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Development::Tools 3rd Party Tools for EQEMu (DB management tools, front ends, etc...)

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  #1  
Old 08-13-2006, 07:17 AM
zephyr325
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Join Date: Sep 2004
Posts: 117
Post Tool: Migrate NPC's (ID, Spawn, Loot, etc). from Lucin DB to Current EQ

This is a tool I wrote that will allow you take just about everything about an NPC from the current PEQ (Lucin RC1) database and move it into the current EQ database. Basically, you give it an NPC number and it parse through the Lucin DB to get that NPC's:

- Core character information;
- Spells
- Spawning
- Loot
- Movement

The program will then create a file of insert statements that you can source into your existing eq database.

Prerequisites:
- FIRST: THIS IS TEST CODE. BACKUP YOUR EXISTING EQ DATABASE.
- This is a perl program; you need perl installed.
- You will need to source the current PEQ Lucin RC1 database into a separate database on your server; that is what this program will read.

Installing it:
- Make sure you
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  #2  
Old 08-13-2006, 09:37 AM
zephyr325
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Hold off on this - I've had a couple of people point some things out; I'll patch and re-release.
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  #3  
Old 08-13-2006, 11:01 AM
Zengez
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possibly a silly question but... does it work in reverse? (i.e. take mob info from eq DB and insert it into PEQ db?)
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  #4  
Old 08-13-2006, 11:06 AM
Angelox
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Join Date: May 2006
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Quote:
Originally Posted by Zengez
possibly a silly question but... does it work in reverse? (i.e. take mob info from eq DB and insert it into PEQ db?)
I don't see why not , just so long as the Databases you use , have all the updates to what ever version EQEMU he's using.
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  #5  
Old 08-13-2006, 02:45 PM
zephyr325
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Found out my key problem is that the records you pull from the PEQ Lucin database sometimes steps on key fields in the exising Cavedude's database, so you can't just take one and move it over. I'm trying to work through how to do that key field adjustment in a systematic fashion.
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  #6  
Old 08-13-2006, 03:15 PM
mattmeck
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moved to correct forum
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  #7  
Old 08-16-2006, 01:14 AM
sdabbs65
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Join Date: Dec 2003
Location: Earth
Posts: 818
Default char move

If it was possable to add a wildcard feature such as npc's 1 thu 10000 it would make it a lot easier,theres about 3k in npc's in my old database.
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  #8  
Old 08-16-2006, 02:00 AM
zephyr325
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Join Date: Sep 2004
Posts: 117
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I'm working on that...

But in the interim, I wrote another script that will compare the differences between two databases (it looks at one field in one table in both of them) and prints out the differences. Pipe that to a file, then run a shell/batch script that will call this script for each of those numbers.

That comparison script is posted here:

http://www.eqemulator.net/forums/showthread.php?t=21258
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  #9  
Old 08-17-2006, 01:41 PM
GeorgeS
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Thanks for writing this, as it's a tool we've been wanting!

GeorgeS
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  #10  
Old 08-17-2006, 01:56 PM
zephyr325
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Join Date: Sep 2004
Posts: 117
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No probs - I'm a few days away from releasing the next version of this. I've done a pretty detailed review of the Cavedude/PEQ databases to figure out in all the fields where I can safely renumber key fields. The next version or two is going to include:

- Automatic key re-numbering
- The ability to do batches of people at a time (maybe something like zones, maybe everyone)
- Generating the scripts that will reverse the adds. For example, if something doesn't work, remove what you just added in.
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  #11  
Old 08-18-2006, 10:26 AM
John Adams
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Most excellent work, Zephyr. I think the renumbering project was going to be enormous, and I know how to do it, just not sure what the accepted standard really is (besides simply zoneid * 1000 heh). Since loots and merchant sets could belong to NPCs in multiple zones, it mades my brains ache.

I can't wait to try this out.
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  #12  
Old 09-04-2006, 07:01 AM
zephyr325
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This thread is now superseded by the one here
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