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GeorgeS
07-07-2008, 09:33 AM
The new edit (for now) does not save. This edit function was too new and a pre-release if anything. The newest version I have has all that added. It's a bloody big update since the new item editing is very good and improved over the single line editing.

I'll release it this coming sat nite.

GeorgeS

Aonelyn
07-07-2008, 10:58 AM
alright, good deal.

Can't wait for this release.

Also, is there a way to choose an items icon with this tool? Or do i need to input the icon number via the database?

GeorgeS
07-07-2008, 12:32 PM
It has built in icon selection! (integrated my icon viewer) and item color now.

GeorgeS

ChaosSlayer
07-07-2008, 11:45 PM
George, on the subject of icon viewer, I keep trying to get your attention in its own thread but its geting dumped down everytime and I guess you keep missing it =)

Anyway, in its earlier version you had Spell icons there too, but in latest version they dissapeared. Could you get the spell icons back?
thanks =)

GeorgeS
07-08-2008, 07:18 PM
Ok , ok, I'll add it in.:)

GeorgeS

Weldarr
07-09-2008, 11:51 AM
If you could make it able to be minimized that would rock also =)

Nessful
07-12-2008, 09:16 PM
This thing is a total mess for me, theres no exit button, i cant make new items, cant save whatever i edit. No offense george. not saying the program is a mess im just saying i probally cant get it going correctly. Please can someone give me a full out tutorial on how to get this thing working properly , thanks.

ChaosSlayer
07-13-2008, 12:05 AM
first of all you do NOT want to make a new item
simply becuase an item has SO MANY DATA FIELDS that unless you PROPERLY fill them all your Db will crash. (not to mention that up this day a good dozen of values are still unknown - touching them may result in a Db crash)

thats why you take EXISTING item, make a copy of it, and then modify the copy.

there is no SAVE button neither- ANY change you make is permanent and automatic

for exit- click the X in the conner =)

Nessful
07-13-2008, 12:14 AM
For me where is no X button in the corner

Aramid
07-13-2008, 12:18 AM
For me where is no X button in the corner
Your right, there is no X in the corner, it's more of a bluish square in the upper right hand corner. If you don't see that, then you don't have your video card set to at least 1024 X 768 which I believe is the minimum requirement to see the entire layout.

GeorgeS
07-13-2008, 12:20 PM
Nessful - the issues you name are already mentioned and I'll repeat this once more - the version you have is a TEST version with NO SAVE for the new edit function.

There is NO support for <1024x768 resolution. You need a PC able to run at least that.

I'm polishing up the latest release. A few things still need to be resolved to polish it up. I'll release it asap!
The save function works nicely now and I'm making it a bit more bullet proof.


GeorgeS

GeorgeS
07-13-2008, 01:49 PM
Ok folks, after a long and hard effort, the newest version 14.1.2 is out. Please give it a go and see how it works for you.

Use the New Edit button for testing the new item edit. There are many little things there that may take time to discover, but I think it will make item editing a bit easier. The single line "old edit" is still there by request.

GeorgeS

Nessful
07-13-2008, 03:55 PM
Good job George thanks so much foradding Save to the item editor you have no idea how much easier it will be now. By the way can you check my thread on Support General Support please? Thanks.

moydock
07-13-2008, 04:17 PM
Thanks for your hard work George, this will definitely be very helpful for me.

trevius
07-13-2008, 05:13 PM
Woot! I can't wait to check it out. Will download it as soon as I get home! Thanks for all of the work. I am sure there was a ton involved!

ChaosSlayer
07-13-2008, 06:48 PM
well looks nice but clicking on items icon produces: "File not found error" followed by a crash

ChaosSlayer
07-13-2008, 06:56 PM
another thing- you may want to swap yes and No for NO RENT section around

if you following the logic: No Drop - NO means NOT not drop

oh yeah the outlaying window border is gone again - imposble to exit or what is more important to minimize - all windows should have ability to be minimized imho

GeorgeS
07-13-2008, 08:53 PM
Fixed the missing file error, and added a minimize button (top right hand corner). Blue right hand button kills app.

Swapped No Rent prompt as requested

Recent version is live.

GeorgeS

ChaosSlayer
07-13-2008, 09:51 PM
thanks you George- no crashes so far.
one thing you may want to notice in Material types #4 is actualy a Monks Gi not a robe.

its rarely noticed cuase in game for some reason it will only show up as Gi only if you are indeed a monk or beastlord

ChaosSlayer
07-13-2008, 09:57 PM
ok I think i was wrong on the NO RENT flag - you had right the first time- sorry about that =) I was looking at the wrong item for comparecen

another thing- you may want consider making NEW EDIT window modal - as preventing user to swith back to main window unless you either SAVE or click go back

cuase curently I can swith to main window click soem other item... and then there a potential for total screw up =)

OR make sure that when another item in main window is clicked the NEW EDIT window is fully reloaded. cuase curently atleast name of the item does not realods and mayby some other thigns too

GeorgeS
07-13-2008, 11:08 PM
Ok, went into the DB and found norent returns either
0,1 or 255. Now I'm confused.
If norent=0 or 1 then it should display NORENT=NO
If norent=255 then it should display NORENT=YES

is that correct?


select id,name,norent from items order by norent asc

also

select norent,COUNT(name) from items group by norent
norent count
0 849
1 40952
255 20467

ChaosSlayer
07-14-2008, 12:09 AM
baiscly one the numbers is redundant i belive that both 1 and 255 means RENT (=normal item)

and 0 means NO RENT

easy check for this is:

a Summoned Arrow (well known NO RENT item) field value is = 0
and simple Cloth Cape is = 255

i belive i read somewhere on the forums that ANY values greater than 0 for RENT check automaticly redundant with 1, the field should have been a binary one but somehow was made an integer and was left like that - mayby cuase thats how SOE had it

in short, your program shoudl read as following:

0 - no rent? - YES
1 or 255 - - no rent? - NO

GeorgeS
07-14-2008, 12:56 AM
Ok thanks - got it and updated the tool

GeorgeS

trevius
07-14-2008, 06:48 AM
Wow GeorgeS! You have really outdone yourself this time :D Nice work!

For an initial release with this much work required, it is already surprisingly close to perfect. Of course, I have a few notes that I wanted to mention that you may want to consider taking a look at.

I also wanted to mention that I too was having the problem with trying to set the icons crashing the program. But, that was easily resolved by running the Register_OCX.bat file that came with this version. Worth noting for anyone who has that issue.

And, I think that leaving the Line Editor is a good idea, because it has the bottom scroll area that lets players edit any of the random or unknown fields that are not included in the new editor. Though, it would probably be very rarely if ever used.

List of minor issues I have found so far:

1. I think it might be useful to adjust how slots are chosen a bit. If it is possible, it would be nice if you could make the drop down box for selecting slots to have check mark fields. This would let you easily select multiple slots. As it is currently, you can only see the first slot that is chosen and this includes the view from the new edit window as well as from the main window for the Item Editor Tool. It is important to see all slots that the item is set to in at least 1 of those 2 places. Also, Deities may need to be setup in a similar way if possible.

2. When I click on the button to select Click Effects, it opens a window, but doesn't automatically load the spell list. I assume you made it that way so you could add a partial name search field so people could load up only what they were looking for or still have the option to load the entire list. That would be useful. I also wanted to mention that after I did Load the Spell List, I click the name Column to sort by name and found that for some reason, it put a bunch of blank rows at the top of the list and I had to scroll down a bit to get to where the actual spell list starts. Not sure what is causing that.

