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GeorgeS
10-13-2010, 12:48 AM
NPC and Loot Editor
08.24.00 - Large update. Changed color scheme and now several buttons added for interactive editing. Many many enhancements...


As the description states, a pretty large update. The color scheme should make it easier to read and edit for most of the utilities.

Many utilities are now enhanced with search/filter capability. Makes it easy to search for a particular spell list or searching for a particular race

Another interactive enhancement added is when you click on say a NPC and in particular a field called class, then a colored button will appear (adjacent to where coin is shown), and if you click it, a class reference sheet loads.
Fields which have interactivity are
Class,level,race,merchant, pri/sec weapons, npc_spells_id, or any field where a colored button shows.

I will add more in time.

Various people asked for some of these, and more, and I think I covered most of the requests.

Also, I'm not sure people are familiar with a particular feature of the integrated merchant editor. You have the ability to find merchants who sell a particular item, and if you want, remove it from all merchants that sell it. You can randomly assign items or from a list to a select set of merchants.

The coin redistribution tool basically changes the amount of coin dropped PER ZONE by a multiplier. Say you want to double the coin - then you would use a 2 multiplier. It works per zone and not per selected npc.

Some of the menu items were reorganised, but they are still all there FYI.

GeorgeS

blackdragonsdg
10-13-2010, 05:45 AM
Wow, those are some nice additions. I just started working with the new features and I am already spoiled. Thanks for the update!

Oh quick question....Are you planning to make a similar pop up list for bodytype in a future revision?

GeorgeS
10-13-2010, 04:03 PM
Yes, I'm adding support for as many fields as possible. In the current version as of this am, bodytypes and others are supported. The field under name will load a NPC name generator.

George

Hmm
10-18-2010, 03:34 PM
My only suggestion is to make windows resizable. Your programs is fairly small in my windows. My resolution is fairly large.

Astal
11-25-2010, 10:16 PM
hey george, is there any plan on updating the race list in your editor?

GeorgeS
11-26-2010, 01:40 AM
Sure - I can update it if you can send a list of the recent ones.
I probably have an older Ti version..


Then probably need to extract the model graphic once I get the list.


GeorgeS

Astal
11-26-2010, 07:44 PM
Alright, ill look in to doing that, Im thinking about making a database of models and putting em a really simple VB program that has the model, textures, sex needed like 0 1 2 and the lines youd need to put them in your global load

steve
11-27-2010, 01:26 PM
http://www.eqemulator.net/wiki/wikka.php?wakka=RaceList
http://www.eqemulator.net/wiki/wikka.php?wakka=RacesPost473
http://www.eqemulator.net/wiki/wikka.php?wakka=RacesPost586

bad_captain
11-27-2010, 02:13 PM
Is there an auto way of linking the model with the race, or does it have to be done by hand?

GeorgeS
11-27-2010, 03:14 PM
Thanks, got them in the program. The next problem is getting the pictures from the spawns. Anyone know how to do this easily?
I just need the pictures from screen captures, but the spawns are not global and there has to be an easier way.

Astral, if you can help getting the latest ones #474 onward?

GeorgeS

trevius
01-02-2011, 08:28 AM
I have another request if it is possible and if you find the time to check into it. The request is to add a way to edit multiple spawngroups at once. What I am looking for is to use the spawngroup editor to search for all spawngroups for a single NPCID (which the tool already does). Then, to be able to add another NPCID to all of those spawngroups all at once. So, say the NPC I am looking up is a_bear, and I find that it has 10 spawngroups in the zone. Then, I want to add a_snake to all of those 10 spawngroups at once. Assuming a_bear was the only thing in the existing spawngroups, it would then just add a_snake to all of them and maybe allow setting a chance for the new a_snake to be added in with. If I set a_snake to be added with a 40% chance, it would adjust all of a_bear chances to 60%. If there are more than just a_bear in the original spawngroup, it would adjust all of the existing spawns to equal 60% chance total (by scaling each existing one down proportionately) and then add a_snake in at 40% chance still.

