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eternus
01-16-2003, 04:43 AM
Does anyone know of a good GUI search utility that would links multi-table lists in the DB? Namely looking for something that lets you look at the item DB and search it on multiple criteria. My SQL is like 2 yrs worth of rusty and was limited to ColdFusion queries at that, was hoping to dumbify my use of the existing info... but if obscurity is what keeps it active and I gotta actually use my brain then so be it. (gotta check those alternatives first of course)

Divide
01-16-2003, 07:24 AM
You can use the search in EQadmin to search items , slot, class, race and name

eternus
01-16-2003, 08:36 AM
Well that works like a charm... just didnt dig deep enough I guess. Thanks a lot. (c:

Lurker_005
01-16-2003, 05:04 PM
The item editor that came with 4.1 also allows for some nice searches.

eternus
01-17-2003, 02:23 AM
I actually got playing with that last night as well... so long as you know what you are looking for its great. (unless i'm missing something.. which isn't out of the realm of possibility) Though I am curious about how I change & add items with the limited available 'item #' Are there holes in the count from 1 - 32k? or do I just need to go over and above the existing count even though it says not to? or do I just replace items? Or is there a forum I should go to instead for Item Editor questions?

Trumpcard
01-17-2003, 02:38 AM
The latest patch increases the item range, so once we get the last patch working with the emulator 100%, we should have alot of new item slots to fill.

Lurker_005
01-17-2003, 06:09 AM
Untill the emu works with EQ live's patch like Trumpcard said, keep the items between 1001 and 32600 (EQEmu 4.1 and lower) There are some holes in the used item numbers, but mostly it is in groups of 1-10 I have a script to find them, and will run it tonight and post the results.

Oh and the item editor, uncheck the checkbox to search the item name and you can search by stats and other fields.

eternus
01-17-2003, 09:03 AM
nice.. i will play with that

You don't happen to know what it takes to let me change items do ya? I was just farting around with GM items on my home server last night and even though I am server OP I still can't equip the Twisted XXXX of Despair stuff. Its kinda moot at this point since I have 0 spawns in there, and I can't seem to spawn anything other than a female human of X level, but it'd be nice to know if I am just missing something.

Oh and if I haven't said it yet, you guys are doin a hell of a job w/ the emu. Keep up the good work!

Divide
01-17-2003, 11:01 AM
Try Changing your lvl. I think I set the lvl to all the GM armor to lvl 100.

Lurker_005
01-18-2003, 05:56 AM
I frogot to get this last night... also I know magelo has some 500 more items not yet in the DB, I'm still working on that. So remember there are new items out there that use these same numbers.
Oh yea, an * means that it is 50 or more unused item numbers in a row.

Divide
01-18-2003, 07:26 PM
Dam thats a long list, thanks Hon, pls make sure you pick up the DB you healped me release, It has your items and more! Keep up the great work Lurker

eternus
01-20-2003, 10:51 AM
Wow.. who'da thought there were so many open slots. I think I will save numbering and adding of items until we get farther into the PoP items, or until after the next build w/ more numbers... just so I don't use up anyone elses numbers (since I kill the item db every time there is an update anyway.)

killspree
01-21-2003, 02:33 AM
I made a post which uses up about 50 of those blank numbers with actual PoP quest/tradeskill recipe components. Also a lot of those blank numbers are PoP items that haven't been added yet.

Hopefully the next item editor will allow for required level and focus items so that folks can add items much quicker then doing it by hand in sql. ;)

eternus
01-21-2003, 05:23 AM
Hmm.. not sure bout the SQL by hand thing, but that might explain my problem. Made Dumul's Cap last night, but as soon as I equip it then I get booted out of EQ and my items are reset to the last save.

killspree
01-21-2003, 10:05 AM
That happens with any item that has effect: Faerune. I think the problem is, Faerune's spell id is 3660, and the max id the emu will allow from what I saw in source atm is 3602.

At least that's my guess at why, but yeah, it's happened to me as well with a Raex's helm, along with several other class helms with Faerune.

Trumpcard
01-21-2003, 11:16 AM
Hmmm.. Where did you see that it would only allow 3602?

I'll take a look at it this evening when I get in.

Divide
01-21-2003, 11:33 AM
There is no limit that i know of,. But i have noticed that some items have caused crashes and loop deaths due to the bane set on them. the Bane dmg had no set target so it default target(self) I fixed about 25 of those when i first started messing with the DB.

killspree
01-21-2003, 09:11 PM
*/
#define SPDAT_RECORDS 3602
#define EFFECT_COUNT 12

enum RESISTTYPE {
RESIST_NONE = 0,
RESIST_MAGIC = 1,
RESIST_FIRE = 2,
RESIST_COLD = 3,
RESIST_POISON = 4,
RESIST_DISEASE = 5 };


That's in spdat.h, I guess it's not really a limit perse, but could it be that it's only looking for 3602 max due to that? Dunno I may be reading it wrong.

Trumpcard
01-22-2003, 06:58 AM
Thats a good possibility, I wouldnt be suprised if this was causing a segfault when you activate a spell with an id higher than the whats defined here...

/*
solar: look at your spells_en.txt and find the id of the last spell.
this number has to be 1 more than that. if it's higher, your zone will
NOT start up. gonna autodetect this later..
*/
#define SPDAT_RECORDS 3602^M


Being set low doesnt cause a problem, but activating a new spell with this lower number could cause array out of bounds exceptions... spells[] goes up to 3602, then you try to reference spells[3640]

I'll play around with it tonight. The best way to do it would be to write a function that will parse out and find the max id in the current spells_en.txt, then use that+1 for the array size (as solar suggested at some point in the past in the comment).

Trumpcard
01-22-2003, 06:13 PM
I'd say thats the problem, i up'd it to 3715 (new spells_en.txt), and Raex's helm seems to work ok for me (though I have no idea what the Faerune effect is).

Shouldnt be hard to set the high number, just need to run the loop twice, the first time to find the max id (though this is the bulky way to do it), the next time to actually load the spells...