Go Back   EQEmulator Home > EQEmulator Forums > Development > KayotRO

KayotRO This is the forum for Kayot's Editor.

Reply
 
Thread Tools Display Modes
  #1  
Old 04-01-2007, 11:49 AM
Kayot
Discordant
 
Join Date: Sep 2006
Location: Subsection 185.D354 C.12
Posts: 346
Default Wiki - Object Placement

How to place an object (Trade skill Object)

So, have you ever wanted to know how to place a trade skill object? Well, it's really quite simple. You really only need to worry about the icon, model file, location, and heading.

What you need:
SQL tools from MySQL (Just get them, there very useful for everything.)
Calculator (For heading)
Basic SQL knowledge (Not necessary but useful)

Code:
INSERT INTO object VALUES (ItemID, ZoneID, LocYPos, LocXPos, Height, Heading, 0, 0, 'Model', Type, Icon, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
LocYPos, LocXPos, and Height
While in game, do the command /loc. Now I belive that loc is listed as x,y,z but objects use the cords from the real map. So x and y are backwards in /loc z is height (Not in real 3d, in real 3d x and z are the level plain and y is up and down.)

Icon
When you click a trade skill container it has an icon. This is the icon list.

892 = loom
1112 = Pottery wheel
1113 = Pottery Kiln
1114 = Stove
1115 = forge
1116 = Brew barrel
1142 = Augment Bath

Model files (objectname)
This is what the container will look like. Do I really need to clarify?

IT66_ACTORDEF = Forge
IT69_ACTORDEF = Stove
IT70_ACTORDEF = Brew barrel
IT73_ACTORDEF = Pottery Kiln
IT74_ACTORDEF = Pottery wheel
IT128_ACTORDEF = Loom
IT10714_ACTORDEF = Augment Bath

Heading
Use #loc, it displays heading ^-^

Type
This is the heart and soul of the clickable. This tells what it does.

17 = Forge
19 = Brew Barrel
21 = Pottery Wheel
22 = Pottery Kiln
31 = High Elves Forge
32 = Dark Elves Forge
33 = Ogre Forge
34 = Dwarve Forge
35 = Gnome Forge
36 = Barbarian Forge
38 = Iksar Forge
39 = Human Forge
40 = Human Forge
42 = Erudite Tailor
43 = Wood Elf Tailor
45 = Iksar Pottery Wheel
47 = Troll Forge
48 = Wood Elf Forge
49 = Halfling Forge
50 = Erudite Forge
53 = Augment

Odd list
These are types that seemed out of place with traditional trade skill types.

24 = Wiz only combine container (Research container?)
25 = Mage only
26 = Necro only
27 = Ench Only
41 = Halfling Tailoring kit
42 = Erudite Tailor
43 = Wood Elf Tailor
44 = Wood Elf Fletching kit
__________________
If at first you don't succeed destroy all evidence that you ever tried.

God doesn't give second chances... Hell, he sets you up the first time.

Last edited by Kayot; 04-01-2007 at 07:53 PM..
Reply With Quote
  #2  
Old 04-01-2007, 10:07 PM
sesmar
I built it I will Support it!
 
Join Date: Jun 2005
Location: Michigan
Posts: 214
Default

I believe that /loc is actually listed as y, x, z. When using the #goto command the parameters passed are in the order x, y, z and you must always flip the first two if going from a /loc coord to using #goto.
__________________
Reply With Quote
  #3  
Old 06-26-2007, 03:51 AM
ChaosSlayer
Demi-God
 
Join Date: May 2007
Posts: 1,032
Default

i was wondering, beyond looms and forges, are there OTHEr placeable objects which can be customly placed/removed ? Like tents, portal looking things, spires mayby?
Reply With Quote
  #4  
Old 06-26-2007, 10:41 AM
sfisque
Hill Giant
 
Join Date: Oct 2006
Posts: 248
Default

IIRC, all tradeskill containers are "placeable objects" as well as "trivial structures", like huts, doors, etc. the wiki page describes placing tradeskill objects but i've not seen a guide on "other stuff" materialize.

== sfisque
Reply With Quote
  #5  
Old 06-26-2007, 05:00 PM
ChaosSlayer
Demi-God
 
Join Date: May 2007
Posts: 1,032
Default

well i do have the placement guide, and i have added bird baths wihout any troubles, but wiki guide only lists ID numbers for tradeskill things...

