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  #1  
Old 10-30-2006, 03:22 AM
devilspuppet
Fire Beetle
 
Join Date: Oct 2006
Location: Jackson, MI
Posts: 12
Default Starting Items

I setup a personal server just to play around with. I noticed that when I create a new character, I do not receive any weapon at the start of the game. The database I installed is the Luclin PEQ DB. Is there an updated starting items table I missed? I haven't quite figured out how to edit the database to add my own yet... Any help would be appreciated...
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  #2  
Old 10-30-2006, 04:00 AM
mattmeck
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http://www.eqemulator.net/wiki/wikka...DatabaseSchema

look under starting items..
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  #3  
Old 10-30-2006, 05:46 AM
devilspuppet
Fire Beetle
 
Join Date: Oct 2006
Location: Jackson, MI
Posts: 12
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I did notice that bread and water are included in the starting items for all race class combo's (I think, since it lists 0 for both variables). New characters on my server do not receive these, as far as I can tell. Every character I have created only gets a backpack and a note.
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  #4  
Old 10-30-2006, 07:11 AM
LostZaphod
Sarnak
 
Join Date: May 2006
Posts: 43
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If you are using mysql5 you must comment out strict mode in my.ini.

http://www.eqemulator.net/forums/showthread.php?t=21556
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  #5  
Old 10-30-2006, 07:18 AM
devilspuppet
Fire Beetle
 
Join Date: Oct 2006
Location: Jackson, MI
Posts: 12
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Thanks, that might be the problem, I will give it a try when I get home
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  #6  
Old 10-30-2006, 08:19 AM
John Adams
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Join Date: Jul 2006
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I have the same problem with MySQL5 on new chars. Thanks for the tip, LZ.
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  #7  
Old 11-01-2006, 01:55 AM
devilspuppet
Fire Beetle
 
Join Date: Oct 2006
Location: Jackson, MI
Posts: 12
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Well, changing strict mode worked like a charm, thanks

I now noticed that if you select a caster you do not receive the note to get the starting armor...

Your inventory slots are full...

I might just remove either the lantern or bandages, just wondering if there was a way to put some of this stuff inside your starting backpack...
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  #8  
Old 11-01-2006, 11:49 AM
Rhodan
Hill Giant
 
Join Date: Oct 2006
Posts: 179
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I'd like to know if you can put starting items in a container as well. I know you can assign wearables to a slot, but i dunno about containers.

btw: The lantern is assigned to all races (race 0) and all classes (class 0), so if you remove it from the starting items, nobody will get one. Believe me, being a barbarian or human at night without a light is a PAIN. Particularly if you try heading into Blackburrow from the Halas side - there's no fire beetles in Everfrost.

If we can't put things in containers, then I'm just going to add wearables to the starting items and put them directly on the paperdoll.
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  #9  
Old 11-02-2006, 02:37 AM
devilspuppet
Fire Beetle
 
Join Date: Oct 2006
Location: Jackson, MI
Posts: 12
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Can you place the starting weapon in hand at the onset of the game, or does it need to go into inventory? That might free up the last slot for the note to be in inventory...
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  #10  
Old 11-06-2006, 03:54 PM
fathernitwit
Developer
 
Join Date: Jul 2004
Posts: 773
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the slot column should let you put it anywhere, including bags or the bank.
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  #11  
Old 12-13-2006, 03:49 AM
VoyageurCeleste
Fire Beetle
 
Join Date: Nov 2006
Location: PARIS
Posts: 8
Smile Starting items

Hello all !
First, i have follow the wiki and i use actually EQEmu-0.7.0-936 with the last db from EQ project. All work fine, i can connect , zone , kill but i still have a little prob.
Here is my call. When i create a char it start with a bag but without the starting items we had in EQ real version. Is it normal ? Is there someone who worked on it and has the sql code to implement my peq database or can explain me how to do it ?

Thanks for the answer

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  #12  
Old 12-13-2006, 05:11 AM
sesmar
I built it I will Support it!
 
