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  #1  
Old 07-08-2003, 03:36 PM
cannonalldex
Sarnak
 
Join Date: Jun 2003
Posts: 88
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i used the 4.4 too, i have half the stones and books working, the cabilis stone is missing, paineel elevator and stone is gone, couple books gone from gfay and one from "zone off paineel" , one elevator in gfay goes 3/4 of the way up. ( no matter what i do)other than that every thing seems good, oh and where does that d**n 100 f00t drop come from when you click a stone and zone isnt ready yet. is that coord in the database somewhere? or in the raw zone points. i cant seem to change it for nothing lol. my safe spot when i use #zone to poknowledge is set right, and the zones from the books into poknowlege is right, but where oh where is that 100 foot drop coord at?
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  #2  
Old 07-09-2003, 03:55 PM
Lurker_005
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Join Date: Jan 2002
Location: Tourist town USA
Posts: 1,671
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Thought I would post this. It is sql commands to "compress" all the door ID's so there aren't any gaps and it starts at 1

As long as you have less than 10000 doors this will fix the door ID limit. Normaly there are about 5500 doors that we have data for.

Replace eq440 (2 places) with the name of your DB.

Code:
use eq440;
drop database lurk_temp;
create database lurk_temp;

create table lurk_temp.doors select doors.* from doors;
truncate table doors;

#EQEmu 4.4 doors format
insert into eq440.doors (doorid, zone, name, pos_y, pos_x, pos_z, heading, opentype, guild, lockpick, keyitem, triggerdoor, triggertype, doorisopen, liftheight, dest_zone, dest_x, dest_y, dest_z, dest_heading) select lurk_temp.doors.doorid, lurk_temp.doors.zone, lurk_temp.doors.name, lurk_temp.doors.pos_y, lurk_temp.doors.pos_x, lurk_temp.doors.pos_z, lurk_temp.doors.heading, lurk_temp.doors.opentype, lurk_temp.doors.guild, lurk_temp.doors.lockpick, lurk_temp.doors.keyitem, lurk_temp.doors.triggerdoor, lurk_temp.doors.triggertype, lurk_temp.doors.doorisopen, lurk_temp.doors.liftheight, lurk_temp.doors.dest_zone, lurk_temp.doors.dest_x, lurk_temp.doors.dest_y, lurk_temp.doors.dest_z, lurk_temp.doors.dest_heading from lurk_temp.doors;

drop database lurk_temp;
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  #3  
Old 07-10-2003, 06:54 AM
cannonalldex
Sarnak
 
Join Date: Jun 2003
Posts: 88
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thx for the reply, but thats something i havent got into yet. (not computer literate yet) in terms of knowing what your talking about. sorry for my lack of experiece. i have so many duplicate doors in my doors table. after looking at your post a few times, i think i might know what your telling me to do. does this fix the lift height issue and the elevator in paineel?


OMG P! that was cruel and unusual punishment. lol
ok after about the 5th time it all went right, gonna see what i actually did now hehe.
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  #4  
Old 07-10-2003, 08:30 AM
Lurker_005
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Join Date: Jan 2002
Location: Tourist town USA
Posts: 1,671
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heh, guess I didn't exactly provide much instructions :p

Call it a test for who should actually try to use it... the ones that figure out how

All it should do is make sure the id's are sequential starting at 1 It will not fix duplicate door. Like say you sourced the doors sql in twice, or combined two different doors tables.

If you did that, your best bet is:
Code:
use your_eq_database_name;
truncate table doors;
source your_doors.sql_file;
That will wipe them all out and load them from the source file again, losing any changes you did. aka lifts or pok books....
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  #5  
Old 07-10-2003, 09:34 AM
cannonalldex
Sarnak
 
Join Date: Jun 2003
Posts: 88
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well, ive given up on the paineel elevator and stones for now, i just made it so you can click the stones and it will shadow step you to the top or bottom depending on which stone you click it seems more convenient that way for the moment.
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