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Support::General Support Post all topics here having to do with errors while trying to connect to an EQEMu server but not about the setup/running of the Server itself. |
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12-13-2006, 10:23 PM
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Hill Giant
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Join Date: Dec 2006
Posts: 110
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editing starting items takes a knowledge of MySQL and a little bit of work
there's a table in the database called "starting_items"
if you open the query browser and select the peq database (or whatever yours is called), type "SELECT * FROM `starting_items`" and execute the query to see all the start items.
Race should be 0 to give the item to any race (ie the bread cakes, backpacks etc) The only thing that is race specific are the notes to the guildmasters. (Though i think the quests may have been re-routed to the GM's in POK? anyone know for certain? cuz if so, the notes are not race specific anymore...)
Code:
Races:(may or may not be accurate, i'm basing them on PEQ Editor)
1: human
2: barbarian
3: erudite
4: wood elf
5: high elf
6: dark elf
7: half elf
8: dwarf
9: troll
10: ogre
11: halfling
12: gnome
Classes will need to be specified for weapons, but as with the race flag.. bread cakes and whatnot can be left as 0 (i think?)
Code:
1: warrior
2: cleric
3: paladin
4: ranger
5: shadowknight
6: druid
7: monk
8: bard
9: rogue
10: shaman
11: necromancer
12: wizard
13: magician
14: enchanter
15: beastlord
16: berzerker
item charges should always be 1 except for the stackable items: Bandages* Bread Cakes* and Skin of Milk*
itemid is the field for telling PEQ what item it is:
Code:
Bread Cakes* - 9991
Bandages* - 21779
Skin of Milk* - 9990
Backpack* - 32601
Gloomingdeep Lantern - 9979
No clue what the note was called... so i cant give u an itemid for it
==weapons==
Dagger* - 9997
Club* - 9999
Short Sword* - 9998
Dull Axe* - 55623
==bank items==
Gold Coin - 22290
Bakcpack - 17005
Leave GM set to 0 always
Leave slot set to -1 to place it in the first available inventory slot
Code:
I'm not positive on this numbering scheme... but i believe it is as follows:
0 upper left slot
1 upper right
2 2nd left
3 2nd right
4 etc...
5 ...
6 ...
7 lower left slot
8 lower right slot
as far as bags and bank slots go i have not tested this as of yet, will post back later with the details when i have time.
Diety info can probably just be set to 0 for everything... none of the starting items depend on a specific diety, but again you could use this field to grant a special item to each diety if you wanted to.
zoneid should be 0
now whoopdedoo basil what does it all mean?!
use those variables to enter the information into the database, first you will need to remove the existing items... but might want to make a backup first just in case
then use the query below, just copy/paste it into the query browser and change the values from [value] to what it should be... make sure to delete the brackets [ ] from around the info but LEAVE the single quotations alone ' ' !!!
Code:
INSERT INTO `starting_items` VALUES (0,[race number],[class number],[diety number],[zone id],[ITEM ID],[item charges],[gm flag, set always to 0],[slot number, use -1 for first available]);
so executing the query:
Code:
INSERT INTO `starting_items` VALUES (0,1,1,0,0,9998,1,0,-1);
would give all human warriors 1 Short Sword* in the first available inventory slot.
Have fun and good luck
PS: might wanna sticky or wiki this one :P
Last edited by Aerewen; 12-14-2006 at 06:26 AM..
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12-14-2006, 01:02 AM
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Demi-God
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Join Date: Jul 2006
Posts: 1,552
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That is great info! I feel a WIKI page coming on!
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12-14-2006, 01:13 PM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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Two topics right next to each other with the same exact subject! Mods get in here and bust some heads!
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12-14-2006, 01:16 PM
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Discordant
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Join Date: Oct 2003
Location: The Shire
Posts: 474
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merged them together  hope it turned out ok lol..
__________________
Nug Blazers - ServerOP / founder
^^comming... later!
www.nugblazers.com
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12-15-2006, 07:25 AM
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Demi-God
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Join Date: Jul 2006
Posts: 1,552
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Quote:
Originally Posted by Aerewen
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Well get to it! Bust that baby into the page already.
(Wiki 101 can be a little tricky, but gets easier the more you play with it)
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01-19-2007, 07:47 PM
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Fire Beetle
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Join Date: Jan 2007
Posts: 5
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nice
awesome info in this thread... was just wondering (and I'm probably posting this in the wrong thread but cannot find anything on it through searches) does anyone have the table of the 73 skills? I'm trying to figure out what each one of them are so I can edit a couple bugs I have found for a custom server, but wih there being 73 of them, that's a lot of trial and error... Thanks in advance!
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01-19-2007, 08:00 PM
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Sarnak
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Join Date: Aug 2005
Location: Overthere
Posts: 82
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Is this what you are looking for? The only other list I know of is here.
Code:
// Correct Skill Numbers as of 4-14-2002
typedef enum {
_1H_BLUNT = 0,
_1H_SLASHING = 1,
_2H_BLUNT = 2,
_2H_SLASHING = 3,
ABJURE = 4,
ALTERATION = 5,
APPLY_POISON = 6,
ARCHERY = 7,
BACKSTAB = 8,
BIND_WOUND = 9,
BASH = 10,
BLOCKSKILL = 11,
BRASS_INSTRUMENTS = 12,
CHANNELING = 13,
CONJURATION = 14,
DEFENSE = 15,
DISARM = 16,
DISARM_TRAPS = 17,
DIVINATION = 18,
DODGE = 19,
DOUBLE_ATTACK = 20,
DRAGON_PUNCH = 21 , //aka Tail Rake
DUAL_WIELD = 22,
EAGLE_STRIKE = 23,
EVOCATION = 24,
FEIGN_DEATH = 25,
FLYING_KICK = 26,
FORAGE = 27,
HAND_TO_HAND = 28,
HIDE = 29,
KICK = 30,
MEDITATE = 31,
MEND = 32,
OFFENSE = 33,
PARRY = 34,
PICK_LOCK = 35,
PIERCING = 36,
RIPOSTE = 37,
ROUND_KICK = 38,
SAFE_FALL = 39,
SENSE_HEADING = 40,
SINGING = 41,
SNEAK = 42,
SPECIALIZE_ABJURE = 43,
SPECIALIZE_ALTERATION = 44,
SPECIALIZE_CONJURATION = 45,
SPECIALIZE_DIVINATION = 46,
SPECIALIZE_EVOCATION = 47,
PICK_POCKETS = 48,
STRINGED_INSTRUMENTS = 49,
SWIMMING = 50,
THROWING = 51,
TIGER_CLAW = 52,
TRACKING = 53,
WIND_INSTRUMENTS = 54,
FISHING = 55,
MAKE_POISON = 56,
TINKERING = 57,
RESEARCH = 58,
ALCHEMY = 59,
BAKING = 60,
TAILORING = 61,
SENSE_TRAPS = 62,
BLACKSMITHING = 63,
FLETCHING = 64,
BREWING = 65,
ALCOHOL_TOLERANCE = 66,
BEGGING = 67,
JEWELRY_MAKING = 68,
POTTERY = 69,
PERCUSSION_INSTRUMENTS = 70,
INTIMIDATION = 71,
BERSERKING = 72,
TAUNT = 73,
GENERIC_TRADESKILL = 75
} SkillType;
#define HIGHEST_SKILL TAUNT
#endif
Last edited by JrFaust; 01-20-2007 at 04:08 AM..
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