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  #16  
Old 07-30-2004, 05:26 AM
sotonin
Demi-God
 
Join Date: May 2004
Posts: 1,177
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But the npc wont stay there.

And it seems the #npcspawn update command does absolutely nothing in the latest cvs's
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  #17  
Old 07-30-2004, 05:37 AM
hypershadow66
Banned
 
Join Date: Nov 2003
Posts: 335
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After you get the spawn just how you want it, Do #npcspawn Create

Then hit enter, it will keep it there, to make it show up, zone out for a couple minutes then go back, then do #repop. It should show up there then. =)
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  #18  
Old 07-30-2004, 06:39 AM
sotonin
Demi-God
 
Join Date: May 2004
Posts: 1,177
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lol.

you dont understand what #npcspawn create does obviously.

it creates a DUPLICATE of whatever npc you use it on to start.
So if you use it on a orc pawn it doesnt make that orc pawn spawn there, if you use it often it will clutter up your DB with a crapload of npctypes

#npcspawn create is for taking a #spawn'ed creature (which might i add they suck by default youd have to manually edit runspeed walkspeed etc in db before they can even move. Wish there was a more detailed #spawn command at our disposal.

#npcspawn add takes an existing npctype that was summoned with #npctypespawn and adds a new spawn record for it.

#npcspawn update is supposed to take a mob that already has a spawn point in place and UPDATE it with the new moved location. This command does NOT work though. =\
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  #19  
Old 07-30-2004, 08:16 AM
jimbox114
Hill Giant
 
Join Date: Jun 2004
Posts: 231
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Quote:
Originally Posted by sotonin
lol.

you dont understand what #npcspawn create does obviously.

it creates a DUPLICATE of whatever npc you use it on to start.
So if you use it on a orc pawn it doesnt make that orc pawn spawn there, if you use it often it will clutter up your DB with a crapload of npctypes

#npcspawn create is for taking a #spawn'ed creature (which might i add they suck by default youd have to manually edit runspeed walkspeed etc in db before they can even move. Wish there was a more detailed #spawn command at our disposal.

#npcspawn add takes an existing npctype that was summoned with #npctypespawn and adds a new spawn record for it.

#npcspawn update is supposed to take a mob that already has a spawn point in place and UPDATE it with the new moved location. This command does NOT work though. =\
Yea it does make a mess, but so far that is the only way I see to do it. Despite what many say, there is not alot of rock solid info on working these emu's. Half the stickies and tutorials are for older versions of the emu and don't work anymore. That is the main problem I had setting up my database. There is like 3 stickies out there all telling you to use different databases. None of them tell you that you need to do the AC fix either, which was a major problem for me.
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  #20  
Old 07-30-2004, 11:47 AM
sianyde
Sarnak
 
Join Date: Jun 2004
Posts: 92
Default

Quote:
Originally Posted by jimbox114
I have it installed, however where it only really seems to show numbers instead of numbers/names it is hard to work with for me. Like for instance I am still trying to edit the direction my custom npc's look. I wsa told to edit the spawn2 (and nothing else). Well I go in there and all I can see is a bunch of qeynos spawns and there id's. It does not seem to show the actual names of the mobs, and I have like 30 custom mobs in freportw and no clue where each of there ID's are. I also can't seem to actually change between zones on there. I click the zone icon at the top and it goes to acrylia caverns, click it again and it jumps to western wastes. Don't see how to tell it to go to whichever zone you want it to go to, and even if I did I wouldn't know the spawn id's of the mobs I made anyways.
With an SQL query, you can select exactly the fields you want. For example:

select name, level
from npc_types
where name like '%orc%'

There is a redickerous amount of SQL tutorials, from mundane to arcane, all over the web. Google for them.

If you're adding NPC's, you'll have to edit more than just the spawn2 table. Here's (what I feel, and how I learned) a good link (and it even explains the tables in detail, so you'll learn how it works instead of just going through the motions):

http://www.eqemulator.net/forums/vie...4a1e890747496b

Remember that this is not a product. It's a public project. The information you'll need it is not organized neatly into a compendium. To get started, you're going to have to work at it, tear your hair out, search through posts, slog through flames, and learn to separate the bull from the bullshit.

But you'll feel better about yourself and be a bit knowledgeable about EQ and computers in general once you get through it.
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  #21  
Old 07-30-2004, 01:11 PM
sotonin
Demi-God
 
Join Date: May 2004
Posts: 1,177
Default

very nice link.

do you know of a post where they explani the specifics of npc_spells and npc_spell_entries?
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