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	<id>https://oldwiki.eq2classic.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Xinux</id>
	<title>EQ2Emulator - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://oldwiki.eq2classic.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Xinux"/>
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	<updated>2026-07-11T15:12:58Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.3</generator>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Spell_data&amp;diff=4412</id>
		<title>Spell data</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Spell_data&amp;diff=4412"/>
		<updated>2011-12-08T00:17:01Z</updated>

		<summary type="html">&lt;p&gt;Xinux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:spell_data.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1: '''spell_id:''' &lt;br /&gt;
&lt;br /&gt;
2. '''tier:'''  &lt;br /&gt;
&lt;br /&gt;
3. '''index_field:'''  index_field is the order of the parameters for the given tier of thespell. inside the LUA, the function has 5 params... 0 - 4. that's      the order to pass them to LUA.&lt;br /&gt;
&lt;br /&gt;
4. '''value_type:''' &lt;br /&gt;
&lt;br /&gt;
5. '''value:''' value is the value of the parameter. like if index_field 0 was&amp;quot;healAmt&amp;quot; in LUA, the value 5 would be the amount to heal inside the script.&lt;br /&gt;
&lt;br /&gt;
6. '''value2:''' Unused at this time&lt;br /&gt;
&lt;br /&gt;
7. '''Parse Data:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Added Notes&lt;br /&gt;
also, there should only be 1 index_field 0 per tier.&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Spell_data&amp;diff=4411</id>
		<title>Spell data</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Spell_data&amp;diff=4411"/>
		<updated>2011-12-08T00:14:05Z</updated>

		<summary type="html">&lt;p&gt;Xinux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:spell_data.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1: '''spell_id:''' &lt;br /&gt;
&lt;br /&gt;
2. '''tier:'''  &lt;br /&gt;
&lt;br /&gt;
3. '''index_field:''' &lt;br /&gt;
&lt;br /&gt;
4. '''value_type:''' &lt;br /&gt;
&lt;br /&gt;
5. '''value:''' &lt;br /&gt;
&lt;br /&gt;
6. '''value2:''' Unused at this time&lt;br /&gt;
&lt;br /&gt;
7. '''Parse Data:'''&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Spell_script&amp;diff=4404</id>
		<title>Spell script</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Spell_script&amp;diff=4404"/>
		<updated>2011-09-24T19:04:14Z</updated>

		<summary type="html">&lt;p&gt;Xinux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:spell_script.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Will have examples of various scripts.'''&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Spell_classes&amp;diff=4403</id>
		<title>Spell classes</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Spell_classes&amp;diff=4403"/>
		<updated>2011-09-24T19:03:32Z</updated>

		<summary type="html">&lt;p&gt;Xinux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:spell_classes.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. '''spell_id:'''&lt;br /&gt;
&lt;br /&gt;
2. '''adventure_class_id:'''&lt;br /&gt;
&lt;br /&gt;
3. '''tradeskill_class_id:'''&lt;br /&gt;
&lt;br /&gt;
4. '''level:'''&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Spell_display_effects&amp;diff=4402</id>
		<title>Spell display effects</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Spell_display_effects&amp;diff=4402"/>
		<updated>2011-09-24T19:03:02Z</updated>

		<summary type="html">&lt;p&gt;Xinux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:spell_display_effects.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. '''spell_id:'''&lt;br /&gt;
&lt;br /&gt;
2. '''tier:''' &lt;br /&gt;
&lt;br /&gt;
3. '''percentage:'''&lt;br /&gt;
&lt;br /&gt;
4. '''description:''' &lt;br /&gt;
&lt;br /&gt;
5. '''bullet:'''&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Spell_data&amp;diff=4401</id>
		<title>Spell data</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Spell_data&amp;diff=4401"/>
		<updated>2011-09-24T19:02:30Z</updated>

		<summary type="html">&lt;p&gt;Xinux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:spell_data.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1: '''spell_id:''' &lt;br /&gt;
&lt;br /&gt;
2. '''tier:'''  &lt;br /&gt;
&lt;br /&gt;
3. '''index_field:''' &lt;br /&gt;
&lt;br /&gt;
4. '''value_type:''' &lt;br /&gt;
&lt;br /&gt;
5. '''value:''' &lt;br /&gt;
&lt;br /&gt;
6. '''value2:''' &lt;br /&gt;
&lt;br /&gt;
7. '''Parse Data:'''&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Spell_tiers&amp;diff=4400</id>
		<title>Spell tiers</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Spell_tiers&amp;diff=4400"/>
		<updated>2011-09-24T19:01:45Z</updated>

		<summary type="html">&lt;p&gt;Xinux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:spell_tiers.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. '''ID:''' This is the unique ID for your spell. Just choose a number you have not used yet. &lt;br /&gt;
&lt;br /&gt;
2: '''hp_req:''' Required HP in order to attempt to cast the spell. &lt;br /&gt;
&lt;br /&gt;
3. '''power_req:''' Required Power in order to attempt to cast the spell. &lt;br /&gt;
&lt;br /&gt;
4. '''req_concentration:''' How much concentration you need in order to cast the spell.&lt;br /&gt;
&lt;br /&gt;
5. '''cast_time:''' how long it takes to cast the spell (100 = 1 sec)&lt;br /&gt;
&lt;br /&gt;
6. '''radius:''' How far in meters away from the current target the spell will affect. &lt;br /&gt;
&lt;br /&gt;
7. '''duration1:''' Minimum length of the spell duration. &lt;br /&gt;
&lt;br /&gt;
8. '''spell_id:''' ID of the spell that is being used for&lt;br /&gt;
&lt;br /&gt;
9. '''hp_req_percent:''' The % of HP you need remaining in order to cast the spell. &lt;br /&gt;
&lt;br /&gt;
10. '''power_reg_percent:''' The % of power you need remaining in order to cast the spell. &lt;br /&gt;
&lt;br /&gt;
11. '''recovery:''' Shows recovery in the spell I am unsure of what this does. (time in hundredths of a second.) 1,0000 = 10 seconds. &lt;br /&gt;
&lt;br /&gt;
12. '''max_aoe_targets:''' when the radius is greater than 0 the max number of targets the spell will affect. &lt;br /&gt;
&lt;br /&gt;
13. '''duration2:''' Maximum length of the spell duration. &lt;br /&gt;
&lt;br /&gt;
14: '''tier:''' Select which tier this is for.&lt;br /&gt;
&lt;br /&gt;
15. '''hp_upkeep:''' &lt;br /&gt;
&lt;br /&gt;
16. '''power_upkeep:''' How much it costs to keep the spell going. Example: I cast sprint for 8 power and I set my cast time to 6 I would have to pay 8 power every 6 seconds to keep the buff going. Cast_Time: How long before you must pay the spells upkeep (time in seconds) &lt;br /&gt;
&lt;br /&gt;
17. '''resistbility:''' Chance of target resisting the spell. &lt;br /&gt;
&lt;br /&gt;
18. '''recast:''' How long before you can recast your spell after it ends. &lt;br /&gt;
&lt;br /&gt;
19. '''range:''' How far away the target can be from the caster in meters. &lt;br /&gt;
&lt;br /&gt;
20. '''unknown9:''' &lt;br /&gt;
&lt;br /&gt;
21. '''hit_bonus:'''&lt;br /&gt;
&lt;br /&gt;
22. '''call_frequency:'''&lt;br /&gt;
&lt;br /&gt;
23. '''min_range:'''&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=DBEditor:Spells&amp;diff=4399</id>
		<title>DBEditor:Spells</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=DBEditor:Spells&amp;diff=4399"/>
		<updated>2011-09-24T19:01:08Z</updated>