3. In the notes for the Cast Times/Charges Guide, you might want to add a note about Recast Delay being in seconds, since it isn't mentioned there. This might help remove any confusion since the cast times are in milliseconds and Recast Delay is just full seconds.

4. I was pleased to see that using the TAB key to switch between edit fields works nicely. Though, when I got to the section with Accuracy, Shielding, etc, I noticed that hitting TAB caused it to jump around to different fields that were not in the order I thought it should have gone in. If possible, it would be nice to have those in an order. It would also be awesome if using the TAB key to switch fields would also cause the selected field to select the text inside so that you could start typing without having to delete the text currently in that field. The Augments section has this same jumping around issue as well.

5. While testing, I clicked the Bag Type button and saw that it changed the field to a drop down box. Though, the box didn't have a "None" listed in it to set it back to none. I don't think this is very important really, since most people wouldn't even click that unless they were actually wanting to make a bag.

That is all I have found so far. All of them are fairly minor issues and some are more preference than issues even. Pretty amazing for an initial release if you ask me :D


I also wanted to mention that if you would like some custom buttons made for your tool(s), just let me know and I will start working on a set. If you can give me samples of all the buttons you would like designed, I can use those for dimensions to make new ones that can replace them so there is no code editing required. I tried looking through the resource folder in the eqitems folder for the image files that are used for the current buttons, but I could only find other sets of buttons and not the exact set that is currently in use. Not sure where it is pulling them from exactly. If I can figure that out, then I can make a set and test them out and then send them to you.

Here are some examples from a button set I made fully custom for a forum I used to run (so you can get an idea of what I can do):
http://stormhavenserver.com/downloads/button_examples.jpg

I am pretty decent with Photoshop, so if there are any other things you would like adjusted or made for your tools, let me know and I will make time to get them done.

Thanks again for all of your hard work, GeorgeS!

ChaosSlayer
07-14-2008, 09:36 AM
few sugestions.
on the MAIN window in item display section you may want to add 3 things:
Endurance, Endurance regeneration and NO RENT status.

In order to save space I sugest putign them in followign manner:

put NO RENT status info after LORE info
Put Hp, mana and Endurance on same line
Put HP Regen, Mana regen and Endur regen on the same line

note this is for Item Display for main window


and if posible make window itself controlable from a taskbar at the bottom - liek default close/minimize option - it used to have it few version ago

theeris23
07-17-2008, 08:29 PM
How do you make an item usable in multiply slots? Everytime in the new editor I try to make a weapon primary and secondary, it uses the last one you entered.

GeorgeS
07-17-2008, 10:05 PM
currently only one last slot selected is used. I'll have to code that in and will be in the next release.


GeorgeS

theeris23
07-18-2008, 08:38 AM
Cool, thanks George! I though I was missing something!

trevius
07-27-2008, 07:28 AM
Hey GeorgeS, I know your tool posts get pretty crowded, so I was wondering if you got a chance to see my post I made a few up from this on 7/15. Mostly just a few minor issues, but I figured you may have just missed the post. And, my offer to create buttons is still there if you want. I could even redo the background layout of the new editor if you ever wanted to move some of the fields around a bit. It wouldn't take me long at all. All I would need is a full size screenshot (or the actual tool) with the new field layout and I can over-lay a new background and position the boarders and stuff so they are all in the right place. The layout is good as it is, but I figured I would offer since you mentioned that part being kinda a pain when you first made the new tool.

GeorgeS
07-27-2008, 12:19 PM
Trevius - thanks for the sugestions. I did read the post and will incorporate some of those changes.

The field tab index is a done deal at this point because the property is hard coded and rewriting that would be tedious.

The background picture can be modified. I included the bitmaps in the resources folder. Have a look there and also at the "new_edit_screen.pspimage" paint shop pro file.

Buttons - well that's pretty hard because most of them are compiled as activeX controls (that I wrote), and some are just bitmaps. All buttons need to keep the eq feel as much as possible.

When you have new bitmaps/skins, then pm me with the links.

A newer version will be out soon.
Thanks,
GeorgeS

trevius
07-29-2008, 04:01 AM
I got some new buttons started today. I should be able to finish them tomorrow as long as it doesn't get busy at work. I am using examples from T King UI look and EQ graphics to make them, so they should be just what you are looking for. I figure I will just give them the cool glossy look to make them stand out as buttons so that they don't blend into the background. I will also change the hue on them and make a separate set for pressed buttons.

I will make some cool radio buttons as well and some for minimize and closing the program.

I don't have paintshop pro, but I do have photoshop. So, I can't look at those PSP files, but I found another file that has the background for both the new edit and the main editor screen. Both of them look pretty good already, but I could maybe do a little bit more enhancing adjustments to them if you don't mind.

When looking through your background files, I see you have an alternative one that looks more like the actual EQ graphics with the blue background and gold trim. I could make an alternate set for those if you would want to check that out as well.

Not that the tool needs improvements in it's looks to make it work better, but since I am fairly good at it, I might as well contribute what I can.

One thing I was wondering is if you want me to keep the buttons in a BMP format, or if there was any other formats you could use to have them with transparent backgrounds? I can still make them rectangular and make them look like they are rounded corners, but if they can be transparent backgrounds, I could just leave the corners transparent.

trevius
07-30-2008, 05:37 AM
The new editor seems to be working perfectly accept for 1 thing I have noticed so far. It is able to copy item lore from an existing item, but it will not save any changes to item lore descriptions. So, every time I copy an item, they all have the same lore description as the original item I copied and I can't change it with the new editor. Seems like you just need to add that to what gets saved.

GeorgeS
07-30-2008, 10:26 AM
I am not sure vb can use transparent bitmaps de-nuovo without installing a ocx to load it in. I would try to use bmp if possible as that loads in fine.
Thanks for your work in making buttons and graphics.

I fixed the lore issue and the current version has the bug fix.

Thanks
GeorgeS

GeorgeS
08-08-2008, 12:54 AM
Finally incorporated Trevius' buttons/skins. This was actually a big job due to the number of activeX controls which needed fixing.
Fixed a few minor things and updated the look to be a bit more eq-esque.

GeorgeS

Weldarr
08-19-2008, 03:51 AM
The bard skill values for instrument mods are not working. I have to manually go in and edit them with the old edit feature to put in the correct numbers.

Numbers should be:
23: Wind
24: String
25: Brass
26: Percussion
50: Singing
51: All Instruments


Also, would it be possible to make the slots for an item checkable/uncheckable similiar to how you have class/race feature set up?

GeorgeS
08-19-2008, 09:37 PM
Slots are going to be multiselect (i.e arms,legs,charm) now so that will make many people happy. The bad thing is this takes alot of code because it's not very common for multislot items. (I did check in PEQ db). So now it looks like it's working and that makes me and everyone happy!

Hopefully I will release it when I debug the last of the code. - about 70% done!

I'll look at the bard skills as well :)


GeorgeS

GeorgeS
08-19-2008, 11:32 PM
Update - Finished the Slot multiselect for inventory and the ability to create items with multi slots work. You can hand type the data in since it's a text box, but use the dropdown box.

Fixed Bard skills

Changed the way the delete item was positioned and it's color - should make accidental deletes a thing of the past.


GeorgeS

Weldarr
08-28-2008, 03:41 AM
Any chance of adding in a select box for the item type?

Frothel
08-30-2008, 08:03 PM
I have used several of the tools made by ya George, and they work great! However, this one particular program, the item maker, I cannot figure out how to make the items show up on my server. I have created two items just to test this out, and they show up in the database when I try to add them to vendors, and in the item creator, but, like I said, I cannot figure out how to get them to show up on the server. I have read all of the pages in this thread and still have not seen how to correct this on my end =) Any help would be greatly appreciated =)

GeorgeS
08-30-2008, 11:23 PM
If the items were just created, a restart of the server is required. Items are loaded in during server startup in a shared memory address.

