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Development::Database/World Building World Building forum, dedicated to the EQEmu MySQL Database. Post partial/complete databases for spawns, items, etc.

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  #1  
Old 04-20-2006, 03:36 AM
sesmar
I built it I will Support it!
 
Join Date: Jun 2005
Location: Michigan
Posts: 214
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If you do not have Excel but you are running windows you can always take a peek at my Database editor.

You can download my editor at:
http://eqemu.sesmar.net/index.php?op...d=32&Itemid=38

For installation instructions please see this thread:
http://eqemulator.net/forums/showthread.php?t=19839

So far it supports Editing: NPC, Loot Tables, Spell Tables, Faction Tables and Server Variables.

I am currently in the process of reworking a lot of the backend on it and adding support for spawn groups.

I hope this helps.
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  #2  
Old 05-04-2006, 05:29 PM
GeorgeS
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Join Date: Sep 2003
Location: California
Posts: 1,474
Default Updated version 1.5.0

Newest version (1.5.0) now is 0.6.6 compatible. Just updated some code and refreshed the views. Remember Excel (Y2K/XP) is required...

Utility is here
http://66.159.225.58/eqemu/excel_eq/eq_database.zip

Worklog -
-Fixed zone spawn code
-Fixed the merchant code
-Updated menus to look cleaner
-Updated random merchant code

GeorgeS aka Mr.G
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  #3  
Old 05-09-2006, 04:47 PM
GeorgeS
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Join Date: Sep 2003
Location: California
Posts: 1,474
Default Update and new version

Just added some feature enhancements -

-Ability to load ALL npc's within a specific zone
-Ability to load a specific npc within all zones or within a specific zone
-Ability added to sort by level,npc name,npc id
-fixed small/minor issues. Speed of display refresh is much better

Search by NPC can be partial name searches.

Help is here
http://66.159.225.58/eqemu/excel_eq/excel.html

Utility is here
http://66.159.225.58/eqemu/excel_eq/eq_database.zip

again remember Excel for Y2K or XP is required.

GeorgeS
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  #4  
Old 05-10-2006, 05:31 AM
GeorgeS
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Join Date: Sep 2003
Location: California
Posts: 1,474
Default more - again

Just to let you know, I am pretty much done with the program as it stands, and will now start porting it to VB6 (not .NET). Code is identical to VBA, so porting should not be a big deal.

The big advantage is you will no longer need office/excel, and the program will be compiled. Other advantages are more robust functionality.

The program also allows very rapid NPC editing (adding/creating/modifying) - incl. very easy loot changes, way point (grids) editing, and merchant (adding/creating/modifying). This will all be preserved in the VB6 version.

As usual it's going to be open source for those who are interested...

FYI - the code in the Excel version is accessed via Alt-F11.

This news I hope is of interest to those especially who don't own Excel.
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  #5  
Old 05-10-2006, 12:06 PM
Belfedia
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Join Date: Jan 2005
Posts: 1,109
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This version can be wonderfull if no more need excel
And Opensource is a very good idea !
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  #6  
Old 05-11-2006, 05:01 AM
jimbabwe
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Join Date: Aug 2005
Posts: 107
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I love your product and this is an even greater improvement. I cannot wait!
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  #7  
Old 05-15-2006, 05:48 AM
GeorgeS
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Join Date: Sep 2003
Location: California
Posts: 1,474
Default progress...

Well, managed to nearly complete the 'NPC' editing and 'loot' editing portion over the weekend. I predict being 1/2way by this friday. Porting is actually pretty easy as both apps use similar syntax. I'm working on how to integrate all the functionality from the excel app seamlessly, and so far came across a solution to create several stand alone apps with a launcher that takes you to the various apps separately.

It works just like the excel version, but a bit better. The compiled version so far stands at about 80k! With luck, expect a release this weekend to test out.


GeorgeS aka MrG
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