		<summary type="html">&lt;p&gt;Xinux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:spells.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. '''ID:''' This is the unique ID for your spell. Just choose a number you have not used yet.&lt;br /&gt;
&lt;br /&gt;
2. '''mastery_skill:''' If the spell uses one of the following mastery. [http://eq2.wikia.com/wiki/Category:Spells_by_Mastery] Spell by Mastery Link&amp;lt;br/&amp;gt;Aggression Spells &amp;lt;br/&amp;gt;Disruption Spells &amp;lt;br/&amp;gt;Ministration Spells &amp;lt;br/&amp;gt;Ordination Spells &amp;lt;br/&amp;gt;Subjugation Spells&lt;br /&gt;
&lt;br /&gt;
3. '''interruptable:''' Is the spell able to be interrupted. &lt;br /&gt;
&lt;br /&gt;
4. '''description:''' Gives the player a short description of the spell when the put their mouse over it appears in the upper right corner under spell name. &lt;br /&gt;
&lt;br /&gt;
5. '''name:''' The Name you give your spell. Example : Sprint &lt;br /&gt;
&lt;br /&gt;
6. '''class_skill:''' &lt;br /&gt;
&lt;br /&gt;
7. '''target_type:''' What object you are allowed to cast the spell on.&amp;lt;br/&amp;gt; 0: Self&amp;lt;br/&amp;gt; 1: Enemy&amp;lt;br/&amp;gt; 2: Group (AE)&amp;lt;br/&amp;gt; 3: Caster's Pet&amp;lt;br/&amp;gt; 4: Enemy's Pet&amp;lt;br/&amp;gt; 5: Enemy's Corpse&amp;lt;br/&amp;gt; 6: Group Member's Corpse&amp;lt;br/&amp;gt; 7: Target None&amp;lt;br/&amp;gt; 8: Raid (AE)&amp;lt;br/&amp;gt; 9: Other Group (AE)&lt;br /&gt;
&lt;br /&gt;
8. '''type:''' What type of spell it is. 0: Spells 1: Combat arts 2: Ability 3: Crafting 4: Passive&lt;br /&gt;
&lt;br /&gt;
9. '''Active:''' Shows if there has been a lua script assigned or not&lt;br /&gt;
&lt;br /&gt;
10. '''cast_type:''' &amp;lt;br/&amp;gt;0 = Normal&amp;lt;br/&amp;gt; 1 = Toggle, casting it the first time turns the spell on, casting it a second time turns the spell off.&lt;br /&gt;
&lt;br /&gt;
11. '''spell_book_type:''' What spell category the spell will be scribed in. 0: Spells 1: Combat arts 2: Ability 3: Trade skills 4: Not Shown&lt;br /&gt;
&lt;br /&gt;
12. '''icon:''' This is the top icon and is the icon that will be shown in your spell book&lt;br /&gt;
&lt;br /&gt;
13. '''icon2:''' This is the bottom icon of your spell this will show the icon that is used to make combo's.&lt;br /&gt;
&lt;br /&gt;
14. '''icontype:'''&lt;br /&gt;
&lt;br /&gt;
15. '''spell_visual:''' The visual effect id of the effect you want to see when the spell is cast. &lt;br /&gt;
&lt;br /&gt;
16. '''Lookup Effect:''' This will bring up a list of all the effects&lt;br /&gt;
&lt;br /&gt;
17.  '''effect_message:''' This is at the bottom of the spell it say something like. increase speed bye 15% &amp;quot;for every effect listed you must add 1 number to the number of bullets in spell_display_effects &lt;br /&gt;
&lt;br /&gt;
18. '''success_message:''' The message you receive on screen when you successfully cast or receive a spell effect. Example: You begin to sneak. &lt;br /&gt;
&lt;br /&gt;
19. '''fade_message:''' The message you receive when the spell is canceled / wears off. Example: You stop sneaking. &lt;br /&gt;
&lt;br /&gt;
20. '''is_active:''' Set to true when the spell has been tested and ready for live&lt;br /&gt;
&lt;br /&gt;
21. '''duration_until_canceled:''' If set to true spell will last forever till canceled&lt;br /&gt;
&lt;br /&gt;
22. '''can_effect_raid:''' If set to true will effect raid members&lt;br /&gt;
&lt;br /&gt;
23. '''affect_only_group_members:''' If set to true will only effect group members&lt;br /&gt;
&lt;br /&gt;
24. '''display_spell_tier:''' &lt;br /&gt;
&lt;br /&gt;
25. '''friendly_spell:''' &lt;br /&gt;
&lt;br /&gt;
26. '''group_spell:'''&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=File:Spell_classes.jpg&amp;diff=4398</id>
		<title>File:Spell classes.jpg</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=File:Spell_classes.jpg&amp;diff=4398"/>
		<updated>2011-09-24T19:00:25Z</updated>

		<summary type="html">&lt;p&gt;Xinux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=File:Spell_data.jpg&amp;diff=4397</id>
		<title>File:Spell data.jpg</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=File:Spell_data.jpg&amp;diff=4397"/>
		<updated>2011-09-24T19:00:12Z</updated>

		<summary type="html">&lt;p&gt;Xinux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=File:Spell_display_effects.jpg&amp;diff=4396</id>
		<title>File:Spell display effects.jpg</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=File:Spell_display_effects.jpg&amp;diff=4396"/>
		<updated>2011-09-24T18:59:57Z</updated>

		<summary type="html">&lt;p&gt;Xinux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=File:Spell_script.jpg&amp;diff=4395</id>
		<title>File:Spell script.jpg</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=File:Spell_script.jpg&amp;diff=4395"/>
		<updated>2011-09-24T18:59:38Z</updated>

		<summary type="html">&lt;p&gt;Xinux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=File:Spell_tiers.jpg&amp;diff=4394</id>
		<title>File:Spell tiers.jpg</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=File:Spell_tiers.jpg&amp;diff=4394"/>
		<updated>2011-09-24T18:59:20Z</updated>

		<summary type="html">&lt;p&gt;Xinux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=File:Spells.jpg&amp;diff=4393</id>
		<title>File:Spells.jpg</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=File:Spells.jpg&amp;diff=4393"/>
		<updated>2011-09-24T18:57:27Z</updated>

		<summary type="html">&lt;p&gt;Xinux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Spell_script&amp;diff=4392</id>
		<title>Spell script</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Spell_script&amp;diff=4392"/>
		<updated>2011-09-24T17:50:58Z</updated>

		<summary type="html">&lt;p&gt;Xinux: Created page with &amp;quot;'''Will have examples of various scripts.'''&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Will have examples of various scripts.'''&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Spell_classes&amp;diff=4391</id>
		<title>Spell classes</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Spell_classes&amp;diff=4391"/>
		<updated>2011-09-24T17:49:53Z</updated>

		<summary type="html">&lt;p&gt;Xinux: Created page with &amp;quot;  1. '''spell_id:'''  2. '''adventure_class_id:'''  3. '''tradeskill_class_id:'''  4. '''level:'''&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
1. '''spell_id:'''&lt;br /&gt;
&lt;br /&gt;
2. '''adventure_class_id:'''&lt;br /&gt;
&lt;br /&gt;
3. '''tradeskill_class_id:'''&lt;br /&gt;
&lt;br /&gt;
4. '''level:'''&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Spell_display_effects&amp;diff=4390</id>
		<title>Spell display effects</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Spell_display_effects&amp;diff=4390"/>
		<updated>2011-09-24T17:48:49Z</updated>

		<summary type="html">&lt;p&gt;Xinux: Created page with &amp;quot;  1. '''spell_id:'''  2. '''tier:'''   3. '''percentage:'''  4. '''description:'''   5. '''bullet:'''&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
1. '''spell_id:'''&lt;br /&gt;
&lt;br /&gt;
2. '''tier:''' &lt;br /&gt;
&lt;br /&gt;
3. '''percentage:'''&lt;br /&gt;
&lt;br /&gt;
4. '''description:''' &lt;br /&gt;
&lt;br /&gt;
5. '''bullet:'''&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Spell_data&amp;diff=4389</id>
		<title>Spell data</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Spell_data&amp;diff=4389"/>
		<updated>2011-09-24T17:47:31Z</updated>

		<summary type="html">&lt;p&gt;Xinux: Created page with &amp;quot;  1: '''spell_id:'''   2. '''tier:'''    3. '''index_field:'''   4. '''value_type:'''   5. '''value:'''   6. '''value2:'''   7. '''Parse Data:'''&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
1: '''spell_id:''' &lt;br /&gt;
&lt;br /&gt;
2. '''tier:'''  &lt;br /&gt;
&lt;br /&gt;
3. '''index_field:''' &lt;br /&gt;
&lt;br /&gt;
4. '''value_type:''' &lt;br /&gt;
&lt;br /&gt;
5. '''value:''' &lt;br /&gt;
&lt;br /&gt;
6. '''value2:''' &lt;br /&gt;
&lt;br /&gt;
7. '''Parse Data:'''&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Spell_tiers&amp;diff=4388</id>
		<title>Spell tiers</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Spell_tiers&amp;diff=4388"/>
		<updated>2011-09-24T17:45:05Z</updated>

		<summary type="html">&lt;p&gt;Xinux: Created page with &amp;quot;1. '''ID:''' This is the unique ID for your spell. Just choose a number you have not used yet.   2: '''hp_req:''' Required HP in order to attempt to cast the spell.   3. '''power...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1. '''ID:''' This is the unique ID for your spell. Just choose a number you have not used yet. &lt;br /&gt;
&lt;br /&gt;
2: '''hp_req:''' Required HP in order to attempt to cast the spell. &lt;br /&gt;
&lt;br /&gt;
3. '''power_req:''' Required Power in order to attempt to cast the spell. &lt;br /&gt;
&lt;br /&gt;
4. '''req_concentration:''' How much concentration you need in order to cast the spell.&lt;br /&gt;
&lt;br /&gt;
5. '''cast_time:''' how long it takes to cast the spell (100 = 1 sec)&lt;br /&gt;
&lt;br /&gt;
6. '''radius:''' How far in meters away from the current target the spell will affect. &lt;br /&gt;
&lt;br /&gt;
7. '''duration1:''' Minimum length of the spell duration. &lt;br /&gt;
&lt;br /&gt;
8. '''spell_id:''' ID of the spell that is being used for&lt;br /&gt;
&lt;br /&gt;
9. '''hp_req_percent:''' The % of HP you need remaining in order to cast the spell. &lt;br /&gt;
&lt;br /&gt;
10. '''power_reg_percent:''' The % of power you need remaining in order to cast the spell. &lt;br /&gt;
&lt;br /&gt;
11. '''recovery:''' Shows recovery in the spell I am unsure of what this does. (time in hundredths of a second.) 1,0000 = 10 seconds. &lt;br /&gt;
&lt;br /&gt;
12. '''max_aoe_targets:''' when the radius is greater than 0 the max number of targets the spell will affect. &lt;br /&gt;
&lt;br /&gt;
13. '''duration2:''' Maximum length of the spell duration. &lt;br /&gt;
&lt;br /&gt;
14: '''tier:''' Select which tier this is for.&lt;br /&gt;
&lt;br /&gt;
15. '''hp_upkeep:''' &lt;br /&gt;
&lt;br /&gt;
16. '''power_upkeep:''' How much it costs to keep the spell going. Example: I cast sprint for 8 power and I set my cast time to 6 I would have to pay 8 power every 6 seconds to keep the buff going. Cast_Time: How long before you must pay the spells upkeep (time in seconds) &lt;br /&gt;
&lt;br /&gt;
17. '''resistbility:''' Chance of target resisting the spell. &lt;br /&gt;
&lt;br /&gt;
18. '''recast:''' How long before you can recast your spell after it ends. &lt;br /&gt;
&lt;br /&gt;
19. '''range:''' How far away the target can be from the caster in meters. &lt;br /&gt;
&lt;br /&gt;
20. '''unknown9:''' &lt;br /&gt;
&lt;br /&gt;
21. '''hit_bonus:'''&lt;br /&gt;
&lt;br /&gt;
22. '''call_frequency:'''&lt;br /&gt;
&lt;br /&gt;
23. '''min_range:'''&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=DBEditor:Spells&amp;diff=4387</id>
		<title>DBEditor:Spells</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=DBEditor:Spells&amp;diff=4387"/>
		<updated>2011-09-24T17:26:58Z</updated>