GeorgeS

Frothel
08-31-2008, 02:36 AM
That worked! Thank you very much! =)

GeorgeS
08-31-2008, 02:58 PM
Any chance of adding in a select box for the item type?

Actually a good idea and am on it now.

GeorgeS

GeorgeS
08-31-2008, 04:04 PM
Newest release I've been working on for a few weeks now.

- 14.2.3 - Added ability to search for items dropped by zone. Goto advanced options, then select zone. Currently you need to type in the short zone name

Also added the drop down for itemtype as requested.

GeorgeS

Weldarr
09-02-2008, 01:18 AM
Thanks George, You're the best!

trevius
09-02-2008, 08:18 AM
That loot by zone search is pretty cool :)

Would it be possible to do a loot by mob search to find all in the loot table for a specific mob name?

Or, even better would be if there was some way to possibly view the stats of loot directly from the loot tables of the NPC Loot Editor Tool. Having thousands of drops makes it easy for some unbalanced drops to slip in where they shouldn't be. I am mainly concerned about boss and named loot tables, so it would be nice if I could check them 1 by 1 and actually see what the loot looks like without having to summon it in game or search for it on the web or in your item editor.

trevius
09-04-2008, 04:31 AM
Just noticed there is no ammo slot setting in the new item editor window. The ammo slot is 21 which equates to 2097152. Right now, all ammo slot items just show slots "none" in the window.

Also, is there any way you can set the advanced search to be default to ALL/ALL for the class and slot and also the radio button?

GeorgeS
09-05-2008, 12:06 AM
Thanks for the Ammo issue -

Everquest Item Editor and Character Inventory Editor
- 14.2.4 - Added Ammo slot to editor and fixed Bots and Bots' inventory equipping and saving. A few other minor fixes.

I will work on the npc&loot editor's item stat's view - that will take a while since I need to create a 'class' from the item editor code for that to work.

Also npc&loot editor will have character (all account/character/inventory tables) backup/save/restore as well as Angelox' feature request to have Bots saved and their associated tables restore.

GeorgeS

ChaosSlayer
09-07-2008, 04:11 AM
few thigns still missing - on main screen in item display window - please add Endurance after Hp and mana, and also please Endruance regeneration

thanks =)

swish
09-10-2008, 11:58 AM
The tools are perfect Georges! I just thought I would give some thoughts for upgrades just if anyone interested.

Aza77 built a really good tool back then. Was only used for hi's server and I had the chance to use it.

Few things in the items editor that I can remember of:

1) Item ID was dynamic. I mean, lets say you click on a bronze sword and it loads the sword when it's ID is 1345.
You can then edit it or either save it as ID 1345 which will overwrite, or save it as 1346 which will either overwrite what was in 1346 or just create it if its empty.
This options replaces buttons such as: 'copy item', 'create new item' and such.
Also, that's an easy way to create a 'great bronze sword' by just upgrading some of it's stats. Great way to create item without starting from blank fields.

Also that I can remember was a weapon ratio calculator. When you enter dmg/dly, it auto calculates the ratio right next to it.

I used the tool about a year ago so I don't remember much.
If you're up to it, I can think of more stuff.

In anyway, thanks for the wonderful tools, Georges!

Swish.

Kilralpine
09-10-2008, 02:47 PM
Are your mirrors down George?? ive been trying all day to download your tools and it wont ever come up :-/

Jibbatwinkers
09-10-2008, 06:13 PM
Item editor works great, thanks Georges

GeorgeS
09-11-2008, 01:18 AM
Sorry for the webpage going down. I was switching providers and all hell broke loose. Nothing worked and modem even broke. Went to Frys and bought a new Dlink modem and placed a call to figure out the DSL settings. So finally after 3 days, I can now get the the NET. Now the next thing is getting the LAN back up and registered with DynDNS so I can get server back online.

edit 9-16-08 All back for a few days now. See sig for new url

GeorgeS

ChaosSlayer
09-16-2008, 10:13 PM
George, so how about adding Endurance and Endurance Regeneration to the main screen item info display?

to save space you could put:
Hp, Mana, Endur - on the same line
same goes for:
Hp regen, Mana Regen, Endur regen.

Thanks =)

GeorgeS
09-17-2008, 12:30 AM
Sorry for the late response to your original post. I'm working on the item tool now and will add this in for the next release.

So, what's in store for the next release --

/1/ Ability to copy a toon from one account to another
/2/ Equip a toon from clothing presets from real people's toon data ~900 so far
/3/ Delete a toon from any account
/4/ Save a Toon's Equipment to a (text file) database and then ability
to use that for a Bot or another toon.



GeorgeS

ChaosSlayer
09-17-2008, 01:25 AM
thank you George =)

ChaosSlayer
09-28-2008, 09:10 PM
somethign else for main display window I thought of:

on the line where you list: Attack Delay for weapons, you may also want to list Range (will be usefull for viewing Arrows, Bows and throwing weapons)

GeorgeS
10-03-2008, 11:34 PM
Everquest Item Editor and Character Inventory Editor
- 14.2.6 - Added feature to copy and paste toons to another account. Very easy and simply to use

This is a large update and took weeks to write. The toon copying is done but a few features will be added like dynamic name changing.

Also added range, endur, and endur_regen to display window now as requested.

GeorgeS

ChaosSlayer
10-04-2008, 02:04 AM
Perfect =)

mplayer254
10-28-2008, 08:27 AM
GeorgeS, your tools are amazing, and this one in particular has been such a huge help. I have always wanted to be able to customize some things about EQ and your editors have been a godsend. The one thing I have not been able to do after watching these forums and using all the tools the community has come out with (Thank you Cavedude, your server pack is awesome) is being able to easily edit a book's text. I have looked all over the forums and wiki, and unless I am missing a thread somewhere this is all I have found:

http://www.eqemulator.net/forums/showthread.php?t=23245&highlight=book
Somewhat helpful, except that I am not familiar with SQL (which I am guessing is what he "went into" to make the book), so I have no idea how to do what the poster is describing.

http://www.eqemulator.net/forums/showthread.php?t=7788&highlight=book
Bit more helpful, was able to do what Dudeman did and edit an existing book but still not foolproof for someone like myself that doesn't know what he's doing.

Anyway, I also scanned the Wiki and found nothing more on how to actually create a custom book. My question for GeorgeS is, is there any possibility of adding the ability to modify book text to your item editor, or is there anyone out there that could write a short tutorial on how to do it? I am rebuilding my database to include some custom content and clean up a ton of quests, and plan on posting it once it is done and I learn hot to extract it. Anyway, sorry for the long winded post, and thank you all so much for the work you've done, it is incredible!

ChaosSlayer
10-28-2008, 12:03 PM
GeorgeS, your tools are amazing, and this one in particular has been such a huge help. I have always wanted to be able to customize some things about EQ and your editors have been a godsend. The one thing I have not been able to do after watching these forums and using all the tools the community has come out with (Thank you Cavedude, your server pack is awesome) is being able to easily edit a book's text. I have looked all over the forums and wiki, and unless I am missing a thread somewhere this is all I have found:

http://www.eqemulator.net/forums/showthread.php?t=23245&highlight=book
Somewhat helpful, except that I am not familiar with SQL (which I am guessing is what he "went into" to make the book), so I have no idea how to do what the poster is describing.

http://www.eqemulator.net/forums/showthread.php?t=7788&highlight=book
Bit more helpful, was able to do what Dudeman did and edit an existing book but still not foolproof for someone like myself that doesn't know what he's doing.

