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LordAdakos
02-16-2013, 12:55 AM
Are we going to see an official spell and pet update here for the new pets?

The last pet I can actually summon is the rank 16 elemental pets (a a mage) before we start getting missing info on pets.

Is this just not a high priority for those who put the databse together? or is there something I am missing? Also, Is there some way I/we can contribute to get these in future releases?

(Fresh compile as of 1350 (-0500) 2/15/13 with rev 2504)

LordAdakos
02-16-2013, 09:54 AM
I hate to bump my own thread but a similar question: If I upload the ROF / F2P spell file to my server, will I be able to use updated spells (minus pets, of course, with appropriate levels? or will I end up with a bunch of level 255 spells?)

tiarabobera
05-16-2013, 08:40 AM
/bump I'm curious too :)

Shiny151
06-01-2013, 07:14 PM
If you're running your own server and you want to manually enter rank 17 and beyond it's fairly easy to do. Take a look at tables, 'npc_types' and 'pets'. I manually entered the rank 17 mage pet adding one row to each table with appropriate stats increasing the trend from SumAirRxx.

Kingly_Krab
06-02-2013, 01:57 AM
Well, Shiny151, it's not just the Magician pets missing, it's all pets beyond a certain level. As is a lot of content beyond a certain point. These pets were even missing on the public RoF test server, quite ridiculous, as pets are a key part in EverQuest, and for them to be missing, even the newest ones. I don't believe there are any pets around 70+, I don't know why there isn't, but yes, you can add them manually, but there are quite a few with RoF coming out. I would also like to see an update to the content in the PEQ database, with pets, and spells, etc.

jsr
06-02-2013, 03:04 AM
Agree it's quite frustrating when the servants aren't pulling their weight. I check my silverware for dust each week.

Mind you I do pay the servants.

demonstar55
06-02-2013, 01:31 PM
PEQ's spells and pets probably won't be updated for a while, mainly because content wise they don't need to. If you want more spells, just run import_spells.pl your self supplying a newer spell file. EDIT: There is also a bug with spells with an ID over a certain point due to improper int sizes (at least improper with respect to RoF)

On pets, they are mostly made up in the current database due to lack of information. And newer pets haven't been added because PEQ doesn't need them yet. If you would like newer pets add them yourself. As an example to add another pet, such as Essence of Air. The spell description says "Summon Pet: SumAirR17" on Alla, so you just need to create an NPC named SumAirR17, best pet would be to copy the SumAirR16 pet and tweak the numbers around (up AC, HP, min hit, and max hit mostly)

Shiny151
06-02-2013, 02:30 PM
Well, Shiny151, it's not just the Magician pets missing, it's all pets beyond a certain level. As is a lot of content beyond a certain point. These pets were even missing on the public RoF test server, quite ridiculous, as pets are a key part in EverQuest, and for them to be missing, even the newest ones. I don't believe there are any pets around 70+, I don't know why there isn't, but yes, you can add them manually, but there are quite a few with RoF coming out. I would also like to see an update to the content in the PEQ database, with pets, and spells, etc.

Yeah, I get that, but if you want a quick fix to power through until masses of content can be updated then you can add a few 70s pets to bide you over. I do think they are needed even in PEQ's current state because some of the Gates content can be pretty tough with just a few people.

samaus31
10-20-2014, 11:04 PM
I know this is an old post...but any help with making this spell work? I have copied the SumAirR16 and made it into SumAirR17 and increased all the stats. I even made a new npcID and made sure they both were the same. I try to summon the r17 pet and it keeps saying unable to find spell. I even changed up the r16 spell and now its not letting me summon that spell either? Any thoughts?

Kingly_Krab
10-20-2014, 11:08 PM
You have to make an 'npc_types' entry, as well as a 'pets' entry. Did you do both of these things?

samaus31
10-20-2014, 11:19 PM
Yea made them in both areas. I put the ID as 800. But now I changed the stats on R16 it wont summon the pet now? I guess is there a max amount of areas you can increase? Would that be causing the problems?

Noport
10-21-2014, 06:19 AM
samaus31 change id back too 5473 for R16 air pet Child of Wind then you should have your R16 air pet R17 id 10695 Essence of Air
default server id for R16 was 566 it would be a great idea to get your ids from your spells_us.txt open with notepad+ the ids should match your spell import list for your server

jsr
10-21-2014, 09:25 AM
I know this is an old post...but any help with making this spell work? I have copied the SumAirR16 and made it into SumAirR17 and increased all the stats. I even made a new npcID and made sure they both were the same. I try to summon the r17 pet and it keeps saying unable to find spell. I even changed up the r16 spell and now its not letting me summon that spell either? Any thoughts?

It sounds like you haven't exported the spells to your everquest client's folder?

samaus31
10-23-2014, 02:39 PM
Well...I ended up not going with the r17 spell since I could never get that to work. So all I did was use a lower pet and jacked up the stats. And I think the changing of the ID number helped too. :)

samaus31
10-23-2014, 02:41 PM
Now im just having issues with enabling bots/mercs. Ive tried to follow the guide and within the server setup guide but not doing it well I guess. Since the new repack came out I did not do the same things they say to do in the server install wiki.

