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? |
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! |
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 |
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** |
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 |
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.) |
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 |
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.) |
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 |
Are you sure you got the x and y coordinates the right way round ?
/loc returns y, x, z #loc returns x, y, z |
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.
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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. |
Worked great, thanks! :rolleyes:
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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. ;) |
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 |
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? |
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 |
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.
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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 |
You should be able to use #fixmob to change what you want. To save what you changed use #npcedit featuresave.
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Quote:
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 |
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 |
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; |
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? |
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. |
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? |
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? |
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. |
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