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-   -   NPC and loot editor - update2 (https://www.eqemulator.org/forums/showthread.php?t=24741)

Randymarsh9 07-01-2009 08:39 PM

Downloaded that and it fixed the problem. Thanks for the fast update

Kobaz 07-01-2009 09:51 PM

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.

GeorgeS 07-01-2009 10:44 PM

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

Kobaz 07-02-2009 06:47 PM

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.

trevius 07-11-2009 03:51 AM

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.

chrsschb 07-11-2009 09:54 AM

Quote:

Originally Posted by trevius (Post 174058)
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.

I've encountered this too. I was walking through Emerald Jungle after I had edited the spawn groups for Forager and Hunter and noticed they were spawning 6-7 times each. I was like wtf? :-?

ChaosSlayerZ 07-11-2009 11:58 AM

Quote:

Originally Posted by trevius (Post 174058)
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.


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)

GeorgeS 07-11-2009 12:40 PM

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

ChaosSlayerZ 07-11-2009 12:44 PM

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.

Quote:

George- BIG troubles

the spawn editor is screwed up

I have just made a tiny adjustment in npc respawn time and clicked SAVE
instead of saving 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 changes in there overwriting ALL entries in that group.

At first I could nto figure out what has happened when all spawns fro the group I was editing got DOUBLED spawns 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 editing now has TRIPLE spawns in game.

trevius 07-11-2009 04:38 PM

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.

trevius 07-12-2009 04:45 AM

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:

Code:

Run-time error '3265':
Item cannot be found in the collection corresponding to the requested name or ordinal.

I still have the 08.22.01 version installed and it still works fine, but the new one does not. I have the db.ini file setup the same as before as well.

GeorgeS 07-12-2009 03:04 PM

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`;
So I guess I need to do something like

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.

trevius 07-12-2009 05:16 PM

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?

Shendare 07-12-2009 06:05 PM

Yeah, I see places in the Emu code looking for the version field in spawn2, but not in npc_types.

Zeice 07-12-2009 06:08 PM

Trevius, I couldn't find the update either. The sql that I put up above fixed my problem with the latest version though.

cavedude 07-12-2009 07:35 PM

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.

trevius 07-13-2009 08:07 AM

Ohhhh lol. Ok, cool, I will add it, then. Wasn't sure where GeorgeS was getting his info from lol.

trevius 05-07-2010 06:00 AM

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

ChaosSlayerZ 05-08-2010 03:40 AM

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 =)

GeorgeS 05-08-2010 12:12 PM

I'll set it to default as requested


*edit*
Just uploaded the new version with this updated

GeorgeS

ChaosSlayerZ 05-08-2010 02:29 PM

thank you George =)

trevius 05-11-2010 08:15 PM

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.

trevius 10-07-2010 06:08 PM

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 :)

GeorgeS 10-07-2010 10:44 PM

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

GeorgeS 10-11-2010 10:27 AM

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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