		<summary type="html">&lt;p&gt;Xinux: Created page with &amp;quot;1. '''ID:''' This is the unique ID for your spell. Just choose a number you have not used yet.  2. '''mastery_skill:''' If the spell uses one of the following mastery. [http://eq...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1. '''ID:''' This is the unique ID for your spell. Just choose a number you have not used yet.&lt;br /&gt;
&lt;br /&gt;
2. '''mastery_skill:''' If the spell uses one of the following mastery. [http://eq2.wikia.com/wiki/Category:Spells_by_Mastery] Spell by Mastery Link&amp;lt;br/&amp;gt;Aggression Spells &amp;lt;br/&amp;gt;Disruption Spells &amp;lt;br/&amp;gt;Ministration Spells &amp;lt;br/&amp;gt;Ordination Spells &amp;lt;br/&amp;gt;Subjugation Spells&lt;br /&gt;
&lt;br /&gt;
3. '''interruptable:''' Is the spell able to be interrupted. &lt;br /&gt;
&lt;br /&gt;
4. '''description:''' Gives the player a short description of the spell when the put their mouse over it appears in the upper right corner under spell name. &lt;br /&gt;
&lt;br /&gt;
5. '''name:''' The Name you give your spell. Example : Sprint &lt;br /&gt;
&lt;br /&gt;
6. '''class_skill:''' &lt;br /&gt;
&lt;br /&gt;
7. '''target_type:''' What object you are allowed to cast the spell on.&amp;lt;br/&amp;gt; 0: Self&amp;lt;br/&amp;gt; 1: Enemy&amp;lt;br/&amp;gt; 2: Group (AE)&amp;lt;br/&amp;gt; 3: Caster's Pet&amp;lt;br/&amp;gt; 4: Enemy's Pet&amp;lt;br/&amp;gt; 5: Enemy's Corpse&amp;lt;br/&amp;gt; 6: Group Member's Corpse&amp;lt;br/&amp;gt; 7: Target None&amp;lt;br/&amp;gt; 8: Raid (AE)&amp;lt;br/&amp;gt; 9: Other Group (AE)&lt;br /&gt;
&lt;br /&gt;
8. '''type:''' What type of spell it is. 0: Spells 1: Combat arts 2: Ability 3: Crafting 4: Passive&lt;br /&gt;
&lt;br /&gt;
9. '''Active:''' Shows if there has been a lua script assigned or not&lt;br /&gt;
&lt;br /&gt;
10. '''cast_type:''' &amp;lt;br/&amp;gt;0 = Normal&amp;lt;br/&amp;gt; 1 = Toggle, casting it the first time turns the spell on, casting it a second time turns the spell off.&lt;br /&gt;
&lt;br /&gt;
11. '''spell_book_type:''' What spell category the spell will be scribed in. 0: Spells 1: Combat arts 2: Ability 3: Trade skills 4: Not Shown&lt;br /&gt;
&lt;br /&gt;
12. '''icon:''' This is the top icon and is the icon that will be shown in your spell book&lt;br /&gt;
&lt;br /&gt;
13. '''icon2:''' This is the bottom icon of your spell this will show the icon that is used to make combo's.&lt;br /&gt;
&lt;br /&gt;
14. '''icontype:'''&lt;br /&gt;
&lt;br /&gt;
15. '''spell_visual:''' The visual effect id of the effect you want to see when the spell is cast. &lt;br /&gt;
&lt;br /&gt;
16. '''Lookup Effect:''' This will bring up a list of all the effects&lt;br /&gt;
&lt;br /&gt;
17.  '''effect_message:''' This is at the bottom of the spell it say something like. increase speed bye 15% &amp;quot;for every effect listed you must add 1 number to the number of bullets in spell_display_effects &lt;br /&gt;
&lt;br /&gt;
18. '''success_message:''' The message you receive on screen when you successfully cast or receive a spell effect. Example: You begin to sneak. &lt;br /&gt;
&lt;br /&gt;
19. '''fade_message:''' The message you receive when the spell is canceled / wears off. Example: You stop sneaking. &lt;br /&gt;
&lt;br /&gt;
20. '''is_active:''' Set to true when the spell has been tested and ready for live&lt;br /&gt;
&lt;br /&gt;
21. '''duration_until_canceled:''' If set to true spell will last forever till canceled&lt;br /&gt;
&lt;br /&gt;
22. '''can_effect_raid:''' If set to true will effect raid members&lt;br /&gt;
&lt;br /&gt;
23. '''affect_only_group_members:''' If set to true will only effect group members&lt;br /&gt;
&lt;br /&gt;
24. '''display_spell_tier:''' &lt;br /&gt;
&lt;br /&gt;
25. '''friendly_spell:''' &lt;br /&gt;
&lt;br /&gt;
26. '''group_spell:'''&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Developer:Spells&amp;diff=4386</id>
		<title>Developer:Spells</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Developer:Spells&amp;diff=4386"/>
		<updated>2011-09-24T16:42:02Z</updated>

