Actually, the loot numbers are probably pretty good.. obviously indivudual gm's can tweak them to taste, but they probably will work pretty well for the time being. Loot actually seems to be working good on my server with my updates so I'm not going to worry about the numbers. I really do like the idea of creating a loot category table, then making those the id referenced in lootdrops rather than specific item numbers, they can reference different classes of items as opposed to indidual ones. Just have to do an additional couple of rands and another mysql pull to get the data out.
So, how do you want to do it? All items in each lootclass table have an identical probability, then we can just roll a probablity of an item from the table, count the records in the lootclass table, then do a rand%<numrows> to determine what item you get.
After that before bombing out, do an initial check for a zonelootdrop (which can be empty if you have no zone specific items) , and then take a chance on an item from that table. We can keep the original loot probablities for inidudual items tied to the table probability. IE, if we have a 5 for a rusty sword, we can just use 5 as the probability of a drop from the entire table which is then chosen randomly.
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