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  #1  
Old 09-24-2012, 12:53 PM
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ghanja
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Default Loot tables example?

Can't seem to get my head wrapped around it.

I'd like to ask for a template of sorts. I realize this will take someone some time (maybe though, depends on your proficiency I guess) to type out using code blocks and such, regardless your time IS value and I thank you.

Let's go with three example items in the items table:

A) Rabid Tooth
B) PETA Approved Fur Coat
C) Decorative Wolf Skull
D) Little Red Robin Guts

So, loot A, B, C and D.

The NPC:

1) Big Bad Wolf

Zones found:

a) gfaydark
b) ecommons


Loot B is worn by NPC 1, loot A, C and D are drops.

Loot A will drop all the time, guaranteed drop, times two.

EITHER loot C -or- D is 30% chance (probability, or whatever it's called anymore) of dropping, times one. So between C and D, one or the other will drop, but, the chance of either of them dropping is 30% and only one will drop. (hoping I explained that correctly)



Great, now.. where to begin? I haven't a clue. First step, is to establish and legitimize the items, ok, items are in the items table.

Assuming tables: lootdrop, lootdrop_entries, loottable and loottable_entries (the only ones I'm aware of that decide loot, are there others?) have no entries/records, what would go where?

What is the order in which I should deal with these tables?


I realize this may appear to some or many as the lazy (do the work for me) approach and I may just agree with you, to a point. I learn very quickly by example, though, when tables are fully populated as is the case "out of the box", I get flustered, confused and I haven't gotten a single brain cell that isn't filled with "stupid" when looking at them all. I just -might- be making things more complex than necessary, I'll agree with that as well, but again, refer to "stupid" brain cells.

Please help. <enter shameless plug> am looking for a developer btw. I've been told there normally isn't "compensation" involved other than the developer's desire to work on the proposed content for either fun, challenge, etc. though, I believe everyone's time is worth -something- even if it's just enough to get the stereotyped hot pockets and pepsi/coke/monster, etc. (Sweet chili dorito's are my vice, along with chicken in a bisquit and coffee but whatever floats your boat). Though that's not to say, I wish to be continually ignorant of the workings of EQEMU, thus the question. (To a developer who may be interested, no, I don't plan to have actual loot of "PETA Approved Fur Coat" and "Red Robin Guts" albeit, I wanted to inject some humor in the question posed.)

Thank you in advance, it's greatly appreciated..
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  #2  
Old 09-24-2012, 01:27 PM
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Three separate loot drops (using new system)

1. A) 100% drop, 2 min drop, 2 max drop, 2 multiplier

2. B) 100% drop, 1 min, 1 max, 1 multi

3. C) & D) 30% drop ea, 0 min, 1 max, 1 multi

lootdrop : assigns a lootdrop id to an npc
lootdrop_entries : assigns items, multipliers, drop chance, etc to a specific lootdrop
loottable : sets the lootable identifier for that specific npc, also adjust mincash, maxcash, and avgcoin
loottable_entries : assigns lootdrops to a specific loottable, sets the probability, and sets the multiplier

I highly recommend downloading GeorgeS tools, specifically his NPC and Item editors as these will simplify the loot creation process. Since the loot tables are being revamped you will need to provide him a little time to update his tools to use the new loot system. If you haven't upgraded to the new loot system then his current tools will work fine.
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  #3  
Old 09-24-2012, 01:44 PM
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ghanja
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Quote:
Originally Posted by chrsschb View Post
Three separate loot drops (using new system)

1. A) 100% drop, 1 min drop, 1 max drop, 2 multiplier

2. B) 100% drop, 1 min, 1 max, 1 multi

3. C) & D) 30% drop ea, 1 min, 1 max, 1 multi

These are all lootdrop_entries which would go under a single loottable. This single loot table would be assigned to your respective wolves.
Appreciate your time. Unfortunately, brings me no closer to understanding than where I was I'm afraid (besides understanding the new system -- maybe). I don't have my head wrapped around this yet, I know, I may have a question regarding #3 above. I'll keep from asking it until I have a grasp on this, which I know must be elementary to many.

"loottable" from what I can tell, is just how much coin drops, or is the ID from this table linked/relationship elsewhere?

Assuming totally empty DB "tables" which tables would receive entries and what would they look like?

Ex:

"loottable"
Code:
id     name                  mincash     maxcash     avgcoin
----  ----------------- ---------- ----------- ------------
1      a_Big_Bad_Wolf    1              220           0
"lootdrop entries"
Code:
lootdrop_id    item_id     item_charges    equip_item   chance   minlevel maxlevel    multiplier
------------  -------     ------------    -----------  -------   -------- --------    ---------
              1    1001                       1                  1          1             0       127           1
And so on. IOW go in this assuming I know nothing, if you would, and if you dont mind spending the time.
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  #4  
Old 09-24-2012, 01:45 PM
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Awww hell, you got me with a ninja edit. :p Let me read your post now, it may make sense after I do that. But, reading ahead, I did upgrade to the new system.
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  #5  
Old 09-24-2012, 02:34 PM
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Amazing how much clearer things are when one finally sees the "lootable_id" field in the npc_types table.

