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  #1  
Old 01-20-2006, 01:41 AM
Ibix
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Join Date: Jan 2006
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There are, inside the source code (If I remember reading correctly) tables that specify which race/class combos are allowed. My guess would be that those haven't been updated is all.

And, now HOW did SOE theme the fact that the "good"est race in Norrath can now be the 2 most evil classes?
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  #2  
Old 01-20-2006, 02:15 AM
wraithlord98
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Join Date: Oct 2002
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I've no idea.. I wonder just exactly how it is that SOE decides half of what they do - because quite a bit of it makes little to no sense.. but I can confirm (have a live account until around May).. Frogloks can be SK's and Necros now... go figure??? Not to mention that they no longer hold control over Grobb (the troll city)... Instead - Gukta is now located in the southern most portion of Rathe Mountains with a book portal that leads to PoK. The overall map layout of Rathe Mountains remains exactly the same - but now there's a tent city with all your atypical city fixings (NPC's, vendors, brewing still, pottery wheel, forge etc etc etc).

Anyhow - I sat there and looked at the database - and I figured out what the number correlations are between diety/race/class combos.. I edited the info into my dbase... but it still errors out - I think I overlooked something however.

Oh - and if anyone's interested to see the list - will throw it up here. May even be something that should/could be put into the wiki somewhere?

Last edited by wraithlord98; 01-20-2006 at 10:24 AM..
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  #3  
Old 01-20-2006, 02:52 AM
Doodman's Avatar
Doodman
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The valid race/class combinations are controlled in world by this table in client.cpp
Code:
        bool ClassRaceLookupTable[PLAYER_CLASS_COUNT][_TABLE_RACES]=
        {                   /*Human  Barbarian Erudite Woodelf Highelf Darkelf Halfelf Dwarf  Troll  Ogre   Halfling Gnome  Iksar  Vahshir Froglok*/
        { /*Warrior*/         true,  true,     false,  true,   false,  true,   true,   true,  true,  true,  true,    true,  true,  true,   true},
        { /*Cleric*/          true,  false,    true,   false,  true,   true,   true,   true,  false, false, true,    true,  false, false,  true},
        { /*Paladin*/         true,  false,    true,   false,  true,   false,  true,   true,  false, false, true,    true,  false, false,  true},
        { /*Ranger*/          true,  false,    false,  true,   false,  false,  true,   false, false, false, true,    false, false, false,  false},
        { /*ShadowKnight*/    true,  false,    true,   false,  false,  true,   false,  false, true,  true,  false,   true,  true,  false,  false},
        { /*Druid*/           true,  false,    false,  true,   false,  false,  true,   false, false, false, true,    false, false, false,  false},
        { /*Monk*/            true,  false,    false,  false,  false,  false,  false,  false, false, false, false,   false, true,  false,  false},
        { /*Bard*/            true,  false,    false,  true,   false,  false,  true,   false, false, false, false,   false, false, true,   false},
        { /*Rogue*/           true,  true,     false,  true,   false,  true,   true,   true,  false, false, true,    true,  false, true,   false},
        { /*Shaman*/          false, true,     false,  false,  false,  false,  false,  false, true,  true,  false,   false, true,  true,   true},
        { /*Necromancer*/     true,  false,    true,   false,  false,  true,   false,  false, false, false, false,   true,  true,  false,  false},
        { /*Wizard*/          true,  false,    true,   false,  true,   true,   false,  false, false, false, false,   true,  false, false,  true},
        { /*Magician*/        true,  false,    true,   false,  true,   true,   false,  false, false, false, false,   true,  false, false,  false},
        { /*Enchanter*/       true,  false,    true,   false,  true,   true,   false,  false, false, false, false,   true,  false, false,  false},
        { /*Beastlord*/       false, true,     false,  false,  false,  false,  false,  false, true,  true,  false,   false, true,  true,   false },
        { /*Berserker*/       false, true,     false,  false,  false,  false,  false,  true,  true,  true,  false,   false, false, true,   false }
        };//Initial table by kathgar, editted by Wiz for accuracy, solar too
Not sure what "number correlations" you are speaking about.
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  #4  
Old 01-20-2006, 06:12 AM
wraithlord98
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Sorry - I was bit tired when I posted that.. I was referring specifically to the start zones file of the Emu dbase.. each race, class, diety combo is referred to by index numbers. I wasn't able to find a listing of which numbers represented what diety - so I sat down and figured it out by looking at the existing entries... does this info already exist somewhere? If not more than willing to post the info if it'll actually be usefull.

