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| Development::Database/World Building World Building forum, dedicated to the EQEmu MySQL Database. Post partial/complete databases for spawns, items, etc. |
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01-20-2006, 02:15 AM
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Sarnak
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Join Date: Oct 2002
Posts: 53
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I've no idea.. I wonder just exactly how it is that SOE decides half of what they do - because quite a bit of it makes little to no sense.. but I can confirm (have a live account until around May).. Frogloks can be SK's and Necros now... go figure??? Not to mention that they no longer hold control over Grobb (the troll city)... Instead - Gukta is now located in the southern most portion of Rathe Mountains with a book portal that leads to PoK. The overall map layout of Rathe Mountains remains exactly the same - but now there's a tent city with all your atypical city fixings (NPC's, vendors, brewing still, pottery wheel, forge etc etc etc).
Anyhow - I sat there and looked at the database - and I figured out what the number correlations are between diety/race/class combos.. I edited the info into my dbase... but it still errors out - I think I overlooked something however.
Oh - and if anyone's interested to see the list - will throw it up here. May even be something that should/could be put into the wiki somewhere?
Last edited by wraithlord98; 01-20-2006 at 10:24 AM..
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01-20-2006, 02:52 AM
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Developer
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Join Date: Aug 2003
Posts: 246
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The valid race/class combinations are controlled in world by this table in client.cpp
Code:
bool ClassRaceLookupTable[PLAYER_CLASS_COUNT][_TABLE_RACES]=
{ /*Human Barbarian Erudite Woodelf Highelf Darkelf Halfelf Dwarf Troll Ogre Halfling Gnome Iksar Vahshir Froglok*/
{ /*Warrior*/ true, true, false, true, false, true, true, true, true, true, true, true, true, true, true},
{ /*Cleric*/ true, false, true, false, true, true, true, true, false, false, true, true, false, false, true},
{ /*Paladin*/ true, false, true, false, true, false, true, true, false, false, true, true, false, false, true},
{ /*Ranger*/ true, false, false, true, false, false, true, false, false, false, true, false, false, false, false},
{ /*ShadowKnight*/ true, false, true, false, false, true, false, false, true, true, false, true, true, false, false},
{ /*Druid*/ true, false, false, true, false, false, true, false, false, false, true, false, false, false, false},
{ /*Monk*/ true, false, false, false, false, false, false, false, false, false, false, false, true, false, false},
{ /*Bard*/ true, false, false, true, false, false, true, false, false, false, false, false, false, true, false},
{ /*Rogue*/ true, true, false, true, false, true, true, true, false, false, true, true, false, true, false},
{ /*Shaman*/ false, true, false, false, false, false, false, false, true, true, false, false, true, true, true},
{ /*Necromancer*/ true, false, true, false, false, true, false, false, false, false, false, true, true, false, false},
{ /*Wizard*/ true, false, true, false, true, true, false, false, false, false, false, true, false, false, true},
{ /*Magician*/ true, false, true, false, true, true, false, false, false, false, false, true, false, false, false},
{ /*Enchanter*/ true, false, true, false, true, true, false, false, false, false, false, true, false, false, false},
{ /*Beastlord*/ false, true, false, false, false, false, false, false, true, true, false, false, true, true, false },
{ /*Berserker*/ false, true, false, false, false, false, false, true, true, true, false, false, false, true, false }
};//Initial table by kathgar, editted by Wiz for accuracy, solar too
Not sure what "number correlations" you are speaking about.
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01-20-2006, 06:12 AM
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Sarnak
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Join Date: Oct 2002
Posts: 53
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Sorry - I was bit tired when I posted that.. I was referring specifically to the start zones file of the Emu dbase.. each race, class, diety combo is referred to by index numbers. I wasn't able to find a listing of which numbers represented what diety - so I sat down and figured it out by looking at the existing entries... does this info already exist somewhere? If not more than willing to post the info if it'll actually be usefull.
Where exactly is the client.cpp located - in the source code of the exe? (Sorry - not a programmer by nature)
Last edited by wraithlord98; 01-20-2006 at 02:23 PM..
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01-20-2006, 06:21 AM
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Sarnak
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Join Date: Jan 2006
Posts: 40
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Quote:
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Originally Posted by Doodman
The valid race/class combinations are controlled in world by this table in client.cpp
Code:
bool ClassRaceLookupTable[PLAYER_CLASS_COUNT][_TABLE_RACES]=
{ /*Human Barbarian Erudite Woodelf Highelf Darkelf Halfelf Dwarf Troll Ogre Halfling Gnome Iksar Vahshir Froglok*/
{ /*Warrior*/ true, true, false, true, false, true, true, true, true, true, true, true, true, true, true},
{ /*Cleric*/ true, false, true, false, true, true, true, true, false, false, true, true, false, false, true},
{ /*Paladin*/ true, false, true, false, true, false, true, true, false, false, true, true, false, false, true},
{ /*Ranger*/ true, false, false, true, false, false, true, false, false, false, true, false, false, false, false},
{ /*ShadowKnight*/ true, false, true, false, false, true, false, false, true, true, false, true, true, false, false},
{ /*Druid*/ true, false, false, true, false, false, true, false, false, false, true, false, false, false, false},
{ /*Monk*/ true, false, false, false, false, false, false, false, false, false, false, false, true, false, false},
{ /*Bard*/ true, false, false, true, false, false, true, false, false, false, false, false, false, true, false},
{ /*Rogue*/ true, true, false, true, false, true, true, true, false, false, true, true, false, true, false},
{ /*Shaman*/ false, true, false, false, false, false, false, false, true, true, false, false, true, true, true},
{ /*Necromancer*/ true, false, true, false, false, true, false, false, false, false, false, true, true, false, false},
{ /*Wizard*/ true, false, true, false, true, true, false, false, false, false, false, true, false, false, true},
{ /*Magician*/ true, false, true, false, true, true, false, false, false, false, false, true, false, false, false},
{ /*Enchanter*/ true, false, true, false, true, true, false, false, false, false, false, true, false, false, false},
{ /*Beastlord*/ false, true, false, false, false, false, false, false, true, true, false, false, true, true, false },
{ /*Berserker*/ false, true, false, false, false, false, false, true, true, true, false, false, false, true, false }
};//Initial table by kathgar, editted by Wiz for accuracy, solar too
Not sure what "number correlations" you are speaking about.
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MUAHAHAHA Now I can have my Ogre Bard finally... *snicker* But my guess is, I'd have to edit some other stuff to make them be able to use the instruments... heh. But the beauty of the music...
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01-20-2006, 06:44 AM
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Developer
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Join Date: Aug 2003
Posts: 246
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The client.cpp file I quote is under world.
And for reference, those race/class/diety numbers are defined in include files in common.
races.h
classes.h
deity.h
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01-20-2006, 04:14 PM
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Sarnak
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Join Date: Oct 2002
Posts: 53
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Shucks... was hoping I'd finally be able to contribute something worthwhile to the project.  Tks for the info!
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01-20-2006, 04:40 PM
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Hill Giant
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Join Date: Mar 2005
Location: japan
Posts: 171
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races
So it is possible to add new races to the code?
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01-20-2006, 06:14 PM
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Developer
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Join Date: Jul 2004
Posts: 773
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we cannot change anything in the client, we can just change what we allow in the server code. So you cannot enable anything not currently possible by editing the server code.
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