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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 12-26-2011, 03:45 PM
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From - http://www.eqemulator.org/forums/sho...ight=extractor

Quote:
Originally Posted by cavedude View Post
Found a problem, spawngroup is using the npcid for its id instead of the one you specify. The funny thing is, spawnentry is using the proper spawngroupID (meaning, the one you specify, and not the npcid.) In my testing, all other IDs look to be OK.

Just a friendly word of warning, if you are building zones against the PEQ database, the program defaults often conflict with existing data, which is destroyed when you source in the output.

Nevertheless, this is the most exciting thing to come out in a long time for EQEmu in my mind.
There are also several continuing pages talking about default ID conflicts with the database. As this starts to work fine with the higher zone ID's without confliction, it conflicts with the lower zone ID's quite frequently.

Depending on what you are trying to submit to, your own or the PEQ database, you may want Cavedude's input on how some zones are inserted. But to insert against your own database cleanly with free ID's you can use something similar to this:

Code:
set @zone = "moors";
SELECT MAX(id) + 1 AS npc_types FROM npc_types;
SELECT MAX(doorid) + 1 AS Doors FROM doors WHERE zone = @zone;
SELECT MAX(id) + 1 AS Spawngroup FROM spawngroup;
SELECT MAX(spawngroupID) + 1 AS Spawnentry FROM spawnentry;
SELECT MAX(id) + 1 as Spawn2 FROM spawn2;
SELECT MAX(id) + 1 As Objects FROM object;
SELECT MAX(merchantid) + 1 as merchantlists FROM merchantlist;
SELECT MAX(id) + 1 as Grid FROM grid;
Just define your zone at the top and it will grab the max free ID's from your database to inject upon. Derision should have a check-box option for this but that would include implementing a Mysql connection option of sorts (Tool is still very awesome regardless, thank you Derision ).

Still not understanding completely what you are trying to achieve even though you should know by now that ID's aren't completely consistent across the board. Maybe this query will help you figure out ID ranges of a particular zone:

*This includes all fields of all tables besides the npc_types table, npc_types select only pulls id and name for reference

*Just put the zone shortname at the bottom of the query:


Code:
SELECT
npc_types.id,
npc_types.`name`,
spawnentry.spawngroupID,
spawnentry.npcID,
spawnentry.chance,
spawn2.id,
spawn2.spawngroupID,
spawn2.zone,
spawn2.version,
spawn2.x,
spawn2.y,
spawn2.z,
spawn2.heading,
spawn2.respawntime,
spawn2.variance,
spawn2.pathgrid,
spawn2._condition,
spawn2.cond_value,
spawn2.enabled,
spawn2.animation,
spawngroup.id,
spawngroup.`name`,
spawngroup.spawn_limit,
spawngroup.dist,
spawngroup.max_x,
spawngroup.min_x,
spawngroup.max_y,
spawngroup.min_y,
spawngroup.delay
FROM
npc_types
INNER JOIN spawnentry ON npc_types.id = spawnentry.npcID
INNER JOIN spawngroup ON spawnentry.spawngroupID = spawngroup.id
INNER JOIN spawn2 ON spawnentry.spawngroupID = spawn2.spawngroupID
WHERE
spawn2.zone = 'crushbone'
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  #2  
Old 12-26-2011, 03:48 PM
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I am just trying to remain consistent man. If I find something and want to submit it for Cavedude to add to the database, I want to present it to him properly.
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  #3  
Old 12-26-2011, 04:05 PM
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I have made heavy modifications to EQExtractor and posted it here:

https://code.google.com/p/projecteqdb/downloads/list

It simplifies IDs a bit by removing many that aren't needed (since they use auto-increment), adds new features, and fixes a few bugs. I have to merge some of my work into the EQEmu SVN, as some of the bugs are severe (like for example, the grid DELETE is NOT safe - it WILL delete grids in multiple zones!) But, most of my features will remain exclusive to my version since to be honest they are more meant for experienced world builders. Derision's version is safe relatively speaking, but some of the check boxes in my version can really mess you up if you don't know what you are doing - so just a word of warning.

The IDs PEQ uses are simple... NPCID starts at zoneid*1000. spawn2, spawngroup, objects, ground_spawns are all incremental, grids are incremental BY zoneid (something that needs to be fixed in the stock EQExtractor) as are doors. Merchantlist should be just the NPCID, but admittedly we have lost our way in regards to that, however I will be fixing that soon.

By default, neither version of EQExtractor will give you the proper IDs for spawn2, spawngroup, grids, doors, or merchantlist (my version does not require IDs for other tables.) It has no connection to MySQL, so it has no way of knowing what the next available ID is. That's why Derision was awesome to have the queries use variables. That way, we can pass our outputted SQLs around, and not have to worry about IDs conflicting. PEQ SVN is ALWAYS behind (even if it was updated the same day) so I'm going to have to change IDs anyway.
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  #4  
Old 12-26-2011, 04:11 PM
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Quote:
Originally Posted by cavedude View Post
I have made heavy modifications to EQExtractor and posted it here:

https://code.google.com/p/projecteqdb/downloads/list

It simplifies IDs a bit by removing many that aren't needed (since they use auto-increment), adds new features, and fixes a few bugs. I have to merge some of my work into the EQEmu SVN, as some of the bugs are severe (like for example, the grid DELETE is NOT safe - it WILL delete grids in multiple zones!) But, most of my features will remain exclusive to my version since to be honest they are more meant for experienced world builders. Derision's version is safe relatively speaking, but some of the check boxes in my version can really mess you up if you don't know what you are doing - so just a word of warning.

The IDs PEQ uses are simple... NPCID starts at zoneid*1000. spawn2, spawngroup, objects, ground_spawns are all incremental, grids are incremental BY zoneid (something that needs to be fixed in the stock EQExtractor) as are doors. Merchantlist should be just the NPCID, but admittedly we have lost our way in regards to that, however I will be fixing that soon.

By default, neither version of EQExtractor will give you the proper IDs for spawn2, spawngroup, grids, doors, or merchantlist (my version does not require IDs for other tables.) It has no connection to MySQL, so it has no way of knowing what the next available ID is. That's why Derision was awesome to have the queries use variables. That way, we can pass our outputted SQLs around, and not have to worry about IDs conflicting. PEQ SVN is ALWAYS behind (even if it was updated the same day) so I'm going to have to change IDs anyway.
I knew most tables go by zoneid * 1000, and the PEQ Editor also looks for this convention for speed reasons as well, but I also knew there were other things that didn't line up hence why I had left the rest to you considering I don't look at the PEQ DB all that much even though I've hoped to help with all of the collects .

Thanks for the help clarifying for him

Nice touches on the Extractor I didn't even know you had modified it
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  #5  
Old 12-26-2011, 04:16 PM
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Okay, now I have an explanation, awesome.
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  #6  
Old 12-26-2011, 04:19 PM
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I never made a post because i didn't want to step on Derision's toes. At first, I just added some features for my own benefit. But I then came across some bugs that I needed to fix. I will be merging those bug fixes and some of the minor functionality changes into the EQEmu SVN when I get time. But the removed ID boxes, added feature check boxes, and major functionality changes will be left exclusive to my version. I don't want to be blamed when somebody updates their database and it changes all their NPC levels or something similar
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