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  #1  
Old 01-25-2013, 12:44 AM
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Hill Giant
 
Join Date: Apr 2010
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Default DB management

Greetings, folks.

Thanks again, everyone for the help so far. It's been fascinating. I have learned so much!

I was trying to add an aug pool to a zone. I was reading other posts about it, but I still cannot get it to show. Any way, that isn't the reason for this post.

I accidentally edited a line in the objects table thinking it was a different line. I'm pretty sure I was unable to correct my mistakes. Is there a way to get just the objects file imported to my DB from the (forgive me if this is incorrect) SVN?

Also, what do you guys find the best way to backup your DB to prevent such nonsense? Luckily, I won't lose much, as I only tried to make one change (see augpool).

I'm also trying to clear out a zone (crushbone) and make all custom mobs. I have georgeS tools (fantastic btw!). One thing I am unsure of, however, is how to remove the mobs from the zone with out actually deleting them from the DB. The "Kill mob" button on georgeS appears to remove them from DB, unlike manually selecting the mob and "#npcspawn remove" command -- So I think.

Lastly, How do I ensure that when I create a new grid ID I don't overwrite existing ones in the DB?

Sorry, loaded post. Thank you all in advance.
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  #2  
Old 01-25-2013, 01:21 AM
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javewow
Sarnak
 
Join Date: Aug 2012
Location: work
Posts: 74
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Please download "GeorgeS_EqEmu_Files" tools

this tools To edit the results want for you !~
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  #3  
Old 01-25-2013, 01:23 AM
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Hill Giant
 
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Indeed!

I just don't think I quite understand how to utilize them safely.
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  #4  
Old 01-29-2013, 11:15 AM
Figback65
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Join Date: Aug 2009
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Aug pool I am unsure of, I have been tryen to learn loading objects myself.

I use navicat for my database editing, when you have a backup or restore, you can choose individual tables to restore, like only choosing objects table.

Again, for backing up, i use navicat.

To remove mobs without deleting from the database, The only way I know of is thru Georges. Goto the zone like crushbone. Menu GridspawnTools < GridSpawn Editor, FIND the ID #, click on the spawn group, then bottom right box has some values. The last value is "Enable" set as 1, set to 0 to disable spawn. Without deleting it from DB.

As for grids, I assume you mean for pathing. When your in the zone and you do #grid max, that gives u the total grids for the zone. Grids are zone based, so just make sure u add the next grid as the new highest # from grid max.
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  #5  
Old 01-29-2013, 04:16 PM
Zamthos
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Join Date: Jan 2013
Posts: 284
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All right, so about objects, on Harbinger's Safehaven we have 3 augment tables in our Tutorial, I will paste the code below, tell me if it works.

Code:
228430	183	0	-29.5	160.4	3.9	128	0	0	IT10714_ACTORDEF	53	1115	0	0	0	0	0	0	0	0	0	0
228429	183	0	29.5	160.4	3.9	128	0	0	IT10714_ACTORDEF	53	1115	0	0	0	0	0	0	0	0	0	0
228428	183	0	-1.5	160.4	3.9	128	0	0	IT10714_ACTORDEF	53	1115	0	0	0	0	0	0	0	0	0	0
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  #6  
Old 01-29-2013, 06:29 PM
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Hill Giant
 
Join Date: Apr 2010
Location: USA
Posts: 133
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I forgot I made this post. Thanks for the responses! I was in fly mode in crushbone (where I was putting aug pool) and saw off past all the walls floating in space.. my aug pool. I just have my coordinates messed up it looks like. It seems like x,y,z coord in game are displayed as y,x,z. I always seem to have them backwards from the DB. Maybe I am just dyslexic... or absent minded.

Thanks again, folks.
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  #7  
Old 01-29-2013, 06:40 PM
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c0ncrete
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Join Date: Dec 2009
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i think the client actually displays them in an order that is less than intuitive
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  #8  
Old 01-29-2013, 06:41 PM
Zamthos
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Join Date: Jan 2013
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Doors are YXZ, Objects are XYZ.
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