[Arcemu] How to edit Spawn Locations, items, and spells menu

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  1. #1
    chaosrde's Avatar Active Member
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    [Arcemu] How to edit Spawn Locations, items, and spells

    Alright, you've just gotten your server public, and now you want to start customizing it. One major part of customization, is player spawns. You can customize were your players spawn, What spells they know when they initially spawn, and what gear they spawn with.
    In this guide, i'll teach you how to customize all 3.
    "What do i need in order to edit all of these?" There is only one tool you'll need, besides WoW itself, here it is. Download HeidiSQL

    The guide is split into 3 Main sections.
    Spawn Changes
    Spellchanges
    and Gear changes
    We'll start off with spawn locations.


    ---SPAWN CHANGES---

    So you've just created an amazing mall, with all the vendors you could need. It's highly decorated, and even a fun spot to just hang around. Only one problem, your players won't spawn in it, and your to lazy to learn how to make a teleporter NPC. Well we're about to fix that problem.


    First off, go to the EXACT SPOT (In game), were you want the players to spawn, and use the command ".gps"

    In case you dont know what this is, it's just your location on the Map/zone. X and Y, are your forward/back/left/right coords, and Z, is your height/up-down coords.
    the GPS command will also tell you your "MapID" and your "ZoneID"
    once you have all that information, go into your world database, and scroll down to find "Playercreateinfo"

    There you will see multiple collumns, but the only ones you'll be editing are "MapID, ZoneID,PositionX, PositionY, and PositionZ"

    Now, if you want EVERYONE, (Horde and Alliance) to spawn in one place, then change every single spawn location, to the GPS coordinates you got earlier.
    However, if you want Horde, and Alliance to spawn in seperate locations, you need to look at the "Race" column. Now, for every horde race, you will use one GPS location, and for every alliance race, use the second one.

    These are the races that coorespond with each number.


    Code:
     
    Human- 1
    
    Orc- 2
    
    Dwarf- 3
    
    Night Elf- 4
    
    Undead- 5
    
    Tauren- 6
    
    Gnome- 7
    
    Troll- 8
    
    Blood Elf- 10
    
    Draenei- 11

    And hell, if you wanted to make each specific class spawn in a certain location, here are the class IDs

    Code:
     Warrior- 1
    
    Paladin- 2
    
    Hunter- 3
    
    Rogue- 4
    
    Priest- 5
    
    Deathknight- 6
    
    Shaman- 7
    
    Mage- 8
    
    Warlock- 9
    
    Druid- 11


    Great, you've just learned how to create custom spawn points for your players!

    ---SPELLCHANGES---

    "Yeah, that's great, but what about all of the spells? No one wants to waste 5 minutes at the trainer learning all of their spells." Well, we can fix that issue as well.


    This section is -somewhat- self exclamitory.
    Now that we've figured out what races/classess coorespond to the numbers that show up in the database, we can figure out how to edit that race, or classes starting spells.
    First off, we'll need to go into the "playercreateinfo_spells" database. Now, this time, instead of looking only at the race IDs, we need to check the IndexID as well.



    If you look at the above picture, you'll see the playercreateinfo database. Notice how the index, race, and class ID are 1, 1, and 1? Well that means that IndexID #1 is a human warrior.



    Now if we look at this image, we will see that all of these spells, are the starting spells for a character with an indexID of "1". Yep, you guessed it, these are all the starting spells for a human warrior. So adding, or removing spells for this class/race combo is very simple. All you need to do is add a new line, with the index ID of "1", and now add a spell ID in the next column. For example, if you added a new row, with an IndexID of "1" and a spell ID of "11" all human warriors will now spawn, with the spell "Frostbolt of Ages" already learned.

    For you Lazy people out there, Im going to post all of the Race/class combos.


    Code:
    INDEX ID CLASS/RACE COMBOS
    -----HUMANS-----
    Warrior- 1
    Paladin- 9
    Rogue- 18
    Priest- 25
    Mage- 34
    Warlock- 38
    Deathknight- 56
    
    -----DWARF-----
    Warrior- 3
    Paladin- 10
    Hunter- 12
    Rogue- 20
    Priest- 26
    Deathknight- 58
    
    -----NIGHT ELF-----
    Warrior- 4
    Hunter- 15
    Rogue- 21
    Priest- 27
    Druid- 42
    Deathknight- 59
    
    -----GNOME-----
    Warrior- 7
    Rogue- 23
    Mage- 36
    Warlock- 41
    Deathknight- 62
    
