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Development::Database/World Building World Building forum, dedicated to the EQEmu MySQL Database. Post partial/complete databases for spawns, items, etc.

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  #1  
Old 08-23-2006, 08:31 AM
Angelox
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Thanks
I fixed the Veksar quests yesterday and posted them, incase you had already downloaded the old ones.
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  #2  
Old 09-01-2006, 09:33 PM
John Adams
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Angelox, not sure if this is where you want this stuff, but the mob Garudon has a few issues. One being, even though the PEQ Editor shows the loot tables find, the mob does not spawn with any loot - ever. Tried messing with the values, but cannot seem to edit this loot table in PEQ Editor (web app).

Secondly, I couldn't get the Spirit of Garudon to talk to me until I changed the name of the pl file from "#Spirit_of_Garudon.pl" to "Spirit_of_Garudon.pl". I am not sure yet what the difference is between mobs with # and without. Can you clarify?

I was able to spawn Garudon as expected (minus loot) with the renamed PL file. Any ideas?

Besides that, great work as always.
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  #3  
Old 09-02-2006, 01:13 AM
Angelox
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Quote:
Originally Posted by John Adams
Angelox, not sure if this is where you want this stuff, but the mob Garudon has a few issues. One being, even though the PEQ Editor shows the loot tables find, the mob does not spawn with any loot - ever. Tried messing with the values, but cannot seem to edit this loot table in PEQ Editor (web app).

Secondly, I couldn't get the Spirit of Garudon to talk to me until I changed the name of the pl file from "#Spirit_of_Garudon.pl" to "Spirit_of_Garudon.pl". I am not sure yet what the difference is between mobs with # and without. Can you clarify?

I was able to spawn Garudon as expected (minus loot) with the renamed PL file. Any ideas?

Besides that, great work as always.
Well, these are thoughts that I have on this ( not for sure), as I'm not sure what you have overthere.
For one, your PEQ editor has to be up to date with whatever version database you have. If you have my database, then you should have the latest eqemu binarys - as matter of fact, if you use any of my SQL's with any database, you should stick to the latest binarys, and be sure your PEQ editor (and any other editor) is up to date. they are not making newer "versions", so you have to go here and downloaded/install newest files;
http://peqeditor.cvs.sourceforge.net/peqeditor/
If you don't , peqeditor will not work right and can do damage to your database ( I learned this the hard way!}. I'll wait to you reply on this see if that may be the problem.

With the "#Spirit_of_Garudon.pl" probably better to re name the mob #Spirit_of_Garudon" insdead of change the pl name - this is my bad, I should have used REPLACE instead of INSERT , as that mob was one of the few already in the Veksar listings, I just had to spawn him.
As for the "#", it means nothing to eqemu, but a lot to my perl quests - if you notice, "#" or numbers in a mob name do not show in game. But are great for doing perl quests, as perl sees everything in a file name. Example; I can have 3 "look-alike" Veksar Shamans doing three different quests; a_bloodgill_shaman, #a_bloodgill_shamanan, ##bloodgill_shaman - not needed in Veksar, but I used this a lot in Nadox.
Also, the "#" before a mob name will sort the mobs you are working with to the top of the list in any editor you are using. I like to put my named mobs at the top of the list so I can find them easy.
I hope I made some sense out of this -
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  #4  
Old 09-03-2006, 06:11 AM
John Adams
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Ahh, PEQ Editor is no longer being developed? That's too bad, it was one of the more helpful tools. I have what i thought was the latest version from the PEQ site itself. (http://projecteq.net/tools.php#peqe).

I am still confused on how the game could interpret the difference between "a_bloodgill_shaman" from "#a_bloodgill_shaman" and "##a_bloodgill_shaman"? I see in the database, sometimes the NPC name also has this "#" before it.

I am about to source in your entire works so my players can have a nice base to start with before I screw the whole thing up adding PoP+ zones.

Thanks again!
J
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  #5  
Old 09-03-2006, 07:11 AM
Angelox
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Quote:
Originally Posted by John Adams
Ahh, PEQ Editor is no longer being developed? That's too bad, it was one of the more helpful tools. I have what i thought was the latest version from the PEQ site itself. (http://projecteq.net/tools.php#peqe).

I am still confused on how the game could interpret the difference between "a_bloodgill_shaman" from "#a_bloodgill_shaman" and "##a_bloodgill_shaman"? I see in the database, sometimes the NPC name also has this "#" before it.

I am about to source in your entire works so my players can have a nice base to start with before I screw the whole thing up adding PoP+ zones.

Thanks again!
J
They are still up dating the PEQ editor at
http://peqeditor.cvs.sourceforge.net/peqeditor/ where you can fish for your updates - they just aren't posting newer "compiled" versions.

The game doesn't see any difference between "a_bloodgill_shaman" from "#a_bloodgill_shaman" and "##a_bloodgill_shaman" , but the Perl scripts do - this lets me make them do different things and have the same in-game name. But I just used bloodgill shamans as an example - if you look at Nadox quests, you'll see some examples.
In Veksar, I just used the "#" for editing purposes - but you have to leave them , else the scripts will not work (unless you change script name also).
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  #6  
Old 09-03-2006, 07:15 AM
Aramid
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I think it is John, but you can't just get thier download, you have to do what Angelox said and get the latest files from their CVS located at http://peqeditor.cvs.sourceforge.net/peqeditor/.

Pick the one that says peqeditor.
Look thru the folders and see which files are the newest (usually says file is weeks old instead of months old) and replace yours with those...
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  #7  
Old 09-03-2006, 07:52 AM
John Adams
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Ahh ok thanks for the PEQEditor tips. I'll give that a shot. I am hoping to see an Items editor there soon, tried to add it myself but got a migraine trying to understand the scripts. They are brilliantly coded, I am not so brilliant.
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  #8  
Old 09-03-2006, 07:59 AM
Aramid
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GeorgeS is working on one now. When it's done., I'm sure it will be awesome.
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