Anyway, I also scanned the Wiki and found nothing more on how to actually create a custom book. My question for GeorgeS is, is there any possibility of adding the ability to modify book text to your item editor, or is there anyone out there that could write a short tutorial on how to do it? I am rebuilding my database to include some custom content and clean up a ton of quests, and plan on posting it once it is done and I learn hot to extract it. Anyway, sorry for the long winded post, and thank you all so much for the work you've done, it is incredible!

the book is an item. whats writen inside a book is stored in books.tbl table which corespand to the property of the field "book" in items table

so take any book in item editor and look at "book" field and you will see the short id name of the book text

then open mySQL browser. and simply open books table, find row with the same name and edit away like in notepad

trevius
10-28-2008, 04:39 PM
This is getting off-topic for GeorgeS' Tools. But, here is the wiki page for the books table:

http://www.eqemulator.net/wiki/wikka.php?wakka=EQEmuDBSchemabooks

Try installing Navicat and looking at the table with it. It shouldn't be hard to figure out what to do by looking at the other examples. You will probably want to copy a book or 2 into Notepad so you can view them and/or edit them to create a new book's text.

mplayer254
10-29-2008, 08:32 AM
Thanks all, I was able to get Navicat, find the Books Table and modify a few existing notes/books, but I was wondering if anyone has had this issue: when I create a new book in GeorgeS's item editor, I am unable to then find the shortname entered in the copy/edit screen for the new item in the Books table. If this is off topic, please feel free to move my post, I thought perhaps GeorgeS might have some insight on this so I posted it here. Chaosslayer and Trevius, thanks for the help!

mplayer254
10-29-2008, 08:40 AM
Tried to just edit post but couldn't, I realized as soon as I went back into to Navicat that there was a big "+" button staring me in the face in the table view window :oops: Added the shortname field I wanted and am testing now on the server. Thanks for going easy on me after my first post!

spider661
02-07-2009, 12:12 AM
i noticed in 292 they changed the aug slots in the item field name is this going to affect the editor im guessing it will are you planing on doing an update.. or is the source code up to date so i can make the change? also my npc editor has not worked for changing spawn timers seance they changed how spawns work is there going to be a fix soon? i have had to do all the changes in navicat and my other gms don't know how to do that lol

GeorgeS
02-08-2009, 05:42 AM
I'm working on the changes.
Should'nt be more than a day or so to get it done


I'm trying to find the latest items.sql, can someone point me to the link please.


GeorgeS

spider661
02-08-2009, 03:34 PM
sure
http://code.google.com/p/projecteqemu/source/browse/trunk/EQEmuServer/utils/sql/svn/292_augslots.sql?spec=svn292&r=292

GeorgeS
02-10-2009, 10:39 PM
As mentioned in another post,

Fixed the program to handle the latest schema

Everquest Item Editor and Character Inventory Editor
- 14.4.0 - Added support for items table SVN schema 292 i.e change all columns from `augslotxunk` to `augslotxvisible`


Finally, it's done, but please let me know if there are other issues.

Another source of crashes occur when a null is in a field when one cannot exist, and that will make the program crash. There is no fix for this. Make sure your tables are ok - especially if you update often. I rarely update the items table, except for the schema.

GeorgeS

gmraiford07
02-12-2009, 02:43 PM
heh georges i also found out that when say i take 1 item and i decide to copy it 3 times to edit it the first and third copy work but the second when i go to edit pops up with an error saying you cannot edit an item that doesnt yet exist lol but i figured it was just something wrong with my item so i went into navicat to check it and everything was fine so tried again and same error but if i rename the item in navicat everything works it wasnt really a problem but just figured you might of wanted to know about it :)

ChaosSlayer
02-12-2009, 03:24 PM
George, with the latest updates to DB schema your Spawn Editor no longer works - it requres that you remove the timeleft field from it.

Also, still trying hard to get your attention here:

http://www.eqemulator.net/forums/showthread.php?t=26667

thanks =)

GeorgeS
02-14-2009, 02:29 AM
The spawn editor standalone is depreciated several months ago. It
is now incorporated into the NPC loot editor.

The item editor appears to work with the current schema ver 292.
I did find a bug in the copy routine, and it should be fixed now.

Please DL ver. 14.4.1

GeorgeS

ChaosSlayer
02-14-2009, 02:56 AM
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 :(

GeorgeS
02-14-2009, 04:14 PM
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

ChaosSlayer
02-14-2009, 09:41 PM
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)

Joetuul
02-17-2009, 07:51 AM
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!!!

ChaosSlayer
02-17-2009, 06:50 PM
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!

cavedude
02-17-2009, 06:55 PM
George, found a SIGNIFICANT error in the Spawn Editor

First of all Spaw Editor should be updated to include editing of Roamboxes.


Sorry to go off-topic, but did you get roamboxes to work?

ChaosSlayer
02-17-2009, 06:58 PM
Sorry to go off-topic, but did you get roamboxes to work?

well apparenty it was the George editor that kept killing the data I been enterign last night =)
I am trying this right now and will report back in about 10 min if Roamboxes actualy working.

ChaosSlayer
02-17-2009, 07:10 PM
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:

GeorgeS
02-20-2009, 01:19 AM
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

GeorgeS
02-20-2009, 11:46 AM
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

ChaosSlayer
02-21-2009, 02:51 AM
thank you George =)

GeorgeS
02-25-2009, 11:32 AM
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

ChaosSlayer
02-26-2009, 06:34 PM
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

Aldest
03-25-2009, 11:57 AM
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!

GeorgeS
03-25-2009, 11:27 PM
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

Aldest
03-26-2009, 10:16 AM
Okay, gottcha.

One question though. If I've created new items and the like will using that file wipe them out?

GeorgeS
03-26-2009, 10:33 AM
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

Aldest
03-26-2009, 01:36 PM
Alright, thank you kindly George!

Randymarsh9
04-15-2009, 08:18 PM
I updated to rev408 and the latest DB, and now I keep getting runtime errors when I try to edit an item.

GeorgeS
04-16-2009, 10:19 AM
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

MelTorefas
04-17-2009, 01:58 AM
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. :)

MelTorefas
04-17-2009, 02:58 AM
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.

GeorgeS
04-19-2009, 10:46 AM
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

Randymarsh9
04-27-2009, 08:37 PM
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?

trevius
04-27-2009, 08:45 PM
The New Edit window works fine for me, and my database is current.

GeorgeS
04-27-2009, 11:24 PM
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/items_1129Rev438__PEQ.zip

GeorgeS

ChaosSlayerZ
05-21-2009, 02:12 AM
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)

GeorgeS
05-23-2009, 07:27 PM
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

conversion 4 bytes => 4byte int
0A 0B 0C 0D
0D*16777216 + 0C*65536 + 0B*256 + 0A*1
I used little endian byte order



GeorgeS

GeorgeS
05-24-2009, 12:08 AM
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.


