSERT INTO doors
(`doorid`, `zone`, `name`, `pos_y`, `pos_x`, `pos_z`, `heading`, `opentype`, `guild`, `lockpick`, `keyitem`, `triggerdoor`, `triggertype`, `doorisopen`, `door_param`, `dest_zone`, `dest_x`, `dest_y`, `dest_z`, `dest_heading`, `invert_state`, `incline`, `size`, `buffer`)
VALUES
(40, 'tutorialb', 'OBJ_JAILDOORB', 736.3, -238, -6.5, 128, 0, 0, 0, 52303, 0, 0, 0, 0, 'NONE', 0, 0, 0, 0, 0, 0, 100, 0);
INSERT INTO doors
(`doorid`, `zone`, `name`, `pos_y`, `pos_x`, `pos_z`, `heading`, `opentype`, `guild`, `lockpick`, `keyitem`, `triggerdoor`, `triggertype`, `doorisopen`, `door_param`, `dest_zone`, `dest_x`, `dest_y`, `dest_z`, `dest_heading`, `invert_state`, `incline`, `size`, `buffer`)
VALUES
(41, 'tutorialb', 'OBJ_JAILDOORB', 726.6, -448, -6.5, 128, 0, 0, 0, 52303, 0, 0, 0, 0, 'NONE', 0, 0, 0, 0, 0, 0, 100, 0);
INSERT INTO doors
(`doorid`, `zone`, `name`, `pos_y`, `pos_x`, `pos_z`, `heading`, `opentype`, `guild`, `lockpick`, `keyitem`, `triggerdoor`, `triggertype`, `doorisopen`, `door_param`, `dest_zone`, `dest_x`, `dest_y`, `dest_z`, `dest_heading`, `invert_state`, `incline`, `size`, `buffer`)
VALUES
(42, 'tutorialb', 'OBJ_JAILDOORB', 801, -387, -6.5, 0, 0, 0, 0, 52303, 0, 0, 0, 0, 'NONE', 0, 0, 0, 0, 0, 0, 100, 0);
INSERT INTO doors
(`doorid`, `zone`, `name`, `pos_y`, `pos_x`, `pos_z`, `heading`, `opentype`, `guild`, `lockpick`, `keyitem`, `triggerdoor`, `triggertype`, `doorisopen`, `door_param`, `dest_zone`, `dest_x`, `dest_y`, `dest_z`, `dest_heading`, `invert_state`, `incline`, `size`, `buffer`)
VALUES
(43, 'tutorialb', 'OBJ_SPIKES', -257, -130, 10, -280, 56, 0, 0, 0, 0, 0, 0, 0, 'NONE', 0, 0, 0, 0, 0, -100, 100, 0);
INSERT INTO doors
(`doorid`, `zone`, `name`, `pos_y`, `pos_x`, `pos_z`, `heading`, `opentype`, `guild`, `lockpick`, `keyitem`, `triggerdoor`, `triggertype`, `doorisopen`, `door_param`, `dest_zone`, `dest_x`, `dest_y`, `dest_z`, `dest_heading`, `invert_state`, `incline`, `size`, `buffer`)
VALUES
(44, 'tutorialb', 'OBJ_SPIKES', -257, -96, 8, -280, 56, 0, 0, 0, 0, 0, 0, 0, 'NONE', 0, 0, 0, 0, 1, -100, 100, 0);
INSERT INTO doors
(`doorid`, `zone`, `name`, `pos_y`, `pos_x`, `pos_z`, `heading`, `opentype`, `guild`, `lockpick`, `keyitem`, `triggerdoor`, `triggertype`, `doorisopen`, `door_param`, `dest_zone`, `dest_x`, `dest_y`, `dest_z`, `dest_heading`, `invert_state`, `incline`, `size`, `buffer`)
VALUES
(45, 'tutorialb', 'OBJ_TABLE_MARKET_A', -96.5, -238.9, 8.5, 250, 56, 0, 0, 0, 0, 0, 0, 0, 'NONE', 0, 0, 0, 0, 0, 0, 100, 0);
INSERT INTO doors
(`doorid`, `zone`, `name`, `pos_y`, `pos_x`, `pos_z`, `heading`, `opentype`, `guild`, `lockpick`, `keyitem`, `triggerdoor`, `triggertype`, `doorisopen`, `door_param`, `dest_zone`, `dest_x`, `dest_y`, `dest_z`, `dest_heading`, `invert_state`, `incline`, `size`, `buffer`)
VALUES
(46, 'tutorialb', 'OBJ_WEAPON_SPEAR_A', -99.1, -93.3, 17, 68.4, 0, 0, 0, 0, 0, 0, 0, 0, 'NONE', 0, 0, 0, 0, 0, 0, 100, 0);
This will 'pretty up' your tutorialb-
two items you may not want to insert are the new-type ovens and the cave. If you do, you have to add a 'tutorialb_assets.txt' to your eqclient.
