View Full Version : FYI about EQEmu v0.2.7 Release
DeletedUser
03-27-2002, 09:55 AM
Well, we thought we would give you guys a heads up on the next release. When we release 0.2.7, the database will be new for 3 tables (atleast, maybe more).
We are adding a GM Speed "hack" into the source so status 100+ can #gmspeed 1-5 and get to run superfast without spells (but you would need to zone). Doing this is causing us to change the account table to add a column. With this, we can do a simple ALTER TABLE to upgrade it for later (part of the upgrade.sql we will have).
We are also changing the players_ table up a little. We will be adding an x/y/z & zonename column that are where the player will be in the world. This allows people to change the zone and/or loc of a stuck character easily.
Finally, we are adding a few columns to NPC_Types which will let everyone configure mobs more (what spells they can cast, can they summon, flurry, enrage, etc). Hopefully these will be changes everyone will love, but it means old databases will be incompatiable with these features and newer eqemu versions.
Let us know how you feel about these types of changes.
One word....Woot!
'nuff said!
hogger
03-27-2002, 12:51 PM
Hear Hear (or is it here here?)
Ariak
03-27-2002, 04:37 PM
OMG. LOL WOW.
Mob AI !!!!!!!!
Ariak
03-27-2002, 05:01 PM
"but it means old databases will be incompatiable with these features and newer eqemu versions." - Does that mean we have to re-make DBs from scratch?
ibleet
03-27-2002, 05:46 PM
Nah, the new database / structure will be included in the download of 0.2.7
Cheers to the Dev team once again :)
well i think there should be database convertor...
after all some people want to keep new uber items and charactor or whatever :)
im reasonable sure its easy to make version to new version convertor.
Yt4/GOAMYIo=
03-27-2002, 10:17 PM
If you plan to change the db model, I think it would be a good idea to migrate some rules that are coded (skills per class, hp regen, class per race and so on) to the database as relation. It would allow for more flexibility (ie. in case of patch nr 2394).
Lyenu X`Arie
03-27-2002, 10:18 PM
We're currently deciding how we're going to do the character conversion process if it goes through. We're pretty sure we can do it with a mySQL script, but not promises. If we can't do it that way I'll try and make a convertor.exe type thing if worst comes to worst =P
I think that would be great if its not a whole lot of work.
I think sometimes folks forget though, that the project is still in alpha/early beta.
Personally, I'd much rather have valuable time spent working on coding additional enhancements or fixing existing bugs, over making it easy to convert existing items, chars to some new db format.
I'd be happy to have to use a clean DB with each release, if it would free up more time for further development. There'll be plenty of time down the road to get attached to chars and items.
Where i can download 0.2.7 version ?
Vipermmx
03-27-2002, 11:01 PM
2.7 is not out yet. I what it like no other though. NPC AI! I bet Shawn is testing it though! I want it =)
Tallis
03-28-2002, 01:50 AM
Sweet, you guys Rock!!
Drawde
03-28-2002, 04:47 AM
Sounds great! Especially the configurable AI.
But I hope there'll be a character converter of some sort, if not though it'd probably be easy to re-create characters with the admin program.
Drawde
03-28-2002, 04:53 AM
Just to clarify things - how does the AI spellcasting scripting in npc_types work?
Do you have to list each spell you want the NPC to use, or do you just specify what caster type/spell list (cleric, shaman, wizard etc) to use?
Lyenu X`Arie
03-28-2002, 05:05 AM
The thing is the admin program will be broken.. I'm installing delphi as we speak and I'll work on updating the admin tool to the new DB format so we can release it with 0.2.7.. but I give you no promises on it.
DeletedUser
03-28-2002, 05:39 PM
Already got summon working and I can tell you, its not very pretty when Nagafen fights lvl 52's now. I might get banish in there too (with a lvl they banish) if they were to aggro. Just incase if someone wants to go that far into realism.
Keep up the good work!
