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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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  #1  
Old 01-20-2006, 02:52 AM
Doodman's Avatar
Doodman
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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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  #2  
Old 01-20-2006, 06:12 AM
wraithlord98
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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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  #3  
Old 01-20-2006, 06:21 AM
Ibix
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Quote:
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.


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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  #4  
Old 01-20-2006, 06:44 AM
Doodman's Avatar
Doodman
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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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  #5  
Old 01-20-2006, 04:14 PM
wraithlord98
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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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  #6  
Old 01-20-2006, 04:40 PM
kouhei
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Default races

So it is possible to add new races to the code?
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  #7  
Old 01-20-2006, 06:14 PM
fathernitwit
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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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  #8  
Old 01-20-2006, 07:21 PM
rojadruid
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Acctually the 9/13 client does accept that as part of its code, currently the server is whats rejecting it. Set the declerations that doodman mentioned and it should in theory work, although there may be some DB errors to edit and fix, not sure have not tried it.



The reason I say this is that on the client you can get thru the creation part right up to submiting the name for aproval. its at this point that the server rejects it.

I also had one on live with this client when it was live.
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