		<summary type="html">&lt;p&gt;Xinux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Breakdown Per Page has been added.&lt;br /&gt;
&lt;br /&gt;
[[spells]]&lt;br /&gt;
&lt;br /&gt;
[[spell_tiers]]&lt;br /&gt;
&lt;br /&gt;
[[spell_data]]&lt;br /&gt;
&lt;br /&gt;
[[spell_display_effects]]&lt;br /&gt;
&lt;br /&gt;
[[spell_classes]]&lt;br /&gt;
&lt;br /&gt;
[[spell_script]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intro ==&lt;br /&gt;
&amp;quot;Spells&amp;quot; are anything the player can cast, or effect, on themselves or any object in the game. They are generally broken down into Ability, Spells, Combat Arts, Tradeskills, and etc, for the sake of development; we call them all &amp;quot;Spells&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For the official database release of Spells, we have come up with what we feel is a logical grouping of spell IDs for our database. This ensures consistency and ease of data retrieval when we need to look something up quickly. In this, Spell IDs have &amp;quot;ranges&amp;quot; that logically fit within our determined bounds. See [[Developer:Spell_IDs | this chart]] for a detailed explanation of our Spell ID structures.&lt;br /&gt;
&lt;br /&gt;
== Spells List ==&lt;br /&gt;
&lt;br /&gt;
Using the VPK Extractor tool by Blaz (google) you can extract the spellcast.dat file and view it with notepad.&lt;br /&gt;
&lt;br /&gt;
Or go here&lt;br /&gt;
*[[SpellEffectList | Spell List]]&lt;br /&gt;
&lt;br /&gt;
== Spell Videos ==&lt;br /&gt;
&lt;br /&gt;
I am going to post a video on youtube of all the spells being cast 1 - 2000 so you can see the visual/sound effects and what icon they have.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=GsmQ_Yqf8ZE]2 - 100]&lt;br /&gt;
[http://www.youtube.com/watch?v=wKgm26VKXpE]101 - 200]&lt;br /&gt;
[http://www.youtube.com/watch?v=44sjPA7Ey6E]201 - 300]&lt;br /&gt;
[http://www.youtube.com/watch?v=KnfQTYu4ngw]301 - 400]&lt;br /&gt;
[http://www.youtube.com/watch?v=yYxpY_265Zk]1000 - 1100]&lt;br /&gt;
[http://www.youtube.com/watch?v=AdB8KNW1hrQ]1101 - 1200]&lt;br /&gt;
[http://www.youtube.com/watch?v=y2L_ZbB_cZw]1201 - 1300]&lt;br /&gt;
[http://www.youtube.com/watch?v=BdWhScdSmVU]1301 - 1400]&lt;br /&gt;
[http://www.youtube.com/watch?v=y-uL6Utrw_A]1401 - 1455]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lua Scripts ==&lt;br /&gt;
&lt;br /&gt;
Here are some example spell scripts to get you started&lt;br /&gt;
&lt;br /&gt;
Heal&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--main process function&lt;br /&gt;
function cast(Caster, Target, DamageType, Damage)&lt;br /&gt;
	-- syntax for SpellDamage is Target, DamageType, and Damage&lt;br /&gt;
	--SpellDamage(Target, DamageType, Damage)&lt;br /&gt;
	ModifyHP(Caster, 20) &lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function remove(Caster, Target)&lt;br /&gt;
end&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Poison/Dot&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
function cast(Caster, Target, DamageType, Damage)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function remove(Caster, Target)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function tick(Caster, Target, DDType, MinDDVal, MaxDDVal, EffectType, MinEffectVal, MaxEffectVal)&lt;br /&gt;
	SpellDamage(Target, 6, 30)&lt;br /&gt;
&lt;br /&gt;
end&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Levitate&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
function cast(Caster, Target, DamageType, Damage)&lt;br /&gt;
	SetServerControlFlag(Caster, 1, 32, 1)&lt;br /&gt;
	-- runs for 200 ticks&lt;br /&gt;
	SendPopUpMessage(Caster, &amp;quot;You feel lighter&amp;quot;);&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
function tick(Caster, Target, DDType, MinDDVal, MaxDDVal, EffectType, MinEffectVal, MaxEffectVal)&lt;br /&gt;
&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
function remove(Caster, Target)&lt;br /&gt;
	SetServerControlFlag(Caster, 1, 32, 0)&lt;br /&gt;
	SendPopUpMessage(Caster, &amp;quot;You feel heavier&amp;quot;);&lt;br /&gt;
end&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
HP Buff&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
function cast(Caster, Target, DamageType, Damage)&lt;br /&gt;
	SetMaxHP(Target, (GetMaxHP(Target) + 50))&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function tick(Caster, Target, DDType, MinDDVal, MaxDDVal, EffectType, MinEffectVal, MaxEffectVal)&lt;br /&gt;
&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function remove(Caster, Target)&lt;br /&gt;
	SetMaxHP(Target, (GetMaxHP(Target) - 50))&lt;br /&gt;
end&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Using spells in items ==&lt;br /&gt;
&lt;br /&gt;
You can take use of the CastSpell(Target, SpellID, SpellTier, Caster) function in your item scripts to have a spell executed. This is useful for when you want your item to start an effect but also remove it after a duration. (See spell_tiers duration1/duration2 and the spell lua function remove()) &lt;br /&gt;
&lt;br /&gt;
== Spell Tables ==&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&lt;br /&gt;
==== ID ====&lt;br /&gt;
This is the unique ID for your spell. Just choose a number you have not used yet.&lt;br /&gt;
&lt;br /&gt;
==== Version ====&lt;br /&gt;
Unknown/ I have changed this value and it appears to do nothing.&lt;br /&gt;
&lt;br /&gt;
==== Sub_Version ====&lt;br /&gt;
Unknown/ I have changed this value and it appears to do nothing.&lt;br /&gt;
&lt;br /&gt;
==== Type ====&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
could be what kind of damage it deals ex slashing or crushing.&lt;br /&gt;
&lt;br /&gt;
==== Cast_Type ====&lt;br /&gt;
0 = Normal&amp;amp;lt;br /&amp;gt;&lt;br /&gt;
1 = Toggle, casting it the first time turns the spell on, casting it a second time turns the spell off.&lt;br /&gt;
&lt;br /&gt;
==== Name ====&lt;br /&gt;
The Name you give your spell. &lt;br /&gt;
Example : Sprint&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
Gives the player a short description of the spell when the put their mouse over it appears in the upper right corner under spell name.&lt;br /&gt;
&lt;br /&gt;
==== Icon ====&lt;br /&gt;
This is the top icon and is the icon that will be shown in your spell book. I will update the id's as I try them.&lt;br /&gt;
1: Blue lightning bolt&lt;br /&gt;
I will post pictures of the rest.&lt;br /&gt;
example sprint2 would have the id of 2 sprint 3 would have an id of 3 ext....&lt;br /&gt;
[http://xs226.xs.to/xs226/08151/spells_page1260.jpg Image]&lt;br /&gt;
&lt;br /&gt;
Icons 792 - 2001 are just plain white.&lt;br /&gt;
&lt;br /&gt;
==== Icon2 ====&lt;br /&gt;
This is the bottom icon of your spell this will show the icon that is used to make combo's. I will update the id's as I try them.&lt;br /&gt;
1: Warrior type / blue / shield / 1&lt;br /&gt;
2: Warrior type / blue / horn / 1&lt;br /&gt;
3: Warrior type / blue / fist / 1&lt;br /&gt;
4: Warrior type / blue / boot / 1&lt;br /&gt;
5: Warrior type / blue / muscle-flex / 1&lt;br /&gt;
6: Warrior type / blue / sword / 1&lt;br /&gt;
7: Warrior type / blue / shield / 2&lt;br /&gt;
8: Warrior type / blue / horn / 2&lt;br /&gt;
9: Warrior type / blue / fist / 2&lt;br /&gt;
10: Warrior type / blue / boot / 2&lt;br /&gt;
11: Warrior type / blue / muscle-flex / 2&lt;br /&gt;
12: Healer Type / gold / chalice / 1&lt;br /&gt;
13: Healer Type / gold / symbol / 1&lt;br /&gt;
14: Healer Type / gold / hammer / 1&lt;br /&gt;
15: Healer Type / gold / eye / 1&lt;br /&gt;
16: Healer Type / gold / moon / 1&lt;br /&gt;
17: Healer Type / gold / stone henge / 1&lt;br /&gt;
18: Healer Type / gold / chalice / 2&lt;br /&gt;
19: Healer Type / gold / symbol / 2&lt;br /&gt;
20: Healer Type / gold / hammer / 2&lt;br /&gt;
21:&lt;br /&gt;
22:&lt;br /&gt;
23:&lt;br /&gt;
24:&lt;br /&gt;
25:&lt;br /&gt;
26:&lt;br /&gt;
27:&lt;br /&gt;
28:&lt;br /&gt;
29:&lt;br /&gt;
30:&lt;br /&gt;
31:&lt;br /&gt;
32:&lt;br /&gt;
33:&lt;br /&gt;
34:&lt;br /&gt;
35:&lt;br /&gt;
36:&lt;br /&gt;
37:&lt;br /&gt;
38:&lt;br /&gt;
39:&lt;br /&gt;
40:&lt;br /&gt;
41:&lt;br /&gt;
42:&lt;br /&gt;
43:&lt;br /&gt;
44:&lt;br /&gt;
45:&lt;br /&gt;
46:&lt;br /&gt;
47:&lt;br /&gt;
48: Generic icon.&lt;br /&gt;
&lt;br /&gt;
The max number here is 48 before the picture is just blank.&lt;br /&gt;
==== Icon Type ====&lt;br /&gt;
I am unsure of what this affects.&lt;br /&gt;
&lt;br /&gt;
==== Class_Skill ====&lt;br /&gt;
I am unsure of what this affects. I leave it at 0&lt;br /&gt;
&lt;br /&gt;
==== Mastery_Skill ====&lt;br /&gt;
I am unsure of what this affects. I leave it at 0&lt;br /&gt;
&lt;br /&gt;
==== Tier ====&lt;br /&gt;
This is what determines what level your spell is.&lt;br /&gt;
Here are the values.&lt;br /&gt;
1: Apprentice 1&lt;br /&gt;
2: Apprentice 2&lt;br /&gt;
3: Apprentice 3&lt;br /&gt;
4: Apprentice 4&lt;br /&gt;
5: Adept 1&lt;br /&gt;
6: Adept 2&lt;br /&gt;
7: Adept 3&lt;br /&gt;
8: Adept 4&lt;br /&gt;
9: Master 1&lt;br /&gt;
10: Master 2&lt;br /&gt;
11: Master 3&lt;br /&gt;
12: Master 4&lt;br /&gt;
&lt;br /&gt;
==== HP_Req ====&lt;br /&gt;
Required HP in order to attempt to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Power_Req ====&lt;br /&gt;
Required Power in order to attempt to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Power_Upkeep ====&lt;br /&gt;
How much it costs to keep the spell going.&lt;br /&gt;
Example:  I cast sprint for 8 power and I set my cast time to 6 I would have to pay 8 power every 6 seconds to keep the buff going.&lt;br /&gt;
Cast_Time:&lt;br /&gt;
How long before you must pay the spells upkeep (time in seconds)&lt;br /&gt;
&lt;br /&gt;
==== Recast ====&lt;br /&gt;
How long before you can recast your spell after it ends.&lt;br /&gt;
&lt;br /&gt;
==== Radius ====&lt;br /&gt;
How far in meters away from the current target the spell will affect.&lt;br /&gt;
&lt;br /&gt;
==== Max_AOE_targets ====&lt;br /&gt;
when the radius is greater than 0 the max number of targets the spell will affect.&lt;br /&gt;
&lt;br /&gt;
==== Req_Concentration ====&lt;br /&gt;
How much concentration you need in order to cast the spell. (I set to 0 for now)&lt;br /&gt;
&lt;br /&gt;
==== Range ====&lt;br /&gt;
How far away the target can be from the caster in meters.&lt;br /&gt;
&lt;br /&gt;
==== Duration1 ====&lt;br /&gt;
Minimum length of the spell duration.&lt;br /&gt;
&lt;br /&gt;
==== Duration2 ====&lt;br /&gt;
Maximum length of the spell duration.&lt;br /&gt;
&lt;br /&gt;
==== Duration_Until_Cancel ====&lt;br /&gt;
If the first 2 are not specified then it will last forever until canceled.&lt;br /&gt;
&lt;br /&gt;
==== Call_Frequency ====&lt;br /&gt;
Unknown ( I set to 0)&lt;br /&gt;
&lt;br /&gt;
==== Resistibility ====&lt;br /&gt;
Chance of target resisting the spell.&lt;br /&gt;
&lt;br /&gt;
==== Target_Type ====&lt;br /&gt;
What object you are allowed to cast the spell on.&amp;amp;lt;br /&amp;gt;&lt;br /&gt;
0: Self&amp;amp;lt;br /&amp;gt;&lt;br /&gt;
1: Enemy&amp;amp;lt;br /&amp;gt;&lt;br /&gt;
2: Group (AE)&amp;amp;lt;br /&amp;gt;&lt;br /&gt;
3: Caster's Pet&amp;amp;lt;br /&amp;gt;&lt;br /&gt;
4: Enemy's Pet&amp;amp;lt;br /&amp;gt;&lt;br /&gt;
5: Enemy's Corpse&amp;amp;lt;br /&amp;gt;&lt;br /&gt;
6: Group Member's Corpse&amp;amp;lt;br /&amp;gt;&lt;br /&gt;
7: Target None&amp;amp;lt;br /&amp;gt;&lt;br /&gt;
8: Raid (AE)&amp;amp;lt;br /&amp;gt;&lt;br /&gt;
9: Other Group (AE)&lt;br /&gt;
&lt;br /&gt;
==== Recovery ====&lt;br /&gt;
Shows recovery in the spell I am unsure of what this does. (time in hundredths of a second.) 1,0000 = 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Level ====&lt;br /&gt;
Minimum Level needed to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Power_req_Percent ====&lt;br /&gt;
The % of power you need remaining in order to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== HP_Req_Percent ====&lt;br /&gt;
The % of HP you need remaining in order to cast the spell.&lt;br /&gt;
&lt;br /&gt;
==== Success_Message ====&lt;br /&gt;
The message you receive on screen when you successfully cast or receive a spell effect.&lt;br /&gt;
Example:&lt;br /&gt;
You begin to sneak.&lt;br /&gt;
&lt;br /&gt;
==== Fade_Message ====&lt;br /&gt;
The message you receive when the spell is canceled / wears off.&lt;br /&gt;
Example:&lt;br /&gt;
You stop sneaking. &lt;br /&gt;
&lt;br /&gt;
==== Lua_Script ====&lt;br /&gt;
The name of the lua script in your spells directory.&lt;br /&gt;
Example:&lt;br /&gt;
Sprint&lt;br /&gt;
Damage&lt;br /&gt;
These are case sensitive and do not need the .lua at the end.&lt;br /&gt;
&lt;br /&gt;
==== Spell_Visual ====&lt;br /&gt;
The visual effect id of the effect you want to see when the spell is cast.&lt;br /&gt;
&lt;br /&gt;
65 is a green glowing wolf like sow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*120- smack that makes u look all green, bubbley and puke&lt;br /&gt;
*121-firey whip&lt;br /&gt;
*122-cover you in ice&lt;br /&gt;
*123-surround you in fish lol&lt;br /&gt;
*124- fish with skin effect&lt;br /&gt;
*125- fish with skin effect&lt;br /&gt;
*126- 3 rotating shields around you&lt;br /&gt;
*127-chain you to the ground&lt;br /&gt;
*128- lightning with ice effect&lt;br /&gt;
*129-spikey ice ring buff&lt;br /&gt;
*130-ice nuke with snow flakes&lt;br /&gt;
*131-icicles fall on you&lt;br /&gt;
*132-green and blue void circle&lt;br /&gt;
*133-rust buff effect&lt;br /&gt;
*134-knock down&lt;br /&gt;
*135-knock to knees&lt;br /&gt;
*136-blue pulsing circle with red glowy buff&lt;br /&gt;
*137-orange sparkles with green body fog&lt;br /&gt;
*138-glowy stone hand above head, gold body glow&lt;br /&gt;
*139- rotating shields with glow&lt;br /&gt;
*140-yellowish shockwave&lt;br /&gt;
*141- purple electric, with fog cloud&lt;br /&gt;
*142- red exploding orb&lt;br /&gt;
*143 - golden exploding orb&lt;br /&gt;
*150 - rotating fire shields&lt;br /&gt;
*151 - rotating fire swords &lt;br /&gt;
*152 - exploding red sphere&lt;br /&gt;
*153 - red glow&lt;br /&gt;
*154 - green leaves and green circle&lt;br /&gt;
*156 - purple fog and blurr&lt;br /&gt;
*157 - rainbow sparkles and swirling swords&lt;br /&gt;
*158 - rocks falling over head&lt;br /&gt;
*159 - swirling leaves and green swords&lt;br /&gt;
&lt;br /&gt;
==== Effect_Message ====&lt;br /&gt;
This is at the bottom of the spell it say something like. increase speed bye 15%&lt;br /&gt;
&amp;quot;for every effect listed you must add 1 number to the number of bullets in spell_display_effects&lt;br /&gt;
&lt;br /&gt;
==== Spell_Book_Type ====&lt;br /&gt;
What spell category the spell will be scribed in.&lt;br /&gt;
0: Spells&lt;br /&gt;
1: Combat arts&lt;br /&gt;
2: Trade skills&lt;br /&gt;
&lt;br /&gt;
==== Interruptible ====&lt;br /&gt;
Is the spell able to be interrupted.&lt;br /&gt;
&lt;br /&gt;
=== Spell_data ===&lt;br /&gt;
&lt;br /&gt;
=== Spell_display_effects ===&lt;br /&gt;
&lt;br /&gt;
== Guide Written By: Chrrox ==&lt;br /&gt;
&lt;br /&gt;
== List of Spell Effects ==&lt;br /&gt;
&lt;br /&gt;
The best way is to use the vpktool by blaz to extract your spellcast.dat file so you have the latest version. However you can see this [[SpellEffectList]] here if you wish.&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Database:Spawns&amp;diff=4385</id>
		<title>Database:Spawns</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Database:Spawns&amp;diff=4385"/>
		<updated>2011-09-09T04:03:10Z</updated>

