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Archive::Tools Archive area for Tools's posts that were moved here after an inactivity period of 90 days. |
02-15-2004, 06:12 AM
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Hill Giant
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Join Date: Oct 2002
Posts: 212
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sorry it's almost instant for me for 50 items and 10 loot tables =)
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Sandy
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02-15-2004, 04:08 PM
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Sarnak
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Join Date: Jan 2004
Posts: 33
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I added some items to Lady Vox, they show up fine in MYSQL-Front and EqEmu admin and they seem to be in the Loot Editor but then when I go in the game and do a #npcstats on her she doesn't have any items. I tried killing her and sure enough, no items. Other mobs that already had loot work fine.
Lady_Vox: [chance: 100, multiplier: 5]
Tobrin's Mystical Eyepatch [chance: 100]
Runed Bolster Belt [chance: 100]
etc.
etc.
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02-16-2004, 01:08 AM
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Dragon
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Join Date: Mar 2003
Location: #loc
Posts: 745
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Try changing the multiplier and setting the chance to 50%, just fiddle with the values.
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02-16-2004, 06:22 AM
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Fire Beetle
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Join Date: Jan 2004
Posts: 27
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hiyas, Just wanted to shoot back at yeah that I tried to create a totally new loot table for the boss mobs in poinnovation..( the metal dragon and bohemoth) via the loot editor. I got the same result in that all boos mobs got the same loot even the tin solders.
Not sure whats going on I'll check into their loot table from eqadmin to see whats up and repost here if I find out.
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02-16-2004, 07:32 AM
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Fire Beetle
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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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02-16-2004, 02:03 PM
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Hill Giant
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Join Date: Oct 2002
Posts: 212
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with the last version
you have to delete all sets and to set the monster to not drop any coins to make the looteditor delete completly the loottable
and then if you add a set or make him to drop coins the looteditor will create a new loottable with a new loottable_id
when it deletes completly a loottable it already changes the loottable_id of the npc to 0
if it doesn't work there is then really a bug =) can you give sql examples of when it appears ?
if you want to delete manually a loottable, don't forget to:
- set the loottable_id in npc_types table to 0
- delete the entry in loottable with the id equal to loottable_id in npc_types
- delete all entries in loottable_entries with the loottable_id
some database have loottable ids equal to npc ids
others have no id rules
the goal of this looteditor is really to make the sql loottable structures abstract for the user, so I won't implement any id management for now
but maybe if eqemu would decide to make some id rules to be standard it would be easier for us and I'll implement it in this looteditor =)
for drag and drop idea to make loottables on the fly and then to assign loottables on monsters already filled with items, I already thought about that, but i decided to make it this way so everything is centered on a little window
maybe if it was on a greater project like for example a complete editor where you have a 3D view of the zone, where you can put NPCs by the 3DView, it would be then better that you would be able to create the loottable before to assign it to the monsters, but for just a looteditor I think it's enough =)
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Sandy
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02-16-2004, 03:19 PM
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Fire Beetle
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Join Date: Aug 2003
Posts: 13
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Thank you for responding so quickly Sandy. You are correct about Loot Editor setting the loottable_id to 0 when you remove all loot sets and coin drops. Since i am using an existing database with multiple mobs sharing the same loottable_id number i ran into a unique visual problem. i would remove all the loot sets from 1 mob and all the loot sets from other mobs sharing that loottable_id would have all their loot sets removed making it appear as if they had no loot sets but they would still have the origonal loottable_id. So when i started to add loot back they were not being given a unique loottable_id making it appear as if Loot Editor was not working correctly. I was able to tell which mobs share a loottable_id by trying to add coin drops. When i try to add coin drops to the mobs that share a lottable_id Loot Editor will not alow coin drops to be added. I kinda like that feature as it alowes easy identification of which mobs share a loottable_id. I did have Loot Editor crash a few times when trying to add coins drops to mobs that shared a loottable_id with the error invalid page fault in module libmysql.dll. I have nad no other problems with Loot Editor so i believe that once the database is straightened out and all mobs have a unique loottable_id this crash will not happen again but i did want to let you know about it anyway. I am running on windows 98 2nd edition if that helps. Thanks again for the fast response. I can now start fixing all the loot drops.
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02-16-2004, 04:05 PM
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Fire Beetle
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Join Date: Aug 2003
Posts: 13
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After using Loot Editor to fix all the mobs in Blackburrow and give them all a unique loottable_id. I would like to recommend 2 minor changes to Loot Editor.
