Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Database/World Building

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

Reply
 
Thread Tools Display Modes
  #1  
Old 01-16-2007, 02:11 AM
John Adams
Demi-God
 
Join Date: Jul 2006
Posts: 1,552
Default

Quote:
Originally Posted by site3op
An alternative would be to create vendors for the various casters that have to research or gain their spells via raiding. I don't think many would even mind if the price is high on said spells...
While I can agree that making things harder for people might cause them to lose interest, at the same time, we're talking about the base, core Emulator data here - not custom, low-pop servers. I personally believe it should be as live-like as possible - at the core - then each server op can add bots or merchants that provide anything lacking (like buff bots, or spell vendors).

Why even bother with Researching skill, then? Just put the Researchable spells on a vendor...
Reply With Quote
  #2  
Old 01-18-2007, 11:32 PM
eq4me
Hill Giant
 
Join Date: Jul 2006
Posts: 166
Default

I finally have enough data to compile a list of purchasable items.

http://80.237.220.68/files/allowed_vendor_items.txt

This should be enough for now to clean up the existing merchantlist table. Unfortunately I can not do this myself due to a lack of time in the next days.
Hopefully someone other has the time and uses this data to shrink the merchantlist table down. While simply grepping out all valid entrys should be done in a matter of minutes I guess you also have to recalculate the slot id for each vendor.
As soon as my time permits I will start to write scripts to generate the merchantlist table from scratch. On a first glance there are quite some merchants missing or the npc's are not flagged as such.

EDIT
Do the items in merchantlist_temp show up on the merchants? My understanding is that this table is dropped on an restart?
The loot_it seems to start at 10 and not 1 for each vendor.

Last edited by eq4me; 01-19-2007 at 08:05 AM..
Reply With Quote
  #3  
Old 01-28-2007, 04:00 AM
eq4me
Hill Giant
 
Join Date: Jul 2006
Posts: 166
Default

I've done some research on generation a new merchantlist from scratch this weekend and I have discovered that this will take quite some time. Unfortunately far more time I can spare in the the next few weeks.

So as an interim solution I am going back to trimming down the exisiting merchantlist table.

Provided you have both the peq-luclin-release file load_system.sql and my allowed_vendor_items.txt file in one directory on an Linux Box all you need to do is:

Code:
grep "merchantlist " load_system.sql > merchantlist.orig
for i in `cat allowed_vendor_items.txt| cut -d"," -f1` ; do grep ",$i)" merchantlist.orig ; done > merchantlist.new
The above will weed out any item id not listed in allowed_vendor_items.txt and write a new merchantlist table. Be aware that there is no change to the slot id.

Edit: Please be aware that the merchants in cshome and all customized adventure merchants and such will loose most to all of their inventory.

Last edited by eq4me; 01-28-2007 at 12:24 PM..
Reply With Quote
Reply

Thread Tools
Display Modes

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 09:25 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