Hopefully that isn't too confusing the way I phrased it lol. Basically, I am just looking for a quick easy way to add more variety to spawns in the new packet collected SoF+ zones. I think all of them currently only have single NPCs in their spawn groups and it would be nice to just be able to go through trash spawns in a zone and pop them into other's spawn groups really quickly like that.

Another thing that would be really nice in relation to spawns is being able to adjust respawntime quickly. Adding a box to the spawn editor that allows it to adjust all respawntimes for the currently displayed list of spawngroups would be great. Another possibly better solution would be to add respawntime as a field directly in the NPC Loot Editor display with the rest of the NPC stats. So, you could then edit respawn time for all a_bat in a zone with a single entry, or could even adjust them all for the whole zone at once with the propagation or add/sub/mult/div tool. I am sure that would be a bit more complicated, as if there is variety in respawntime for a single NPCID at multiple spawn2's it might be hard to know what to display. Though, I think in most cases, it would work out pretty simply. I am guessing that might cause the window to display info slower, as it would require quite a few more queries and maybe some extra logic (to figure out which respawntime to display if multiple).

These 2 requests aren't in major need, but just some ideas I think would help out a bit to speed things up when needed. As always, thanks for all you do!

GeorgeS
01-02-2011, 02:13 PM
Hi Trevius,

I think it is not a problem for the first request, adding spawns to multiple existing spawngroups.

For the second request, that is something I need to think over - how best to approach that. In any event, the first one should not be a huge task, and the supporting code is mostly there for this.
I'll code something up and see how it works..

GeorgeS

trevius
01-03-2011, 04:11 AM
Sounds good. The first request was the main one. It isn't overly hard to adjust a zone with queries in most cases.

I was thinking a bit more about it and some ideas for loading respawn time into the main display are:

1. If there are varying respawn times with the same NPCID, you could just have it display something like 0 or -1 signifying that it varies.

2. To prevent extra load that may not be needed 99% of the time, you could have a checkbox or button to enable/disable the queries for respawntime to display, otherwise they are left blank.

trevius
01-16-2011, 01:51 AM
Not sure when this started, but I just noticed that in the version I am running of the NPC Loot Editor, and on Rev 1824 of the source, it seems something is wrong. When an NPC has a loot table, it shows in the correct column of the editor, but I don't see the loot table details at the top when the NPC is selected. I noticed if I click in that field, it says that they are "A Merchant!" at the top of the editor. Since the merchant_id field is to the right of loottable_id, I tried moving the loottable_id field to the mana_regen field to its left. After moving it, I could then see the loot table in the editor.

It seems that the fields all show correctly, but that the loot table display is linked to the wrong field in the list. The version of the editor shows 08.24.12.

blackdragonsdg
01-16-2011, 03:11 AM
The same loottable issue is happening to me as well. The last time it worked correctly for me was when I was using base db rev1667 updated to 1753 with emu rev1753. It stopped working correctly after I changed the base db revision to 1751 then updated to database rev1753 using emu rev1753.

WkimWes
01-16-2011, 01:20 PM
Not sure when this started, but I just noticed that in the version I am running of the NPC Loot Editor, and on Rev 1824 of the source, it seems something is wrong. When an NPC has a loot table, it shows in the correct column of the editor, but I don't see the loot table details at the top when the NPC is selected. I noticed if I click in that field, it says that they are "A Merchant!" at the top of the editor. Since the merchant_id field is to the right of loottable_id, I tried moving the loottable_id field to the mana_regen field to its left. After moving it, I could then see the loot table in the editor.

It seems that the fields all show correctly, but that the loot table display is linked to the wrong field in the list. The version of the editor shows 08.24.12.

I've had the same problem, I thought it was the dB until I actually dug deeper via the table entries. So that makes three, I think it started at 1751, I updated my dB with the latest peqdB rev.

GeorgeS
01-17-2011, 12:40 AM
Definitely sounds like a schema issue- a shift in the field order most likely. I'll need to download and update to this db version to check the issue.

