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Development::GeorgeS's Tools A forum just for GeorgeS's tools |
07-12-2009, 07:35 PM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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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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07-13-2009, 08:07 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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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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05-07-2010, 06:00 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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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
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05-08-2010, 03:40 AM
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Demi-God
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Join Date: Mar 2009
Location: Umm
Posts: 1,492
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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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05-08-2010, 12:12 PM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,475
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I'll set it to default as requested
*edit*
Just uploaded the new version with this updated
GeorgeS
Last edited by GeorgeS; 05-08-2010 at 12:40 PM..
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05-08-2010, 02:29 PM
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Demi-God
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Join Date: Mar 2009
Location: Umm
Posts: 1,492
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thank you George =)
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05-11-2010, 08:15 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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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.
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10-07-2010, 06:08 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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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
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10-07-2010, 10:44 PM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,475
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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
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10-11-2010, 10:27 AM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,475
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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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