- This write up refers to us using our DB Editor, which is not yet a public tool - sorry about that
You can use any MySQL tools to accomplish the same thing, but you'll have to look up your own IDs when inserting.
Any changes to what is already configured are done through the Update, Delete and Insert buttons you see on the page. To add a new skill to Guardians, ensure class_id column has Guardian in it in the Insert row (bottom). Next, select the skill_id from the drop-down (ie, Spear) and click Insert. Now any new Guardian created will have the Spear skill set.
The reason this came up at all is that we are discovering that players who have "Axe" skill for instance, cannot equip a "Great Axe" item because they lack the skill. We could change the Emu core to allow skill inheritance, but I think it would be more customizable to leave it the way it is.
There are some considerations to be made when setting player skills. The most important is to eliminate as much redundancy as possible. If every class can Pierce, there is no reason to assign every class_id the skill_id for Piercing. Select "ALL" for the class_id and insert Piercing, so every character created can now use Piercing weapons.
Second consideration is Archetypes/Classes vs SubClasses. If the only classes that can use Piercing are Fighters, Mages, and Scouts (not Priests), then you would set up the 3 Archetype class_id's to Piercing, and not Priests.
- If you played EQ2 back when there were Archetypes, Classes and SubClasses, you should be familiar with how these work. If not, let me know and I'll go over that in more detail.
Lastly are Race skills. I do not believe we have any of those configured yet, and not completely sure if they are even identified.
Anyway, that should get you started. As for how to determine what class gets what skill, well that's where you come in. Use the web, research what you can, and get as much set up as you possibly can. Please defer all questions to this public forum in an effort to educate others.