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Old 12-07-2002, 07:32 AM
shgall
Fire Beetle
 
Join Date: Nov 2002
Posts: 2
Default DB/spell questions

K here goes...

I'm working on something (really) ambitious here, and since I have hella free time it'll prolly get done

First, Kaiyodo's spell editor:

1) Does anyone have a list anywhere of the spell book icon/spell gem ID #s and corresponding graphics?

2) The following fields puzzle me:
a) Buff formula
b) Push up
c) Push

3) How does 'Restrictions' work?

4) I'm assuming here that it's not *quite* understood how the focus effects work? For example, this is what Spell Haste IV looks like:
Code:
Base      Max    Formula       Type
15         0       100        Unknown
65         0       100        Unknown
-13        0       100        Unknown
3000       0       100        Unknown
-147       0       100        Unknown
I'm *assuming* from this that the first field is the haste % and the second is the maximum level it will affect, the others i'm clueless.

Also with the Unknowns I guess we can't make our own focus effect as the proper type setting isn't known?

5) Is spell stacking controlled by the client?


Okie on to the db questions. I've been using windcatcher's tool, so i've grouped my questions by the tab names there.

Under 'Spawns':

1) Is respawn time in ticks or seconds?

2) What is the 'variance' field and how does it work?

Under 'Spawn Entries':

1) How does the 'Chance' field work?

Under 'NPC Types':

1) I'm assuming -1 in the size field spawns the mob at default size?

2) Does mindmg/maxdmg affect how hard the mob hits? I seem to recall the mob didn't hit for the numbers I chose the last time i messed with it.

Under 'Loot > Loot Drop Entries'

1) What is 'item_charges'?

2) How exactly does the 'chance' field work?

Under 'Loot > Loot Tables':

1) How does the 'avgcoin' field work?

2) I'm assuming base 'currency' is in copper pieces, so entering '1000' in min cash is equal to 1pp?

Under 'Loot > Loot Table Entries':

How does the probablity and multiplier fields work?

Under 'Factions':

1) I figured that the 'mod_c1...mod_c15' fields are modifiers for the different classes. In what order are these classes numbered? (ie alphabetical or the order they are shown on char create)

2) Same with the 'mod_r1...mod_r14' fields.

3) What are the 'mod_r60...mod_r161' fields?

4) I assume the 'mod_d201...mod_d216' fields are for the different deities. Again, what order are they listed?

Finally, that brings me to Quests.

I'm completely lost as to how to modify/create quests. Any help here would be appreciated

And now, in a shameless plug, I thought I might let everyone know what I'm going to be working on.

I've played eqlive since January 2000 on Lanys T'Vyl (2 weeks after the server went live I got my account, I did play before that on a friend's account and I remember Lanys crashing the day they brought it live hehe), and while I've always loved EQ, there are/were many things that I am not happy about.

With the introduction here of the emu and the ability to change/customize the world of Norrath, I'd like to fix a lot of the things that VI/sony should have done.

First, EQ is (although is not really played as such) a roleplaying game. While a big part of any roleplaying game is killing stuff and gaining greater equipment and magic power, a very important and engaging element (which is almost missing in eq) is story. I realize that some people enjoy that hack/slash/gain phat lewtz side of the game, but I know there are many who enjoy adventuring, questing, and plot.

My server (which will be running on a dedicated box), will be radically different from eqlive.

First, at least for a while, Velious/Kunark/Luclin/PoP zones will not exist. I'm going to start out with the original 3 EQ continents. I am, however, going to allow characters to level to 65.

Second, nearly *everything* will be reworked, from npcs, monsters, spawns, items, spells, quests. I want the recognizable feel of EQ, but with a fresh look at the world of Norrath.

Third, one thing I always felt was lacking in EQ was some kind of epic class armor. However, who wants all the a_lvl_65_warriors looking the same? I always thought it would be nice if, say, you could combine epic_breastplate with some_color_dye and have your own look...say a silver breastplate, arms, legs, and gold boots, bracers, and gloves?

Fourth, dynamic content. I was bored the other day and read an old old eq manual. The manual talked about 'frequent GM events and dynamic content and quests resulting in unique items.' Quite a hoot, isn't it? I think in my 3 years as an EQ player (with ~200+ days played across all my characters) I have personally witnessed 6 or 7 GM events. And what happened in each event? A bunch of high levels swarmed in and killed the GM/special mob before any sort of dynamic quest or event could happen. Why? for phat lewt.

Finally, quests. How disappointing is it to do some long involved quest to get your lvl_58_toon a nice uber_weapon_05 and getting the 'You gain experience!' message with not even a pixel increase even on your blue bar? Heck, to test the amount of xp you get from a quest, I ran the Haven Trader quest (for SH faction) a few times on my lvl 1 BST twink. I got 1y of xp at lvl 1 for running this quest. While this quest should not merit a huge gain in xp for a high level character, this basically is about the same amount of xp you get for virtually any quest in EQ. What's the point of the xp message if you really get jack?

Basically I'd like to rework quests to give an amount of xp that is not AMAZING, but is decent nonetheless for the level required to complete the task.

Anyway, I've rambled on long enough, if anyone has any of the information I've requested above, it would be greatly appreciated.

Thanks and have fun in the real world (tm) :p
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