Topics related to tools created by the Core Team or 3rd-party community members.
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thefoof
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by thefoof » Fri Mar 15, 2013 3:39 pm
This is a ui bar I created to use some basic content design commands visually. More can, and will be added as needed (or by request)
Setup Instructions
1. Put eq2ui_custom_contentdesignbar.xml into your UI folder
2. IF you have an eq2ui_custom.xml file already, add the line "<include>eq2ui_custom_contentdesignbar.xml</include>" (no quotes) into the page element, otherwise just add the custom file from the download folder.
3. Direct your eq2.ini file to your UI folder as needed. See eq2interface.com for more info on that.
4. In game use the command "/show_window Custom.contentdesignbar" (I suggest you macro it)
Enjoy and ask if you have questions
Available for download from my folder on the tools svn
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John Adams
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- EQ2Emu Server: EQ2Emulator Test Center
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by John Adams » Fri Mar 15, 2013 10:57 pm
This is just awesome. After all these years, you are officially the first person brave enough to try developing an in-game tool to help

Congrats, it works brilliantly. I see lots of potential for growth here.
Thank you.
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Scatman
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- EQ2Emu Server: Scatman's Word
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by Scatman » Sat Mar 16, 2013 7:37 am
Now that's cool!
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thefoof
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by thefoof » Sun Mar 17, 2013 8:50 pm
updated to include XYZ offsets
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thefoof
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by thefoof » Fri May 17, 2013 8:30 pm
updated the entity command list to the db project entity list
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thefoof
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by thefoof » Fri Jun 07, 2013 1:00 pm
Update:
1. Added a spawnscript tool to this to set some generic spawnscripts, more can be added easily if anybody else ever uses this.
2. Changed the layout to a square as it was becoming a little too long
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thefoof
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by thefoof » Tue Mar 04, 2014 6:53 am
I just had a really good idea on how to expand this so stay tuned

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John Adams
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- EQ2Emu Server: EQ2Emulator Test Center
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by John Adams » Wed Mar 05, 2014 10:41 am
I like your ideas

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thefoof
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by thefoof » Wed Mar 05, 2014 6:54 pm
Lol sorry for the vague post, I think at this point I can safely say it will eventually work so I'll go ahead and lay out about what I want to do.
So the in-game UI has access to "dynamic game data", which updates constantly in the UI as data gets sent, but only certain elements have access. So what I plan on doing is creating a command to activate a "dev mode", which starts sending different data to certain sections of the UI. This will allow us to populate data in UI dev-tools in a custom way.
The first thing I want to add is a kind of visual spawn editor that uses the dressing room paperdoll to show the model, the only roadblock right now is I probably need more data than we have access to - the maintained spell names come out to 30 text fields, if I can figure out what fields set the trigger count and remaining amount left for maintained that will be an extra 60 number fields which is plenty for a nice tool.
I can still do this without the extra data, but it will be a bit cleaner that way, and need to figure out that section of the packets anyway.
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Jabantiz
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by Jabantiz » Wed Mar 05, 2014 7:45 pm
thefoof wrote:The first thing I want to add is a kind of visual spawn editor that uses the dressing room paperdoll to show the model
I was going to look into using the "barber shop" UI to change faces of a NPC, Xinux even got a log of the UI for me but I never got around to working on it, maybe that UI could be used to edit the entire spawn?
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thefoof
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by thefoof » Wed Mar 05, 2014 7:58 pm
Possibly, I honestly didn't know there was even a window for that, when I was playing you just bought it and had to go to character select to change your appearance. The way I was going to do it was just update the player's appearance and that changes the dressing room model as well
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Jabantiz
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by Jabantiz » Wed Mar 05, 2014 8:56 pm
Yea that is what I was use to as well until one day this window popped up on me
EQ2_000010.png
That was in the emu, opcode for the window is OP_OpenCharCust and the packet is
Code: Select all
-- OP_Unknown_556 --
10/16/2012 17:04:42
69.174.200.17 -> 10.15.155.168
0000 00 FF 2C 02 00 FF 00 00 00 00 ..,.......
I haven't played with it much but it is possible to change race/gender, not sure if we could load an NPC's data into it though, unless we temporarily change the player to match the spawn and change back when we are done.
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Jabantiz
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by Jabantiz » Wed Mar 05, 2014 9:21 pm
I played with it a little and this is the struct I came up with
Code: Select all
<Struct Name="WS_OpenCharCust" ClientVersion="1" OpcodeName="OP_OpenCharCust">
<Data ElementName="type" Type="int8" />
<Data ElementName="race_id" Type="int8" />
<Data ElementName="gender" Type="int8" />
<Data ElementName="unknown" Type="int8" Size="3" />
</Struct>
If type = 0 none of the other elements seem to do anything
If type = 1 or 3+ the window won't even open
If type = 2 race and gender will work, for gender 1 = male, everything else = female
Struct is on svn
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thefoof
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by thefoof » Wed Mar 05, 2014 9:39 pm
Hmm yeah that looks pretty nice, I could just add a button that will pop that window up for body editing. Going to be thinking on this more as far as what design I'm going to go with, but that's basically one of the windows I wanted - one for body, one for general info and another for item appearances.
Like I said right now my goal is just to unlock some more data to use though, the raid/group window also has quite a bit of dynamic datas I could use. Want to use the windows with the least visual impact possible though.
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