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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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09-10-2006, 07:40 AM
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Discordant
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Join Date: May 2006
Posts: 458
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That sounds awesome. I think it'll work, but what do I know. :p
One thing I've noticed though, is that if you leave PerisitentZoneState to 1 in the variables section, NPCs won't keep buffing and casting pets when you zone in. Seems like the buffs they have already cast on themselves carry over when you zone in or reboot the server. However, if you leave this option on you get strange things at the safe locs when you zone in. Some of the names are SumSword, SkelPet, SumFireR, etc. They're all in the pets tables. Also, if you leave this on and reboot the server and a player has already has summoned a pet, the pet is detached from the player now. This happened to my wizard's familiar, and I haven't tested it yet with other pets for Shamans, etc.
This would be awesome if it was working. I just made a Dark Elf Mage last night and I couldn't even see anything when I spawned in the game. The spawn point has multiple casters and they pretty much all had pets. You can imagine what a nightmare it was to even hail, train or even find the NPC down there. :p
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09-11-2006, 02:10 AM
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Developer
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Join Date: Jul 2004
Posts: 773
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yes, NPCs cast pets because they have the pet spell in their spell set. The best course of action would be to make a new spell set for each pet class which has the default list as a parent list, and move all the pet spells into that list. Then assign that list to each NPC which should get a pet.
This would take a bit of work but I think it would be worth it. I think PEQ would be interested in this work if you do it, so if you want to contribute it, make sure you log your SQL updates somehow. PEQ editor would log all these actions if you used it.
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09-11-2006, 12:01 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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I fixed/updated the pet-caster situation on my DB;
Now there is a "default" caster-npc spellset with NO pets, and new "default" pet/caster npc spell sets. If you look in Najena, you'll see the magicians there have pets, but no pets in Droga. etc. I just set the Nagena pet- casters, still a lot of work left.
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09-11-2006, 12:25 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
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Originally Posted by fathernitwit
yes, NPCs cast pets because they have the pet spell in their spell set. The best course of action would be to make a new spell set for each pet class which has the default list as a parent list, and move all the pet spells into that list. Then assign that list to each NPC which should get a pet.
This would take a bit of work but I think it would be worth it. I think PEQ would be interested in this work if you do it, so if you want to contribute it, make sure you log your SQL updates somehow. PEQ editor would log all these actions if you used it.
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I don't have these records, but I can explain to you how I did this, it's fast and easy, just took me a while to "dream it up";
first , I dumped the table/rows I would be re-numbering into an sql file - http://www.nahunta.org/~angelox/files/DefaultSpells.sql
Then, if all npc spells are still same in PEQ, this will work, else you have to fix the numbers:
Code:
UPDATE npc_spells_entries SET id=id+1614 WHERE (npc_spells_id>=1 AND npc_spells_id<=12);
UPDATE npc_spells_entries SET npc_spells_id=npc_spells_id+212 WHERE (id>=1615 AND id<=2725);
UPDATE npc_spells SET id=id+212 WHERE (id>=1 AND id<=12);
Now, since my defaults have been moved to the higher numbers, I have the original rows clear, so I can re-insert the original rows i dumped in DefaultSpells.sql. Next, I delete the pets from the first group of defaults;
http://www.nahunta.org/~angelox/files/SpellsDelete.sql
Now all I had left to do was rename the new groups of spellsets i made into something like "DefaultPetWizardSpells".
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09-11-2006, 02:58 PM
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Demi-God
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Join Date: Jul 2006
Posts: 1,552
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Cool, it was annoying seeing every mage-based NPC in Nexus with pets flying around. I did exactly that to test, by switching their class to something else and removing their Spell set. No pets.
Angelox, not sure if anyone mentioned, but in Live, I seem to recall certain times when you would aggro (hit) an NPC that was a pet class, and Poof - a pet would step out of the shadows (like insta-cast or something). Not sure that's important, but it may be why visually speaking we do not see pets just because an NPC is spawned.
Maybe?
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09-11-2006, 10:02 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
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Originally Posted by John Adams
Cool, it was annoying seeing every mage-based NPC in Nexus with pets flying around. I did exactly that to test, by switching their class to something else and removing their Spell set. No pets.
Angelox, not sure if anyone mentioned, but in Live, I seem to recall certain times when you would aggro (hit) an NPC that was a pet class, and Poof - a pet would step out of the shadows (like insta-cast or something). Not sure that's important, but it may be why visually speaking we do not see pets just because an NPC is spawned.
Maybe?
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Magician class has a pet spell that does just that - probably what you saw. When the pet is not in "fight" mode, it turns invisible.
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