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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. |

05-15-2006, 05:48 AM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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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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06-13-2006, 02:01 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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I have a question;
Concerning the the dropdown menu "Tools > NPC > Copy Existing NPC" , I get a copy of the NPC, but not in the zone in use. Is there a way to move it back to the zone it was duped in?
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06-13-2006, 04:50 PM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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NPC's can be shared/re-used in any zone i.e certain bats can be found everywhere. So what you need to do is go into spawneditor and add that npc into the spawngroup, so yes you can but not directly in npc editor.
I think your question is valid, however I think adding that functionality is complex and may yield errors in the database.
I'm off now to make the spawneditor ready for 0.7.0-800 06/07/2006 build date.
-edit - now the spawneditor should be 0.7.0-800 compatible. A few feature enhancements such as error checking is added .
You can now type in the npcid and the program responds with npcname automatically.
Also, clicking on the npc row (in spawnentry grid) will populate the NPC_search pop-up and you can thereby search for the npc that way.
http://66.159.225.58/eqemu/GeorgeS_EqEmu_Files.zip
GeorgeS
Last edited by GeorgeS; 06-14-2006 at 01:45 AM..
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06-13-2006, 11:09 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by GeorgeS
NPC's can be shared/re-used in any zone i.e certain bats can be found everywhere. So what you need to do is go into spawneditor and add that npc into the spawngroup, so yes you can but not directly in npc editor.
I think your question is valid, however I think adding that functionality is complex and may yield errors in the database.
I'm off now to make the spawneditor ready for 0.7.0-800 06/07/2006 build date.
-edit - now the spawneditor should be 0.7.0-800 compatible. A few feature enhancements such as error checking is added .
You can now type in the npcid and the program responds with npcname automatically.
Also, clicking on the npc row (in spawnentry grid) will populate the NPC_search pop-up and you can thereby search for the npc that way.
http://66.159.225.58/eqemu/GeorgeS_EqEmu_Files.zip
GeorgeS
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I still can't get it to run for me, I always get the same error on any version;
a runtime error followed by "unknown colum 'spawnentry.spawn_limit' in 'field list'
The version spawn editor I have is 06.08.01.
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06-14-2006, 02:43 AM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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Found a bad sql query refering to the old db schema. This new version I just compiled works fine on my machine, but dl it and see if it works for you.
new ver# is 06.08.03, just released
GeorgeS
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06-14-2006, 05:57 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by GeorgeS
Found a bad sql query refering to the old db schema. This new version I just compiled works fine on my machine, but dl it and see if it works for you.
new ver# is 06.08.03, just released
GeorgeS
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Hi- I tried the links, the must be down? post me a link when you can. and if you need a place to post your downloads, I have my own server here running for 6+ years now, you're welcome to some space.
Thanks
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06-15-2006, 12:30 AM
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Demi-God
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Join Date: Jan 2005
Posts: 1,109
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Quote:
Originally Posted by Angelox
Hi- I tried the links, the must be down? post me a link when you can. and if you need a place to post your downloads, I have my own server here running for 6+ years now, you're welcome to some space.
Thanks
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Download working for me ???
__________________
__________________________________________________ _____________________________________
I speak english like a spanish cow..., I speak spanish like a english pudding...
But I try to speak good french !!! (Non au langage SMS sur forum)
http://eqfroggy.new.fr : Froggy French Server Website.
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06-25-2006, 01:36 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by Angelox
I still can't get it to run for me, I always get the same error on any version;
a runtime error followed by "unknown colum 'spawnentry.spawn_limit' in 'field list'
The version spawn editor I have is 06.08.01.
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Same bugs in these too
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06-25-2006, 05:33 AM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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...finally found the bug
I found the issue finally. I tried it on all db's cavedudes and peq and it should now work for you.
The correct version should be 'Spawn Editor 6.11.00'
If you see any other issues in the other utilities, pls let me know.
GeorgeS
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06-25-2006, 07:14 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by GeorgeS
I found the issue finally. I tried it on all db's cavedudes and peq and it should now work for you.
The correct version should be 'Spawn Editor 6.11.00'
If you see any other issues in the other utilities, pls let me know.
GeorgeS
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Thanks for your work, heres a few problems.
I switched back to PEQ.
Spawn Editor - when I go to create a new id in spawn editor, it crashes with a runtime error and Unknown column "condition" in "field" list. I tried in Befallen and Harbingers.
Loot Editor -
In Harbingers Spire, when I click on a mob with body Id of 34 it crashes with Run-Time error 9, "Subscript out of range". I'm mostly working on populating harbingers with npc's, loots, spawns, etc.
Grid Editor from the start appears ok, I really haven't started using it yet.
Tradeskill Recipes gives me an OCX error when i start it - Component "TABCTL32.OCX" not regged - I probably can figure that one out, but I'm not really into tradeskills yet.
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