Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::GeorgeS's Tools

Development::GeorgeS's Tools A forum just for GeorgeS's tools

Reply
 
Thread Tools Display Modes
  #1  
Old 09-05-2008, 06:49 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Hey GeorgeS,

If you get time, I was messing around and found that there are 2 more fields that would be very nice to have in the NPC Loot Editor. I can't believe that I didn't know about these fields before now lol! It would have saved me some time. Basically, the 2 fields below work on the Titanium client to change the weapon model of the NPC for Primary and Secondary slots.

d_melee_texture1 = Primary Weapon Model
d_melee_texture2 = Secondary Weapon Model

I remember seeing these a while back and reading the wiki page for the database on them, but it said not to use them (at least not for 6.2 client). But, I just tested them and they seem to work perfectly.

To use the field, you just set it to the model number of the weapon you want them to be wielding. You don't need to add "IT" or anything with it, just the number itself. An example is 10404 to set it to Mithaniel Marr's Sword.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #2  
Old 09-05-2008, 10:01 AM
GeorgeS
Forum Guide
 
Join Date: Sep 2003
Location: California
Posts: 1,474
Default

Got it. I'll start adding those in

GeorgeS
__________________
Your source for EQ database tools
Toolshop is open for business


http://www.georgestools.chrsschb.com//
Reply With Quote
  #3  
Old 05-08-2010, 03:40 AM
ChaosSlayerZ's Avatar
ChaosSlayerZ
Demi-God
 
Join Date: Mar 2009
Location: Umm
Posts: 1,492
Default

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 =)
Reply With Quote
  #4  
Old 05-08-2010, 12:12 PM
GeorgeS
Forum Guide
 
Join Date: Sep 2003
Location: California
Posts: 1,474
Default

I'll set it to default as requested


*edit*
Just uploaded the new version with this updated

GeorgeS
__________________
Your source for EQ database tools
Toolshop is open for business


http://www.georgestools.chrsschb.com//

Last edited by GeorgeS; 05-08-2010 at 12:40 PM..
Reply With Quote
  #5  
Old 05-08-2010, 02:29 PM
ChaosSlayerZ's Avatar
ChaosSlayerZ
Demi-God
 
Join Date: Mar 2009
Location: Umm
Posts: 1,492
Default

thank you George =)
Reply With Quote
  #6  
Old 05-11-2010, 08:15 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Awesome as always, GeorgeS

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.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #7  
Old 10-07-2010, 06:08 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

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
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #8  
Old 10-07-2010, 10:44 PM
GeorgeS
Forum Guide
 
Join Date: Sep 2003
Location: California
Posts: 1,474
Default

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
__________________
Your source for EQ database tools
Toolshop is open for business


http://www.georgestools.chrsschb.com//
Reply With Quote
  #9  
Old 10-11-2010, 10:27 AM
GeorgeS
Forum Guide
 
Join Date: Sep 2003
Location: California
Posts: 1,474
Default

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
__________________
Your source for EQ database tools
Toolshop is open for business


http://www.georgestools.chrsschb.com//
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 04:44 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3