View Full Version : New class numbers! (IMPORTANT)
Edgar1898
11-05-2003, 03:42 PM
The class numbers for gms,merchants, and bankers have changed in the recent patch. You will need to update your npc_types table once you start running the new code.
You will need to update your tables to the following chart:
#define WARRIORGM 20
#define CLERICGM 21
#define PALADINGM 22
#define RANGERGM 23
#define SHADOWKNIGHTGM 24
#define DRUIDGM 25
#define MONKGM 26
#define BARDGM 27
#define ROGUEGM 28
#define SHAMANGM 29
#define NECROMANCERGM 30
#define WIZARDGM 31
#define MAGICIANGM 32
#define ENCHANTERGM 33
#define BEASTLORDGM 34
#define BANKER 40
#define MERCHANT 41
DeletedUser
11-05-2003, 04:41 PM
Why would they do something like this?
killspree
11-06-2003, 08:44 PM
rumor is there will be a new class in the next expansion, that's probably why
rubyrhinosaur
11-07-2003, 12:27 PM
ok. ok, i get it, this is important, now where do i put these values? which sql file are they located in?
mangoo
11-07-2003, 12:28 PM
The values go into the source code.
rubyrhinosaur
11-07-2003, 12:29 PM
thank you very much, which part of the code?
krich
11-07-2003, 12:46 PM
Actually, the values are likely already in the source code (i haven't checked yet). The databases are going to need to be updated as well since they reference the old list of classes.
regards,
krich
rubyrhinosaur
11-07-2003, 01:09 PM
ok, this didnt fix the whole every merchant turns out to be a mage GM.
and the login server keeps crashing :/
also, for some reason zone lines dont appear to be working.
DeletedUser
11-07-2003, 04:04 PM
Cause in the database the merchant class is no longer 32, it happens to be mage GM now. You'll need to type in a few mysql queries to fix all this.
As for new class. About time, they've been making retarded races for the past 982127. Let's hope it's not another beastlord. *cough* *mumble* :roll:
rubyrhinosaur
11-07-2003, 04:12 PM
#define WARRIORGM 17
#define CLERICGM 18
#define PALADINGM 19
#define RANGERGM 20
#define SHADOWKNIGHTGM 21
#define DRUIDGM 22
#define MONKGM 23
#define BARDGM 24
#define ROGUEGM 25
#define SHAMANGM 26
#define NECROMANCERGM 27
#define WIZARDGM 28
#define MAGICIANGM 29
#define ENCHANTERGM 30
#define BEASTLORDGM 31
#define MERCHANT 32
blah, change merchant to 32? thats already in the source i got of csv... basically, what is merchant supposed to be? 32? because im curious wtf is going on lol, sorry, i've been working on this for the past two days, and about 32 hours of the past two days have been spent on trying to get back into the community.
rubyrhinosaur
11-07-2003, 04:13 PM
oh, and the above is the origional code that still results in magician gms.. and they appear to be set up correctly, but then i noticed something, the mgician is 29, and all the vendors are 29, so i set the merchant definition to 29 and magician to 32... hope it works.
Edgar1898
11-07-2003, 05:05 PM
there is nothing wrong with the code, you dont need to do anything to the code. I posted the new class numbers so db makers can update their databases, thought that was clear....
rubyrhinosaur
11-07-2003, 05:40 PM
yea, but i can be a twad sometimes.. lol
no worries, thanks for all the hard work, and you are welcome to get my icq off me or something as i am running a pretty powerful server, and trying to get it up and running to test out new stuff... i really wanna get back into the community and get it going again... but i just get a little discouraged when i see tons of flameage against the ignorant on the boards...
xgp329r2
11-10-2003, 01:23 PM
ok :shock:
dman478
11-12-2003, 08:25 AM
you got all the trainers working now...but they have all the wrong skills...I'm just outta highschool with code so I can barely follow WTF you guys are writing let alone write some.
just FYI, but you already knew they were wrong.
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