Soon enough with enough contribution this emu will be done in no time! :D
ibleet
03-29-2002, 08:50 AM
Yes, but with the new tables...EqAdmin will need to updated as well. Any thoughts on updating the program Windcatcher? You gotta do it, your Admin ROCKS! Thanks :)
Zeitgeist
03-29-2002, 08:57 AM
bleet you musta missed Lyenu's post. She is the top of this page (yes, SHE!).
ibleet
03-29-2002, 01:49 PM
If Lyenu is NOT Windcatcher, then I have no idea what you are rambling about. Either way, it's no big deal. Heh :D
DeletedUser
03-30-2002, 04:28 AM
For converting the database from the old one, it is possible, but it would be missing a lot of data then. Where would you get values for the damage columns, what spells they cast, what abilities they have, etc? Just put 0 for everything and it only stands there?
Also, the spells will be a number list of what they can cast. An Example
982 1919 17
That would let it death touch, cast guide journey and loh (If my numbers are right).
:)
Drawde
03-30-2002, 05:45 AM
I hope this isn't too much trouble, but could you post a list of the variables that are going to be added to the DB (especially the npc_types table) and roughly what they do? If I've got this information then I can add it to my EQNPC parser program now and therefore get a 2.7-compatible DB addon released ASAP when 2.7 comes out.
you forgot reuse delay. suppose guy was HTing very rapidly? ( ie: one right after another ) it'd be undefeatable.
DeletedUser
03-30-2002, 04:27 PM
If people wish to start working on their db:
npc_types columns:
min_dmg int(10)
max_dmg int(10)
those are obvious
banish char(1)
Char ----- Effect
-----------------
A Summon
B Enrage
C Rampage
D Flury
E Summon, Enrage, Rampage, Flury
F Summon, Enrage
G Summon, Rampage
H Summon, Flury
I Enrage, Rampage
J Enrage, Flury
K Summon, Enrage, Rampage
L Summon, Enrage, Flury
M Summon, Rampage, Flury
N Enrage, Rampage, Flury
you would put the char next to the effect to use those features.
This is just a heads up.
DeletedUser
03-30-2002, 04:57 PM
This is the current table structure in our Private CVS:)
#
# Table structure for table `npc_types`
#
CREATE TABLE npc_types (
id int(11) NOT NULL auto_increment,
name text NOT NULL,
level tinyint(2) unsigned NOT NULL default '0',
race tinyint(2) unsigned NOT NULL default '0',
class tinyint(2) unsigned NOT NULL default '0',
hp int(11) NOT NULL default '0',
gender tinyint(2) unsigned NOT NULL default '0',
texture tinyint(2) unsigned NOT NULL default '0',
helmtexture tinyint(2) unsigned NOT NULL default '0',
size float NOT NULL default '0',
hp_regen_rate int(11) unsigned NOT NULL default '0',
mana_regen_rate int(11) unsigned NOT NULL default '0',
loottable_id int(11) unsigned NOT NULL default '0',
merchant_id int(11) unsigned NOT NULL default '0',
mindmg int(10) unsigned NOT NULL default '0',
maxdmg int(10) unsigned NOT NULL default '0',
usedspells char(22) NOT NULL default '',
npcspecialattks char(1) NOT NULL default '',
banish int(10) unsigned NOT NULL default '0',
aggroradius int(10) unsigned NOT NULL default '0',
social int(10) unsigned NOT NULL default '0',
PRIMARY KEY (id)
) TYPE=MyISAM;
image: Changed usedspells to char(22), no way I can make them use spells with 1 letter/number.
Drawde
03-31-2002, 12:04 AM
Thanks very much, I'll try and get that in ASAP. Configurable NPC damage will be very useful.
Two questions -
-Is the usedspells value a string containing the spell numbers, e.g "982 13 17" ?
-What is the hard-coded aggro radius currently used by EQEmu? For now I'll just give all NPCs in my DB this aggro radius.
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