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-   -   Updated Tool - EqItems Item Editor (https://www.eqemulator.org/forums/showthread.php?t=21442)

ChaosSlayer 02-14-2009 02:56 AM

ah george but unless I am missing soemthign there are 2 major issue with "build" in spawn editor:

I have to keep running npc editor just to use the spawn editor

and what is most important

I can only pull up spawn editor info on the mob I have selected - which is totaly no good - I can no longer search and browse entire ZONES or lists of spawns with it. WHich effecticly kills the spawn editor for me as a tool of any purpose. I cannot delete spawns entries with it anymore, I cannot add spawn data into entries which curently do nto exist and so on.

In other words the build-in spawn editor is nearly totaly useless for prety much anything.

Old editor has 100 times more power than the build in version. Could you please consider bringing the standalone up to date? The build-in just doesn't cut it :(

GeorgeS 02-14-2009 04:14 PM

The tool is now integrated and has been for a long time. However, I did recode the module to be more stand alone.

NPC and Loot Editor

08.21.17 - SpawnEditor is re-coded for a more stand-alone mode


GeorgeS

ChaosSlayer 02-14-2009 09:41 PM

ah George - this is MUCH better now - I can once again browse all zones and all spawn groups. ( I will play around with it to ake sure that we not missing any of the usefull fetaures old editor had)
thanks! :D

BTW, I beive that old editor colors were somewhat better for the eyes (blueish background and black text)

Joetuul 02-17-2009 07:51 AM

Thank You!!!
 
GeorgeS,

Thank you for updating your NPC editor tool, I can once again use the spawn and grid editor. I was having extreme difficulty have mobs path in a zone with zero grids. Your tools are a huge help. Thanks again!!!

ChaosSlayer 02-17-2009 06:50 PM

George, found a SIGNIFICANT error in the Spawn Editor

First of all Spaw Editor should be updated to include editing of Roamboxes.

Roamboxes data are part of spawngroup table, the old spawngroup table looked like this:

id, name

the current spawngroup table looks like this:

id, name, spawn_limit, dist, max_x, min_x, max_y, min_y, delay

these new collumsn are the data needed for the Roamboxes.

the significnat error in the editor rigth now that whenever you SAVE a spawngroup it sets all these fields to 0! (destroying all my Roambox data in the process)

So:
1) the setting to 0 needs to corected
and
2) the spawneditor could use this expansion and have this fields added to the editor for editing in the window where you have spawngroups list

thanks!

cavedude 02-17-2009 06:55 PM

Quote:

Originally Posted by ChaosSlayer (Post 164701)
George, found a SIGNIFICANT error in the Spawn Editor

First of all Spaw Editor should be updated to include editing of Roamboxes.

Sorry to go off-topic, but did you get roamboxes to work?

ChaosSlayer 02-17-2009 06:58 PM

Quote:

Originally Posted by cavedude (Post 164702)
Sorry to go off-topic, but did you get roamboxes to work?

well apparenty it was the George editor that kept killing the data I been enterign last night =)
I am trying this right now and will report back in about 10 min if Roamboxes actualy working.

ChaosSlayer 02-17-2009 07:10 PM

YAY! I happy to report that mobs are now rampaging across the land in random order and wreacking havoc at will!

Now if Geroge fixes this unfortunate error in the editor - we going to be all set :grin:

PS> God I am so glad I won't have to do grid pathing for West Karana by hand!!! :grin:

GeorgeS 02-20-2009 01:19 AM

No problemo, I will get on this friday and should have this resolved by evening.

I should be able to add the feature in.

I'll have this as my top priority

GeorgeS

GeorgeS 02-20-2009 11:46 AM

Modified it so it won't overwrite your data. I'll start work on the roambox features - that will take a bit longer.

NPC and Loot Editor

08.21.17 - SpawnEditor is modifed so it does not overwrite "existing" roamboxe data. This is the first of two parts. The second part will support creation of roamboxes


GeorgeS

ChaosSlayer 02-21-2009 02:51 AM

thank you George =)

GeorgeS 02-25-2009 11:32 AM

Just an FYI, I already posted this in the npc&loot thread that roamboxes are now available in the tool set

Roambox editing is here!

Modified the spawngroup editor in the npc&loot program so that roambox data are visible and editable. If you have features you want in then let me know.


NPC and Loot Editor

08.21.18 - roamboxes supported


GeorgeS

ChaosSlayer 02-26-2009 06:34 PM

thanks george! i will be looking at it now.