    -----DRAENEI-----
    Warrior- 44
    Paladin- 45
    Hunter- 46
    Priest- 47
    Shaman- 48
    Mage- 49
    Deathknight- 64
    
    -----ORC-----
    Warrior- 2
    Hunter- 11
    Rogue- 19
    Shaman- 30
    Warlock- 39
    Deathknight- 57
    
    -----UNDEAD-----
    Warrior- 5
    Rogue- 22
    Priest- 28
    Mage- 35
    Warlock- 40
    Deathknight- 60
    
    -----TAUREN-----
    Warrior- 6
    Hunter- 16
    Shaman- 31
    Druid- 43
    Deathknight- 61
    
    -----TROLL-----
    Warrior- 8
    Hunter- 17
    Rogue- 24
    Priest- 29
    Shaman- 32
    Mage- 37
    Deathknight- 63
    
    -----BLOOD ELF-----
    Paladin- 50
    Hunter- 51
    Rogue- 52
    Priest- 53
    Mage- 54
    Warlock- 55
    Deathknight- 65


    Simply follow the steps we used before to add a spells to a human warrior, for each of the above class/race combos. Just remember, EVERY SINGLE SPELL MUST BE ADDED IDIVIDUALLY. This means if you want a human warrior to know all 60 (i know this isn't the right number, its just for the sake of the guide) of his/her spells right when they spawn, you will have to add 60 new lines into the database, and add all 60 spells individually.

    ---GEAR CHANGES---

    "Well This is all great, but what if i dont want to make a Mall?" Then guess what, we can fix that problem to. By making your player's spawn fully geared from the start.

    So yet again, we'll go back into the database. This time into "playercreateinfo_items". Again, we'll need the class/race combo IDs from the previous section ,spellchanges.



    Now if we look at the above image, you notice it is somewhat similar to the spells database. Mainly because of the fact that it works by individually adding items to each Class/Race ID as they spawn.
    So what is each column for? I'll briefly explain it

    IndexID- we've been over these before, this is the Class/Race combo ID.

    ProtoID- This is the entry ID of the item you want the player to spawn with.

    SlotID- This column designates which slot the item will spawn in, I'll go over this more later on.

    Amount- This column will designate how many of that particular item the player will spawn with.


    Just as the last section, this gets pretty self exclamitory. But i'll walk you through it, once again by gearing a human warrior.

    Start of by checking the IndexID, once again, #1 is a human warrior.
    So let's just try making him spawn with a helmet already on. Just add a new line into the database, with an IndexID of 1. Now let's make him spawn wearing a "Relentless Gladiator's Plate Helm". The entry ID of this item is "40829", so we'll insert the number 40829 into the ProtoID column.
    But how do we actually put the item on his head? That depends on what number you put into the slot ID, each slot, weather it's inventory, or equipment, has a designated number.
    The equipment slots are as follows.

    Code:
    Ammo- 0
    
    Head- 1 
    
    Neck- 2 
    
    Shoulder- 3 
    
    Shirt- 4
    
    Chest- 5 
    
    Belt- 6
    
    Legs- 7 
    
    Feet- 8 
    
    Wrist- 9 
    
    Gloves- 10 
    
    Fingerslot1- 11 
    
    Fingerslot2- 12
    
    Trinketslot1- 13
    
    Trinketslot2- 14
    
    Back- 15
    
    MainHandWep- 16 
    
    OffHandWep- 17
    
    RangedWep- 18
    
    Tabard- 19
    for those of you who would like a visual aid, you can thank WoWwiki.com for this.



    So now that we know what slotID the helmet is, we'll enter the number 1 into the "SlotID" column. Now since he can only equip one helmet, we need to set the "Amount" column to 1.

    Ok, so we've equip the warrior with a helmet. What about Leggings?
    Let's start out the same way we did before, by setting the IndexID to 1 for a human warrior. The entryID for the "Relentless Gladiator's Plate Legguards" is "40850". So let's set our ProtoID to 40850. Go refer to the coded list, or the image above to find the ID for any of the equiptment slots. In this case, the Legs slot is 7. And again, since warriors can only wear one set of leggings, we set the amount to 1.

    But wait, don't warriors already spawn wearing leggings?
    Yes, they do. This means that we need to delete the leggings that are already designated for that slot. so just scroll up in your database, and fine the Human Warrior (IndexID 1) with the SlotID of 7, and just delete that entire row.


    CONGRATULATIONS! You've just learned how to create custom spawn locations, spells, and how to make your players spawn fully geared. You're now one step closer to making a great server!

    All credits, unless otherwise noted, go to me. I dont mind this guide being reposted, as long as you make sure im credited for it!

