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

Archive::Database/World Building Archive area for General Discussion's posts that were moved here after an inactivity period of 90 days.

Reply
 
Thread Tools Display Modes
  #16  
Old 10-17-2003, 04:29 AM
kai_shadowbane
Sarnak
 
Join Date: Sep 2003
Posts: 67
Default

actually, it wasn't 1+2+4
it was
[Class Flag #]-[Highest Class flag # that can be taken out of it]-[Next Highest Class Flag #, etc]
as that would be the most efficient way of coding it minus having all the #s as a seperate entity. (like having each class be a number, and then class combinations be others, but that would be more than a few objects to make)
The binary idea could only have 1 flaw when you have like 12 classes, and if your binary conversion drops leading zeros. e.g. 0000000111 becoming 111 instead (as it wouldn't negate the leading classes, and to do otherwise would be more coding).

I dunno, I just think it might be easier to code it the way I was mentioning, since that could easily cover any more added classes they might want to throw into in the future (ala the Froglock/Vah Shir races for ecample since this could apply tho races as well with a slight modification of just labells and db calls)(just add a new first number to subtract with a class flag). Though I see no plans for such in the future, it could be easier in the long run.
__________________
The downside of being better than everyone else, is that people have a tendancy to think you're pretentious.
Reply With Quote
  #17  
Old 10-18-2003, 12:31 PM
Edgar1898
Senior Member
Former EQEmu Developer
Current EQ2Emu Lead Developer
 
Join Date: Dec 2002
Posts: 1,065
Default

Whatever I really dont care anymore, add as much code as you want to. It will do the same thing that mine and ksmith's code does in 1 query
__________________
Lethal Encounter
Reply With Quote
  #18  
Old 10-21-2003, 03:48 PM
Lurker_005
Demi-God
 
Join Date: Jan 2002
Location: Tourist town USA
Posts: 1,671
Default

ksmith, that is what was needed! I just didn't know if you could (or how) to do that
__________________
Please read the forum rules and look at reacent messages before posting.
Reply With Quote
  #19  
Old 11-13-2003, 01:29 AM
JennieDe
Fire Beetle
 
Join Date: Nov 2003
Posts: 2
Default Same Formula for Perl - Cgi Format

I'm trying to use the data in a perl cgi format (for a guild website) but can't figure out how to do it.

I know the known values of each class and the total of all classes, also I know that values of multi-classes equals the sum of those values when more then one class can use an item, However like I said above, I can't figure out the format to put that in my cgi file.

I have been banging my head on my desk

If someone could help me I would great appriciate it.

Thanks for your time and help.
Reply With Quote
  #20  
Old 11-13-2003, 03:17 AM
mangoo
Items Master
 
Join Date: Apr 2003
Posts: 293
Default

races, classes, deity, slots .... those are all bitfields, so you'll need to use bitfield operators in order to get the actual information... hope that helps... been up for 72 hours no punctuation, sorry
Reply With Quote
  #21  
Old 11-13-2003, 04:09 AM
JennieDe
Fire Beetle
 
Join Date: Nov 2003
Posts: 2
Default

I have downloaded the DumpedItems for sql, and have converted the data into a comma based txt file so that a search script can read the data with no problem.

Our website does not have access to sql at this time, that is why I'm using cgi.

I'm sure theres a formula that I can use for the cgi but just can't figure it out.

Any tips?
Reply With Quote
Reply


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 03:52 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