BTW few coments on improving the Item Editor:


on MAIn Display window (where item stats are shown):

-I think you should put Regeneration, Mana Regeneration and End_Regeneration on the same line to save room on display

-ATTUNEABLE (if yes) coudl be displayed right after LORE

Under OLD Edit options:

-Endurance_regeneration - coudl be usefull to be placed rigth after where Mana Regeneration is

-Size, could be helpfull rigth after where WEIGHT is (note diffirent from BAg Size), followed by MATERIAL

-Haste should be inserted before ATTACK

-Aug Slots, should include slots 4 and 5

-Loregroup - moved to the top after NODROP, and Followed by ATTUNEABLE

Aldest 03-25-2009 11:57 AM

Strangely I still can't seem to get the "new edit" to work.

I just reformatted this machine and did a fresh install of the PEQ installer followed the by PEQ updater.

The error I get when I click on "new edit" is:

"Runtime Error 3265

Item cannot be found in the collection corresponding to the requested name or ordinal. "

I do okay with the Old Edit but if anyone has a thought I'd appreciate it!

GeorgeS 03-25-2009 11:27 PM

I have a copy of the database here - i think it has the items table checked to work with my program. The issue is with some hidden 'null's in the items table that I have no way of fixing - except for providing a compatible schema

http://wizardportal.dyndns.org/dl/peqdb_1129.zip


GeorgeS

Aldest 03-26-2009 10:16 AM

Okay, gottcha.

One question though. If I've created new items and the like will using that file wipe them out?

GeorgeS 03-26-2009 10:33 AM

Yes it will, but you must export your custom stuff out to sql first then delete the ones in my file then run your "insert Into items where.." sql that you made.


GeorgeS

Aldest 03-26-2009 01:36 PM

Alright, thank you kindly George!

Randymarsh9 04-15-2009 08:18 PM

I updated to rev408 and the latest DB, and now I keep getting runtime errors when I try to edit an item.

GeorgeS 04-16-2009 10:19 AM

The latest and all future items db versions will need tweaking to work. I'll look into this more seriously to see if there's a better fix than patching the program to work with every release.

GeorgeS

MelTorefas 04-17-2009 01:58 AM

GeorgeS: Thanks so much for the work you've done on these tools, and this one especially. And thanks for the database... being able to use the New Edit functionality is a dream. :)

MelTorefas 04-17-2009 02:58 AM

Hmm, no editing here apparently...

Well, I need to add a rather severe problem... after sourcing the database you provided, the server no long reads the existence of any items at all. Not a one. Everything is empty and nothing appears in inventory, and no results are ever found using #finditem. Your tools are able to see items fine, and the items tables are obviously THERE in the database... I really have no idea what the deal is, but it definitely happened when I loaded that database you provided. For reference, my server was set up using the PEQ installer (the latest one from the PEQ site). Maybe there's some kind of incompatibility between that server revision and the database you uploaded? I note the installer is using DB 1110a, as opposed to yours, which is 1129. Any help would be appreciated.

GeorgeS 04-19-2009 10:46 AM

Yes, this problem with missing items in game (naked players) is due to you having an older client. This db will work with the more recent rev_384_bots download and higher, but not lower.


GeorgeS

Randymarsh9 04-27-2009 08:37 PM

I am just wondering this, it's no big deal really. Is there going to be a patch to make new edit work with the newer databases?

trevius 04-27-2009 08:45 PM

The New Edit window works fine for me, and my database is current.

GeorgeS 04-27-2009 11:24 PM

I can confirm that the database currently available ( rev438 ) is ok ( As Trevius mentioned ). I sourced it in with both MySQL-Front and MySQL_ADMIN_TOOL. It appears to have a problem with sourcing with Mysql directly and Source commands. I do not know why. I would recommend using either of those tools. To that event, one of the item.sql in the zip (below from my site) can be sourced in using MySQL_ADMIN_TOOL, and either can with MySQL-Front.

Another thing I did was to "extract" just the items table struct and data, and create .sql out of that. That also works.

http://wizardportal.dyndns.org/eqemu...ev438__PEQ.zip

GeorgeS

ChaosSlayerZ 05-21-2009 02:12 AM

George, I have posted few sugestion a while back (few months) but I gues you missed cuase you never said neither yes or no =)

So I am reposting them here =)

few coments on improving the Item Editor:

on MAIn Display window (where item stats are shown):

-I think you should put Regeneration, Mana Regeneration and End_Regeneration on the same line to save room on display (perhaps shorten them to HP_Reg, Mana_Reg, End_Reg?)

-ATTUNEABLE (if yes) coudl be displayed right after LORE

Under OLD Edit options:

-Endurance_regeneration - coudl be usefull to be placed rigth after where Mana Regeneration is

-Size, could be helpfull rigth after where WEIGHT is (note diffirent from BAg Size), followed by MATERIAL

-Haste should be inserted before ATTACK

-Aug Slots, should include slots 4 and 5

-Loregroup - moved to the top after NODROP, and Followed by ATTUNEABLE

thanks! =)

Oh yeah I hope that recent changes to DB/source won't mess up your editors (they added quite a few things to the tables in Rev535)

GeorgeS 05-23-2009 07:27 PM

ChaosSlayer - I'll add those to the to do list.