It's just a text file and points the emu to the doors;
Should contain these entries;
Quote:
Tradeskill_objects.eqg
caveswitches.eqg
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You also should delete your current tutorialb doors (a lot of them don't even work because they belong to another version of tutorialb)
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09-25-2008, 10:08 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Here's a Pic of the jail doors , all working and require keys ( you can place the key drops on mobs in the area)
These are new ovens (requires the assets file)
The cave is not the original one, but looks similar and is in the Titanium package, You can see some trees here too;
Spikes;
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09-25-2008, 10:09 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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This one is just a cave close-up
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09-25-2008, 10:29 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Also , I forgot about the Fort Doors, they are in place and working (look pretty cool too).
the Sql I posted, should insert in any database.
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09-25-2008, 10:56 AM
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Demi-God
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Join Date: May 2007
Posts: 1,032
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I have a related quetsion: do you by chance found any doors that work in LDON? Besdies the Tak zone doors. I am trying to to at least use a picture of a door to simulate an "exit" from Ruj, Guk or MM ldons and can't seem to find a door that would appear - I guess they not global and not loaded into the zone files (not even most basic wooden doors).
At very least I need anyting that can look/pass as a door that would be clickable
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09-25-2008, 11:46 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by ChaosSlayer
I have a related quetsion: do you by chance found any doors that work in LDON? Besdies the Tak zone doors. I am trying to to at least use a picture of a door to simulate an "exit" from Ruj, Guk or MM ldons and can't seem to find a door that would appear - I guess they not global and not loaded into the zone files (not even most basic wooden doors).
At very least I need anyting that can look/pass as a door that would be clickable
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I think they are all in the *_obj.sd3 files for example guk has guka, gujb, gukc that end in _obj.sd3
you need something to look into them with, I use EQ Model Viewer, the names are listed, and that's wha you use for a door name.
All the LDoN ones I saw, had doors and gates.
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09-25-2008, 12:02 PM
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Demi-God
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Join Date: May 2007
Posts: 1,032
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Quote:
Originally Posted by Angelox
I think they are all in the *_obj.sd3 files for example guk has guka, gujb, gukc that end in _obj.sd3
you need something to look into them with, I use EQ Model Viewer, the names are listed, and that's wha you use for a door name.
All the LDoN ones I saw, had doors and gates.
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well thats the thing - i did over 200 ldon runs in all themes, the only one with doors I remeber was Tak, and EF had enter/leave portal. I have allredy looked into those files for guk and for ruj (as much as i could understand them) did not find anything even remotly looking like a door
I would have expected that at least the basic wooden door (door1) would have been global, but it won't load neither
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09-25-2008, 03:52 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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You can 'borrow' doors from other zones via the *_assets.txt files. Just, where ever you find what you want, add it to that zones' _assets.txt file.
Drawback is, the players need to have this new file in their client directory too.
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09-25-2008, 04:03 PM
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Demi-God
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Join Date: May 2007
Posts: 1,032
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Quote:
Originally Posted by Angelox
You can 'borrow' doors from other zones via the *_assets.txt files. Just, where ever you find what you want, add it to that zones' _assets.txt file.
Drawback is, the players need to have this new file in their client directory too.
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ahh perfect, thanks =)
is there some sort of list for all the doors and which _assets.txt they located in?
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09-25-2008, 04:19 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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It's just a lot of searching and guess work, there are already some whateverzone_assets.txt files you can use for templates. I haven't messed with that in a while, but I think only the *.eqg files will work. Now that I remember, the SD3Spy tool will show you whats in the eqg file, and the *.mod files are what you look through in the eqg files.
Example;
in tutorialb.eqg you'll see a file called 'obj_jaildoora.mod' this translates to 'OBJ_JAILDOORA' for table 'doors'.
You sort of got to look at the name and take a guess at it. set up an easy to get to spot in a dynamic zone where you can check and set what you want (you have to #zone out and in after each change).
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