Join Date: Jun 2005
Location: Michigan
Posts: 214
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Maybe this will help you.

http://eqemulator.net/forums/showthr...Starting+Items

Please try searching the forums before posting a new topic.
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  #13  
Old 12-13-2006, 08:54 PM
VoyageurCeleste
Fire Beetle
 
Join Date: Nov 2006
Location: PARIS
Posts: 8
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http://www.eqemulator.net/wiki/wikka...astartingitems

I have read the link but nothing can help me tyhere .. or maybe the info are broken

Tahnks anyway for the help
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  #14  
Old 12-13-2006, 09:46 PM
Aerewen
Hill Giant
 
Join Date: Dec 2006
Posts: 110
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as i recall for those looking to emulate a close-to-EQ server...
Starting items are:
1 weapon (depends on class as to what type)
20 bandages*
20 skin of milk*
20 bread cakes*
1 Note for guildmaster
1 backpack* (notrade version)
1 gloomingdeep lantern

and that's it for inventory items

bank contains:
1 gold coin
1 backpack (regular tradable version)
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  #15  
Old 12-13-2006, 10:23 PM
Aerewen
Hill Giant
 
Join Date: Dec 2006
Posts: 110
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editing starting items takes a knowledge of MySQL and a little bit of work

there's a table in the database called "starting_items"

if you open the query browser and select the peq database (or whatever yours is called), type "SELECT * FROM `starting_items`" and execute the query to see all the start items.

Race should be 0 to give the item to any race (ie the bread cakes, backpacks etc) The only thing that is race specific are the notes to the guildmasters. (Though i think the quests may have been re-routed to the GM's in POK? anyone know for certain? cuz if so, the notes are not race specific anymore...)
Code:
Races:(may or may not be accurate, i'm basing them on PEQ Editor)
1: human
2: barbarian
3: erudite
4: wood elf
5: high elf
6: dark elf
7: half elf
8: dwarf
9: troll
10: ogre
11: halfling
12: gnome
Classes will need to be specified for weapons, but as with the race flag.. bread cakes and whatnot can be left as 0 (i think?)

Code:
1: warrior
2: cleric
3: paladin
4: ranger
5: shadowknight
6: druid
7: monk
8: bard
9: rogue
10: shaman
11: necromancer
12: wizard
13: magician
14: enchanter
15: beastlord
16: berzerker
item charges should always be 1 except for the stackable items: Bandages* Bread Cakes* and Skin of Milk*

itemid is the field for telling PEQ what item it is:
Code:
Bread Cakes* - 9991
Bandages* - 21779
Skin of Milk* - 9990
Backpack* - 32601
Gloomingdeep Lantern - 9979
No clue what the note was called... so i cant give u an itemid for it
==weapons==
Dagger* - 9997
Club* - 9999
Short Sword* - 9998
Dull Axe* - 55623

==bank items==
Gold Coin - 22290
Bakcpack - 17005
Leave GM set to 0 always
Leave slot set to -1 to place it in the first available inventory slot
Code:
I'm not positive on this numbering scheme... but i believe it is as follows:
0 upper left slot
1 upper right
2 2nd left
3 2nd right
4 etc...
5 ...
6 ...
7 lower left slot
8 lower right slot

as far as bags and bank slots go i have not tested this as of yet, will post back later with the details when i have time.
Diety info can probably just be set to 0 for everything... none of the starting items depend on a specific diety, but again you could use this field to grant a special item to each diety if you wanted to.

zoneid should be 0

now whoopdedoo basil what does it all mean?!

use those variables to enter the information into the database, first you will need to remove the existing items... but might want to make a backup first just in case

then use the query below, just copy/paste it into the query browser and change the values from [value] to what it should be... make sure to delete the brackets [ ] from around the info but LEAVE the single quotations alone ' ' !!!

Code:
INSERT INTO `starting_items` VALUES (0,[race number],[class number],[diety number],[zone id],[ITEM ID],[item charges],[gm flag, set always to 0],[slot number, use -1 for first available]);
so executing the query:
Code:
INSERT INTO `starting_items` VALUES (0,1,1,0,0,9998,1,0,-1);
would give all human warriors 1 Short Sword* in the first available inventory slot.

Have fun and good luck

PS: might wanna sticky or wiki this one :P

Last edited by Aerewen; 12-14-2006 at 06:26 AM..
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