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Old 08-08-2005, 04:10 AM
sdabbs65
Dragon
 
Join Date: Dec 2003
Location: Earth
Posts: 818
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Quote:
Originally Posted by RangerDown
Hmmm so he was wanting something to the following effect:

The mob could drop these two items. They're both "Steel Toed Boots of Asskicking" but the class being different:

Steel Toed Boots of Asskicking
WEIGHT: 2.0 MEDIUM
AC: 15 ATK: +10
SLOT: FEET
RACE: ALL
CLASS: WARRIOR

-or-

Steel Toed Boots of Asskicking
WEIGHT: 2.0 MEDIUM
AC: 15 ATK: +10
SLOT: FEET
RACE: ALL
CLASS: RANGER

Well you can do that with the current mechanics. Add your own records into the Items table, and then add the ID's from those items into your loot tables appropriately. No guarantee that the class-specific item it drops is going to be usable by the group that killed it but unless it's nodrop it could be taken back and sold.

There's not much documentation on the Items table since its structure tends to change drastically every time SOE wants to monkey around with how items work and add a new this or that to item attributes (which is at least every expansion and sometimes in between). Your best bet would be to lookup the existing items, locate some well-known items and look for patterns in their field values.
Well thats going to take a long time for me to figgure out.
I would be happy if I could make a perl script on death to put a random item on a corpse.
I think I found what I was looking for tho just need to know how to use it.
globaly.

quest::summonitem("$items[int(rand($#items+1))]");
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Last edited by sdabbs65; 08-08-2005 at 12:12 PM..
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