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View Full Version : MQ2 Fix Over, Moving back to Project


Kayot
03-19-2008, 12:11 AM
Ah, MQ2 was so much fun. But its clear that I need more information than that little tool can give me.

Stuff on the Agenda:
Finish the character editor. - Besides a few fixes and AA's this is complete.
Map View - I came up with this idea during a brain storming session before the force of the team fell. A giant map of each area formed from line maps in the map dir. It would show pathing and if I figure it out, a pop-up list with every NPC that uses that path (Maybe right clicking allows editing of the spawns etc). It is however only an Info Tool due to it not really having and ability to deal with depth. But the concept is mind blowing. And since I play on TGC and they dump their db for the community use, it would really help me.
A tradeskill editor - I plan to redo the design to look like the in game tradeskill window. This is more for those with custom db's. Though I'd like to add a progression system that shows (In the desc of an Item) what reipes the item is used in, what make it and possible the entire chain and where it places in that chain. EQtraders will look old fashion by the time I'm done... Ya, joke about it.
An item editor - I'm going to redesign the way an Item editor works. I've already did a demo that loads an item as script. I plan to make it even better by using the comment field to add a sort of script to the item. Running a utility with go through the db and use that script to regenerate that item. It will be possible to set the items STR+ as (5-10) and have the program run a random EVERY time you edit the item or run an option that will run the script on every item. Good for making lv'd items? We will see.
Other stuff - I'll add more a bit later (I have to go to work now T-T)

Anyway, consider the project back in semi-full motion. Work cuts into fun.

DarkLordKairo
04-16-2008, 11:10 PM
I'm glad to hear it some sooo looking foward to the new version!