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Re: Cleaning up the world

Posted: Sat Jun 02, 2018 7:48 pm
by Jabantiz
Got Scale Yard and Big Bend, the last 2 of the freeport suburbs, cleaned up, merchants set up, and zone points working.

In Scale yard there is a zone point to the Sprawl that doesn't actually seem to be clickable in my client, might be related to all the other issues in the freeport suburbs.

I also started to set up the zone points so you can travel across freeport but ran into an issue on the south freeport to west freeport door, no matter what I do it always says to far away when clicking on it.

EDIT: Was multiple doors for that zone point, the one that was there and I was working on would not work no matter what, however using one of the other doors that needed to be fixed to get it to the right spot and it is now working

Re: Cleaning up the world

Posted: Sun Jun 03, 2018 9:54 am
by Jabantiz
Forgot to post last night but the zone points in freeport should all be working now, and posted the thread for the last two suburbs.

Re: Cleaning up the world

Posted: Sun Jun 03, 2018 6:08 pm
by Cynnar
Fixed issues with movement script. Still only half the zone and just one spawn using it right now. Removed a few more dupes getting ready to set the guards movement script up.

Got distracted in East Freeport looking for some spawns and ended up taking care of the holiday items, started the The Dreadnaught Uprising cleanup. I think this is what it was called when the Dreadnaught and Thexians took over Freeport. This part is no where near finished as I do not know anything about this event and will need to research it further before I can clean up all spawns related to the event.

I have also removed the pets in East Freeport. Well a good bit of them. There are some still scattered around I am sure, and I will get to them when I actually get to this zone. Going to head back to North Freeport to try and finish up the movement scripts.

East Freeport

Re: Cleaning up the world

Posted: Tue Jun 05, 2018 9:46 pm
by Cynnar
Finished up East Freeport today. Doors work, Dupes cleaned up, Merchants list added to merchants.

No movement scripts yet. Still working on the North Freeport movement scripts right now.

Re: Cleaning up the world

Posted: Wed Jun 06, 2018 2:09 am
by Jabantiz
Finished qeynos harbor and north qeynos. Set up the teleport for the temple of life. I also set up the zone points for darklight both to and from neriak, common land, and nek forest.

Re: Cleaning up the world

Posted: Wed Jun 06, 2018 5:42 pm
by Cynnar
South Freeport is cleaned up.

Re: Cleaning up the world

Posted: Thu Jun 07, 2018 1:01 am
by Jabantiz
South qeynos is mostly done, just need to get the merchants set up and add a few missing sign posts.

Mage tower teleporters are set up, only screwed up one location but that did result in me in the middle of the air and falling to my death...
This shouldn't happen to any one else...

Re: Cleaning up the world

Posted: Thu Jun 07, 2018 6:01 pm
by Jabantiz
South Qeynos now has the merchant lists set up and the missing sign posts added back in.

Re: Cleaning up the world

Posted: Thu Jun 07, 2018 9:22 pm
by Jabantiz
Did a quick pass over the combat zones of Qeynos, this was just to clean up pets and set up merchants, the zones still need a lot of work.

Re: Cleaning up the world

Posted: Mon Jun 11, 2018 5:02 pm
by Jabantiz
So the past couple days I have been working on scripts, currently Graystone Yard is done as best as we can get it, it is missing a couple quests that were never collected from live so nothing we can do about that now. We may come back later and recreate these quests with made up dialog. The mentor quest chains for both the barbarians and dwarfs should be working up to the point it sends you out of the zone.

I also started Nettleville and have got the human and kerran mentor quests done. The kerran quest gave me a lot of trouble so it could use some testing and feedback as I had to recreate one of the quests from scratch with only a few lines of dialog that we had so I am sure it needs work.

I also set up all the tradeskill crafting instances for all suburbs.

Re: Cleaning up the world

Posted: Sat Jun 16, 2018 9:39 am
by John Adams
Ememjr wrote: Fri May 25, 2018 6:00 am but would it not be so cool to have a tool that would allow one to export spawns from EMU for individual zones, so that if someone creates has there own server they could just import the zone to thiers , ie if my server was only up to level 50 and no content past that, i would not want to wipe my entire db just to get the new content,
It actually is a dream. Somewhere in my local code repository is a concept I was working on probably in 2012, called "ZonePacks". The DB Editor was going to allow exporting all objects in a zone and packaging them up for this exact purpose. However, the way we FK our database, none of the IDs lined up and made it a hellish inescapable nightmare and I abandoned it. If there were not so many parent table dependencies (all the many-to-one relationships) it would be a snap.

I recall leaving off thinking I could re-ID everything on-the-fly... but you can imagine what trouble that could end up being for common spawns across multiple zones (nodes, etc)

Re: Cleaning up the world

Posted: Sat Jun 16, 2018 9:45 am
by John Adams
btw, I believe Jabantiz knows this, but all the villages and communities LUA scripting was done (by Scatman and Zcoretri, in 2008!!!) so those scripts shouldn't have to be re-written - maybe just updated with some new IDs and such. I don't think it was 100%, but it is better than 0% -- and, it means we actually have content from before DBG/SOE/AmazonSmed kicked us from our homes citing eminent domain.