I haven't found ID numbers for say Huts or Spires =)
I did found doors thought...
Reply With Quote
  #6  
Old 02-10-2008, 08:48 AM
ChaosSlayer
Demi-God
 
Join Date: May 2007
Posts: 1,032
Default

i decided i bump this.
Has anyoen come up with more detail information on various placeable objects and doors?

I am specialy interested in such object which could be used to make zones look better like placeable houses, torches, tombs, statues, other interesting objects

Also if anyoen knows, whats up with like 15 teleporters from Lfay to Neriak???
Reply With Quote
  #7  
Old 07-06-2009, 01:39 AM
Kilralpine
Sarnak
 
Join Date: Jul 2004
Posts: 98
Default

Id like to add that for Ovens there are the following:

-objectname-
IT10803_ACTORDEF - The One Found In Bazaar

type - 15
Reply With Quote
  #8  
Old 06-11-2010, 12:30 PM
godphred
Fire Beetle
 
Join Date: May 2004
Posts: 3
Default More Objects and IDs with locations, types and orientation

Additional object details for zones...
I'm lazy these are cuts of data and not in SQL format, just past into an insert for the objects table. Note that the ID is based on the zoneid to make them easy to find in the database.

GUILDHALL OBJECTS:
3450001, 345, 0, 0, 50, 0, 0, 0, 0, 'IT10714_ACTORDEF', 53, 0, 25336, 2019, 0, 2127355488, 0, 0, 0, 10550, 0, 2147483647
3450002, 345, 0, 95, 60, 0, 0, 0, 0, 'IT10802_ACTORDEF', 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
3450003, 345, 0, 89.25, 18, 0, 0, 0, 0, 'IT10801_ACTORDEF', 22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
3450004, 345, 0, 122.85, 32.5, 0, 0, 0, 0, 'IT10805_ACTORDEF', 19, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
3450005, 345, 0, 88, -70, 0, 0, 0, 0, 'IT10803_ACTORDEF', 15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
3450006, 345, 0, 95, -20, 0, 0, 0, 0, 'IT10800_ACTORDEF', 21, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
3450007, 345, 0, 113, -48, 0, 0, 0, 0, 'IT10804_ACTORDEF', 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0

CRESENT REACH:
3940001, 394, 0, -1485, -1085, 14, 380, 0, 0, 'IT10863_ACTORDEF', 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
3940002, 394, 0, -1445, -1045, 30, 380, 0, 0, 'IT10863_ACTORDEF', 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
3940003, 394, 0, -1527, -1045, 30, 380, 0, 0, 'IT10863_ACTORDEF', 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
3940004, 394, 0, -1513, -1096, 14, 390, 0, 0, 'IT10864_ACTORDEF', 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
3940005, 394, 0, -1454, -1096, 14, 390, 0, 0, 'IT10864_ACTORDEF', 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
3940006, 394, 0, -1551, -1469, 30, 130, 0, 0, 'IT10865_ACTORDEF', 15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
3940007, 394, 0, -1527, -1469.5, 30, 130, 0, 0, 'IT10865_ACTORDEF', 15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
3940008, 394, 0, -1620, -1260, 35, 130, 0, 0, 'IT10714_ACTORDEF', 53, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
3940009, 394, 0, -1495, -1430, 35, 450, 0, 0, 'IT10802_ACTORDEF', 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
3940010, 394, 0, -1515, -1210, 14, 0, 0, 0, 'IT10801_ACTORDEF', 22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
3940011, 394, 0, -1460, -1205, 14, 0, 0, 0, 'IT10800_ACTORDEF', 21, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
Reply With Quote
  #9  
Old 05-10-2011, 10:17 AM
So_1337
Dragon
 
Join Date: May 2006
Location: Cincinnati, OH
Posts: 689
Default

For whatever reason, you're missing the Type values for stoves and looms in the listing above. If anyone goes looking for it again, they are:

15 = Stove
16 = Loom
__________________
Yo mama so fat, if she moved past a black hole at high velocity it'd create a closed timelike curve.
Reply With Quote
Reply

Thread Tools
Display Modes

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 07:52 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 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3