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 :( |
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 |
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) |
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!!! |
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! |
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I am trying this right now and will report back in about 10 min if Roamboxes actualy working. |
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: |
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 |
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 |
thank you George =)
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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 |
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 |
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! |
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 |
Okay, gottcha.
One question though. If I've created new items and the like will using that file wipe them out? |
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 |
Alright, thank you kindly George!
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I updated to rev408 and the latest DB, and now I keep getting runtime errors when I try to edit an item.
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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 |
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. :)
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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. |
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 |
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?
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The New Edit window works fine for me, and my database is current.
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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 |
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) |
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 GeorgeS |
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 Code:
Public Function Float2Hex(ByVal TmpFloat As Single) As String GeorgeS |
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 |
So far, here's the progress, almost done...
http://wizardportal.dyndns.org/eqemu/profile_beta.jpg GeorgeS |
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 |
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I'll see how many I can do. GeorgeS |
the code in your hands is like clay in the hands of a sculptor - you will succeed :cool:
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anyway, I made those changes - or at least made as many as possible. New revision is done GeorgeS |
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 =) |
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: |
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 |
thank you George =)
oh yeah please see my coments above on the latest improvements to the Item editor :cool: |
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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