'/*4700*/ float y; // Player y position
'/*4704*/ float x; // Player x position
'/*4708*/ float z; // Player z position
'/*4712*/ float heading; // Direction player is facing

Private Declare Sub CopyMemory Lib "kernel32" Alias "RtlMoveMemory" (Destination As Any, Source As Any, ByVal Length As Long)

Public Function Hex2Float(ByVal tmpHex As String) As Single
Dim TmpSng As Single
Dim tmpLng As Long
tmpLng = CLng("&H" & tmpHex)
Call CopyMemory(ByVal VarPtr(TmpSng), ByVal VarPtr(tmpLng), 4)
Hex2Float = TmpSng
End Function


..and my float to hex (32bits) converter

Public Function Float2Hex(ByVal TmpFloat As Single) As String
Dim TmpBytes(0 To 3) As Byte
Dim TmpSng As Single
Dim tmpStr As String
Dim X As Long
TmpSng = TmpFloat
Call CopyMemory(ByVal VarPtr(TmpBytes(0)), ByVal VarPtr(TmpSng), 4)
For X = 3 To 0 Step -1
If Len(HEX(TmpBytes(X))) = 1 Then
tmpStr = tmpStr & "0" & HEX(TmpBytes(X))
Else: tmpStr = tmpStr & HEX(TmpBytes(X))
End If
Next X
Float2Hex = tmpStr
End Function



GeorgeS

Shendare
05-24-2009, 12:54 AM
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

GeorgeS
05-24-2009, 05:49 AM
So far, here's the progress, almost done...


http://wizardportal.dyndns.org/eqemu/profile_beta.jpg

GeorgeS

GeorgeS
05-24-2009, 07:37 PM
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

GeorgeS
05-25-2009, 04:44 AM
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)

I have not forgotten this. Some of these are pretty hard because they require reformatting of a pretty complicated string array - and messing with it can break stuff.
I'll see how many I can do.

GeorgeS

ChaosSlayerZ
05-25-2009, 12:37 PM
the code in your hands is like clay in the hands of a sculptor - you will succeed :cool:

GeorgeS
05-25-2009, 03:07 PM
the code in your hands is like clay in the hands of a sculptor - you will succeed :cool:

..I like that quote! LOL

anyway, I made those changes - or at least made as many as possible.
New revision is done

GeorgeS

ChaosSlayerZ
05-26-2009, 09:10 PM
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 =)

ChaosSlayerZ
05-26-2009, 11:12 PM
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:

GeorgeS
05-27-2009, 01:13 AM
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

ChaosSlayerZ
05-27-2009, 02:12 AM
thank you George =)

oh yeah please see my coments above on the latest improvements to the Item editor :cool:

ChaosSlayerZ
06-01-2009, 09:02 PM
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! =)

trevius
06-01-2009, 09:37 PM
In regard to spells; it might be a good idea to change the tools to just pull the spells directly from the spells_new table now. Since the table is there and comes standard with the PEQ database now, there is no reason not to use it. The bonus to this would be that people who use it and who have customized spells, would see all of the spell IDs and Names accurately exactly as they have them set in the table. Everytime I edit or move spells around, I have to play around with Textpad and Excel to make a new spells.txt file for the editors to use so they will match my custom spells table. Would be nice to be able to cut out that extra step at some point :)

GeorgeS
06-01-2009, 09:51 PM
Thanks for the report. I'll fix those issues.

The newest item editor uses the db spell table. :)

The other tools will shortly..

GeorgeS

trevius
06-02-2009, 04:35 AM
Oh, sweet! I didn't know that :D

I was wondering if you get a chance, would you be able to put a little search window next to the load character button on the item editor main window? Then, just have it run a query for that one character instead of having to load the whole table? It is usable the way that it is now, but it takes a good 30 seconds or so to load my whole char table atm. Probably something people wouldn't notice until that table gets up fairly high. Not a big deal, but just something to consider if you get some time.

GeorgeS
06-07-2009, 06:36 PM
Everquest Item Editor and Character Inventory Editor
- 14.4.6 - Sped up loading of spells and toons 100x. Added toon query where large populations of toons exist. Many requested minor features added


I did look at adding as many suggestions as requested. Some things like extra line spaces in item descrition is not repairable without a total rewrite. I did add attuneable to the list. Fixed a few views and added listboxes where possible in the profile editor. These features and fixes are worth 8 hours of my time, so I did spend one day one these.
Fixed the spell adding/removing in the old edit tool. Now to remove a spell, just click on remove.

GeorgeS

ChaosSlayerZ
06-08-2009, 11:28 PM
ah George I am sorry to tell you this, but the Old Edit section has stoped working....

I have tried changing something simple on the item like AC, HP, no drop tag- changes do not take effect. :confused:

GeorgeS
06-09-2009, 10:33 AM
Yup, there was a sql bug

Everquest Item Editor and Character Inventory Editor
- 14.4.7 - Fixed up SQL for old edit

Thanks
GeorgeS

Nagus69
06-25-2009, 05:03 AM
maybe this has already been posted - but i notice that while the spell laoding screen is super fast now, its missing about 3k spells (only going to 8500ish now instead of almost 12000).

Any idea how to fix this?

ChaosSlayerZ
06-25-2009, 01:16 PM
I will take a guess and say - check your DB spell table and see how many spells are in there.

zergling
06-25-2009, 01:22 PM
Also, I think I recall that it only loads sequential spell IDs. If any spell ID is missing in the sequence (say spell 8501 in your case) it would stop loading any more.

I haven't been at this for too long, so I might be wrong, but its pretty quick to check so it can't hurt.

Nagus69
06-25-2009, 03:20 PM
well i log in remotely over the good old internet to the items database, so no clue but will ask ;)

GeorgeS
06-25-2009, 10:35 PM
If you run this

select count(id) from spells_new;


I get 14,257 spells loaded. The PEQ database holds exatcly this many spells de-nuovo. I no longer use the spells text file, just Cavedude's PEQ datafile.
You would need to DL the database, and just load in the spells. I have a copy of the database on my site.

..also gaps in the id sequence has no bearing on this. It loads everything in.
GeorgeS

Lillu
08-20-2009, 05:59 PM
how can I source only the spell portion of the peq db? or could anyone please link me a source where I can get the up to date spell only sql file?

pfyon
08-20-2009, 06:50 PM
My PEQ db didn't come with spells (unless I missed an sql file). I had to take the one from my SoF install and import it using the perl import_spells script.

cavedude
08-20-2009, 07:36 PM
My PEQ db didn't come with spells (unless I missed an sql file). I had to take the one from my SoF install and import it using the perl import_spells script.

spells_new is included in the .gz file on SVN...

Nagus69
09-15-2009, 10:46 AM
Odd request but here goes ;)

I usually work remotely with EQItems and the background of your wonderful tool is a real graphic it seems. Means it is transfered over the slow internet connection.

Do you think it is possible to release a version without a background graphic, just a usual 'windows' looking app?

Nagus69
09-15-2009, 10:56 AM
To clear it up: I use this tool over RDC (no admin rights on this PC but RDC is open, hence this odd request)

grindle
09-28-2009, 02:20 AM
I was wondering if it where possible to make a version of your great item editor for us people who use 1024X768 resoultion ...the sides of the program get cut off and make it impossible to close the program except by using the task manager ..thanks for listening to my suggestion

Grindle

GeorgeS
09-28-2009, 10:11 PM
I'm afraid any changes at this point is not easily doable. I get requests like this at times. The tool uses screen pixel references, so changing bitmaps or sizes is very hard and would likely break functionality in many ways.

The other question regarding removing bitmaps -since the tool is gui driven, the only way is to reduce the bitmaps to 16 color images - something I won't do.

Sorry, but my time is limited.


GeorgeS

Akkadius
09-30-2009, 06:07 PM
Can someone shoot me the latest of Georges item editor? His source has been down

leslamarch
09-30-2009, 06:18 PM
Can someone shoot me the latest of Georges item editor? His source has been down
did you use the link in his signature?
http://www.georgestools.eqemulator.net/ You may have to use IE to see the link to download it?

mastajon
10-02-2009, 12:31 AM
im getting the mysql database connection error, i installed the odbc and fixed the db.ini for my db but it still wont connect. any idea where im going wrong.

mastajon
10-02-2009, 02:27 AM
also my db.ini is the following:

host=localhost
user=eq
password=*****
database=peq
everquest_folder=C:\Everquest

GeorgeS
10-02-2009, 10:15 AM
Download this tool
http://www.georgestools.eqemulator.net/test_connection.zip
and see if you can connect.


