I got big problem. When i spawn vendor, then that vendor walks away and despawns, sometimes they run away. What i would to do? I use these vendors: http://www.mmowned.com/forums/emulat...have-them.html
Almost all vendors are bugged on me.
I got big problem. When i spawn vendor, then that vendor walks away and despawns, sometimes they run away. What i would to do? I use these vendors: http://www.mmowned.com/forums/emulat...have-them.html
Almost all vendors are bugged on me.
There seem to be "useless" waypoints in NCDB for a large amount of high entry_IDs that (at least to me) bugged lots of custom stuff..
Workaround: Use REALLY high IDs (I used 999000+, those worked..)
Fix(SQLyog description):
1) Open "creature_spawns" table.
2) check "show all" (!)
3) scroll down in the "table data" view and note down the LARGEST "ID" there is (using a CLEAN, uncustomized (blizzlike) DB)..
4) Now you have a high number (possibly around 54xxx/55xxx).
5) NOW, write following query:
"DELETE FROM creature_waypoints WHERE spawnid > [HIGHNUMBER] ;"
SO: if your highest used ID for a creature_spawn WOULD BE "55123" THEN the query would be:
"DELETE FROM creature_waypoints WHERE spawnid > 555123; "
=> This will delete all waypoints for creatures with spawnIDs higher than what YOU have in your DB. (And therefor only will delete what is USELESS to you..)
PS: I hope NCDB folks will overlook this table soon![]()
Last edited by ozzybwild; 03-22-2009 at 10:47 AM.
I think that is easier change a whole database.
I did it, but do i need now change entry ids of vendors?
Sure, if you think that tops reading for 30 secs, typing for 2 minutes and being proud for a day..
Sure, sure.. I guess waiting 10mins 'til the new query from a new db with all it's new failures and bugs is injected is WAY more "easy".
Oh, and by the way: before I downloaded, unpacked and injected a new DB, I can have about ten times more bugs fixed just using really simple Queries. And why do they seem simple to me? Because I USE them, instead of throwing away piles of data overriding stuff continiously..
PS: You will ALWAYS fail with emulation if you deny to "work" for it. Think the other way around: if YOU made that emu / dbs.. would you want every noob out there with no clue of anything to profit from your work? NO. And I guess that's one of the reasons those waypoints for example still are in the DB.
PPS: Please don't waste my and other people's time anymore asking questions here if you don't care for the answer anyways. There are people that actually know what a "thank you" can be worth..
Bye, and have a nice day!
Edit as an answer to the edit/doublepost: Well. If you use the WORKAROUND way, YES as that is the essence of it. If you did the fix, just restart your server and it should work.
Last edited by ozzybwild; 03-22-2009 at 10:48 AM.
I'm fixing that bug, but i'm not sure about my db. I use Rival DB
Don't stress yourself
I work with ARcemu/Ascent since about 1 1/2 years (with big gaps) and actually know how most of the stuff works..
creature_proto= STATS of the creatures
creature_names= Names and other Info of the creatures
creature_spawns= id (spawnID) to spawn a mob and the entryID referring to the two upper tables
(you check those for the highest number to see what YOUR db has added as the last npc.)
and last
creature_waypoints= waypoint coordinates(x,y,z) for creature (spawnid from the creature_spawn table) , and the information how fast to send that npc to which next waypoint.
so: if there is creature_waypoint "id"s that have a higher "spawnID" than your last npc, you can delete them without fear
PS: The upper "guide" has been updated, I had an error in the ID's compared, sorry though if you have to re-inject a clean DB now because of missing npc-waypoints :/ however now it's 100% right deleting what it should..
Last edited by ozzybwild; 03-22-2009 at 10:52 AM.