I started the profile editor and have it read only so far.
I will release it as read only until the bugs are figured out (Don't want to destroy toon's profiles).

What I still have not figured out is the :
'/*5508*/ SpellBuff_Struct buffs[BUFF_COUNT]; // Buffs currently on the player
'/*4796*/ uint32 skills[MAX_PP_SKILL]; --update -- Completed!
'/*2552*/ uint8 languages[MAX_PP_LANGUAGE];
'/*2584*/ int32 spell_book[MAX_PP_SPELLBOOK]; --update -- Completed!
'/*4632*/ int32 mem_spells[MAX_PP_MEMSPELL]; --update -- Completed!
'/*0432*/ AA_Array aa_array[MAX_PP_AA_ARRAY];


All other's are in.

Now, does any programer here know how to calculate a float from 4 bytes?


For uint32, I do
Code:

conversion 4 bytes => 4byte int
0A 0B 0C 0D
0D*16777216  + 0C*65536 + 0B*256 + 0A*1
I used little endian byte order


GeorgeS

GeorgeS 05-24-2009 12:08 AM

So I'm still working on the 4 byte Hex to float. I am trying to figure out if the format used is little endian byte order - AABBCCDD = DDCCBBAA .
Since the location of the toon is stored as a float, I need to convert the 4x8 bits (32 bits) to float..., but the byte order is important

edit
some progress. Looks like little endian format - low byte to hi byte order AABBCCDD = DDCCBBAA
Thus a 4 hex byte of '00 00 C7 41' decodes to '24.875' if my code is good.

Code:

'/*4700*/    float              y;                  // Player y position
'/*4704*/    float              x;                  // Player x position
'/*4708*/    float              z;                  // Player z position
'/*4712*/    float              heading;            // Direction player is facing

Private Declare Sub CopyMemory Lib "kernel32" Alias "RtlMoveMemory" (Destination As Any, Source As Any, ByVal Length As Long)

Public Function Hex2Float(ByVal tmpHex As String) As Single
Dim TmpSng As Single
Dim tmpLng As Long
tmpLng = CLng("&H" & tmpHex)
Call CopyMemory(ByVal VarPtr(TmpSng), ByVal VarPtr(tmpLng), 4)
Hex2Float = TmpSng
End Function

..and my float to hex (32bits) converter
Code:

Public Function Float2Hex(ByVal TmpFloat As Single) As String
Dim TmpBytes(0 To 3) As Byte
Dim TmpSng As Single
Dim tmpStr As String
Dim X As Long
TmpSng = TmpFloat
Call CopyMemory(ByVal VarPtr(TmpBytes(0)), ByVal VarPtr(TmpSng), 4)
For X = 3 To 0 Step -1
If Len(HEX(TmpBytes(X))) = 1 Then
tmpStr = tmpStr & "0" & HEX(TmpBytes(X))
Else: tmpStr = tmpStr & HEX(TmpBytes(X))
End If
Next X
Float2Hex = tmpStr
End Function


GeorgeS

Shendare 05-24-2009 12:54 AM

I've never messed with encoding/decoding floats, but you piqued my curiosity. Maybe this article will be helpful, GeorgeS?

http://en.wikipedia.org/wiki/Single_precision

GeorgeS 05-24-2009 05:49 AM

So far, here's the progress, almost done...


http://wizardportal.dyndns.org/eqemu/profile_beta.jpg

GeorgeS

GeorgeS 05-24-2009 07:37 PM

Progress has been good, and the save profile has been coded and appears to work ok.
I have a few things to finish off before release.

edit - I just released the final version. I tested it as best I could and it works well. Just make a copy of yor toons first (with my copy toon button) and play around with the profile.
I also added a wipe all spells from spellbook button as reuested.

I have not figured out AA's yet, but that is next.

Everquest Item Editor and Character Inventory Editor
- 14.4.2 - Enabled editing of toon profile structs - click and look in load character - there click on profile editor. Back up your toons!



GeorgeS

GeorgeS 05-25-2009 04:44 AM

Quote:

Originally Posted by ChaosSlayerZ (Post 170216)
George, I have posted few sugestion a while back (few months) but I gues you missed cuase you never said neither yes or no =)

So I am reposting them here =)

few coments on improving the Item Editor:

on MAIn Display window (where item stats are shown):

-I think you should put Regeneration, Mana Regeneration and End_Regeneration on the same line to save room on display (perhaps shorten them to HP_Reg, Mana_Reg, End_Reg?)