GeorgeS

mastajon
10-02-2009, 01:51 PM
Download this tool
http://www.georgestools.eqemulator.net/test_connection.zip
and see if you can connect.


GeorgeS
i figured it out, i forgot to do one mysql command...... doh!

Akkadius
10-03-2009, 08:43 PM
Is there going to be a way to get this to work without MySql because i'm running vista, I just want to make items and copy and paste them into someone elses DB from my computer, and i dont have an XP box laying aroudn to do it... George?

GeorgeS
10-03-2009, 09:04 PM
No the tools integrate with PEQ schemas and mysql directly and there are no intentions to change this unless we change the schema to another database.
The tools can work with any commercial database, the only difference would be the connection string - so a very easy fix for those that need to run a database off MSSQL, or ORACLE for example.


GeorgeS

Akkadius
10-03-2009, 09:21 PM
So I can't do anything on Vista at all

mastajon
10-04-2009, 04:32 AM
yes you can do it with vista. Im running mine on vista. its just a little more work required because vista is a piece of.........

GeorgeS
10-04-2009, 11:41 AM
Tools run on XP all the way thru Win7-64

GeorgeS

mastajon
10-05-2009, 06:04 PM
when editing items for some one elses data base how would i go about exporting the items for them to import into their database?

GeorgeS
10-05-2009, 09:45 PM
The only way I know is DL my SQL browser

Connect to the DB then type this into the input box

select * from items WHERE id IN (1001,1002,1009)

this will pull out items 1001 and 1002 and 1009
(You do this for all custom items you make)
then press 'export as sql' then select the export option you want then export.
The file 'output.sql' is created in the root folder of the tool.

You then source that sql in

GeorgeS

VGCodeMaster
10-06-2009, 08:04 PM
Been all over your new web site in firefox and IE and I cannot see an actual link to the npc loot editor and item editor. I can't see a link to the entire tools set either. I even did CTRL +F searches for the words and none of the words are links. Looks like a mistake? OR am I blind? I recently had to replace a hard drive so I need to redownload. Other hard drive is ok but over at my parents right now hehe.

GeorgeS
10-07-2009, 12:52 AM
The links show up ok in win 7 IE. Can you post a screen shot of the webpage as you see it?

That way I'll be better able to figure what's going on

GeorgeS

VGCodeMaster
10-07-2009, 07:14 AM
It does not display the links in IE 6.

If I view the source I can extract the links.

This is why some people cannot see the links... A few of the links are not showing up in IE 6 OR Mozilla Firefox...!!!

http://img207.imageshack.us/img207/1238/screenshotyw.th.jpg (http://img207.imageshack.us/i/screenshotyw.jpg/)

GeorgeS
10-07-2009, 09:01 PM
Ok, I see the issue. I'll redo the page.

GeorgeS

Fridgecritter
10-07-2009, 09:39 PM
Good to see you are still here contributing to the community GeorgeS. Been a while.

anothertruth136
11-24-2009, 07:40 AM
Thanks for the tools George, I love it.

For anyone who has problems with register_ocx.bat and the files associated with it, some careful reading through the various threads will prove worth its time.

64bit Windows 7 seems to be running the item editor just fine. I had to run cmd as an administrator and then do

regsvr32 c:\users\me\desktop\itemtools\resources a.ocx

just for example. i did that with all the files one by one and its working fine except for the music it seems.

mastajon
12-20-2009, 03:29 AM
*edit, i didnt run the register thing. late night installs do that.

hahchoo2
01-14-2010, 08:39 PM
I apologize in advance if I missed this being addressed, this is a real long thread.

If I make the damage of an item too high, the item's damage only goes up maybe a third of what I set it at - or not at all.

Does this have to do with the item editor? It shows correctly in eqitems, but in game it's the capped version.

Thanks, and wow with your work!

GeorgeS
01-14-2010, 09:54 PM
Since the editor only works with the mysql database, it cannot control what goes on in the game. So the code in the emulator can modify the data in reads. So, in essence, the tool only writes what you put in, and the emulator interprets that higher up.


GeorgeS

hahchoo2
01-14-2010, 10:32 PM
Thanks for the reply George. So if I, hypothetically, want a 500 damage 1HS - not only do I need to write that to the mysql database, there needs to be custom coding done to the server code itself?

tricyclethief2
02-28-2010, 04:12 AM
Hey George first just wanted to say i love your tools and makes life so much easier. Second not sure if this is where i should put a request or another place but is there any chance at some point you might be able to organize the item icons to some type of format that goes along with weapon/shield pictures? The tool is great for making custom stuff but with swords sometimes its real hard going through all the pictures to try and find a graphic match to the item icon. Either way big Thanks! again

ChaosSlayerZ
03-01-2010, 12:36 AM
would be pointless imho.
Original era items have no reletions to icon what so ever.
Kunark items - did
Velious weaposn - did not
Luclin weapons did not
PoP weapons - some.
LoY - did
LDON - did
Gates - did not

Starting from OoW and onward they mostly did, but far less new models were made.

trevius
06-16-2010, 07:15 AM
GeorgeS,

If you get time, can you take a look at the changes made in Rev1542 to the items table and adjust the tool to make up with the new schema for it:

http://code.google.com/p/projecteqemu/source/browse/trunk/EQEmuServer/utils/sql/svn/1542_items_table_cleanup.sql?spec=svn1542&r=1542

A few fields were renamed and quite a few useless unknowns were removed.

You may want to leave a copy of the old one up as well, so people who aren't running the current source yet can still get and use your item editor.

Thanks as always :)

Lillu
06-17-2010, 04:20 AM
Hello Georges,

One more minor issue.
The Load Character window can't handle character id's (Toon_id) in higher ranges as: 1000000720 or so. You can select the character by name in the Load character window, but selecting the toon and clicking Load Character again will result in:
Error: Ron-time error '6': Overflow

I'm not sure if hight character id range is specific to our server or not, but I would appreciate if you could look into it too.
Thanks in advance.

GeorgeS
06-17-2010, 10:11 AM
The adaptation to the items table schema should require just a few code adjustments, and for Lillu I can use a double integer for the character loading.

I'll work on these and should have the changes done asap.

GeorgeS

Lillu
06-17-2010, 11:12 AM
Thank you for the quick reply and fixes GeorgeS, you are great!

GeorgeS
06-21-2010, 11:12 PM
Updated the program to use the new schema. Ironically, nothing broke when the schema (r1542) was applied, but I checked functionality and it's ok as far as I can tell.

Also, changed a character viariable to long integer type, so now high toon id's will work.


Newest version is - 14.5.0 - enjoy


GeorgeS

Lillu
06-22-2010, 04:03 AM
Thank you GeorgeS!

trevius
06-22-2010, 05:49 AM
Awesome as always, GeorgeS! Thanks much :)

If you get time, here are some other minor adjustments that would be nice to have at some point:

1. In the New Edit window, could you add the power source slot for items? Even though the Power Source slot is technically slot 21, we actually use slot 22 in the database due to slot 21 being used by Titanium for the ammo slot already. So, it is just 1 bitfield higher than ammo. I notice that when I copy an item set to use slot 22 already, it sets the slots to 0, so that may need adjusting too.

