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Development::GeorgeS's Tools A forum just for GeorgeS's tools |
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05-29-2008, 09:54 AM
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Hill Giant
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Join Date: May 2008
Location: sydney
Posts: 177
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I tried using the custom npc making tool to make a merchant, but as far as i can tell, it creates the merchant but it's not easily added to the game. You have to load up the game and use the gm commands to add the spawn?
Is there any way to add the merchant without running eqemu and then the client, as that seems slow and clumsy? At least being able to spawn the new npc and then summon it into the correct location when you are happy might be nicer?
I can see the "Zone name" box in the merchant editor, but this isn't a drop down or combo, it will load a list of zones if clicked but clicking on one doesn't change the zone name. You have to choose "paste" rather than "select", and a drop down would communicate that better.
There's a merchant id created by the tool, but it doesn't create a new one as far as i can see?
I can go one, but i just want to emphasise that criticising these tools doesn't mean i don't like them, just that i can see grounds for improvement. I'd do it myself if i had better programming abilities and the source code.
I found a copy of vb6 from my partner's computing days and tried using it to open the projects from the source on the http://66.159.225.58/eqemu/eq.html site but it crashes with assorted errors. I don't know if the source code is old, the application i'm using is faulty or incompatible, or what.
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05-29-2008, 10:18 AM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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The zone name is not a drop down for reasons such as you have hundreds of zones and the current way is better IMHO.
I assume you have never spawned NPC's - there's a tutorial on my site on how to do this. Just because you can create a merchant in the tool, it does not spawn in game. You must restart the zone or if your're editing items, restart the server. The NPC is just a reference in a spawngroup and can be referenced by many spawngroups.
Regarding the tools, they were designed with my 'eye' in mine and since they are now derivatives of many years of work and much input from people, they will not be redesigned at this point. There are classes of tools that interact with each other, so a change here will break a tool over there.
You also need to run at "least" a 1024x768 as a minimum. The screen size issue has been discussed before.
Loading these into VB6 is not easy. You have to register the classes, the dll's,OCX's have ADO installed, MyODBC, SP6 for VB6.
GeorgeS
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05-29-2008, 03:37 PM
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Hill Giant
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Join Date: May 2008
Location: sydney
Posts: 177
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I've spawned npcs and created a merchant for alchemy products using ndnet's code, your merchant tool and a bit of kludging about with excel. It's just a pain to have to hop in and out of the game to change something. still, if there's no easier way at this time, then that's the way it is. I run at 1280*1024 but i'm happy to try other resolutions.
This is at 1280 *1024

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05-29-2008, 04:32 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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Well, I just downloaded your latest , and can tell you they are even better than what I had before, you really paid attention to small things that people need when they are working on areas of the database.
I think many new people expect to start a server and have it all running, editing npcs items, etc. with in a few hours. They go so fast, they don't even stop to read and understand the tutorials and instructions posted.
They must think your tools as some kind of "miracle construction kit" to where they can slap things together with little knowledge of what this is all about.
BtW, that spawn editor you made really rocks - I think one of the hardest things for me to deal with and understand was the relationships of all the spawn related tables. This spawn editor makes all this clear and simple.
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05-31-2008, 08:33 PM
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Discordant
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Join Date: May 2006
Posts: 356
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Not Loading Spell Editor
George,
In 8.20.00 and 8.20.01 I am getting an error when trying to load the spell list editor. I can use the Show NPC Spell Set but when loading the Editor I keep getting the error 76 path not found. 7.33.01 works, which is the last one I had before D/Ling 8.20.xx
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Random Segments of Code....
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06-01-2008, 12:07 AM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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In the newest releases, the file resources/spells.txt now is ^ delimited
for example,
Code:
3^Summon Corpse
4^Summon Waterstone
5^Cloak
6^Ignite Blood
7^Hymn of Restoration
8^Cleanse
9^Superior Healing
10^Augmentation
make sure you copied the file from the zip.
GeorgeS
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06-01-2008, 11:47 AM
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Discordant
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Join Date: May 2006
Posts: 356
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On one computer, I unzipped it in a completely new folder and on another, I overworte aqn existing and they both get the same error:
Runtime Error "76"
path not found.
The small error window says npc_loot_edit in the upper bar.
The Spells Text file is there.
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Random Segments of Code....
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06-01-2008, 12:29 PM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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I re-wrote it so it uses the resources/spells.txt now. Before it was looking in the everquest folder the the spell file there. I just checked and it works with the local file fine.
If you make new spells then this file needs to be recreated.
GeorgeS
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06-24-2008, 04:23 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Quote:
Originally Posted by GeorgeS
In the newest releases, the file resources/spells.txt now is ^ delimited
for example,
Code:
3^Summon Corpse
4^Summon Waterstone
5^Cloak
6^Ignite Blood
7^Hymn of Restoration
8^Cleanse
9^Superior Healing
10^Augmentation
make sure you copied the file from the zip.
GeorgeS
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I hadn't tried adding a focus/worn/click effect since this change was made apparently. Trying it now, it seems like this might not be the best way to sort the list. Since the list is now sorted by ID number instead of spell number, it means I have to open the spells file in a notepad and search for the spells I need to find the ID number of it, and then scroll down to select it from the list in the item editor. I think it was better before when it was sorted alphabetically. Or, is there some other way I can search this list without having to look them up from an external source? I used to just scroll down to what I needed and select it when it was alphabetical.
And, if possible, I think it would be nice to have a simple search box on the main screen for searching for name or item ID. When searching for multiple items to edit them 1 by 1, it takes quite a while to click "Advanced", highlight the 0 and click paste the item name in, then click "SET FILTER" then "OK DONE", then "Run Queru", then select the item. It would be nice if you could just paste an item ID in there and it would automatically load it up and view it. Or, if you could search by name and it would load up the first match on the list automatically. I think this would make the tool more useful when editing multiple items and not using the grid editor.
Also, this is something that is purely cosmetic, but IMO it would be nice to swap the location of the Delete Item and Edit Item buttons. If I had my preference, I think it would be nice if they went; "Edit Item" then below that "Grid Item Edit" and at the bottom would be "Delete Item". Maybe I will get used to the way it is now, but I keep almost clicking "Delete Item".
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06-24-2008, 10:31 AM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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Ok, thanks for the report.
I'm working on your suggestions and the new item editor will have the following added for fast item searches -
You will be able to find items by partial name %bronze%
and search for items by item#. Allowed searches by number can be delimited by a comma such as -
1001,1004,1060,1865
Found items can either be appended to or replace current main item list
There will be a button to clear the big list.
This should be done later tonight.
GeorgeS
..also changed the layout of the edit/delete buttons as suggested.

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