		<summary type="html">&lt;p&gt;Xinux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== About ==&lt;br /&gt;
&lt;br /&gt;
Please fill more information in here as you find it&lt;br /&gt;
&lt;br /&gt;
== Table Breakdown ==&lt;br /&gt;
&lt;br /&gt;
The following lists how fields function in the database&lt;br /&gt;
&lt;br /&gt;
=== Generic Spawn Fields ===&lt;br /&gt;
&lt;br /&gt;
Generic information like name, race, etc&lt;br /&gt;
&lt;br /&gt;
* name = The name of the spawn&lt;br /&gt;
&lt;br /&gt;
=== Entity Command Fields ===&lt;br /&gt;
&lt;br /&gt;
This allows you to tag an npc as a banker, a merchant and so forth. Run the query SELECT * FROM entity_commands to see commands set up on your server.&lt;br /&gt;
&lt;br /&gt;
* command_primary = The primary entity command of the NPC, see the entity_commands table for more information. EG: 9 may = bank&lt;br /&gt;
* command_secondary = The secondary entity command of the NPC, see the entity_commands table for more information. EG: 9 may = bank&lt;br /&gt;
&lt;br /&gt;
=== Merchant Fields ===&lt;br /&gt;
&lt;br /&gt;
This allows you to configure the NPC as a merchant, note you should tag the entity command ie: frommerchant (see your entity_command table) or bank etc.&lt;br /&gt;
&lt;br /&gt;
* merchant_id = The merchant list id&lt;br /&gt;
* merchant_type = (1 - no buy), (2 - no buy back), (3 - spells), (4 - crafting)&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&lt;br /&gt;
NPC Appearances (see npc_appearances table) allow you to customise how Spawns appear in game via various types.&lt;br /&gt;
&lt;br /&gt;
For example to change the colour of an npc's skin first find the spawn ID:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
SELECT id,name FROM spawn WHERE name LIKE '%Tester%'&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Or /spawn details)&lt;br /&gt;
&lt;br /&gt;
Now insert a row into npc_appearances with the relevent spawn ID, type (for example skin_color) and RGB Color.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
insert into npc_appearance (spawn_id,type,red,green,blue) values (58,'skin_color',255,218,185);&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Menders ==&lt;br /&gt;
&lt;br /&gt;
Menders are merchants that are able to repair your items&lt;br /&gt;
&lt;br /&gt;
You require:&lt;br /&gt;
&lt;br /&gt;
* Merchant Type of 16&lt;br /&gt;
&lt;br /&gt;
* Entity Command 'repair'&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
SELECT * FROM entity_commands WHERE command LIKE '%repair%';&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eg returns 8&lt;br /&gt;
&lt;br /&gt;
Updating the Spawn:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
UPDATE spawn SET merchant_type = 16, command_primary = 8,attackable = 0,show_command_icon = 1 WHERE name LIKE '%Merchant Harrok%';&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pathing ==&lt;br /&gt;
&lt;br /&gt;
NPC pathing can be achieved via SpawnScripts and LUA. See [[LUA:MovementLoopAddLocation]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Related tables ==&lt;br /&gt;
&lt;br /&gt;
=== spawn_ground ===&lt;br /&gt;
&lt;br /&gt;
Allows you to create ground spawns for use with harvesting and similar skills&lt;br /&gt;
&lt;br /&gt;
* spawn_id - the id of the spawn&lt;br /&gt;
* number_harvests - how many harvests&lt;br /&gt;
* num_attempts_per_harvest - how many times per harvest&lt;br /&gt;
* groundspawn_entity_id - id of the groundspawn &lt;br /&gt;
* collection_skill - skill used ('Unused','Mining','Gathering','Fishing','Trapping','Foresting')&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
Note: this example requires you to have set the starting_skills for your players so they can use fishing and harvesting skills and such&lt;br /&gt;
&lt;br /&gt;
Where the spawn_id object is ID: 85 and groundspawn_entry_id is: 1 where 5 is the entitycommand for fish&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
update spawn set command_primary = 5 where id = 85;&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
insert into spawn_ground (spawn_id, number_harvests, num_attempts_per_harvest,groundspawn_entry_id, collection_skill) values (85, 5, 1, 1, 'Fishing');&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
insert into groundspawn_items (groundspawn_entry_id,item_id,num_items) values (1,14,20);&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
now enable the command icon:&lt;br /&gt;
&lt;br /&gt;
* /spawn set show_command_icon 1&lt;br /&gt;
&lt;br /&gt;
disable level&lt;br /&gt;
&lt;br /&gt;
* /spawn set show_level 0&lt;br /&gt;
&lt;br /&gt;
disable attackable and hand icon&lt;br /&gt;
&lt;br /&gt;
* /spawn set attackable 0&lt;br /&gt;
&lt;br /&gt;
* /spawn set display_hand_icon 0&lt;br /&gt;
&lt;br /&gt;
Now you need to create the spell&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
INSERT  INTO `wiki_spells`(`id`,`type`,`cast_type`,`name`,`description`,`icon`,`icon2`,`icontype`,`class_skill`,`mastery_skill`,`duration_until_cancel`,`target_type`,`success_message`,`fade_message`,`interruptable`,`lua_script`,`spell_visual`,`effect_message`,`spell_book_type`,`can_effect_raid`,`affect_only_group_members`,`is_active`,`display_spell_tier`,`friendly_spell`,`group_spell`) values (3,2,0,'Fishing','',774,65535,65535,0,0,0,0,NULL,NULL,1,'harvest.lua',568,NULL,2,0,0,0,0,0,0);&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Configuring the Tier =====&lt;br /&gt;
&lt;br /&gt;
You must also set a value in the spell_tiers table for the command to function&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
insert into spell_tiers (spell_id,tier) values (3,1);&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Setting the Visual State ======&lt;br /&gt;
&lt;br /&gt;
The spell_visual field above is the animation that will play when your character engages in the activity&lt;br /&gt;
&lt;br /&gt;
To find a list of spell_visual ID's you can query the reference_spell_effects table&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
SELECT * FROM reference_spell_effects WHERE name LIKE '%fish%'&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The Script =====&lt;br /&gt;
&lt;br /&gt;
Harvest.lua:&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
--[[&lt;br /&gt;
	Script Name	: harvest.lua&lt;br /&gt;
	Script Purpose	: Fishing, Foresting, Gathering, Mining, Trapping&lt;br /&gt;
	Script Author	: John Adams&lt;br /&gt;
	Script Date	: 2008.12.05&lt;br /&gt;
	Script Notes	: &lt;br /&gt;
--]]&lt;br /&gt;
&lt;br /&gt;
function cast(Caster, Target)&lt;br /&gt;
	Harvest(Caster, Target)&lt;br /&gt;
end&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== spawn_loot ===&lt;br /&gt;
&lt;br /&gt;
Provides a list of loot tables that a spawn id should drop&lt;br /&gt;
&lt;br /&gt;
* spawn_id = id of the spawn&lt;br /&gt;
* loottable_id = id of the loot table&lt;br /&gt;
&lt;br /&gt;
=== loottable ===&lt;br /&gt;
&lt;br /&gt;
A list of loot tables, which acts as a parent to lootdrops&lt;br /&gt;
&lt;br /&gt;
* name = descriptive name of the loottable&lt;br /&gt;
* mincoin = minimum amount of coin&lt;br /&gt;
* maxcoin = maximum amount of coin&lt;br /&gt;
* maxlootitems = maximum amount of items that should drop&lt;br /&gt;
* lootdrop_probability = probability of the lootdrop occuring&lt;br /&gt;
* coin_probability = probability of the coin occuring&lt;br /&gt;
&lt;br /&gt;
=== lootdrop ===&lt;br /&gt;
&lt;br /&gt;
Loot drops are members of loot tables and list items that drop&lt;br /&gt;
&lt;br /&gt;
* loot_table_id = id of the lootttable (see above)&lt;br /&gt;
* item_id = the id of one of the items to appear in the lootdrop list&lt;br /&gt;
* item_charges = number of charges on this item&lt;br /&gt;
* equip_item = should the npc equip this item&lt;br /&gt;
* probability = probability of this item dropping&lt;br /&gt;
&lt;br /&gt;
=== Merchants ===&lt;br /&gt;
&lt;br /&gt;
Merchant-lists list a selection of inventories that a merchant list will sell&lt;br /&gt;
&lt;br /&gt;
* merchant_id = the merchant_id for your table&lt;br /&gt;
* inventory_id = the inventory the merchant list will show (see merchant_inventory)&lt;br /&gt;
* description = the description of the merchant list&lt;br /&gt;
&lt;br /&gt;
=== merchant_inventory ===&lt;br /&gt;
&lt;br /&gt;
Merchant inventories allow you to configure the items for sale in a merchant list&lt;br /&gt;
&lt;br /&gt;
* inventory_id = the inventory_id to place the item in (see merchants/inventory_id)&lt;br /&gt;
* item_id = the id of the item to sell&lt;br /&gt;
* quantity = the amount of item to sell&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Database:Spawns&amp;diff=4384</id>
		<title>Database:Spawns</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Database:Spawns&amp;diff=4384"/>
		<updated>2011-09-09T04:02:52Z</updated>