Kingly_Krab
10-23-2014, 02:55 PM
If you're using the repack, I believe Akkadius said (http://www.eqemulator.org/forums/showthread.php?t=38836&p=234306) he did NOT include bots, I'm not sure what is wrong with your mercenaries.

samaus31
10-24-2014, 10:28 AM
Well...im not a programer at all, but I can somewhat figure things out. But, I cannot find the file folder that he says to look for to even turn on the mercs? Unless on the repack they are already turned on? I have tried to hail a merc person in game and they do not respond.

Thanks

chrsschb
10-24-2014, 11:04 AM
Well...im not a programer at all, but I can somewhat figure things out. But, I cannot find the file folder that he says to look for to even turn on the mercs? Unless on the repack they are already turned on? I have tried to hail a merc person in game and they do not respond.

Thanks

The NPCs class is set incorrectly, it needs to be changed to 71.

#npcedit class 71
then #repop

samaus31
10-24-2014, 01:24 PM
Sweet! That worked to get him to open up the option to hire, however, the fields are all blank? I cannot choose any mercenary.

samaus31
10-24-2014, 02:09 PM
ok. I figured it out :) I had to put true to all the allowmercs, I did not realize there were more than 1 allowmercs in the server rules.

samaus31
10-24-2014, 10:24 PM
Ok..another problem. I had to run errands and did not try to spawn any mercs until now, they are available for hire but it tells me they fail to spawn. Im looking up corrections for this unless you guys have something faster? :)

Huppy
12-19-2015, 03:49 PM
PEQ's spells and pets probably won't be updated for a while, mainly because content wise they don't need to. If you want more spells, just run import_spells.pl your self supplying a newer spell file. EDIT: There is also a bug with spells with an ID over a certain point due to improper int sizes (at least improper with respect to RoF)

On pets, they are mostly made up in the current database due to lack of information. And newer pets haven't been added because PEQ doesn't need them yet. If you would like newer pets add them yourself. As an example to add another pet, such as Essence of Air. The spell description says "Summon Pet: SumAirR17" on Alla, so you just need to create an NPC named SumAirR17, best pet would be to copy the SumAirR16 pet and tweak the numbers around (up AC, HP, min hit, and max hit mostly)

Waking up an old post here, but That ^^^ was a good fix for the 71+ pet prob.
Just used Navicat to create new entry with a new npcid for the SumAirR17.
Basically copied all the stats from the R16 pet and modified, then added an
entry in to the "pets" table and voila, able to summon a lvl 71 air pet.
Thanks for the info :)

Expletus
10-03-2016, 01:17 PM
I just tried this for a beastlord pet. I can get everything to work, except the pet doesn't follow? If I bring a mob into range it will attack etc. but follow it does not! Any ideas?

Expletus
10-03-2016, 02:41 PM
Actually no matter what type of pet I make, swarm etc they act like they are rootes.

DanCanDo
10-04-2016, 01:40 AM
I've created a whole bunch of class pets for 71-80, including bst, mage, & necro pets.
They all seem to be functioning properly so far, including following the owner.

Expletus
10-04-2016, 11:07 AM
I've been able to in the past without issues. No idea why they aren't following.

DanCanDo
10-04-2016, 11:39 AM
Just fishing for theories here, but when you create the NPC for the pet, is the runspeed
set to higher than 0 ? and if not, could that have anything to do with it ?
If I get a chance I will test the theory after.

Just thought of something else, in the pets table, I usually set pet power to -1 and pet
control to 2, not sure if that has any bearing, again, just fishing, (chuckle)

Expletus
10-04-2016, 05:02 PM
I copied the previous line from the bst. Will double check tonight when I get home.good idea though!

Jaksh
10-02-2017, 04:31 PM
I know this is little dated post, but I found this post very valuable with adding the higher level pets into my server and I did not find this information anywhere else, so just to help the next person looking. I used the copy line on prevous pet and then tweaking the stats to the higher level pet and add the info into the pets table.

Now the trick I discovered is there is a column in the pets table labeled "petpower". If you set "petpower" to '45' you will cause the server to reply with the "can not find the pet <petname> ". The fix for this is to just simply change the "petpower" to 40 or lower and now you can summon the pet with the appropriate spells. I am not completely sure why this is setup this way but I am thinking it is probably a way to test and experiment with different pet settings and allowing the admin to keep the pets in the table to save the data but having a simple switch to disable them and prevent accidental use by the players.

Once I changed this field 'petpower' to 40 or lower the pet was able to be summoned in game.

demonstar55
10-02-2017, 04:55 PM
petpower is how we look up pet focus versions of the pet. We actually do this kind of wrong. The client function actually returns the spell ID (implying to me this is the data they use to distinguish NPCs) They also return a CachedFocusItem which lets them get item info, which might also indicate they can use that data. The older pet spells do have focus item set in them by item ID too.

Jaksh
10-02-2017, 06:09 PM
Oh ok, so the reason I was having an issue then was because I either was or want not using a pet focus item and thus the spell was calling for a version of the pet that was not in the table?

demonstar55
10-02-2017, 06:17 PM
You need to make an NPC for each focus. (including no focus)

Jaksh
10-02-2017, 06:22 PM
Thank you very much demonstar55!