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

GeorgeS 03-25-2008 05:14 PM

NPC and loot editor - update2
 
I'm almost ready to release the next big update for this tool. Now you have the ability to create and edit npc spell lists. Say for example, you make a new Orc and want a custom spell(s) for him. Then with this update, a new spell list is created and assigned to the orc. In game, he will deploy that spell(s).
Also, the spell id is translated to the text version in an adjacent column. If you type in 200, the program will translate it to minor heal.

I've created some pretty creative spell lists, such as orcs which lifetap and feign death etc.. pretty neat and will suprise those low lvl newbs!

Update will be done by wed nite.

functionality:
1. Copy and Paste any spells from any source spell list to any dest. spell list
2. Delete a spell list
3. Save current spell list
4. Maintains a spell reference list (for common spell lookups)

GeorgeS

moydock 03-25-2008 06:00 PM

You read my mind sometimes George :). Really looking forward to this, thanks again.

Aramid 03-25-2008 09:26 PM

Quote:

Originally Posted by GeorgeS (Post 145339)
I'm almost ready to release the next big update for this tool. Now you have the ability to create and edit npc spell lists.

Fantastic!!!

This will be great for making Spell Lists for those who run the Bots...

Thanks George

GeorgeS 03-26-2008 04:37 PM

Ok, compiled and uploaded it. It's in the GeorgeS_EqEmu_Files.zip under My Database Editing Tool Suite.

I played with it tonight making all sort of crazy spell sets. Works like a charm. Changed th e orcs into necro's with pets!


GeorgeS

GeorgeS 03-26-2008 04:48 PM

Should have added this -

Create a new list with the new list button first.
remember if you want spells from any list (for your new list), select the source list and copy the spells (just select any cells) then in your custom list, click on a cell and hit paste. Pasting more spells than existing rows in your current list is ok. Save to DB is final when you are ready. No save until you click that. You can also modify any list just type in a spell id and the spell text will appear next to it. There's also a spell search tool.

Have fun

GeorgeS

trevius 03-26-2008 05:45 PM

Holy crap! Downloading it now! Thanks GeorgeS!

moydock 03-27-2008 08:54 AM

This tool is very useful! Thanks George. Been wanting something to edit npc spells for awhile. And looking forward to not having to deal with the 4 loot tables anymore :)

moydock 03-28-2008 12:40 PM

Found a bug when creating a new lootdrop table. No row is added in "lootdrop", it just adds the row in "lootdrop_entries". This makes the entry not work, until you go in manually and create the row in lootdrop.

moydock 03-28-2008 12:59 PM

Also, if you go to Tools>Create new loottable, on an npc that has no loottable, you get the
Run-time error '3021': Either BOF or EOF is True, or the current record has been deleted. Requested operation requires a current record.

GeorgeS 03-28-2008 03:12 PM

You mean it crashes when there's a lootable=0?
I tried it and get no crash when I go tools/create new loottable_id
A new loottable gets added to where the 0 was.
I will check on the code ...

When I tried tools/create new lootdrop_id, a new id gets added with a rusty dagger as a loot item.

What works for you - is clicking on lootdrop_id - then seeing it added as a lootdrop (left panel) and an associated item in the right side panel?
But nothing happens with tools/create new loottable_id? - except a lootdrop_entries is created? weird.

I'm guessing it may be a integer vs. long variable declaration. I'm looking at it now..

GeorgeS



Can one else check this on their db?


ChaosSlayer 03-28-2008 03:20 PM

i think what he is referign to is following event:

do add loot table
the program ALWAYS add loottable #3 and item 7001
BUT if you type in NEW loot tabel id which does nto yet have any items in it - the editor will nto auto aa a generic item (7001) , and if you try to save that( wihotu addign SOEMTHING to the item table first) the editor will crash.

this is mroe of a fool prove feature, since you normaly do want to save a loottable which has nothgin in it =)

i ocasinaly click SAVE before I add an item casing a crash but over hours and hours I spent in the editor I learned to add item first and then save =)

moydock 03-28-2008 03:45 PM

Quote:

Originally Posted by GeorgeS (Post 145508)
You mean it crashes when there's a lootable=0?
I tried it and get no crash when I go tools/create new loottable_id
A new loottable gets added to where the 0 was.
I will check on the code ...

When I tried tools/create new lootdrop_id, a new id gets added with a rusty dagger as a loot item.

What works for you - is clicking on lootdrop_id - then seeing it added as a lootdrop (left panel) and an associated item in the right side panel?
But nothing happens with tools/create new loottable_id? - except a lootdrop_entries is created? weird.

I'm guessing it may be a integer vs. long variable declaration. I'm looking at it now..

GeorgeS



Can one else check this on their db?

For the first problem, everything functions properly, except afterwards you have to go into your database and manually create a new entry in lootdrop, that corresponds to the new ID your tool created in lootdrop_entries.

