It's probably best if you work out a way to do it programatically and to log your changes so you can easily revert with granular control. I'm slowly putting together something for similar reasons myself. I'll be looking for any item not currently obtainable via drops, tradeskills, quests, etc and will be giving them a small chance at dropping globally via script instead of global loot tables.
Code:
use Modern::Perl;
# custom modules
use EQEmu::Database;
use EQEmu::Util 'debug';
no warnings 'EQEmu::Database::empty';
my $dbh = EQEmu::Database->new;
# logging
use FileHandle;
my $log = FileHandle->new("> test_SQL.out");
$log->autoflush(1);
# variables
my $sql = ''; # for queries
my $res = (); # for results
# get all item ids and names
$sql = 'SELECT id, Name FROM items';
my $all_items = {
map {
$_->{id},
$_->{Name}
} @{$dbh->Query($sql)}
};
while (my ($itemID, $itemName) = each $all_items) {
# look for lootdrop entries for current item
$sql = "SELECT lootdrop_id FROM lootdrop_entries WHERE lootdrop_entries.item_id = $itemID";
$res = $dbh->Query($sql);
# no lootdrop entry found
unless ($res) {
say $log "INFO: no lootdrop entry found for $itemID [ $itemName ]";
# TODO: check tradeskill yields (parse output from another query)
# TODO: check quest rewards (parse scripts for summoning of itemID)
next;
}
# lootdrop entry found
say $log "INFO: ".@$res." lootdrop entries found for $itemID [ $itemName ]";
# TODO: validate lootdrop entry
# TODO: validate loottable entry
# TODO: validate spawn, etc
}