I'm working on this tonight, and I'll report when I discover the fix

GeorgeS

GeorgeS
01-17-2011, 02:27 AM
Ok, discovered the problem, and it's easy to fix (short term), however whenever a schema change occurs, this will always break the tool. I have decided to rewrite the core schema decoding code to accept new schemas, but will take a few days to re-write. It's a big task, but should be better in the long run.


GeorgeS

WkimWes
01-17-2011, 11:29 AM
Thanks George!

GeorgeS
01-20-2011, 12:17 AM
I fixed the schema issue, and the program now checks database builds against itself, and won't run when a table issue is encountered.

I'm working on the spawngroup editor now - adding npc's to multiple groups at once, etc..and other features.


A build should be available saturday.


..I did notice quite a few field changes in the latest db build. Stuff like this will break every tool out there.

GeorgeS

GeorgeS
01-20-2011, 03:11 AM
Mass editing and pruning of npc's in selected spawngroups now works!

What it can do?

You can search for all "bats" in zone=commons and then add/remove a npc of your choice.
You can search for all "bats" by either the word "bat" or a specific npc ID within a zone or global (all zones in game) and then add/remove a npc of your choice to the entire spawngroup set.

for example, If you create a high ranking "orc", you are able to add it to all selected spawngroups at one shot where npc name="orc" in the spawnentry table.

This is a feature Trevius requested, and I am working on the rest of the feature list now

GeorgeS


I have another request if it is possible and if you find the time to check into it. The request is to add a way to edit multiple spawngroups at once. What I am looking for is to use the spawngroup editor to search for all spawngroups for a single NPCID (which the tool already does). Then, to be able to add another NPCID to all of those spawngroups all at once. So, say the NPC I am looking up is a_bear, and I find that it has 10 spawngroups in the zone. Then, I want to add a_snake to all of those 10 spawngroups at once. Assuming a_bear was the only thing in the existing spawngroups, it would then just add a_snake to all of them and maybe allow setting a chance for the new a_snake to be added in with. If I set a_snake to be added with a 40% chance, it would adjust all of a_bear chances to 60%. If there are more than just a_bear in the original spawngroup, it would adjust all of the existing spawns to equal 60% chance total (by scaling each existing one down proportionately) and then add a_snake in at 40% chance still.

GeorgeS
01-23-2011, 02:19 PM
NPC and Loot Editor
08.25.01 - Adding/Removing of NPC's to all selected spawngroups is added. Resetting respawntime to selected spawngroups is also added. Look in spawngroup editor under tools

Should be live in about 10 minutes

GeorgeS


..also built in is the new schema checker on the splash screen. If your npc_types table is different from what the program expects, it will not run.

blackdragonsdg
01-23-2011, 06:56 PM
Thanks for updating the tool. Encountered a bit of a problem though....program initially launches ok but when I click get started I get an error.

Run-time error '62':

Input past end of file

I did run the register.ocx again. Any ideas what might be causing the problem?

Diikiey
01-23-2011, 07:38 PM
Getting the same input past end of file error 62 here as well

GeorgeS
01-23-2011, 11:05 PM
Sorry for the problem. I'm uploading the zip again. Anyway it should be live in a few minutes.


GeorgeS

blackdragonsdg
01-24-2011, 12:53 AM
It is working great now. Thanks!

Huppy
01-24-2011, 02:49 AM
Just wanted to say thanks for the awesome tools. I've been using the npc
editor for awhile now, and just tried out the spell import/export tool.
I have all spells in my DB up to HoT now thanks to that tool :)
And most of all it gave me some older missing spells, (such as Temerity).
Thank You.

trevius
01-24-2011, 12:36 PM
Very awesome, GeorgeS! I love that we can now see all NPC fields :D

I will test out the new stuff and let you know if I see any issues or think of anything else. very nice update so far, though!

Kayen
01-24-2011, 02:39 PM
If I run this on Vista/Windows7 I get the initial graphic with the start option, but it does not allow me click start, nor does it give any errors.