Now, what oh what does the "lootdrop" table do? Initially it seemed the "id" field was a foreign key (relation) for another table, but then many of the NPC names have a number and hyphen (e.g. 8099_A_Ghoulish_Darta_Knight_Wear) which may suggest the number is a key.

The "_Wear" and "_Trade" make sense, I suppose, if I understand what that is signifying... Is the "8099" the lootdrop_id as found in table lootdrop_entries ? Or is "id" in table: lootdrop key for lootdrop_id in table lootdrop_entries? I would think "equip_item" in table: lootdrop_entries would cover whether or not it is "worn" (or "_Wear"). Is the table: lootdrop used then?

Where's the smiley shooting himself in the head at? :/
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Old 09-24-2012, 03:57 PM
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You should use an editor - like PEQ's PHP Editor (shameless plug).
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  #7  
Old 09-24-2012, 06:01 PM
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Quote:
Originally Posted by ghanja View Post
Amazing how much clearer things are when one finally sees the "lootable_id" field in the npc_types table.

Now, what oh what does the "lootdrop" table do? Initially it seemed the "id" field was a foreign key (relation) for another table, but then many of the NPC names have a number and hyphen (e.g. 8099_A_Ghoulish_Darta_Knight_Wear) which may suggest the number is a key.

The "_Wear" and "_Trade" make sense, I suppose, if I understand what that is signifying... Is the "8099" the lootdrop_id as found in table lootdrop_entries ? Or is "id" in table: lootdrop key for lootdrop_id in table lootdrop_entries? I would think "equip_item" in table: lootdrop_entries would cover whether or not it is "worn" (or "_Wear"). Is the table: lootdrop used then?

Where's the smiley shooting himself in the head at? :/
you can pretty much ignore the name field of the lootdrop table entirely as it simply gives a "human readable" name (please note the quotations) to the lootdrop record, which doesn't really have anything to do with mechanics. it's just a note. records in loottable_entries and lootdrop_entries both relate to each other by way of lootdrop_id.
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  #8  
Old 09-24-2012, 06:04 PM
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ghanja
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Quote:
Originally Posted by joligario View Post
You should use an editor - like PEQ's PHP Editor (shameless plug).
I'll give it a shot and tools are useful for production speed sure, but, again, I'd like not to remain ignorant to the workings of EQEMU or Dbases in general. It bothers the bejesus out of me to be ignorant.

I've downloaded it .. will put it on the LAMP server and see what it's all about, appreciate the reminder of its existence.
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  #9  
Old 09-24-2012, 06:08 PM
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ghanja
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Quote:
Originally Posted by c0ncrete View Post
you can pretty much ignore the name field of the lootdrop table entirely as it simply gives a "human readable" name (please note the quotations) to the lootdrop record, which doesn't really have anything to do with mechanics. it's just a note. records in loottable_entries and lootdrop_entries both relate to each other by way of lootdrop_id.
So the table: lootdrop is nothing more than a table created for comments/reference? Or does the "id" field relate to something? (haven't looked yet to see if there is a relation -- just asking preemptively)
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  #10  
Old 09-24-2012, 06:36 PM
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Quote:
Originally Posted by ghanja View Post
So the table: lootdrop is nothing more than a table created for comments/reference? Or does the "id" field relate to something? (haven't looked yet to see if there is a relation -- just asking preemptively)
there is a lootdrop_id field in both the loottable_entries and lootdrop_entries tables. it's what ties them together, via the corresponding record in the lootdrop table, which really serves no other purpose. it didn't really make a whole lot of sense to me either when i first started digging into how it was all put together.
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  #11  
Old 09-24-2012, 06:40 PM
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ghanja
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Quote:
Originally Posted by c0ncrete View Post
there is a lootdrop_id field in both the loottable_entries and lootdrop_entries tables. it's what ties them together, via the corresponding record in the lootdrop table, which really serves no other purpose. it didn't really make a whole lot of sense to me either when i first started digging into how it was all put together.
Ok ok. Between missing the "loottable_id" field in the NPC_TYPES table and thinking that the LOOTDROP table was functional, no wonder I hadn't a clue.

I appreciate everyone's time in answering, it truly is appreciated, hope you all know that.. for sure.

Now, time to begin adjusting/populating, as I don't have an excuse any longer not to do so... sooooo, thanks? :p
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