    Did i miss anything in here? Do you need a bit of extra help? Any thoughts on an Addition, or change to this guide? Just drop me a PM and let me know!
    Last edited by chaosrde; 01-18-2011 at 08:43 PM.

    [Arcemu] How to edit Spawn Locations, items, and spells
  2. #2
    chaosrde's Avatar Active Member
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    Guide is now completely finished!

  3. #3
    jordddm's Avatar Member
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    very nice brightly coloured and well written +Rep GJ helped me alot

  4. #4
    sasoritail's Avatar Contributor
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    I Like It ^^
    Just Need To Change That Blue Color, Its Killin Mah Eyes!!! xD
    It's been a while

  5. #5
    chaosrde's Avatar Active Member
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    Originally Posted by sasoritail View Post
    I Like It ^^
    Just Need To Change That Blue Color, Its Killin Mah Eyes!!! xD
    Any suggestions for the color change then?

  6. #6
    Flake0207's Avatar Active Member
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    and i have to protest the slot ids u have ive seen 3 diffrent sets
    slot id # 19 is supposed to be tabard according to ur list but item id 38145 is the DK starting bag and it has slot id 19-22 are bag slots

    Code:
     
    
    edit When bank frame is open
    
        40 to 67 = the 28 bank slots 
        68 = first bank bag slot 
        69 = second bank bag slot 
        70 = third bank bag slot 
        71 = fourth bank bag slot 
        72 = fifth bank bag slot 
        73 = sixth bank bag slot 
        74 = seventh bank bag slot 
    
    
    
    
    
    
    
        *  0 = Head
        * 1 = Neck
        * 2 = Shoulder
        * 3 = N/A
        * 4 = Chest
        * 5 = N/A
        * 6 = Legs
        * 7 = N/A
        * 8 = Feet
        * 9 = Hands
        * 10 = Finger 1
        * 11 = Finger 2
        * 12 = Trinkets 1
        * 13 = Trinkets 2
        * 14 = Cloack
        * 15 = Main-Hand
        * 16 = Off Hand
        * 17 = Ranged/Relic
        * 18 = Tabard
    Last edited by Flake0207; 10-29-2009 at 03:13 PM.




  7. #7
    chaosrde's Avatar Active Member
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    then it must have just recently changed, because the picture from wowwiki is somewhat old.

  8. #8
    Flake0207's Avatar Active Member
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    yea probly has just recent research i went out and found should update ur list with new content




  9. #9
    bykang's Avatar Private
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    really nice +rep

  10. #10
    chaosrde's Avatar Active Member
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    come on people, 180 views, and only 8 comments? its obvious people are using this, be nice to at least get a thank you =/

  11. #11
    Exanthos's Avatar Member
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    Basic Guide. but none the less extremely easy to follow and helpful. +rep

  12. #12
    stoneharry's Avatar Moderator Harry

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    Good guide but with the following it takes seconds:

    Starting Spell Generator Spell Generater
    Starting Skill Generator Skill Generater
    Starting Gear Generator Gear Generater

    +Rep for the effort.

  13. #13
    chaosrde's Avatar Active Member
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    Originally Posted by Flake0207 View Post
    and i have to protest the slot ids u have ive seen 3 diffrent sets
    slot id # 19 is supposed to be tabard according to ur list but item id 38145 is the DK starting bag and it has slot id 19-22 are bag slots

    Code:
     
    
    edit When bank frame is open
    
        40 to 67 = the 28 bank slots 
        68 = first bank bag slot 
        69 = second bank bag slot 
        70 = third bank bag slot 
        71 = fourth bank bag slot 
        72 = fifth bank bag slot 
        73 = sixth bank bag slot 
        74 = seventh bank bag slot 
    
    
    
    
    
    
    
        *  0 = Head
        * 1 = Neck
        * 2 = Shoulder
        * 3 = N/A
        * 4 = Chest
        * 5 = N/A
        * 6 = Legs
        * 7 = N/A
        * 8 = Feet
        * 9 = Hands
        * 10 = Finger 1
        * 11 = Finger 2
        * 12 = Trinkets 1
        * 13 = Trinkets 2
        * 14 = Cloack
        * 15 = Main-Hand
        * 16 = Off Hand
        * 17 = Ranged/Relic
        * 18 = Tabard
    Did those IDs work correctly for you?

  14. #14
    dumbskterd's Avatar Member
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    good job on the amazing stuff i really needed that thanks

  15. #15
    Indentatus's Avatar Member
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    Very very very nice

    +Rep!

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