Previous version worked fine...

Any ideas?

Kayen

lerxst2112
01-24-2011, 04:24 PM
If I run this on Vista/Windows7 I get the initial graphic with the start option, but it does not allow me click start, nor does it give any errors.

Previous version worked fine...


I have the same issue. I'm going to guess it doesn't recognize my database schema although it is 1751 as far as I can tell.

Here's a screen shot of the splash screen. If this is a case of unrecognized database it would be nice if there was an easier way to quit than killing the process manually.

http://img340.imageshack.us/img340/3118/splashscreent.png

GeorgeS
01-24-2011, 10:55 PM
I'll beef up the code to remove the splash lock up screen issue.

Since your splash screen says dbversion unknown, I will guess you don't have the version field in the variables table. But at least I think it's a missing version field. In a previous version the program fixed this by adding the field to your database.

I will add this code back tonight

Thanks fo letting me know


edit*
I take it back, it's not db schema, but the sound playing dll. I am fixing it now...
Also please check for your everquest folder in db.ini. The program looks for a file in this folder and it crashes if the path is wrong.

I am compiling the new version now - it should be live in 10 minutes..


GeorgeS

lerxst2112
01-24-2011, 11:41 PM
Also please check for your everquest folder in db.ini. The program looks for a file in this folder and it crashes if the path is wrong.


That was the problem. I just copied the db.ini from an older version and didn't change anything. That file had a comment that said you'd just get no music if it was set to an incorrect directory, so I left it set to the wrong place on purpose. :)

Kayen
01-25-2011, 01:22 AM
Working now, thank you.

trevius
01-30-2011, 07:42 AM
Unless I am just not seeing it, it looks like the qglobals field may have been removed from the NPC editor main screen.

GeorgeS
01-31-2011, 12:25 AM
Sorry, it's back in the latest build - must have been inadvertently removed during my coding frenzy :)

GeorgeS

Astal
05-05-2011, 01:09 AM
Sorry, it's back in the latest build - must have been inadvertently removed during my coding frenzy :)

GeorgeS

anyway to disable the blue background, its horrible on my eyes

GeorgeS
05-06-2011, 10:27 AM
Yes, but I've had this discussion numerous times before and changing it again as usual messes up viewing the table correctly. Sorry, but it stays.

GeorgeS

greed80
05-25-2011, 07:01 AM
Need some help if possible, I had this working on my desktop before I reformated and now I can't get it working. I am pretty sure my problem is with my db.ini file, though it looks ok. can anyone tell me what it should look like please?

I get an error saying "MYSQL Connection FAILED! - Check DB.INI or MyODBC Drivers not installed"

I copied all the drivers over to my system32 and got them registered ok.

my db.ini file reads:
host=localhost
user=eq
password=eq
database=peq
everquest_folder=C:\EverQeust_titanium
quest_folder=c:\EQEmu\quests

tried changing localhost to match my IP
EQ folder i tried leaving it as everquest_sod
and database i also tried peq_1751

Please help!

(sorry, I named my db "peq" and I am running titanium)

joligario
05-25-2011, 07:30 AM
Was that a copy/paste or were you typing?

everquest_folder=C:\EverQeust_titanium

Not saying that it is your problem...

GeorgeS
05-25-2011, 10:31 AM
No misspelling that part should not cause a problem.

You need to DL my connection test tool, as it's a basic mysql connection tester.

Also, MyODBC Drivers were installed?
Is the MYSQL service running?


Check also with Heidisql SQl browser (free download), to eliminate other possibilities.

GeorgeS

Akkadius
05-25-2011, 10:38 AM
George,

One of your tools performs a mob spawn/grid copy from one version of a zone to the next. Anyway we can incorporate that functionality to include doors/objects?