2. In the info window for click effects, here is some better info on Click Type:

Click Types:
1 = Clickable from inventory if Level reqs are met
3 = Expendable - normally limited charges such as potions
4 = Must equip to click
5 = Clickable from inventory if Level/Class/Race reqs are met


That's all I can think of for now, but they are fairly minor. Thanks again for the updates!

bellagurl
01-19-2011, 03:00 AM
Not sure if this item editor is updated but;

The Download links are broken... New ones please?

Thank you.

trevius
01-19-2011, 03:43 AM
Links seem fine to me. Use the site listed in GeorgeS' sig:

http://www.georgestools.eqemulator.net/

GeorgeS
01-20-2011, 12:10 AM
Power slot will be added in the next release. Currently fixing schema issues with the other tools.


Georges

trevius
01-23-2011, 09:02 AM
Awesome as always, GeorgeS! Thanks much :)

If you get time, here are some other minor adjustments that would be nice to have at some point:

1. In the New Edit window, could you add the power source slot for items? Even though the Power Source slot is technically slot 21, we actually use slot 22 in the database due to slot 21 being used by Titanium for the ammo slot already. So, it is just 1 bitfield higher than ammo. I notice that when I copy an item set to use slot 22 already, it sets the slots to 0, so that may need adjusting too.

2. In the info window for click effects, here is some better info on Click Type:

Click Types:
1 = Clickable from inventory if Level reqs are met
3 = Expendable - normally limited charges such as potions
4 = Must equip to click
5 = Clickable from inventory if Level/Class/Race reqs are met


That's all I can think of for now, but they are fairly minor. Thanks again for the updates!

Also, another nice note worth adding/changing is this:
Click Level -- Level that the spell will be cast as
Click Level2 -- Minimum level to use the click cast

The main one is clicklevel2, for setting the min level to cast it, but the normal clicklevel field is the level that the spell will be cast as. So, if clicklevel is set to 1, the buffs won't last long, because it will be like a level 1 cast the spell, but if set to 70, they will last much longer.

deaddraqear
04-13-2011, 12:11 PM
Hey GeorgeS, was playing with your item editor and about oh.. 300 custom items later, once I got to drakkin only items, I realized there were no drakkin selection option.. Took just a few minutes to test, and drakkin actually use the shroud option..

Was wondering if you could fix this? Possibly add in shroud capability as well? I know there are shroud usable items already in DB (the coldain weapons from the monster mission come to mind)..

Jeido
08-06-2011, 05:04 PM
Was playing around with making pre-set armor sets today and I ran into a few issues.

When trying to insert items into the inventory list then it does not always work. An example of a non-working item is spiritlight earring, but I've also had it happen with many others.

There doesn't appear to be a way to save a template straight from the eqitems program. You can load already pre-set profiles, but cannot save newly created ones.

Load Raid Bots doesn't work. If I load it, then select a bot, then the program crashes. The error code is: http://i.imgur.com/w5srK.jpg. Again, this only happens once I click on the bot name.

Hopefully I'm missing something and that's why I'm having these issues, but I was hoping to create a few armor templates after reading about it on your website.

Thanks for all the work you do!

GeorgeS
08-08-2011, 05:50 PM
Thanks for the report. I am looking into this and hopefully it won't be a big problem to address.

GeorgeS

GeorgeS
08-10-2011, 12:04 PM
Ok checked this out pretty extensively, and I can do everything as expected. No errors, and spiritlight earring works fine in the bots.

The error has to come from a null in your field somewhere. I am running v.1751

pre-set profiles can be saved buy going into the load bots button, and there's options to save.

You can check in your table why spiritlight earring causes problems. If there's a null somewhere or my table is too old then that could cause this.

GeorgeS

madsalty
08-14-2011, 02:02 AM
Is there a guide or tutorial page that explains on how to get many of the EQEMU tools created by George to work? If so please provide the link. It would be much appreciated.

Okay, step one, I need to ensure that my db.ini is filled out correctly. Okay, right here I start to panic. My server is on a Debian Linux box, which is on the same network as my Windows 7 machine. So, would the host be the Linux box IP address?

database=peq, what does peq stand for and is this the default?

everquest_folders=(whatever). I assume this is where I put the location of the EQ files that are located on the Linux box, not my local machine that has the client?

What I am trying to do, if possible, is to use George's wonderful tools from my Windows 7 box to edit the files needed on my Linux box. Is this a possible task and if so, what are the appropriate steps needed to accomplish said task?

I would like to thanks everybody for their hard work and please excuse me if my questions are redundant.

lerxst2112
08-14-2011, 02:29 AM
host=<ip address of the database machine>
user=<username in MySQL that you want to use>
password=<password for whoever the user is in the database>
database=<whatever you named your EQ database>
everquest_folder=<directory where you have your EQ client installed>

Emmeric
08-25-2011, 03:09 PM
host=<ip address of the database machine>
user=<username in MySQL that you want to use>
password=<password for whoever the user is in the database>
database=<whatever you named your EQ database>
everquest_folder=<directory where you have your EQ client installed>

That made a difference.

I click it now and get a window with music. When I click start, the window disappears and nothing happens? Does it take a long time to load... or? In my processes window, the EQitems icon disappears.

Never mind, ocx registration....

Emmeric
08-25-2011, 06:23 PM
Hmm. Got everything running.

Got a problem though. I made a change to the Archaic Blade of Battle to test things out. Changed the damage from 37 to 50 so I could easily spot it in the item entry. Hit save and go-back exited the program and opened the peq DB with Notepad++. The damage was still 37.

Opened the editor and brought up the blade. It still shows my change - a damage of 50 - while the DB still shows 37.

:?

What am I missing here?

lerxst2112
08-25-2011, 07:11 PM
The editor works on the database in MySQL, it doesn't change the dump you imported to initially create your database.

Item changes also require a restart of your server before they show up, so if you restart the server, enter the game, target yourself, and #gi <whatever the id is> you should be able to examine the item there.

Emmeric
08-25-2011, 07:23 PM
The editor works on the database in MySQL, it doesn't change the dump you imported to initially create your database.

Item changes also require a restart of your server before they show up, so if you restart the server, enter the game, target yourself, and #gi <whatever the id is> you should be able to examine the item there.

That first part confused me. If it doesn't change the DB, even though the editor uses the DB for initial info, then what exactly does the editor change? Is not mysql just the interface language used to make changes to the DB?

You mentioned dump... the db_dump.sql is what I have been using for certain changes - namely the LDoN point cost for items that isn't shown anywhere else. Can't change LDoN cost in the editor. Is not the db_dump.sql the root of all this info used in running the server?

If I'm wasting my time editing the wrong file, lemme know! :shock:



EDIT: from reading your post a few times, you are saying my db_dump.sql is not the DB my game is using... where should I be looking for the one that is?

Emmeric
08-25-2011, 07:27 PM
I get the impression the Archaic Blade of Battle would show up in my game with heightened damage, but still retain the original LDoN cost... :oops:

I would greatly appreciate a pointer to where my game DB is that is being used so I can alter the LDoN point costs. ;)

GeorgeS
08-25-2011, 07:41 PM
The editor uses the database specified in the db.ini file, whereas your eq game always uses the the database specified in eqemu_config.xml and/or login.ini.

Now if they are the same, then here's a disconnect somewhere. The editor always writes the data or it crashes/fails when it cannot write.

My guess you have more than 1 database.

GeorgeS

Emmeric
08-25-2011, 07:58 PM
The editor uses the database specified in the db.ini file, whereas your eq game always uses the the database specified in eqemu_config.xml and/or login.ini.

Now if they are the same, then here's a disconnect somewhere. The editor always writes the data or it crashes/fails when it cannot write.