For the 2nd problem, I select an npc that has a completely blank loot entry, as in not even coin, and I go to Tools-> Create New Loottable_id and I get that error and crash.
I'm running windows vista.

ChaosSlayer 03-28-2008 03:51 PM

Quote:

Originally Posted by moydock (Post 145512)
For the first problem, everything functions properly, except afterwards you have to go into your database and manually create a new entry in lootdrop, that corresponds to the new ID your tool created in lootdrop_entries.

ah rigth- you referign to a NAME of the loot table- yeah if that don't exist the tabel will nto work in game unless ist named/created.

Quote:

For the 2nd problem, I select an npc that has a completely blank loot entry, as in not even coin, and I go to Tools-> Create New Loottable_id and I get that error and crash.
I'm running windows vista.
i don't get such eror - could be Vista thing =)

GeorgeS 03-28-2008 04:50 PM

Yes, the item #3 is just a place holder to type a known lootdrop_id in.

So I went and re-wrote much of the code to be more robust in loottable id generation and lootdrops. I hope it responds better than before.

Crash with empty loottable=0 - cannot reproduce, and do not have vista...
See if this version makes a difference..

GeorgeS

Quote:

Originally Posted by ChaosSlayer (Post 145509)
i think what he is referign to is following event:

do add loot table
the program ALWAYS add loottable #3 and item 7001
BUT if you type in NEW loot tabel id which does nto yet have any items in it - the editor will nto auto aa a generic item (7001) , and if you try to save that( wihotu addign SOEMTHING to the item table first) the editor will crash.

this is mroe of a fool prove feature, since you normaly do want to save a loottable which has nothgin in it =)

i ocasinaly click SAVE before I add an item casing a crash but over hours and hours I spent in the editor I learned to add item first and then save =)


moydock 03-28-2008 04:58 PM

Thanks George. Will do.

moydock 03-28-2008 05:13 PM

Still errors out. However more info: It's creating an entry in loottable, and loottable_entries, but the loottable_entries points to a lootdrop ID that it makes up, and doesn't exist. I'm thinking this could cause the error? Shouldn't it just create an entry in loottable? And then add the others as you choose to add them in?

GeorgeS 03-28-2008 05:45 PM

So an empty entry in loottable = it errors out, but otherwise a non zero value there - the program works?

GeorgeS

moydock 03-28-2008 07:27 PM

yeah, the only error i get is when there's no entry, and I try to create one.

ChaosSlayer 04-03-2008 01:49 PM

I am geting a new error in the recent releases.
When I go to
Tools > User Tools > Spell List - the spell list opens, and the whole thing freezes up.

basicly this part could be removed, since we also have a separate section called for spells, but just decided to let you know.

GeorgeS 04-03-2008 06:48 PM

So that I understand this - when you say there's no value - you mean there's not a 0, but empty like as a null value?


GeorgeS
Quote:

Originally Posted by moydock (Post 145536)
yeah, the only error i get is when there's no entry, and I try to create one.


moydock 04-03-2008 08:26 PM

There's nothing, blank space -- No row in the loot tables exists for the npc.

trevius 04-10-2008 08:18 AM

GeorgeS, if you get a chance, here is a list of fields I think should be added to the NPC and Loot Editor:

qglobals
see_hide
see_improved_hide
trackable
ATK (new field just added today)
Accuracy (new field just added today)

At the very least, I think the 2 new ones should definitely be in there.

Thanks again for all of your work on these tools. The community is much better off with all of the effort you have put into these tools :D

ChaosSlayer 04-10-2008 09:18 AM

i belibe trackable is allready there.

new collumn should put somewheer closer to begining next to min/max damage.

and please, George- COLOR =) lets go back to gold on yellow, the red is killing me :cool:

trevius 04-11-2008 05:12 AM

Oh, and is it possible to add a way to change the stats of an entire column at one time, so it will change it for the entire zone? This would be nice to have to make quick changes. With this, you could easily make an entire zone see invis, or set all NPC resists, or any other stats that you wanted to do to all mobs in the zone. Then you could simply go back through and manually adjust the named or whichever ones you wanted to have different stats.

I would use this function quite often if it was added. As of now, I just double click and CTRL+V and go down the line for every NPC in the zone. This takes a very long time and a lot of clicks to adjust a whole zone of stats and resists, since that would be 10 columns total X the amount of NPCs in a zone.

fault 04-11-2008 09:56 PM

how does the npc/spawn/grid editor locate npcs and what not? I had added a mob to the npc_type table and wanted to add drop susing your program and a grid, but when loaded that mob isnt in the program.




I was also able to fix my db issues with your ODBC drivers, the new ones from mysql don't work.