-ATTUNEABLE (if yes) coudl be displayed right after LORE

Under OLD Edit options:

-Endurance_regeneration - coudl be usefull to be placed rigth after where Mana Regeneration is

-Size, could be helpfull rigth after where WEIGHT is (note diffirent from BAg Size), followed by MATERIAL

-Haste should be inserted before ATTACK

-Aug Slots, should include slots 4 and 5

-Loregroup - moved to the top after NODROP, and Followed by ATTUNEABLE

thanks! =)

Oh yeah I hope that recent changes to DB/source won't mess up your editors (they added quite a few things to the tables in Rev535)

I have not forgotten this. Some of these are pretty hard because they require reformatting of a pretty complicated string array - and messing with it can break stuff.
I'll see how many I can do.

GeorgeS

ChaosSlayerZ 05-25-2009 12:37 PM

the code in your hands is like clay in the hands of a sculptor - you will succeed :cool:

GeorgeS 05-25-2009 03:07 PM

Quote:

Originally Posted by ChaosSlayerZ (Post 170484)
the code in your hands is like clay in the hands of a sculptor - you will succeed :cool:

..I like that quote! LOL

anyway, I made those changes - or at least made as many as possible.
New revision is done

GeorgeS

ChaosSlayerZ 05-26-2009 09:10 PM

Ok George - I just downlaoded the latest version - all seem working =)

A few coments thought:

On Main Item Display:

-if item has all 3 properties set : Hp, mana and Endurance regeneration - the Endurance one will not be displayed (despite the fact that its sits on a separate line from the other too). If item has just Mana and End or just Jp and End- then Endurance will be displayed

-The main display doesn't show if item has Aug slots 4 and 5 available on it if even if does

-some items (i havent figured out a pattern toit yet) for some reason have a blank line betwin lines where HP/Stats and Weight is displayed. Some of them do, and soem don't - i don't know why. I have compared 2 nearly identical items and one of them apears with a blank line in the middle while other does not. As far as I can tell all stats are displayed, but perhaps there is somehtign cuasing it which may have a detrimental effect later on - so better let you know =)

-In Old edit menu - could stil use ATTUNEABLE scetion in the list somewhere after NO RENT, thgout this one is a low priority i guess



In the new Char Profile Editor - things look GOOD!!! =)

But I would like to make a sugestion that text boxes for things like Race and Class should be replaced with pull down list boxes to choose from

still playing around with it thought =)

ChaosSlayerZ 05-26-2009 11:12 PM

George- BIG troubles :shock:

the spawn editor is screwed up

I have just made a tiny adjustment in npc respawn time and clicked SAVE
instead fo savign adjustment for the spawn group i was editing is picked what seem to be a RANDOM spawn group from the same zone table and saved chages in there overwritign ALL entries in that group.

At first I could nto figure out what has happened when all spawns fro the group I was editign got DOUBLED spaws in game.
I went in, found duplicate group, deleted it.. and saved again

BOOM - another random spawn group has been overwriten with the values from spawn group I was editing - now half of my city guards are gone, and that group i was editign now has TRIPLE spawns in game. :shock:

GeorgeS 05-27-2009 01:13 AM

Ok confirmed this as well. It's doing something to the last spawngroup or makes a copy and overwrites data.
I'm on it now..

Sorry for the error!

*edit*
Ok found the bug!!
Fixed it and now spawngroups will save ok

NPC and Loot Editor
08.22.02 - Fixed code in spawngroup section to prevent duplicate spawngroups.


GeorgeS

ChaosSlayerZ 05-27-2009 02:12 AM

thank you George =)

oh yeah please see my coments above on the latest improvements to the Item editor :cool:

ChaosSlayerZ 06-01-2009 09:02 PM

George, discovered a small bug

First of all, in Old Editor - when you looking at Focus, Click, Worn and Proc effects - the numbers are gone (idealy it should be shown in 2 column, one showing numbers, another showing names and sorteable either way)

But what is important- if you want to REMOVE say a Worn(Proc, CLick etc) effect from the item - when you go into Worn effect section it shows you (-1) by default- so clicking SET used to remove curent worn effect from the item.
HOWEVEr when you click SEt the editor sets the field to value of (0) and displays Worn Effect of ZZZZZ. Effectivly preventing you from actualy removing the effect

Also - in the selection list before the very first effect shown is the EMPTY field- which suposly corespand to (-1) or no effect. Trying to select that field causes Editor to crash with error "subscript out of range"

My guess is this happening cuase you no longer reading spell list from a txt file but from Db table instead and the previous defautl values no longer match up with anything logical

These 2 errors (seting to 0 instead of -1) and crashing when selecting empty field are PERSISTANT for all simular sub-sections: Proc, Click, Worn and Focus.

thanks! =)


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