My guess you have more than 1 database.

GeorgeS

This is my db.ini file:

host=127.0.0.1
user=xxx
password=xxx
database=peq
everquest_folder=F:\Program Files (x86)\Sony\EverQuest

The only db file in my peq folder is the db_dump.sql.

The eqemu config shows the same:

<database>
<host>localhost</host>
<port>3306</port>
<username>xxx</username>
<password>xxx</password>
<db>peq</db>
</database>


So, the question is, if the db_dump.sql isn't the db file I should be editing for the LDoN point costs, then where should my n00b butt be looking? :oops:

Emmeric
08-25-2011, 08:35 PM
BTW, yes, the changes I have made using the editor do show up in-game. I altered Djerv's solo server Gate potion costs. He had some at 4300 plat. I altered it using the editor and it shows all the changes in-game.

So the question still remains, to where are the editor changes to my db being made so that I can alter the LDoN item costs?

I only have one peq folder and the only file of any size there is the db_dump.sql.



Well, that's okay if you're all busy. If the editor does indeed change the db and it does show in game (as it does), then the "Old Edit" contains a spot for LDoN pricing that the New Edit doesn't. I guess I shouldn't be overly concerned about it if I'm able to alter what I need.

Suggestion, throw in the LDoN pricing field somewhere in the new Edit! :)

lerxst2112
08-25-2011, 10:34 PM
The dump file you sourced to create your server database is just a snapshot. You import that into a MySQL database which is what the server uses for it's data and what the various editors modify.

Making changes to the dump file doesn't do anything unless you import it into MySQL again. Doing so replaces your existing database with the dump again. Unless you really want to start from scratch this is the wrong thing to do.

To edit items in the MySQL database you can use the item editor you're already using, or you will need something like HeidiSQL or Navicat.

As an example, if you used HeidiSQL or Navicat you would be able to execute queries on your database to change items.

This would select a particular item:

SELECT `Name`,`ldonprice` FROM items WHERE `Name` LIKE "%Archaic Blade of Battle%"

And this would change its price to 75

UPDATE items SET `ldonprice` = 75 WHERE `Name` LIKE "%Archaic Blade of Battle%"

Depending on the tool you use you can also edit things in a grid like a spreadsheet and then save those changes back to the database.

Emmeric
08-26-2011, 12:42 AM
To edit items in the MySQL database you can use the item editor you're already using, or you will need something like HeidiSQL or Navicat.

As an example, if you used HeidiSQL or Navicat you would be able to execute queries on your database to change items.

Depending on the tool you use you can also edit things in a grid like a spreadsheet and then save those changes back to the database.

Ok, so there isn't really a file I could just pop open with Notepad and create fire-breathing earrings... :grin:

Using the editor in this thread seems simpler than typing commands as you listed. Just opened the db items list with navicat. A bit clunky, but that answers my question nicely.

Thank you so much for your help ;)

Emmeric
08-30-2011, 12:02 PM
Edit - I feel stupid... there are pages in the db tables...

Does it matter if I load Titanium or SoF in the spell tool?

Emmeric
09-01-2011, 04:39 PM
Hmm, ran into a problem using the spell editor. It ran fine yesterday.

Today, I get:

Loaded DB.INI
Connected to Database OK

SPELL TABLE contains: 14799 spells
SPELL TABLE contains: 215 FIELDS!
Your file is MISSING/WRONG FOLDER

1 or more errors Prevent IMPORT

:rolleyes:

I know the answer must be obvious, but I haven't started drinking yet today, so I haven't figured out why the spell editor can't find my spell files today when it did just fine yesterday.

Any suggestions on this one? :oops:

Emmeric
09-03-2011, 01:12 PM
Please....?

GeorgeS
09-05-2011, 12:34 PM
Ok, your spells_us.txt has some problem with it regarding field count or a extra "^" delimmeter somewhere.
My spellfilehandler (this tool) has an extra copy. If it's knackered, then redownload another copy.

Ti uses 200 fields and SoF has 215 fields

GeorgeS

lerxst2112
09-05-2011, 01:36 PM
I noticed the tool will also freak out if you have extra blank lines at the end of the file. If you delete them it fixes it.

Emmeric
09-09-2011, 07:44 PM
Ok, your spells_us.txt has some problem with it regarding field count or a extra "^" delimmeter somewhere.
My spellfilehandler (this tool) has an extra copy. If it's knackered, then redownload another copy.

Ti uses 200 fields and SoF has 215 fields

GeorgeS

Redownload? Ok, thanks. Will downloading again effect any of my new spells added?

lerxst2112
09-09-2011, 08:15 PM
Just export a new file from your database.

Emmeric
09-10-2011, 11:34 PM
Just export a new file from your database.

Not to sound contrary, but I tried that when my server was not connecting. Tried several times to export from Navicat so that my work wasn't wasted.

None of the files were readable. Couldn't source any of them.

The errors hinted at duplicate fields and some -1 values. http://www.freesmileys.org/smileys/smiley-sleep019.gif

At that point, I lose patience.


Edit: however, I now use the backup command function liberally.

lerxst2112
09-11-2011, 12:17 AM
You don't use Navicat to export a spell file... There are several spell file utilities available. There's one on Georges web site, you can do it with Null's Spell Editor, and there's a perl script in the utils directory where you downloaded the server source.

As a side note, I've exported and imported tables with Navicat and had no issues. It doesn't dump them in a very efficient manner though. I prefer SQLyog for that.

GeorgeS
09-12-2011, 12:28 PM
Redownload? Ok, thanks. Will downloading again effect any of my new spells added?

I would think your back up plan sounds good. When you are ready to export the EQ spell file, then just make copies of the text spell file and the spell table.

I should think your new custom spells are fine. Just import them in as usual.

Swedgamer
06-18-2012, 09:12 AM
I donwloaded your latest EQ item editor from your website but it won't connect properly.

I have installed odbc drivers, I've registered all *.ocx without problems and filled out the db.ini correctly.
I've also tested the connection with your connection tester and it works.

When I run the eqitems.exe it says:

Error in connecting to the database - perhaps a missing version field in variables table?

Then shows the load screen and pressing lets start gives:

Run-time error '-2147024894 (80070002)':
Automation Error
The system cannot find the file specified

The Logfile says

creating log entry
Identified user:root
Identified database:peq
Identified host:localhost
Identified everquest_folder:c:\eqemu\
Completed getting user info
credential output to screen ok
Call to ODBC open connection started
Call to ODBC open connection created
Call to ODBC open connection string completed
Call to ODBC open connection open
Call to ODBC open recordset started
Call to ODBC open connection completed
Open RS with sql: SELECT value FROM variables WHERE varname='DBVersion'
Recordset version returned: 070_pop_cvs
Starting music: c:\eqemu\\deaththeme.mp3
Splash returned an error-connection fail
Splash request to load MAIN program started
Started Main ok
Started to read all init *.txt files
Started to read all init *.txt files - ok done
MAIN exectuted ok - Form Load done and exiting

Hope someone can help me

GeorgeS
06-18-2012, 12:45 PM
From the log file, it appears the mp3 dll failed to load.
I'll have to check when I'm back at the PC to make sure.
Might be the error check failed and has to be coded to be more robust.

GeorgeS

Swedgamer
06-23-2012, 08:52 PM
Hey George! Nvm my last post! I'm a tool!

I had the EQ path set to my server folder ... not my Eq client!! Changed it and all programs I tried works now!

Sorry for the inconvenience and thanks for the great tools!

GeorgeS
06-25-2012, 12:14 PM
Ok good to know

George