ChaosSlayer 04-11-2008 10:26 PM

Quote:

Originally Posted by fault (Post 146675)
how does the npc/spawn/grid editor locate npcs and what not? I had added a mob to the npc_type table and wanted to add drop susing your program and a grid, but when loaded that mob isnt in the program.

the npc/loot editor ONLY shows npc which are on spawn table in a specific zone you curently looking at.
so if you created a NPC "bla" but eh is nto yet on spawning table of thsi zone- the editor will nto shown him.

untill he is added, in order to see him, you must search in all zones for its name in order to see it pop up in the list

OR you go into spawn editor, add this npc wher you want in, and then go back to npc editor- and he will pop up in the zone you added him too

GeorgeS 04-12-2008 04:39 AM

Changes to a entire column in the entire list/zone can definitely be added in. The color changes will also be reverted as requested :)
I'll add these features in the next installment..

GeorgeS


Quote:

Originally Posted by trevius (Post 146616)
Oh, and is it possible to add a way to change the stats of an entire column at one time, so it will change it for the entire zone? This would be nice to have to make quick changes. With this, you could easily make an entire zone see invis, or set all NPC resists, or any other stats that you wanted to do to all mobs in the zone. Then you could simply go back through and manually adjust the named or whichever ones you wanted to have different stats.

I would use this function quite often if it was added. As of now, I just double click and CTRL+V and go down the line for every NPC in the zone. This takes a very long time and a lot of clicks to adjust a whole zone of stats and resists, since that would be 10 columns total X the amount of NPCs in a zone.


trevius 04-12-2008 06:14 AM

Woot, thanks GeorgeS! Did you see the post about adding the following fields in as well? I think they are the most important thing:

qglobals
see_hide
see_improved_hide
trackable
ATK (new field)
Accuracy (new field)

I know Chaos mentioned that trackable might already be in there, but I don't see it. I see findable, but I don't think that is the same thing. Or is it? The most important ones are ATK and Accuracy though. They play major roles in encounter tuning now. I can't wait to try out the next download of it! This tool is consistently getting better and better. And I thought it was amazing the first time I saw it lol.

GeorgeS 04-12-2008 10:35 AM

Sorry, I did read - but yes I will include all those :)

GeorgeS

Toriad 04-24-2008 05:08 AM

I'm trying to create a new npc using this but I keep gettiing invalid race/class ^_^

trevius 04-24-2008 05:10 AM

What race/class are you using? And how are you creating the new NPC exactly? I always either copy an existing NPC or use the tool just to adjust existing ones. I haven't tried making a new NPC from scratch with it.

Toriad 04-24-2008 05:15 AM

Human/Warrior Latest version from his site.

Tools->NPC Editing Tool

trevius 04-24-2008 06:18 AM

Quote:

Originally Posted by Toriad (Post 147738)
Human/Warrior Latest version from his site.

Tools->NPC Editing Tool

Make sure you are using the numbes for that race and class and not the actual names. That would be 1 / 1. It should work fine.

Toriad 04-24-2008 01:30 PM

Ok, so I did that but now it gives me a mysql Syntax error and crashes, when I look at the pulldowns It lists them by their name.

trevius 04-24-2008 09:11 PM

OH lol, I haven't updated mine in a while. I was waiting on his next release to do so, cause it will have a lot of stuff I need in it :) Didn't know he set pulldowns and such in it now. I can't wait to see the latest version he is working on!

GeorgeS 04-26-2008 01:53 AM

Ok, the warrior and human are pull downs - have been for ages - this is a quick npc creation subtool.

When you create the npc, how did you fill in the other fields (default?) and did you click on 'next unused id'? then click on create npc. It takes a few seconds. Did you crash at this point?

let me know your default settings you tried..


just en edit - the program checks the db for that race/class combo, and if it returns nothing, that error shows up. It uses database values as a lookup guide.
I am looking at fixing it so it will revert to defaults when this occurs.

GeorgeS

Toriad 04-26-2008 03:54 PM

Tahts the problem I dont have any DB class/race combos...

xxarthurxx 05-23-2008 09:22 PM

have a question about this tool, is there a way to make npcs unattackable? that is to make sure that when a player attacks them it does nothing and spells dont hurt them and the do not agro... cause this be done with this tool or do i need to do this some other way?

trevius 05-24-2008 04:49 AM

Body Type 11 is untargetable. Then, NPC Special Attacks "ABH" make it immune to magic or melee and will not agro. You can also set speed to 0 so it won't run just in case.

That is about it I think.

GeorgeS 05-28-2008 12:29 AM

A huge update for the NPC and Loot Editor

08.20.00 - Tonnes of changes and enhancements. Now Incorporated in Loot editor is Grid Editing and SpawnGroups. Many Many features added...

A graphical editor for NPC creation (total re-write) and quick edit and reference tools added or updated.
Since the tool's scope is large, I would recommend trying it out and seeing all the changes. Remember back up your DB since changes are for real.

If you have any quenstions or feature requests - please send them here.

GeorgeS


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