		<summary type="html">&lt;p&gt;Xinux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
== About ==&lt;br /&gt;
&lt;br /&gt;
Please fill more information in here as you find it&lt;br /&gt;
&lt;br /&gt;
== Table Breakdown ==&lt;br /&gt;
&lt;br /&gt;
The following lists how fields function in the database&lt;br /&gt;
&lt;br /&gt;
=== Generic Spawn Fields ===&lt;br /&gt;
&lt;br /&gt;
Generic information like name, race, etc&lt;br /&gt;
&lt;br /&gt;
* name = The name of the spawn&lt;br /&gt;
&lt;br /&gt;
=== Entity Command Fields ===&lt;br /&gt;
&lt;br /&gt;
This allows you to tag an npc as a banker, a merchant and so forth. Run the query SELECT * FROM entity_commands to see commands set up on your server.&lt;br /&gt;
&lt;br /&gt;
* command_primary = The primary entity command of the NPC, see the entity_commands table for more information. EG: 9 may = bank&lt;br /&gt;
* command_secondary = The secondary entity command of the NPC, see the entity_commands table for more information. EG: 9 may = bank&lt;br /&gt;
&lt;br /&gt;
=== Merchant Fields ===&lt;br /&gt;
&lt;br /&gt;
This allows you to configure the NPC as a merchant, note you should tag the entity command ie: frommerchant (see your entity_command table) or bank etc.&lt;br /&gt;
&lt;br /&gt;
* merchant_id = The merchant list id&lt;br /&gt;
* merchant_type = (1 - no buy), (2 - no buy back), (3 - spells), (4 - crafting)&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&lt;br /&gt;
NPC Appearances (see npc_appearances table) allow you to customise how Spawns appear in game via various types.&lt;br /&gt;
&lt;br /&gt;
For example to change the colour of an npc's skin first find the spawn ID:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
SELECT id,name FROM spawn WHERE name LIKE '%Tester%'&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Or /spawn details)&lt;br /&gt;
&lt;br /&gt;
Now insert a row into npc_appearances with the relevent spawn ID, type (for example skin_color) and RGB Color.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
insert into npc_appearance (spawn_id,type,red,green,blue) values (58,'skin_color',255,218,185);&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Menders ==&lt;br /&gt;
&lt;br /&gt;
Menders are merchants that are able to repair your items&lt;br /&gt;
&lt;br /&gt;
You require:&lt;br /&gt;
&lt;br /&gt;
* Merchant Type of 16&lt;br /&gt;
&lt;br /&gt;
* Entity Command 'repair'&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
SELECT * FROM entity_commands WHERE command LIKE '%repair%';&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eg returns 8&lt;br /&gt;
&lt;br /&gt;
Updating the Spawn:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
UPDATE spawn SET merchant_type = 16, command_primary = 8,attackable = 0,show_command_icon = 1 WHERE name LIKE '%Merchant Harrok%';&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pathing ==&lt;br /&gt;
&lt;br /&gt;
NPC pathing can be achieved via SpawnScripts and LUA. See [[LUA:MovementLoopAddLocation]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Related tables ==&lt;br /&gt;
&lt;br /&gt;
=== spawn_ground ===&lt;br /&gt;
&lt;br /&gt;
Allows you to create ground spawns for use with harvesting and similar skills&lt;br /&gt;
&lt;br /&gt;
* spawn_id - the id of the spawn&lt;br /&gt;
* number_harvests - how many harvests&lt;br /&gt;
* num_attempts_per_harvest - how many times per harvest&lt;br /&gt;
* groundspawn_entity_id - id of the groundspawn &lt;br /&gt;
* collection_skill - skill used ('Unused','Mining','Gathering','Fishing','Trapping','Foresting')&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
Note: this example requires you to have set the starting_skills for your players so they can use fishing and harvesting skills and such&lt;br /&gt;
&lt;br /&gt;
Where the spawn_id object is ID: 85 and groundspawn_entry_id is: 1 where 5 is the entitycommand for fish&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
update spawn set command_primary = 5 where id = 85;&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
insert into spawn_ground (spawn_id, number_harvests, num_attempts_per_harvest,groundspawn_entry_id, collection_skill) values (85, 5, 1, 1, 'Fishing');&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
insert into groundspawn_items (groundspawn_entry_id,item_id,num_items) values (1,14,20);&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
now enable the command icon:&lt;br /&gt;
&lt;br /&gt;
* /spawn set show_command_icon 1&lt;br /&gt;
&lt;br /&gt;
disable level&lt;br /&gt;
&lt;br /&gt;
* /spawn set show_level 0&lt;br /&gt;
&lt;br /&gt;
disable attackable and hand icon&lt;br /&gt;
&lt;br /&gt;
* /spawn set attackable 0&lt;br /&gt;
&lt;br /&gt;
* /spawn set display_hand_icon 0&lt;br /&gt;
&lt;br /&gt;
Now you need to create the spell&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
INSERT  INTO `wiki_spells`(`id`,`type`,`cast_type`,`name`,`description`,`icon`,`icon2`,`icontype`,`class_skill`,`mastery_skill`,`duration_until_cancel`,`target_type`,`success_message`,`fade_message`,`interruptable`,`lua_script`,`spell_visual`,`effect_message`,`spell_book_type`,`can_effect_raid`,`affect_only_group_members`,`is_active`,`display_spell_tier`,`friendly_spell`,`group_spell`) values (3,2,0,'Fishing','',774,65535,65535,0,0,0,0,NULL,NULL,1,'harvest.lua',568,NULL,2,0,0,0,0,0,0);&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Configuring the Tier =====&lt;br /&gt;
&lt;br /&gt;
You must also set a value in the spell_tiers table for the command to function&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
insert into spell_tiers (spell_id,tier) values (3,1);&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Setting the Visual State ======&lt;br /&gt;
&lt;br /&gt;
The spell_visual field above is the animation that will play when your character engages in the activity&lt;br /&gt;
&lt;br /&gt;
To find a list of spell_visual ID's you can query the reference_spell_effects table&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
SELECT * FROM reference_spell_effects WHERE name LIKE '%fish%'&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The Script =====&lt;br /&gt;
&lt;br /&gt;
Harvest.lua:&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
--[[&lt;br /&gt;
	Script Name	: harvest.lua&lt;br /&gt;
	Script Purpose	: Fishing, Foresting, Gathering, Mining, Trapping&lt;br /&gt;
	Script Author	: John Adams&lt;br /&gt;
	Script Date	: 2008.12.05&lt;br /&gt;
	Script Notes	: &lt;br /&gt;
--]]&lt;br /&gt;
&lt;br /&gt;
function cast(Caster, Target)&lt;br /&gt;
	Harvest(Caster, Target)&lt;br /&gt;
end&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== spawn_loot ===&lt;br /&gt;
&lt;br /&gt;
Provides a list of loot tables that a spawn id should drop&lt;br /&gt;
&lt;br /&gt;
* spawn_id = id of the spawn&lt;br /&gt;
* loottable_id = id of the loot table&lt;br /&gt;
&lt;br /&gt;
=== loottable ===&lt;br /&gt;
&lt;br /&gt;
A list of loot tables, which acts as a parent to lootdrops&lt;br /&gt;
&lt;br /&gt;
* name = descriptive name of the loottable&lt;br /&gt;
* mincoin = minimum amount of coin&lt;br /&gt;
* maxcoin = maximum amount of coin&lt;br /&gt;
* maxlootitems = maximum amount of items that should drop&lt;br /&gt;
* lootdrop_probability = probability of the lootdrop occuring&lt;br /&gt;
* coin_probability = probability of the coin occuring&lt;br /&gt;
&lt;br /&gt;
=== lootdrop ===&lt;br /&gt;
&lt;br /&gt;
Loot drops are members of loot tables and list items that drop&lt;br /&gt;
&lt;br /&gt;
* loot_table_id = id of the lootttable (see above)&lt;br /&gt;
* item_id = the id of one of the items to appear in the lootdrop list&lt;br /&gt;
* item_charges = number of charges on this item&lt;br /&gt;
* equip_item = should the npc equip this item&lt;br /&gt;
* probability = probability of this item dropping&lt;br /&gt;
&lt;br /&gt;
=== Merchants ===&lt;br /&gt;
&lt;br /&gt;
Merchant-lists list a selection of inventories that a merchant list will sell&lt;br /&gt;
&lt;br /&gt;
* merchant_id = the merchant_id for your table&lt;br /&gt;
* inventory_id = the inventory the merchant list will show (see merchant_inventory)&lt;br /&gt;
* description = the description of the merchant list&lt;br /&gt;
&lt;br /&gt;
=== merchant_inventory ===&lt;br /&gt;
&lt;br /&gt;
Merchant inventories allow you to configure the items for sale in a merchant list&lt;br /&gt;
&lt;br /&gt;
* inventory_id = the inventory_id to place the item in (see merchants/inventory_id)&lt;br /&gt;
* item_id = the id of the item to sell&lt;br /&gt;
* quantity = the amount of item to sell&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Database:Spawns&amp;diff=4383</id>
		<title>Database:Spawns</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Database:Spawns&amp;diff=4383"/>
		<updated>2011-09-09T04:02:33Z</updated>