Where exactly is the client.cpp located - in the source code of the exe? (Sorry - not a programmer by nature)

Last edited by wraithlord98; 01-20-2006 at 02:23 PM..
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  #5  
Old 01-20-2006, 06:21 AM
Ibix
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Join Date: Jan 2006
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Quote:
Originally Posted by Doodman
The valid race/class combinations are controlled in world by this table in client.cpp
Code:
        bool ClassRaceLookupTable[PLAYER_CLASS_COUNT][_TABLE_RACES]=
        {                   /*Human  Barbarian Erudite Woodelf Highelf Darkelf Halfelf Dwarf  Troll  Ogre   Halfling Gnome  Iksar  Vahshir Froglok*/
        { /*Warrior*/         true,  true,     false,  true,   false,  true,   true,   true,  true,  true,  true,    true,  true,  true,   true},
        { /*Cleric*/          true,  false,    true,   false,  true,   true,   true,   true,  false, false, true,    true,  false, false,  true},
        { /*Paladin*/         true,  false,    true,   false,  true,   false,  true,   true,  false, false, true,    true,  false, false,  true},
        { /*Ranger*/          true,  false,    false,  true,   false,  false,  true,   false, false, false, true,    false, false, false,  false},
        { /*ShadowKnight*/    true,  false,    true,   false,  false,  true,   false,  false, true,  true,  false,   true,  true,  false,  false},
        { /*Druid*/           true,  false,    false,  true,   false,  false,  true,   false, false, false, true,    false, false, false,  false},
        { /*Monk*/            true,  false,    false,  false,  false,  false,  false,  false, false, false, false,   false, true,  false,  false},
        { /*Bard*/            true,  false,    false,  true,   false,  false,  true,   false, false, false, false,   false, false, true,   false},
        { /*Rogue*/           true,  true,     false,  true,   false,  true,   true,   true,  false, false, true,    true,  false, true,   false},
        { /*Shaman*/          false, true,     false,  false,  false,  false,  false,  false, true,  true,  false,   false, true,  true,   true},
        { /*Necromancer*/     true,  false,    true,   false,  false,  true,   false,  false, false, false, false,   true,  true,  false,  false},
        { /*Wizard*/          true,  false,    true,   false,  true,   true,   false,  false, false, false, false,   true,  false, false,  true},
        { /*Magician*/        true,  false,    true,   false,  true,   true,   false,  false, false, false, false,   true,  false, false,  false},
        { /*Enchanter*/       true,  false,    true,   false,  true,   true,   false,  false, false, false, false,   true,  false, false,  false},
        { /*Beastlord*/       false, true,     false,  false,  false,  false,  false,  false, true,  true,  false,   false, true,  true,   false },
        { /*Berserker*/       false, true,     false,  false,  false,  false,  false,  true,  true,  true,  false,   false, false, true,   false }
        };//Initial table by kathgar, editted by Wiz for accuracy, solar too
Not sure what "number correlations" you are speaking about.


MUAHAHAHA Now I can have my Ogre Bard finally... *snicker* But my guess is, I'd have to edit some other stuff to make them be able to use the instruments... heh. But the beauty of the music...
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  #6  
Old 01-20-2006, 06:44 AM
Doodman's Avatar
Doodman
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Posts: 246
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The client.cpp file I quote is under world.

And for reference, those race/class/diety numbers are defined in include files in common.

races.h
classes.h
deity.h
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  #7  
Old 01-20-2006, 04:14 PM
wraithlord98
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Shucks... was hoping I'd finally be able to contribute something worthwhile to the project. Tks for the info!
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  #8  
Old 01-20-2006, 04:40 PM
kouhei
Hill Giant
 
Join Date: Mar 2005
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Default races

So it is possible to add new races to the code?
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  #9  
Old 06-30-2006, 05:59 AM
Grundy
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Join Date: Jun 2006
Posts: 38
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Quote:
Originally Posted by Ibix
There are, inside the source code (If I remember reading correctly) tables that specify which race/class combos are allowed. My guess would be that those haven't been updated is all.

And, now HOW did SOE theme the fact that the "good"est race in Norrath can now be the 2 most evil classes?
the frokloks took over grobb, the trolls hated them for that, the dark elves hated them for that because then they had to share their city with the trolls. the dark elves and trolls took back grobb from the frogloks, in the process innoruuk corrupted the frogloks and now some of them can worship innoruuk and be shadow knights and necromancers
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