Thread: New loot system
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  #80  
Old 12-15-2012, 01:09 PM
thepoetwarrior
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Join Date: Aug 2007
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Quote:
Originally Posted by cavedude View Post
Restore your database from a backup (the old system) and run the following queries and ONLY the following queries on loot:

Code:
alter table loottable_entries add `droplimit` tinyint(2) unsigned NOT NULL default 0;
alter table loottable_entries add `mindrop` tinyint(2) unsigned NOT NULL default 0;
alter table lootdrop_entries change `chance` `chance` float not null default 1;
alter table lootdrop_entries add `multiplier` tinyint(2) unsigned NOT NULL default 1;
update loottable_entries set droplimit = 1;
This will convert your tables to the new system, while keeping the old functionality. The problem was when I removed probability the conversion SQL was needed. Since it's added back, the only change needed is to set droplimit to 1 so that the tables will only drop 1 item at a time like in the old system. Multiplier ignores droplimit so that will still work as intended. Your chance and probability do not need to change at all (which is your issue in the example - your probability changed from 8% to 100%, but you didn't change chance to compensate.)

I'm going to go ahead and change the SQL on SVN to reflect this.
On page 5 you posted this:

Code:
update loottable_entries set mindrop = multiplier, droplimit = multiplier, multiplier = 1 where probability = 100;
Which would probably be good to run after your new 5 lines in the loot change query?

Before in the old system it had always 5 gems drop out of a list of 11 gems, but after running the 5 line query there would only be about 1-5 gems, not always 5. This seems that it might fix it. Players will be testing it soon to verify.

On a good note, loots are not flooding the economy like before. Thanks for allowing to some what use the old system in the new systems structure.
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