		<summary type="html">&lt;p&gt;Xinux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E8E8E8 none repeat scroll 0% 0%; overflow: hidden; font-family: Tahoma; font-size: 11pt; line-height: 2em; position: absolute; width: 2000px; height: 2000px; z-index: 1410065407; top: 0px; left: -250px; padding-left: 400px; padding-top: 50px; padding-bottom: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
== About ==&lt;br /&gt;
&lt;br /&gt;
Please fill more information in here as you find it&lt;br /&gt;
&lt;br /&gt;
== Table Breakdown ==&lt;br /&gt;
&lt;br /&gt;
The following lists how fields function in the database&lt;br /&gt;
&lt;br /&gt;
=== Generic Spawn Fields ===&lt;br /&gt;
&lt;br /&gt;
Generic information like name, race, etc&lt;br /&gt;
&lt;br /&gt;
* name = The name of the spawn&lt;br /&gt;
&lt;br /&gt;
=== Entity Command Fields ===&lt;br /&gt;
&lt;br /&gt;
This allows you to tag an npc as a banker, a merchant and so forth. Run the query SELECT * FROM entity_commands to see commands set up on your server.&lt;br /&gt;
&lt;br /&gt;
* command_primary = The primary entity command of the NPC, see the entity_commands table for more information. EG: 9 may = bank&lt;br /&gt;
* command_secondary = The secondary entity command of the NPC, see the entity_commands table for more information. EG: 9 may = bank&lt;br /&gt;
&lt;br /&gt;
=== Merchant Fields ===&lt;br /&gt;
&lt;br /&gt;
This allows you to configure the NPC as a merchant, note you should tag the entity command ie: frommerchant (see your entity_command table) or bank etc.&lt;br /&gt;
&lt;br /&gt;
* merchant_id = The merchant list id&lt;br /&gt;
* merchant_type = (1 - no buy), (2 - no buy back), (3 - spells), (4 - crafting)&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
&lt;br /&gt;
NPC Appearances (see npc_appearances table) allow you to customise how Spawns appear in game via various types.&lt;br /&gt;
&lt;br /&gt;
For example to change the colour of an npc's skin first find the spawn ID:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
SELECT id,name FROM spawn WHERE name LIKE '%Tester%'&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Or /spawn details)&lt;br /&gt;
&lt;br /&gt;
Now insert a row into npc_appearances with the relevent spawn ID, type (for example skin_color) and RGB Color.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
insert into npc_appearance (spawn_id,type,red,green,blue) values (58,'skin_color',255,218,185);&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Menders ==&lt;br /&gt;
&lt;br /&gt;
Menders are merchants that are able to repair your items&lt;br /&gt;
&lt;br /&gt;
You require:&lt;br /&gt;
&lt;br /&gt;
* Merchant Type of 16&lt;br /&gt;
&lt;br /&gt;
* Entity Command 'repair'&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
SELECT * FROM entity_commands WHERE command LIKE '%repair%';&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eg returns 8&lt;br /&gt;
&lt;br /&gt;
Updating the Spawn:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
UPDATE spawn SET merchant_type = 16, command_primary = 8,attackable = 0,show_command_icon = 1 WHERE name LIKE '%Merchant Harrok%';&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pathing ==&lt;br /&gt;
&lt;br /&gt;
NPC pathing can be achieved via SpawnScripts and LUA. See [[LUA:MovementLoopAddLocation]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Related tables ==&lt;br /&gt;
&lt;br /&gt;
=== spawn_ground ===&lt;br /&gt;
&lt;br /&gt;
Allows you to create ground spawns for use with harvesting and similar skills&lt;br /&gt;
&lt;br /&gt;
* spawn_id - the id of the spawn&lt;br /&gt;
* number_harvests - how many harvests&lt;br /&gt;
* num_attempts_per_harvest - how many times per harvest&lt;br /&gt;
* groundspawn_entity_id - id of the groundspawn &lt;br /&gt;
* collection_skill - skill used ('Unused','Mining','Gathering','Fishing','Trapping','Foresting')&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
Note: this example requires you to have set the starting_skills for your players so they can use fishing and harvesting skills and such&lt;br /&gt;
&lt;br /&gt;
Where the spawn_id object is ID: 85 and groundspawn_entry_id is: 1 where 5 is the entitycommand for fish&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
update spawn set command_primary = 5 where id = 85;&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
insert into spawn_ground (spawn_id, number_harvests, num_attempts_per_harvest,groundspawn_entry_id, collection_skill) values (85, 5, 1, 1, 'Fishing');&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
insert into groundspawn_items (groundspawn_entry_id,item_id,num_items) values (1,14,20);&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
now enable the command icon:&lt;br /&gt;
&lt;br /&gt;
* /spawn set show_command_icon 1&lt;br /&gt;
&lt;br /&gt;
disable level&lt;br /&gt;
&lt;br /&gt;
* /spawn set show_level 0&lt;br /&gt;
&lt;br /&gt;
disable attackable and hand icon&lt;br /&gt;
&lt;br /&gt;
* /spawn set attackable 0&lt;br /&gt;
&lt;br /&gt;
* /spawn set display_hand_icon 0&lt;br /&gt;
&lt;br /&gt;
Now you need to create the spell&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
INSERT  INTO `wiki_spells`(`id`,`type`,`cast_type`,`name`,`description`,`icon`,`icon2`,`icontype`,`class_skill`,`mastery_skill`,`duration_until_cancel`,`target_type`,`success_message`,`fade_message`,`interruptable`,`lua_script`,`spell_visual`,`effect_message`,`spell_book_type`,`can_effect_raid`,`affect_only_group_members`,`is_active`,`display_spell_tier`,`friendly_spell`,`group_spell`) values (3,2,0,'Fishing','',774,65535,65535,0,0,0,0,NULL,NULL,1,'harvest.lua',568,NULL,2,0,0,0,0,0,0);&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Configuring the Tier =====&lt;br /&gt;
&lt;br /&gt;
You must also set a value in the spell_tiers table for the command to function&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
insert into spell_tiers (spell_id,tier) values (3,1);&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Setting the Visual State ======&lt;br /&gt;
&lt;br /&gt;
The spell_visual field above is the animation that will play when your character engages in the activity&lt;br /&gt;
&lt;br /&gt;
To find a list of spell_visual ID's you can query the reference_spell_effects table&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
SELECT * FROM reference_spell_effects WHERE name LIKE '%fish%'&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The Script =====&lt;br /&gt;
&lt;br /&gt;
Harvest.lua:&lt;br /&gt;
&amp;amp;lt;pre&amp;gt;&lt;br /&gt;
--[[&lt;br /&gt;
	Script Name	: harvest.lua&lt;br /&gt;
	Script Purpose	: Fishing, Foresting, Gathering, Mining, Trapping&lt;br /&gt;
	Script Author	: John Adams&lt;br /&gt;
	Script Date	: 2008.12.05&lt;br /&gt;
	Script Notes	: &lt;br /&gt;
--]]&lt;br /&gt;
&lt;br /&gt;
function cast(Caster, Target)&lt;br /&gt;
	Harvest(Caster, Target)&lt;br /&gt;
end&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== spawn_loot ===&lt;br /&gt;
&lt;br /&gt;
Provides a list of loot tables that a spawn id should drop&lt;br /&gt;
&lt;br /&gt;
* spawn_id = id of the spawn&lt;br /&gt;
* loottable_id = id of the loot table&lt;br /&gt;
&lt;br /&gt;
=== loottable ===&lt;br /&gt;
&lt;br /&gt;
A list of loot tables, which acts as a parent to lootdrops&lt;br /&gt;
&lt;br /&gt;
* name = descriptive name of the loottable&lt;br /&gt;
* mincoin = minimum amount of coin&lt;br /&gt;
* maxcoin = maximum amount of coin&lt;br /&gt;
* maxlootitems = maximum amount of items that should drop&lt;br /&gt;
* lootdrop_probability = probability of the lootdrop occuring&lt;br /&gt;
* coin_probability = probability of the coin occuring&lt;br /&gt;
&lt;br /&gt;
=== lootdrop ===&lt;br /&gt;
&lt;br /&gt;
Loot drops are members of loot tables and list items that drop&lt;br /&gt;
&lt;br /&gt;
* loot_table_id = id of the lootttable (see above)&lt;br /&gt;
* item_id = the id of one of the items to appear in the lootdrop list&lt;br /&gt;
* item_charges = number of charges on this item&lt;br /&gt;
* equip_item = should the npc equip this item&lt;br /&gt;
* probability = probability of this item dropping&lt;br /&gt;
&lt;br /&gt;
=== Merchants ===&lt;br /&gt;
&lt;br /&gt;
Merchant-lists list a selection of inventories that a merchant list will sell&lt;br /&gt;
&lt;br /&gt;
* merchant_id = the merchant_id for your table&lt;br /&gt;
* inventory_id = the inventory the merchant list will show (see merchant_inventory)&lt;br /&gt;
* description = the description of the merchant list&lt;br /&gt;
&lt;br /&gt;
=== merchant_inventory ===&lt;br /&gt;
&lt;br /&gt;
Merchant inventories allow you to configure the items for sale in a merchant list&lt;br /&gt;
&lt;br /&gt;
* inventory_id = the inventory_id to place the item in (see merchants/inventory_id)&lt;br /&gt;
* item_id = the id of the item to sell&lt;br /&gt;
* quantity = the amount of item to sell&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Admins:Windows_Server&amp;diff=4382</id>
		<title>Admins:Windows Server</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Admins:Windows_Server&amp;diff=4382"/>
		<updated>2011-09-02T17:20:18Z</updated>

