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  #35  
Old 02-16-2004, 07:32 AM
Vaelene
Fire Beetle
 
Join Date: Aug 2003
Posts: 13
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Sandy you are correct about the mobs sharing the same lootable_id number. However if you just remove all the loot sets from all the mobs having this proble and then add back loot sets it does not solve the problem. I removed all loot sets from all the gnoll mobs in blackburrow and qeynos hills including all the coin drops using the lastest version of loot editor and then added the gnasher head to Furgott Gnasher in qeynos hill and gnoll fangs to the gnoll watchers in qeynos hills and when i then looked at the gnolls in blackburrow many of them had gnoll fangs to be droppped and a few had Gnasher's head to drop so just deleating all the sets does not remove the lootable_id number from the database. If you manually remove the lootable_id number from the database using EQadmin 5.1 and then try to use Loot Editor you will find that Loot Editor crashes when you select the zone the mobs were in that you removed the lootable_id number from. What number does the lootable_id need to be set to so Loot Editor will see it as having no loot and be able to set it to a unique number?

After playing with EQadmin and lootable_id field a bit i found that if you set it to 0 then use Loot Editor to add loot sets Loot Editor will then create a unique lootable_id by incrementing the highest number in the lottable_id field and using it. This may be a bit of a problem with some databases as i was using MW 053_alpha3 and the lootable_id field was allready up to 122366. Many numbers were skipped. Long term this may create numbers larger than the field is setup to use. It would be better to look for numbers not used 1st and use 1 of them if available and only add to the end if all other numbers are used. Just an idea. Also could you set Loot Editor to set the lottable_id to 0 when all loot sets are removed?
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