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 |
You read my mind sometimes George :). Really looking forward to this, thanks again.
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This will be great for making Spell Lists for those who run the Bots... Thanks George |
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 |
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 |
Holy crap! Downloading it now! Thanks GeorgeS!
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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 :)
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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.
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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. |
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? |
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 =) |
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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. |
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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:
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Thanks George. Will do.
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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?
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So an empty entry in loottable = it errors out, but otherwise a non zero value there - the program works?
GeorgeS |
yeah, the only error i get is when there's no entry, and I try to create one.
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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. |
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?
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There's nothing, blank space -- No row in the loot tables exists for the npc.
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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 |
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: |
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. |
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. |
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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 |
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:
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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. |
Sorry, I did read - but yes I will include all those :)
GeorgeS |
I'm trying to create a new npc using this but I keep gettiing invalid race/class ^_^
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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.
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Human/Warrior Latest version from his site.
Tools->NPC Editing Tool |
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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.
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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!
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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 |
Tahts the problem I dont have any DB class/race combos...
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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?
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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. |
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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