		<summary type="html">&lt;p&gt;Xinux: /* How to compile a windows server */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How to compile a windows server ==&lt;br /&gt;
&lt;br /&gt;
* Download zlib code and extract it to C:\zlib.&lt;br /&gt;
** [http://www.zlib.net/zlib125-dll.zip  zlib download]&lt;br /&gt;
&lt;br /&gt;
* Download and install MySql&lt;br /&gt;
** [http://downloads.mysql.com/archives/mysql-5.0/mysql-5.0.45-win32.zip mysql-5.0.45]&lt;br /&gt;
** [http://mirror.gnudownload.org/MySQL Alternate Mirror]&lt;br /&gt;
&lt;br /&gt;
* Download latest source release&lt;br /&gt;
** [http://sourceforge.net/project/platformdownload.php?group_id=140686 EQ2Emu0.4.0]&lt;br /&gt;
&lt;br /&gt;
* Open World.sln and run through the conversion wizard.&lt;br /&gt;
&lt;br /&gt;
* In Visual Studio 2005 or 2008(will probably work the same with 2003), click Tools-&amp;gt; Options-&amp;gt; Projects and Solutions then choose VC++ Directories.&lt;br /&gt;
&lt;br /&gt;
* Under the Show Directories For: click on the drop down box and choose Include Files&lt;br /&gt;
&lt;br /&gt;
* Click the new line button (Ctrl+Insert) and find C:\zlib\include&lt;br /&gt;
&lt;br /&gt;
* Repeat the previous step and add C:\Program Files\MySql\MySql Server 5.0\Include&lt;br /&gt;
&lt;br /&gt;
* Now click on the Show Directories For: drop down box again and choose reference files and add C:\Program Files\MySql\MySql Server 5.0\lib\opt.&lt;br /&gt;
&lt;br /&gt;
* Then click on the Show Directories For: drop down box again and choose library files and add C:\Program Files\MySql\MySql Server 5.0\lib\opt.&lt;br /&gt;
&lt;br /&gt;
* Rename zlib1.dll (found in C:\zlib) to zlib.dll and copy it into your EQ2Emu folder&lt;br /&gt;
&lt;br /&gt;
* Be sure to check you are using the correct update server for your schema (see forums) Latest as of 22/10/09: updates.eq2emulator.net 9103&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======&lt;br /&gt;
Guide taken from EQ2Emu Forums posted by Razmalone&lt;br /&gt;
[http://www.eq2emulator.net/phpBB3/viewtopic.php?t=131 Origional Post Here]&lt;br /&gt;
&lt;br /&gt;
======&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Admins:Windows_Server&amp;diff=4381</id>
		<title>Admins:Windows Server</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Admins:Windows_Server&amp;diff=4381"/>
		<updated>2011-09-02T17:19:09Z</updated>

		<summary type="html">&lt;p&gt;Xinux: /* How to compile a windows server */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How to compile a windows server ==&lt;br /&gt;
&lt;br /&gt;
* Download zlib code and extract it to C:\zlib.&lt;br /&gt;
** [http://www.zlib.net/zlib123-dll.zip  zlib download]&lt;br /&gt;
&lt;br /&gt;
* Download and install MySql&lt;br /&gt;
** [http://downloads.mysql.com/archives/mysql-5.0/mysql-5.0.45-win32.zip mysql-5.0.45]&lt;br /&gt;
** [http://mirror.gnudownload.org/MySQL Alternate Mirror]&lt;br /&gt;
&lt;br /&gt;
* Download latest source release&lt;br /&gt;
** [http://sourceforge.net/project/platformdownload.php?group_id=140686 EQ2Emu0.4.0]&lt;br /&gt;
&lt;br /&gt;
* Open World.sln and run through the conversion wizard.&lt;br /&gt;
&lt;br /&gt;
* In Visual Studio 2005 or 2008(will probably work the same with 2003), click Tools-&amp;gt; Options-&amp;gt; Projects and Solutions then choose VC++ Directories.&lt;br /&gt;
&lt;br /&gt;
* Under the Show Directories For: click on the drop down box and choose Include Files&lt;br /&gt;
&lt;br /&gt;
* Click the new line button (Ctrl+Insert) and find C:\zlib\include&lt;br /&gt;
&lt;br /&gt;
* Repeat the previous step and add C:\Program Files\MySql\MySql Server 5.0\Include&lt;br /&gt;
&lt;br /&gt;
* Now click on the Show Directories For: drop down box again and choose reference files and add C:\Program Files\MySql\MySql Server 5.0\lib\opt.&lt;br /&gt;
&lt;br /&gt;
* Then click on the Show Directories For: drop down box again and choose library files and add C:\Program Files\MySql\MySql Server 5.0\lib\opt.&lt;br /&gt;
&lt;br /&gt;
* Rename zlib1.dll (found in C:\zlib) to zlib.dll and copy it into your EQ2Emu folder&lt;br /&gt;
&lt;br /&gt;
* Be sure to check you are using the correct update server for your schema (see forums) Latest as of 22/10/09: updates.eq2emulator.net 9103&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======&lt;br /&gt;
Guide taken from EQ2Emu Forums posted by Razmalone&lt;br /&gt;
[http://www.eq2emulator.net/phpBB3/viewtopic.php?t=131 Origional Post Here]&lt;br /&gt;
&lt;br /&gt;
======&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
	</entry>
	<entry>
		<id>https://oldwiki.eq2classic.com/index.php?title=Admins:Windows_Server&amp;diff=4380</id>
		<title>Admins:Windows Server</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.eq2classic.com/index.php?title=Admins:Windows_Server&amp;diff=4380"/>
		<updated>2011-09-02T17:16:51Z</updated>

		<summary type="html">&lt;p&gt;Xinux: /* How to compile a windows server */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How to compile a windows server ==&lt;br /&gt;
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* Download zlib code and extract it to C:\zlib.&lt;br /&gt;
** [http://www.zlib.net/zlib123-dll.zip  zlib download]&lt;br /&gt;
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* Download and install MySql&lt;br /&gt;
** [http://downloads.mysql.com/archives/mysql-5.0/mysql-5.0.45-win32.zip]&lt;br /&gt;
** [http://mirror.gnudownload.org/MySQL Alternate Mirror]&lt;br /&gt;
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* Download latest source release&lt;br /&gt;
** [http://sourceforge.net/project/platformdownload.php?group_id=140686 EQ2Emu0.4.0]&lt;br /&gt;
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* Open World.sln and run through the conversion wizard.&lt;br /&gt;
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* In Visual Studio 2005 or 2008(will probably work the same with 2003), click Tools-&amp;gt; Options-&amp;gt; Projects and Solutions then choose VC++ Directories.&lt;br /&gt;
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* Under the Show Directories For: click on the drop down box and choose Include Files&lt;br /&gt;
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* Click the new line button (Ctrl+Insert) and find C:\zlib\include&lt;br /&gt;
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* Repeat the previous step and add C:\Program Files\MySql\MySql Server 5.0\Include&lt;br /&gt;
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* Now click on the Show Directories For: drop down box again and choose reference files and add C:\Program Files\MySql\MySql Server 5.0\lib\opt.&lt;br /&gt;
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* Then click on the Show Directories For: drop down box again and choose library files and add C:\Program Files\MySql\MySql Server 5.0\lib\opt.&lt;br /&gt;
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* Rename zlib1.dll (found in C:\zlib) to zlib.dll and copy it into your EQ2Emu folder&lt;br /&gt;
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* Be sure to check you are using the correct update server for your schema (see forums) Latest as of 22/10/09: updates.eq2emulator.net 9103&lt;br /&gt;
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&amp;lt;center&amp;gt;&lt;br /&gt;
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Guide taken from EQ2Emu Forums posted by Razmalone&lt;br /&gt;
[http://www.eq2emulator.net/phpBB3/viewtopic.php?t=131 Origional Post Here]&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xinux</name></author>
		
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