Also, anyway we can get the same information that is immediately written to the database dumped to a SQL file so it can be transferred to another database with ease instead of manual transfer?

greed80
05-25-2011, 07:03 PM
Ok, yeah I did type that out so it was just spelled wrong here (oops). I ran your test connection and it did fail for mysql. I did download and install "MySQL connector/ODBC 5.1" that I found on google. I am not sure if the MySQL service is running or not though, I know nothing about about MySQL except what it lists in the guides, how do I check that?

Thanks again for the help!

GeorgeS
05-25-2011, 10:26 PM
Ok, that means either mysql is bad installed, or you did not install the correct ODBC drivers. You must use these

http://www.georgestools.eqemulator.net/ODBC_DRIVERS.zip

GeorgeS

greed80
05-26-2011, 06:11 PM
George,

I uninstalled the ODBC I got on google and installed yours (I originally did install yours come to find out, and upon the problem I went to the other). I still get the same thing.

Question, I did figure out one error I had on my way to work after I first posted. I Have Everquest installed on a different drive, I named "Z" so tried changing my "everquest_folder=C:\EverQuest_titanium" to Z:\Everquest_titanium. I don't think that is the issue but figured I would throw it out there.

I should note also... Prior to me reinstalling the MySQL was not running (at least, I checked in the task manager under services), it is listed in there now!

**when running your test connection I still get failed, I need to use my MySQL user name and password there right? just making sure**

GeorgeS
05-27-2011, 01:04 AM
Yes the mysql user/pass is correct. I would at this point install heidisql and try to connect to you db directly. I suspect a problem with either user name or password, or a bad install of mysql..

also, to connect directly via a dos/command prompt, type in

mysql -u eq --password=eq

and see if you get in.
type exit to get out/quit

George

greed80
05-30-2011, 02:58 AM
Sorry for the delay, I ended up reformating my desktop and starting over. The server set up real smooth and can log in freely, it didn't seem like I had any issues with MySQL but I'm still new with this. I get the same thing!! I did use the SoD client this time rather than the Titanium.

I still feel lost with the configs and user id and passwords.

host=localhost (This should be right, all work being done from my desktop/server)
user=eq (User and Password are both default to "eq" right? I don't make any changes to those regardless of my MySQL user or password?)
password=eq
database=peq (this refers to the main DB right? not the database folder I made on my C drive, which I labeled peqdb?)
everquest_folder=Z:\EverQuest_SoD (does this need to have the "_SoD or _titanium"? or can I leave that as just Everquest only?)
quest_folder=c:\EQEmu\quests

oh, with the new installation I did make sure and install the drivers you linked above, copied all the ".ocx" files from the resources folder over to my system32 folder, and ran the registration... all came back as suceeded, but I get the same message still!


1 more thing, I am still failing your "test connection", but then again I am not sure about the 4 entries. %

1. user name
2. password
3. DB
4. Host

It seems those should match up with the entries on the DB.ini (incidently, the DB.ini file itself doesn't need to be anywhere specific does it? I have it in the same folder it downloaded in, on my desktop.)

Wolfling
05-30-2011, 04:11 AM
i will try and make this as clear as i can )

host < this is either localhost or 127.0.0.1 - tells where to find your database
user / user name < this is the user name you used when you installed mysql
password < this is the password you used when you installed mysql
database / db < this is the database where the game data is held within mysql

the other two fields in db.ini are only needed if you want to mess with spells/quests.
db.ini needs to be in same folder as the main exe's, dosn't matter where on your computer

did you install m/s networking when you reinstalled?
make sure you run ODBC_DRIVERS.zip, the one from GeorgeS's main page.
and also run the register_ocx.bat inside the resources folder.

This should allow to connect to mysql, if not, then mysql is probably not running.
Did you set mysql to autostart when windows loads?

And also have you tried what GeorgeS suggested
i.e
try to connect with heidisql or
mysql -u eq --password=eq

eq's = mysql user name & password


Wolf

greed80
05-30-2011, 09:17 AM
Thanks for the reply Wolfling, I did go back and check my login's in the DB.ini. Once I changed the user to "root" and use my MySQL password it let me in! Could have sworn I did that last night but it was really late when I was trying lol. Also installed the Heidisql after you reminded me, I forgot I hadn't done this since I reinstalled and was finally able to connect!

