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View Full Version : New door items for GloomingDeep


Angelox
09-25-2008, 09:53 AM
Here's some stuff I found and have running in my tutorialB;
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;
Tradeskill_objects.eqg
caveswitches.eqg

You also should delete your current tutorialb doors (a lot of them don't even work because they belong to another version of tutorialb)

Angelox
09-25-2008, 10:08 AM
Here's a Pic of the jail doors , all working and require keys ( you can place the key drops on mobs in the area)
http://btconline.net/~cyndi22/pics/A_TUTDoor1.jpg

These are new ovens (requires the assets file)

http://btconline.net/~cyndi22/pics/A_TUTOven.jpg

The cave is not the original one, but looks similar and is in the Titanium package, You can see some trees here too;

http://btconline.net/~cyndi22/pics/A_TUTTrees1.jpg

Spikes;
http://btconline.net/~cyndi22/pics/A_TUTSpikes1.jpg

Angelox
09-25-2008, 10:09 AM
This one is just a cave close-up

http://btconline.net/~cyndi22/pics/A_TUTCave1.jpg

Angelox
09-25-2008, 10:29 AM
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.

ChaosSlayer
09-25-2008, 10:56 AM
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 :cool:

Angelox
09-25-2008, 11:46 AM
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 :cool:

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.

ChaosSlayer
09-25-2008, 12:02 PM
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.

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 :confused:

I would have expected that at least the basic wooden door (door1) would have been global, but it won't load neither

Angelox
09-25-2008, 03:52 PM
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.

ChaosSlayer
09-25-2008, 04:03 PM
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.


ahh perfect, thanks =)
is there some sort of list for all the doors and which _assets.txt they located in?

Angelox
09-25-2008, 04:19 PM
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).