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Originally Posted by GRUMPY
What you're looking at doing is not that simple. It's not just a matter of "enabling" the fabled mobs,
first they have to be added to the spawn tables. All those NPC's you see in the npc_types table,
they exist in the database, but in the case of some, like "fabled", they need to be added to
the spawn table BEFORE you can set the enabled value.(and other values within the spawn tables
that you created. There is mass queries that can be made to do the job, but every NPC in that
database has it's own unique npcID (number), so writing that whole query would take some time to
include ALL npc's with the name "fabled" and their assigned npcID.
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thats why i was just turning on the ones that were in spawn2 in the first place and assuming if they dont get turned on they have no loottable or are scripted, though some in spawn2 have no loottable anyway im seeing, but not many.
im going through manually atm and writing down the ids of all the ones that actually have fabled loot on them, not jsut loottables (many have no fabled items in their loottables) but that'll be a lot more lines to enable, though prevents fabled mobs with no fabled loot lol.
im not expecting to run the "enabled = 1" line and every fabled in the database magically has a loottable and is fully populated in the spawn tables, i was just looking to turn on the ones that are already in the spawn tables. And I have....the most worthwhile group/solo-able ones (big raid ones are not completed or really even relevant to me atm) are present, like all the swarm-pet weapons and whatnot. might be 1 or 2 missing, i gotta dig into that but they appear to be all there.
a lot of the others i'm going to have to populate their loottables with their actual fabled items before i even bother
i am seeing the AND spawngroupid > 1 is completely pointless, but i didnt watn to jsut assume in that case. i know to be in spawn2 they must have a spawngroupid, but i wasnt sure when i wrote that if the qualifier was needed for spawnentry. however, the line to set their spawnrate is definitely not going to work without then subtracting 3 from its nonfabled version or some junk mob which would have to be in same line i would think because Math, but how to take a value in the table and add three... * + 3 ?. i may just want to do that one by hand. do a SELECT to pull up similar to that script, then with the npcid's alter 1 by 1. i may just leave the spawn chance alone for those with spawn groups, unless i find theyre too high.
So if wanting to write that it would be
Quote:
UPDATE spawnentry SET chance = * - 3 WHERE npc_types.name NOT LIKE '%Fabled%';
UPDATE spawnentry SET chance = 3 WHERE npc_types.name LIKE '%Fabled%';
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being that the subtraction has to be before the addition, if it even matters, if that syntax would even remotely work ( would it be '* - 3' or `* - 3` or..i have no idea, and having it find a mob with same name as the fabled but without the_fabled...i dont think that can be done without some serious convolutedness. so, i could jsut run the second line there after subtracting 3 from nonfableds but thats kinda pointless. I could just do a query for the spawnentries then find the next rarest spawn and go from there, but al lthat is just silly. most if not all the fableds that DO have spawns set up, are already set at 5. that's good enough for me, but i can edit those easier in goerges if need be. but i do need to create all the rest of them, and put the right loot on the ones that dont even have loot and THEN their spawns, and finally add all the oens that arent even in teh db - thats the seriously tedium lol.