Kayot
04-03-2007, 04:56 AM
I know it's been a while since my last release. I am still working on this project. I've been looking around for new ideas (Even though I still need to fix the current ones ^-^). Recently I've noticed questions about scripts etc. GeorgeS wrote a utility to fill this request. However to this day I still can't get any of his(her?) programs to work. Originally I was going to put a quest editing tool into EQemu SQL Editor, but a few questions and fundamental problems popped up.
All the code window software I ran across was for C++
Writing my own code window seemed impossible due to the complex nature of perl structured language
How much do I really want the user to know before they can use my software. Even I'm not to great with the perl commands and I have a book.
Then I remembered an old program (Which is now at 2.3) I had come across in my NWN days. Lilac Soul - Script Generator (http://nwvault.ign.com/View.php?view=Other.Detail&id=625). So after looking at it, I was like. This would make a kick ass script generator for EQemu, and he recently released his source (Delphi 7, T-T) so I could look at it for additional ideas. However, I'm not sure what GeorgeS's tools look like. I feel that I've already stepped on toes and that last thing I need to do is make enemy's. So to any one who has GeorgeS's tools working, could you compare the NWN tool to GeorgeS and tell me if copying it's fundamental design would also copy GeorgeS.
Onto my other idea. XML Exporting.
This is what I've really been looking at, XML exporting. Much like the item storage (which will soon spawn multiple windows) I want to make XML exporting for items. I also want to do it for other things like Char accounts and possible even a full account/characters export. I just want to know if any one will really use this function. I know I will, no more shifting through SQL to find a few NPCs/Merchants/Spawns/Tradeskills or custom items. Now I can just export them in XML format and remerge them after I update the new database. ^-^ No hassles other than an option to put the item in with either it's stored item ID or to change it.
I figure that the way items will be stored on a character will be by name. This means the XML files will be a little bigger but there won't be any item id error mismatches. it's not so much an issue with Vanilla Servers. It's custom servers that this will benefit.
What I'm currently working on
Object Placement
Tradkeskill (Needs a big fix ^-^)
Reverse Compatibility (This is gonna take a while too)
I'm still working on making this the best editor it can be.
P.S. I'm thinking that in order to reduce opening XML files with the wrong sections of the program, putting in a uniqe extention for each of the exports and imports. like Items would be "<Name>.EQItem" and Characters would be "<Name>.EQChar. Mainly because I too have opened the wrong files.
All the code window software I ran across was for C++
Writing my own code window seemed impossible due to the complex nature of perl structured language
How much do I really want the user to know before they can use my software. Even I'm not to great with the perl commands and I have a book.
Then I remembered an old program (Which is now at 2.3) I had come across in my NWN days. Lilac Soul - Script Generator (http://nwvault.ign.com/View.php?view=Other.Detail&id=625). So after looking at it, I was like. This would make a kick ass script generator for EQemu, and he recently released his source (Delphi 7, T-T) so I could look at it for additional ideas. However, I'm not sure what GeorgeS's tools look like. I feel that I've already stepped on toes and that last thing I need to do is make enemy's. So to any one who has GeorgeS's tools working, could you compare the NWN tool to GeorgeS and tell me if copying it's fundamental design would also copy GeorgeS.
Onto my other idea. XML Exporting.
This is what I've really been looking at, XML exporting. Much like the item storage (which will soon spawn multiple windows) I want to make XML exporting for items. I also want to do it for other things like Char accounts and possible even a full account/characters export. I just want to know if any one will really use this function. I know I will, no more shifting through SQL to find a few NPCs/Merchants/Spawns/Tradeskills or custom items. Now I can just export them in XML format and remerge them after I update the new database. ^-^ No hassles other than an option to put the item in with either it's stored item ID or to change it.
I figure that the way items will be stored on a character will be by name. This means the XML files will be a little bigger but there won't be any item id error mismatches. it's not so much an issue with Vanilla Servers. It's custom servers that this will benefit.
What I'm currently working on
Object Placement
Tradkeskill (Needs a big fix ^-^)
Reverse Compatibility (This is gonna take a while too)
I'm still working on making this the best editor it can be.
P.S. I'm thinking that in order to reduce opening XML files with the wrong sections of the program, putting in a uniqe extention for each of the exports and imports. like Items would be "<Name>.EQItem" and Characters would be "<Name>.EQChar. Mainly because I too have opened the wrong files.