Thanks for all the help getting this up and running everyone!

(Georges, I think you were right about the MySQL not being installed right the first time.)

Emmeric
09-23-2011, 02:38 PM
Hi George...

Been having a good time with your editors; they're excellent.

Noted on the solo server package (Djerv's) that he had some Amethyst Summonings running around Everfrost. Wife didn't like it, so I went into the NPC Editor and brought up Everfrost. Clicked the Amethyst Summoners and selected Grid_Spawn_Group_Tools (Spawn Editor) and just deleted them from the zone.

Worked great.

However, noted that some goblins were missing from the igloos down in the southwest and figured I could use the tool to put some gobboes there. Clicked the existing ice goblin scout from the main table and selected Grid_Spawn_Group_Tools (Spawn Editor) again. Used Find on 30016 (an_ice_goblin_scout) and selected Everfrost_58 which gave a 100% spawn chance.

Under Spawn Locations, I clicked the [+] Row and added my /loc coordinates for the positions in and around the igloos. I repeated that 4 times for 4 new goblin spawns. Hit Save and even Save Loot on the main table.

Restarted the server: nothing in the 4 new spawn spots.

Went back into the tool and used New_Spawngroup_id button and added in one set of /loc coordinates there to test it. Hit Save and restarted the server. Nothing in the 1 new spawn spot.

I'm sure this is something stupidly simple, but what am I missing? How do I add an NPC using your tool? :D

Derision
09-23-2011, 02:45 PM
Are you sure you got the x and y coordinates the right way round ?

/loc returns y, x, z
#loc returns x, y, z

saarr
09-23-2011, 02:55 PM
did you convert the loc from in game? cause the games loc system is different then that of the emu locations, like in emu it is X,Y,Z , now the game uses Y,X,Z for some reason and has always been that way. Not sure if that is the issue you are having cause when i used the tools a few months ago the i had to switch the X and the Y to get them in the spot i wanted them in.

Emmeric
09-23-2011, 03:32 PM
Oh?

Well hell. I bet I have a tone of goblins somewhere stuck on some wall..... :rolleyes:

I used /loc. Will swap the X and Y.

Emmeric
09-23-2011, 03:49 PM
Worked great, thanks! :rolleyes:

Emmeric
09-30-2011, 12:12 PM
George? Does the NPC Loot Editor support hair color changes?

I've found the texture and helm texture differences, and noted I can change the face. Figured I'd ask before opening up the individual NPC file in the DB and hunting for hair. ;)

GeorgeS
09-30-2011, 04:58 PM
I believe if you use 'old edit' you should be able to see the field you want to edit. I believe all database fields are editable with that older viewer.

George

Emmeric
09-30-2011, 10:16 PM
Ah, okay, thanks.

When I click on the NPC edit icon, I get the NPC editor window but don't see anything about Old Edit. I recall only seeing that on the item editor?

GeorgeS
10-01-2011, 11:19 AM
ah sorry, I should have read it more clearly. There is no current way with the npc editor. If you know the fields, I can add them in

GeorgeS

trevius
10-02-2011, 10:15 PM
There are a lot of fields that don't show up in the editor yet. Some are more useful than others, but at some point, most (or all) of them would be useful. To keep from having too many fields in the editor, it would be nice if there was a way to set a preference for which fields to display. Maybe a window with check boxes for each field or something so you can pick which ones are needed. This would work out nice so you can keep it really simple for normal edits, but then pop in a few extra fields when they are needed as well. Wouldn't hurt if the order of the fields could be saved as a preference too, but that isn't as important.

Emmeric
10-05-2011, 05:51 PM
Yeah, I'm not real sure many would appreciate the differences in faces or hair styles/color.

On my server I have some recognizable names from stories or movies and I like to make the NPCs somewhat resemble the names (Titus Pullo did not have green hair).

Most probably don't care.

