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  #1  
Old 05-31-2007, 04:26 PM
GeorgeS
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I never messed with color/materials - how does it work?

If it's simple enough, I'll add it in


..regarding item charges et.al, I am not sure myself even how to get those to work either...

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  #2  
Old 05-31-2007, 04:38 PM
ChaosSlayer
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the material part should be rather simple
the material simply goes from 1 to 16 and indicates difffirent apperances
this is so easy anyone could do this via advance options - just a number into material field.

the numbers are:

0=No Graphic
1=Leather
2=Chain Mail
3=Plate
4=Monk Armor
10=Robe1
11=Robe2
12=Robe3
13=Robe4
14=Robe5
15=Robe6
16=Robe7

(you can view this textures in game by setting mob to one of the player races and asigning it #texture 1 to 16)

so basicly just add extra to tem editing window where i could click select one of the types. idealy would be if it could also show in game apperance, but that you will prabaobly need to get few screenshots from in game.


Color part is esentialy a long digit number - what i am proposing is adding a color window (like in game you had for paiting your armor) where user could select combos of RBG and your program converts this to a single number as used by item DB (for exmaple look up numbers for Bronze BP and Fine Steel one for comparacen)

unfortunately i have no idea how RBG combo converts into that single number =)
in a worst case scenario just allow to pick like 10-15 basic colors - numbers for these can be tracked by examinign items which are well known in game for havign special tint (bronze - orange, Ivy - green, mihrtil- light blue etc)

Last edited by ChaosSlayer; 06-01-2007 at 12:41 AM..
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  #3  
Old 06-01-2007, 02:28 AM
mamba666
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Join Date: Apr 2003
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For the color decimal number,
I think the RGB is in hex that you have to convert to a decimal number like $ff ff ff

where red is 00-ff green 00-ff blue 00-ff which gives you 0-255 for red 0-255 for green 0-255 for blue

so all red would be "ff 00 00" converts to decimal value 16711680

all blue would be "00 00 ff" equals decimal value 255
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  #4  
Old 06-01-2007, 04:17 AM
ChaosSlayer
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oh here is a good tool - in npc editor include an option to find and show all unused npc IDs from range X to Y

also add a search by npc ID, cuase when NPC do not belong to a spawn table, and you do not remember its name- there is no way to find it.

and mayby even find and list all npcs who do not belong to any zone spawn tables
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  #5  
Old 06-01-2007, 04:53 AM
Kayot
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^-^ For Item Tint colors, I figure I should pass along what I've figured out.

The color numbers are huge, Heres why.

I don't suggest hex at all, unless you want to hex and then dehex the number. Instead use a function to break it down.

Here's what I used (Sort of, I'm retyping it from my memory)

Code:
Public Function ItemColor(ByVal Value as Long) as Color
	Dim Alfa as Byte = Value / 16777216
	Dim Red as Byte = (Value - (Byte1 * 16777216)) / 65536
	Dim Green as Byte = (Value - (Byte1 * 16777216) - (Byte2 * 65536)) / 256
	Dim Blue as Byte = (Value - (Byte1 * 16777216) - (Byte2 * 65536)) - (Byte3 *
	Color = Color.FromArgb(Alfa , Red , Green , Blue )
End Function
Then to use it in say, a Label with a right click pop-up color dialog, set it like this (I'm typing this so expect mistakes in the syntax.)

Code:
Private Sub ClickEvent(stuff that gens here) Handles label1.click
	lable1.backgroundcolor = ItemColor(reader.Getstring(#))
End Sub
reader is my SQL reader, The getstring is syntax and the # is the column it pulls the data from. You could replace it with any number that is a Long or smaller. If pulling from a TextBox, don't forget the Clng(TextBox.Text) or else it'll give you a convert error.

If you'd like, I could make a function that puts them back together, though it's easer to just make a one line multiplyer.

Code:
lngValue = lable1.backgroundcolor.color.A * 16777216 + lable1.backgroundcolor.color.R * 65536 + lable1.backgroundcolor.color.G * 256 + lable1.backgroundcolor.color.B
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  #6  
Old 06-07-2007, 03:48 PM
GeorgeS
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Added by Request -
NPC Editor Tool ver - 6.7.07.01
-Searches by npc_id are now possible.
- You can now find a range of unused npc_id's under Tools/ Find available npc_id's from Range.


GeorgeS

Color tool is being looked at
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  #7  
Old 06-14-2007, 02:43 AM
ChaosSlayer
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great work GeogreS , thanks =)

what do you think about taking on a Spell Editor?
I know there are atleast 2 spell editors around (one from Windcatcher, and one from some german person, I belive) but I bet you can do better =)

the german spell editor is far easier to work with that the one by Windcatcher (or atleast that what it seems to me), its far more polished in terms of GUI and lots of special fields are explained (and it got very powerful search!!), but it does have a tendency to crush a lot (usualy after copying/adding a spell)
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  #8  
Old 07-21-2007, 10:47 PM
jonogo
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Join Date: Jul 2007
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Quote:
Originally Posted by GeorgeS View Post
Added by Request -
NPC Editor Tool ver - 6.7.07.01
-Searches by npc_id are now possible.
- You can now find a range of unused npc_id's under Tools/ Find available npc_id's from Range.


GeorgeS

Color tool is being looked at
I just downloaded your item editor and found your other programs on your page. Just wanted to say THANK YOU from a newbie to the eqemu server admin.

Any idea why, after installing the eqitems AND ODBC drivers, I would get an error as follows:
Quote:
Run-time error '339':

Component 'MSCOMCTL.OCX' or one of its dependencies not correctly registered: a file is missing or invalid
I get your splash screen, but then after hitting "Let's Start" it produces the above error.

My db.ini is as follows:
Quote:
host=localhost
user=root
password={private}
database=ax_classic
everquest_folder=null
Thanks ahead of time.

Cheers,

jonogo
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  #9  
Old 07-22-2007, 04:31 AM
GeorgeS
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In Resources/ folder, run register_ocx.bat
This goes for all the tools - they use .dll's and .ocx and need to be registered.

A new version is coming soon that will enable one to equip Raid BOTS

GeorgeS
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