[mention]Jabantiz[/mention] [mention]Cynnar[/mention]

Re: Cleaning up the world

Posted: Sat Jun 16, 2018 11:15 am
by tyrbo
One thing I do with my admin editor for porting spells from my old spell system into the new fancier one was converting database records into JSON, or some other type of object. In my case, it's a Ruby Hash object.

So, that would take a Spell record, convert it to a hash, along with all the dependent data. Something like:

Code: Select all

{
  "type" => 0,
  "cast_type" => 0,
  "name" => "Thunderbolt",
  "description" => "Instantly deals a significant amount of magic damage to a target.",
  "icon" => 233,
  "icon_heroic_op" => 14,
  "icon_backdrop" => 315,
  "class_skill" => 0,
  "mastery_skill" => 0,
  "min_class_skill_req" => 0,
  "duration_until_cancel" => false,
  "target_type" => 1,
  "success_message" => "%t has finished casting Thunderbolt.",
  "fade_message" => "Thunderbolt fades from %t.",
  "interruptable" => true,
  "cast_while_moving" => false,
  "lua_script" => "Spells/Priest/Druid/Fury/Thunderbolt.lua",
  "spell_visual" => 2497,
  "effect_message" => "%t was affected by Thunderbolt",
  "spell_book_type" => 0,
  "can_effect_raid" => false,
  "affect_only_group_members" => false,
  "display_spell_tier" => false,
  "friendly_spell" => false,
  "group_spell" => false,
  "spell_type" => 0,
  "det_type" => 0,
  "control_effect_type" => 0,
  "incurable" => false,
  "not_maintained" => false,
  "casting_flags" => 0,
  "persist_through_death" => false,
  "savage_bar" => 0,
  "savage_bar_slot" => 0,
  "is_active" => 1,
  "is_aa" => false,
  "is_deity" => false,
  "deity" => 0,
  "last_auto_update" => 0,
  "soe_last_update" => 1478011145,
  "spell_tier" =>  {
    "hp_req" => 0,
    "hp_req_percent" => 0,
    "hp_upkeep" => 0,
    "power_req" => 92,
    "power_req_percent" => 0,
    "power_upkeep" => 0,
    "savagery_req" => 0,
    "savagery_req_percent" => 0,
    "savagery_upkeep" => 0,
    "dissonance_req" => 0,
    "dissonance_req_percent" => 0,
    "dissonance_upkeep" => 0,
    "req_concentration" => 0,
    "cast_time" => 300,
    "recovery" => 50.0,
    "recast" => 15.0,
    "radius" => 0.0,
    "max_aoe_targets" => 0,
    "min_range" => 0.0,
    "range" => 30.0,
    "duration1" => 0,
    "duration2" => 0,
    "resistibility" => 0.748,
    "hit_bonus" => 0.0,
    "call_frequency" => 0,
    "unknown9" => 0,
    "given_by" => ""},
    "spell_data" =>  [
      {"index_field" => 0, "value_type" => "INT", "value" => "253", "value2" => "0"},
      {"index_field" => 1, "value_type" => "INT", "value" => "421", "value2" => "0"}
    ],
    "spell_display_effects" =>  [
      {
        "percentage" => 100,
        "description" => "Inflicts 253 - 421 magic damage on target",
        "bullet" => 0,
        "index" => 0
      }
    ]
}
And then there's a method that takes that and re-inserts the records into each table.
Nothing too crazy. If people were okay with nuking their entire zone population each time, that's easy enough to do.

Otherwise, we need to start getting into comparisons and do smarter updates. Still doable, I would think, but would take some more thought.

Re: Cleaning up the world

Posted: Sat Jun 16, 2018 1:32 pm
by Jabantiz
John Adams wrote: Sat Jun 16, 2018 9:45 am btw, I believe Jabantiz knows this, but all the villages and communities LUA scripting was done (by Scatman and Zcoretri, in 2008!!!) so those scripts shouldn't have to be re-written - maybe just updated with some new IDs and such.
This is exactly what I have been doing. Some scripts weren't complete and other need to be updated for new ways of doing something but still a hell of a lot faster then doing it all from scratch.


Also there are a lot of scripts from you as well, so it wasn't just Scatman and Zcoretri that did a lot of work back then.

Re: Cleaning up the world

Posted: Sat Jun 16, 2018 4:42 pm
by Jabantiz
All of Qeynos suburbs are set back up, a few need another pass to set up pathers and recreate quests that weren't collected but luckily that ememjr had chat logs of.

Switched over to freeport and have longshadow alley set up already, just needs pathers. I do not know the freeport zones very well and i am finding they lack information compared to the qeynos suburbs. On top of that the zones were modified by soe so these will probably take some more work and sadly won't be as live like as the qeynos versions.