As he noted, the adjustments are pretty minor. This works for me:
http://dungeoncrawl.us.to/eq/lootstuff.diff.txt This is an excellent change overall and it has greatly simplified how I do loot. Edit: You'll need to add a probability field to the table, I have mine in as a float. |
Whoa dude slow down, you expect us to do a slight amount of work? No thanks, Ill just wait until somebody does it for me.
|
Quote:
|
Quote:
|
Thanks for that Tabasco, this was going to be my next task after I got the new PEQ forums sorted. Even though it was a minor change, it was a big help to me thanks!
This is committed in Rev 2260. |
thanks Cavedude ;)
|
I'm sorry for not following exactly in all this. Has the change been reverted entirely, or is there now chance and probability?
|
Quote:
|
Quote:
|
Quote:
Now, to change it to behavior like you need it to you have 2 ways. First, probability (which I almost considered changing the name to probability_modifier because that is what it really is) is back, so you can set that to control the total drop rate of the group of items. Next, you can lower the chance of the items. (Remember, the new system now accepts floats so you can have chances below 1%.) This basically is just the drawn out way of doing the above. But from a mathematical standpoint, it is the correct way of doing so. |
I know the new loot system is working on intended, just need to fix coverting properly the old loot to have loot drop rates as intended.
I was thinking that probability was the issue too. Here is a quick sample: http://i47.tinypic.com/2w3zzpw.png I'm guessing if I copy the probability from the old loottable_entries to the new loottable_entries then I would see the desired drop rates we had before? The problem with manually fixing all the drop rates below 1% is 6 years worth of custom content would be a nightmare to fix manually. |
If you intend on using probability, then both probability and chance would need to be changed to what you had in the old system. If you didn't change chance, then yes change probability back to what it was and you'll be good to go.
If you used the script on SVN to convert your tables over, then loot will drop at the same rate it did before. The only exception would be multiple lootdrops using the same chance but different probability would not have been converted properly. If you did convert, I'd suggest restoring from a backup and forget about the conversion process. That was an oversight on my part brought to my attention in this thread. Though, I am assuming you didn't convert, since your rates are off. |
I've restored from backup already and rolled back.
I think some of the loots got updated, and some didn't. Should be able to run probability on 100% for everything since chance should have been updated to usually a decimal number for rare loots. Will try to re run the script again later. |
If you restored your database back to the way it was before the changes, run these queries to restore your functionality as well:
Code:
update loottable_entries set mindrop = multiplier, droplimit = multiplier, multiplier = 1 where probability = 100; The difference is in the old system, a lootdrop could only drop a single item unless a multiplier was set, but that still was determined by probability. Now in the new system, we can control exactly how many items will or could drop per lootdrop and it can be as many or as few as you need. |
nice info keep it up..........
|
All times are GMT -4. The time now is 04:34 AM. |
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.