1st Adding a button on the main screen to remove all loot sets and coin drops from the selected mob and set the loottable_id to 0. As the only way to do it now if there are no loot sets on the mob with Loot Editor is to add a loot set and then remove it and remove the coin drops. This is a bit of a lengthy process when trying to fix every mob in a zone.
2nd Add a question box when you try to delete a set from the screen where you create and select sets asking if you are sure you want to delete the set. I deleted a couple of sets by accident and had to re-create them while i was fixing Blackburrow.
Other than those 2 minor points i love this editor and can see no other improvements needed.
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02-16-2004, 08:34 PM
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Hill Giant
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Join Date: Oct 2002
Posts: 212
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ok bug fixed I hope =) Thx
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Sandy
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02-17-2004, 12:56 PM
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Fire Beetle
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Join Date: Jan 2004
Posts: 27
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wow seems to work awesome now... great work and thanks
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02-17-2004, 02:02 PM
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Sarnak
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Join Date: Oct 2002
Posts: 78
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Great work. Noobish question, though.
I'm confused as to how Chance and Multiplier work.
Ex:
LootTable (chance: 100, multiplier: 1)
item1 (chance: 50)
item2 (chance: 50)
Will this loot table drop one of the two items only? By the same token, if I bump the multiplier to 2, will it drop two items from the loot table, or what?
I'm trying to make some custom loot tables where a mob will drop 3 items from table X, 2 items from table Y, and 1 from table Z. Does the multiplier facilitate this? Please explain
Thanks in advance.
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02-17-2004, 06:11 PM
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Sarnak
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Join Date: Jan 2004
Posts: 33
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As far as I understand it, the loottable chance is the chance of anything dropping. The multiplier is how many things can drop max if the chance is 100%.
The item chance is the chance of that specific item dropping compared to the other items.
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02-18-2004, 03:21 AM
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Fire Beetle
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Join Date: Jan 2002
Posts: 5
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In response to the question about Vox's loot table, or any other loot table for that matter, where you have items that should drop all the time (IE 100%). Using our good friend Lady Vox as an example, her default loot table (from Myra's DB) looks something like this:
DragonVox (Chance: 100% Multiplier: 4)
Item 1 (Chance:30%)
Item 2 (Chance: 40%)
Item 3 (Chance:100%)
etc etc.
What would happen (at least on my server) was the 100% item would only drop almost all the time. Even if I changed the multiplier, only the 100% item would drop. Now, let me say that my loot table contained several 100% items, as Vox always drops certain items every time. And I had my Multiplier set to 6, but I would only get 1 item, the first 100% item. Not sure if thats a bug with the EMU or not, but anyway, my point is this. I was able to fix this pretty easily, I created several other loot tables DragonVoxScale, DragonVoxTome, ect.. Set them to (Chance 100% Multiplier: 1) and put one of the single drop items in each table. Then in the main table, I deleted the 100% drop items, and adjusted the % chance rate on the items to give an even disribution of the remaining items. I then repoped Lady Vox, and bam, loot that mirrored EQ Live.
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02-19-2004, 01:21 PM
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Sarnak
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Join Date: Feb 2004
Posts: 55
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Sandy, first off - WOW! Your editor has saved me a good amount of time updating the PoNightmare loottables. Using MW's db, I had to change all the loottable_id's in mysql, but that wasn't too difficult. So, thank you.
However, I noticed that there are several named mobs in the db that didn't show in your editor when I loaded the PoN zone - specifically the queen 'B' herself, Terris Thule, and Vakshiz. Now I understand that my problem could be my lack of knowledge about the db, and/or your editor. How could I change TT's and V's loot using your editor if they no show?
Also, with MW's db and going thru the PoN I gave each mob group (ie 'a_wraith%') a unique loottable_id = to the mob00's lowest npc_type id. Then I added a loot set named after the mob group and added appropiate loot. However, after going into the client and killing everything in zone no mobs dropped any loot... Suggestions anyone? I did notice that the 'Loot Table' field under NPC in EQAdmin is blank - whereas before it said like 'ultra high loot' or something like that.
'Things that make you go - hmmm...'
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02-22-2004, 02:22 PM
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Sarnak
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Join Date: Jan 2004
Posts: 44
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Edit for above post..
did you restart your comp i know u have to do it for item editor and some other 3rd party tools try restarting your entire comp.
i am a real noob in here i got my server and stuff so that works and have mangoos item editor.
but im kinda clueless what i have to do with the files i downloaded them all but what do i do with them. do i have to build anything or sumthing. and what files do i have to replace and/or does it have to be extraced to a certain place?
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I said I Would never give up and i didn't and finally got it!!
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