Go Back   EQEmulator Home > EQEmulator Forums > Archives > Archive::Development > Archive::Development

Archive::Development Archive area for Development's posts that were moved here after an inactivity period of 90 days.

Reply
 
Thread Tools Display Modes
  #1  
Old 11-05-2003, 03:42 PM
Edgar1898
Senior Member
Former EQEmu Developer
Current EQ2Emu Lead Developer
 
Join Date: Dec 2002
Posts: 1,065
Default New class numbers! (IMPORTANT)

The class numbers for gms,merchants, and bankers have changed in the recent patch. You will need to update your npc_types table once you start running the new code.


You will need to update your tables to the following chart:

#define WARRIORGM 20
#define CLERICGM 21
#define PALADINGM 22
#define RANGERGM 23
#define SHADOWKNIGHTGM 24
#define DRUIDGM 25
#define MONKGM 26
#define BARDGM 27
#define ROGUEGM 28
#define SHAMANGM 29
#define NECROMANCERGM 30
#define WIZARDGM 31
#define MAGICIANGM 32
#define ENCHANTERGM 33
#define BEASTLORDGM 34
#define BANKER 40
#define MERCHANT 41
__________________
Lethal Encounter
Reply With Quote
  #2  
Old 11-05-2003, 04:41 PM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default

Why would they do something like this?
Reply With Quote
  #3  
Old 11-05-2003, 08:59 PM
Wiz
Dragon
 
Join Date: Feb 2002
Posts: 583
Default

Who knows?
Reply With Quote
  #4  
Old 11-06-2003, 08:44 PM
killspree
Dragon
 
Join Date: Jun 2002
Posts: 776
Default

rumor is there will be a new class in the next expansion, that's probably why
__________________
Xeldan
Lead Content Designer
Shards of Dalaya
Reply With Quote
  #5  
Old 11-07-2003, 12:27 PM
rubyrhinosaur's Avatar
rubyrhinosaur
Sarnak
 
Join Date: Nov 2003
Posts: 68
Default

ok. ok, i get it, this is important, now where do i put these values? which sql file are they located in?
Reply With Quote
  #6  
Old 11-07-2003, 12:28 PM
mangoo
Items Master
 
Join Date: Apr 2003
Posts: 293
Default

The values go into the source code.
Reply With Quote
  #7  
Old 11-07-2003, 12:29 PM
rubyrhinosaur's Avatar
rubyrhinosaur
Sarnak
 
Join Date: Nov 2003
Posts: 68
Default

thank you very much, which part of the code?
Reply With Quote
  #8  
Old 11-07-2003, 12:46 PM
krich
Hill Giant
 
Join Date: May 2003
Location: The Great Northwest
Posts: 150
Default

Actually, the values are likely already in the source code (i haven't checked yet). The databases are going to need to be updated as well since they reference the old list of classes.

regards,

krich
Reply With Quote
  #9  
Old 11-07-2003, 01:09 PM
rubyrhinosaur's Avatar
rubyrhinosaur
Sarnak
 
Join Date: Nov 2003
Posts: 68
Default

ok, this didnt fix the whole every merchant turns out to be a mage GM.
and the login server keeps crashing :/
also, for some reason zone lines dont appear to be working.
Reply With Quote
  #10  
Old 11-07-2003, 04:04 PM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default

Cause in the database the merchant class is no longer 32, it happens to be mage GM now. You'll need to type in a few mysql queries to fix all this.


As for new class. About time, they've been making retarded races for the past 982127. Let's hope it's not another beastlord. *cough* *mumble*
Reply With Quote
  #11  
Old 11-07-2003, 04:12 PM
rubyrhinosaur's Avatar
rubyrhinosaur
Sarnak
 
Join Date: Nov 2003
Posts: 68
Default

Code:
#define WARRIORGM	17

#define CLERICGM	18

#define PALADINGM	19

#define RANGERGM	20

#define SHADOWKNIGHTGM	21

#define DRUIDGM		22

#define MONKGM		23

#define BARDGM		24

#define ROGUEGM		25

#define SHAMANGM	26

#define NECROMANCERGM	27

#define WIZARDGM	28

#define MAGICIANGM	29

#define ENCHANTERGM	30

#define BEASTLORDGM	31

#define MERCHANT	32
blah, change merchant to 32? thats already in the source i got of csv... basically, what is merchant supposed to be? 32? because im curious wtf is going on lol, sorry, i've been working on this for the past two days, and about 32 hours of the past two days have been spent on trying to get back into the community.
Reply With Quote
  #12  
Old 11-07-2003, 04:13 PM
rubyrhinosaur's Avatar
rubyrhinosaur
Sarnak
 
Join Date: Nov 2003
Posts: 68
Default

oh, and the above is the origional code that still results in magician gms.. and they appear to be set up correctly, but then i noticed something, the mgician is 29, and all the vendors are 29, so i set the merchant definition to 29 and magician to 32... hope it works.
Reply With Quote
  #13  
Old 11-07-2003, 05:05 PM
Edgar1898
Senior Member
Former EQEmu Developer
Current EQ2Emu Lead Developer
 
Join Date: Dec 2002
Posts: 1,065
Default

there is nothing wrong with the code, you dont need to do anything to the code. I posted the new class numbers so db makers can update their databases, thought that was clear....
__________________
Lethal Encounter
Reply With Quote
  #14  
Old 11-07-2003, 05:40 PM
rubyrhinosaur's Avatar
rubyrhinosaur
Sarnak
 
Join Date: Nov 2003
Posts: 68
Default

yea, but i can be a twad sometimes.. lol
no worries, thanks for all the hard work, and you are welcome to get my icq off me or something as i am running a pretty powerful server, and trying to get it up and running to test out new stuff... i really wanna get back into the community and get it going again... but i just get a little discouraged when i see tons of flameage against the ignorant on the boards...
Reply With Quote
  #15  
Old 11-10-2003, 01:23 PM
xgp329r2
Fire Beetle
 
Join Date: Aug 2003
Posts: 3
Default ......

ok
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 10:09 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3