In any event, I found in the db where the fields are: npc_types table, face, luclin_hairstyle, luclin_haircolor, luclin_eyecolor, luclin_eyecolor2 (1 for each eye?), luclin_beardcolor, and luclin_beard.

I can use these as is, but have to close the table each change and zone to see what my randomly plugged numbers create.

Not sure if there is a #command to reload the selected npc and have the changes immediately apparent. Tried a few and none seemed to do what I wanted. Not sure the effort would be worth it if I'm the only one who cares about hair color :D

lerxst2112
10-05-2011, 09:20 PM
You should be able to use #fixmob to change what you want. To save what you changed use #npcedit featuresave.

Emmeric
10-10-2011, 06:04 PM
You should be able to use #fixmob to change what you want. To save what you changed use #npcedit featuresave.

Ah, wonderful! Will give it a whirl. Thanks Lerxst.


On another subject of the Editor, one of the fields is attack_speed. Sounds obvious to me. However, I'm a little stumped as to the effect of the values. I use Djerv's solo server that contained a mess of settings to make the content soloable. That is fine for most areas, but LDoNs I would like to beef up and this column has me wondering about the variable.

Djerv's settings are mostly in the -9 to -17 range.

I decided to test out what appeared logical and took my wife to the Arena to spawn up some mobs. I edited the field to be 20, 200, 500 (using a new spawn each time) with no noticeable effect. I then entered -200 and -500. Again, no noticeable effect.

I'm wondering what the values limits are and to what effect: are minuses subtractions to their speed (making them slower) or subtractions to their delays (making them faster)? And my assumption of each 100 = 1 second is not correct, hmm?

:D

ChaosSlayerZ
10-10-2011, 07:51 PM
no, attack speed is a very tricky thing
it works like this:

0 = atk delay 3.0 sec
-50 = is like 100% haste or 1.5 sec delay

and -25 is somewhere in between

would be nice if someone could figure out more exact formula

lerxst2112
10-10-2011, 11:50 PM
It's not tricky at all. It is a simple percentage change to the delay calculation. Negative numbers lower the effective delay, and positive numbers increase it.

//No Weapon - Monk or Beastlord
int speed = (int)(GetMonkHandToHandDelay()*100.0f+attack_speed )*PermaHaste);
if(speed < 1000)
speed = 1000;

//No Weapon - Not a Monk or Beastlord
int speed = (int)(36*(100.0f+attack_speed)*PermaHaste);
if(speed < 800 && IsClient())
speed = 800;

//Using Weapon
int speed = (int)(ItemToUse->Delay*(100.0f+attack_speed)*PermaHaste);
if(speed < 1000)
speed = 1000;

ChaosSlayerZ
10-11-2011, 02:36 AM
ok which of the two the number goes to:
attack_speed or permahaste?
if its attack_speed, then what is permahaste and where its coming from?

also, in #3 - i am rather surprise to see that mobs actually use weapon delay? I thought they were ignoring that?

lerxst2112
10-11-2011, 04:02 AM
Let's see, the field in question is named attack_speed. You guess whether the variable it's assigned to is attack_speed or PermaHaste...

PermaHaste is calculated in the same function. You can look it up.

You're correct, mobs don't use weapon delay, but I posted the line in case there was confusion about what the 36 was in the line above in comparison to a weapon delay.

Emmeric
10-11-2011, 01:29 PM
Ok, so the 0 to -50 variable works into those attack_speed calcs to lower the int speed but monks and beastlords get a 200 bonus to overall speed.

Did I wrap my mind around that correctly?

Emmeric
10-16-2011, 07:07 PM
Ok, I assume that's a yes.

On another note, another field in the editor is ATK. I take it this is a field for the attack ability of the mob.

Are there parameters for this? My guess is that this is a % addition or reduction to mob accuracy. Do I have that right? Or is this an attack rating, which translates differently?

Emmeric
10-17-2011, 05:29 PM
After doing a search and finding the archives, it appears that ATK and Accuracy are bonuses and would thus seem to have a range of 0-100.

Testing it out.