This would display the two caster default sets (for PEQ);
Code:
SELECT * FROM peq.npc_spells where id >='514' and id <='524' OR id >='2' and id <='12';
And this would set all caster npcs default to pets again (if the above is correct);
Code:
UPDATE peq.npc_types SET npc_spells_id=npc_spells_id+512 WHERE npc_spells_id >='2' and npc_spells_id <='12';
And, it would cancel all the work everyone has done towards placing the proper NPCs with their pets (back up npc_types in case you don't like it).
The original reason on why I did this was, I figured there were a lot more NPCs that didn't use pets than those which did, so it would be easier/faster to start out with no pets, then go through the NPC list and fix the ones that do need pets.
At the time, I was working Droga - not one NPC there should have a pet; more than half the NPCs are casters, and they all had pets, which 'ghosted' at zin. This made the whole dungeon unbearable ( there were a lot of zones like this). Probably, all the un-needed pets running around make lag too.
We should also be making specific spell sets, but that takes even more time, and probably not as urgent.
For example Spider Tamer Gugan in Tutorialb shouldn't have a full shaman spellset, and he certainly does not blind you on live. In Nadox, there are no caster NPCs that can SOW (yet they do SOW).
I remember when getting blinding by an NPC was a special occasion (the Muddites in Beholder!)