Downloaded that and it fixed the problem. Thanks for the fast update
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George,
is there anyway that the entire window contents for the Loot Editor could be in one big scrollable pane so I can get to see the whole app? I have a limited vertical resolution of 768 pixels, so I can't see the bottom of the thing. I understand that you don't want the headache of the layout changing as the window resizes. I'm just thinking that with a pane that holds the whole layout being scrollable, and the main window being resizable, then those of us with limited screens could use your tools. I have no idea if this is possible though. |
The app is 1250x770, so it should fit in x768
You may have large fonts on, or something like that - which scales the screen. take a look at http://www.eqemulator.net/forums/showthread.php?t=28640 GeorgeS |
Thanks George. If I set the taskbar to autohide and drag the window up until the titlebar is almost gone I can see the horizontal scrollbar. A pain, but less pain than messing around in the DB.
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GeorgeS,
I think I found a minor bug with the Spawn Group editor part of this tool. When I load of an NPC ID and find all of the spawn groups associated with it, everything looks fine. When I try to edit the NPC ID for any NPCs in those spawn groups and save it, it will save the NPC ID to the last spawn group in the list that it found for that NPC ID. So, if I find 5 spawn groups, and need to update the 3rd one in the list, it won't work. It just keeps updating and saving it to the last one in that list. It actually seems to be saving all of the information for that spawn group to the last one in the list, so I get multiple spawns at the same point each time I try to do it. Lemme know if you need more information on this. |
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this sounds VERY similar to the error I had few revisions ago, but it seemed like George fixed it last time (if you scroll few post back you should see my report about this error) |
I think that problem was discovered and fixed some time ago. Let me know if it still persists. I did some checking in the latest release and it should be resolved.
GeorgeS |
Trev, these are the details from my troubles from back then. See if it matches yours. But after George fixed it back then, It all worked fine again.
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Yeah, I thought I had seen this issue reported before and thought it was resolved. I recently updated my NPC Editor version not long ago, but for some reason it seems like I am running one from a few revisions ago, so I am sure the problem is on my end. It may be that I updated it for my test server and not for the production one. I will get it updated and tested. If I don't reply saying there is still a problem, it is safe to assume that there isn't a problem with the latest version. Sorry about the bad report.
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Odd, before I was running 08.22.01 and it was working fine. I installed the latest version (08.22.09) and registered the ocx, and when I try to search the zone for NPCs (any zone), it crashes with the following error:
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Run-time error '3265': |
Hi trevius
..your're missing the 'version' field there ..from Zeice's post http://www.eqemulator.net/forums/showthread.php?t=28536 Hmm, yep I'm missing version number in npc_types. Strange because I went back to sql 612_instance_changes and the only npc_types change is Code:
ALTER TABLE `npc_types` ADD `adventure_template_id` INT UNSIGNED DEFAULT '0' NOT NULL AFTER `npc_faction_id`; Code:
ALTER TABLE `npc_types` ADD `version` INT UNSIGNED DEFAULT '0' NOT NULL AFTER `slow_mitigation`; I couldn't find any other recent sql changes that added version. I may just be missing it though. I'll give the above a try and see if it works. *edit* Yep that did the trick. |
Ahh, I knew I had seen that discussed somewhere, but couldn't figure out which thread it was from. From everything I can find, the version field related to NPCs only goes into the Spawn2 table, not npc_types. Unless I am missing some SQL from somewhere. The one in npc_types is adventure_template_id. Did I miss an SQL update, cause I don't see one for it?
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Yeah, I see places in the Emu code looking for the version field in spawn2, but not in npc_types.
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Trevius, I couldn't find the update either. The sql that I put up above fixed my problem with the latest version though.
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version in npc_types was not added by a developer, but by me. It isn't required by the code, but it really is a needed field for world builders to easily see what instance version a particular npc belongs to.
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Ohhhh lol. Ok, cool, I will add it, then. Wasn't sure where GeorgeS was getting his info from lol.
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GeorgeS,
I mentioned it once before a long time ago, but was wondering if it would be hard to add an option to the NPC Loot Editor to allow us to set whether items are equipped or not by default. Maybe something like a check-box or button to toggle it? Otherwise, all non-weapon items just show up as bags, so I just set everything to not be equipped. If it is too much trouble, don't bother with it, because it isn't a big deal. But, if it isn't too hard to add, it would be a nice feature. Still loving your tools after all this time, btw :D |
aye Trev is 100% correct in 9 cases of 10 we really don't need npc to equip anything. So just setting equip to NO as default would be great =)
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I'll set it to default as requested
*edit* Just uploaded the new version with this updated GeorgeS |
thank you George =)
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Awesome as always, GeorgeS :D
That should save me a nice chunk of time when adding loot to zones. Seems like something that wouldn't take long to change, but half the time I double-check my loot tables to make sure they are all set to not show, and when adding 100s of items, it can add up. |
GeorgeS,
I noticed a minor fix that is needed if you get the time. The problem is that if you use the feature for add/subtract/multiply/divide, it won't allow the end result to be less than 0. There aren't many cases where this would be needed, but I was trying to set attack speed using it and adding 20 to all of the NPCs in a zone that had -50 or less attack speed resulted in setting them all to 0 attack speed instead of -30. I also tried if they are set to 0 to subtract 10 and the result was still 0. Not a huge issue, but something worth noting, I figured :) |
Hey Trevius,
Yes, there's an exception to every rule :) In this case, I can understand the need to use negatives, so I will update the program to utilize the option of calculating negative values when the selected option is selected. I should have this done by friday. GeorgeS |
Just uploaded the most recent build.
The current field selected is now displayed The use of negatives is allowed if you check the option - But be careful. GeorgeS |
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