Go Back   EQEmulator Home > EQEmulator Forums > General > General::General Discussion

General::General Discussion General discussion about EverQuest(tm), EQEMu, and related topics.
Do not post support topics here.

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #1  
Old 01-25-2023, 04:14 PM
bryan4268
Fire Beetle
 
Join Date: Oct 2021
Location: Texas
Posts: 26
Default Loot System Help

Here is what I have so far, I am trying I promise and I want to thank every one for the help they have provided so far here's an example I hope helps any one looking for info.

I want the Mob to Drop up to 3 items so I create 3 inputs in the Lootdrop table. There ID's will be 1, 2, and 3. Name does not matter but something like 1_mob_name_wear for table 1 ( this will be items that the npc will equip with a value of 1 for the equip field on the lootdrop entires) for an easy ability to search and edit later if you decide to make changes. Entry two will be 2_mob_name_misc for misc items , that are not equipped and field 3 will be named 3_mob_name.

From there We go to Lootdrop_entires on this table lootdrop id will 1, 2, and 3. we will create 10 fields with lootdrop_id 1 items 1002-1011, 5 for lootdrop_id 2 items 2001-2005 and 1 for lootdrop_id 3 item 5555. All other fields get there respective value for the sake of this tutorial I will make lootdrop_id 3 with a chance value of 100 because I want it to always drop if I want 2 of that item to always drop I make the multiplier 2 either here or on the loottable_entries table since it is the only item in that table.

From there we go to the loottable table where we set the coin and the ID that will be used on the npc_types field to determine their loot. so for this example we are going to create ID 100 and name is mob. Min cash and max Cash are in copper values , average is of course average, Not sure what DONE is for doesn't seem to make a difference no matter which way I set it but I keep it on 0. ( any info on what done does would be awesome)

Almost done the next table we address is loottable_entries Where we create 3 entries , all with the loottable_id of 100 ( from the previous step) in the first one we will put lootdrop_id 1 , the next one will have lootdrop_id 2 and the last one will have lootdrop_id 3, for the loottable_entries referencing lootdrop 3 we will set the mindrop to a value of 1 to ensure it always drops.

Finally we go to NPC_types , and in there for the NPC we use the loottable_id of 100 to use the loottable we just created and what will happen is the mob will drop for sure 1 item 5555 and depending upon the other fields that were set in terms of chance and probabilty he may or may not drop one item from each lootdrop_entry.

So from what I understand probability is checked first to determine if that item is even going to be rolled on , so if probably is set to 50 on lootdrop 1 you will have a 50/50 chance of getting one of the 10 items in lootdrop_entires 1 based on the chances that you have set in the lootdrop.

If there is any one who could better explain the the following columns from the respected tables I would appreciate it very much. I really am

lootdrop_entires table - chance, disabled chance, and multiplier
loottable table - done
loottable_entries table - multiplier , droplimit, mindrop and probability
Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 07:14 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3