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Development::Feature Requests Post suggestions/feature requests here. |

10-04-2007, 12:56 PM
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Discordant
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Join Date: Aug 2006
Posts: 394
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Request for new # command please
Wouldn't it be great if you could type something like...
#showdrops <itemnumber>
IN game and it will tell you which mobs have it in their loot table?
The output could be something like:
Item 12345 drops:
NPC- Yaka Razorhoof -- Loottable- 16454
NPC- a rat -- Loottable- 1055
2 NPCs found.
or if it doesn't currently drop in game...
Item 12345 drops:
0 NPCs found. 0 Loottables found.
Imagine how incredible this would be when world building in game. You can browse items and see if they are already dropping, or not, or where and off of who.
I mean it would make things so much more pleasant...
Thoughts?
Anyone a hell of a lot btter than me with C++ want to take a stab at this?
Thanks for reading.
__________________
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Keelyeh
Owner, ServerOp and Developer
Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast
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10-04-2007, 02:15 PM
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Banned
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Join Date: Aug 2007
Location: Sneeking up behind a admin IRL
Posts: 169
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Quote:
Originally Posted by gernblan
Wouldn't it be great if you could type something like...
#showdrops <itemnumber>
IN game and it will tell you which mobs have it in their loot table?
The output could be something like:
Item 12345 drops:
NPC- Yaka Razorhoof -- Loottable- 16454
NPC- a rat -- Loottable- 1055
2 NPCs found.
or if it doesn't currently drop in game...
Item 12345 drops:
0 NPCs found. 0 Loottables found.
Imagine how incredible this would be when world building in game. You can browse items and see if they are already dropping, or not, or where and off of who.
I mean it would make things so much more pleasant...
Thoughts?
Anyone a hell of a lot btter than me with C++ want to take a stab at this?
Thanks for reading.
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Yeah its an excellent idea, but that command would put one hell of a load on the server =S.
You see that would be a reverse lookup forcing the server to check every record it has for that item across every zone (as most searches and queries are just within a zone).
And if you are talking about just pulling that from the database, thats another potentially huge querey.
Great concept, and yes it would REALLY help in world building, but I wouldn't recommend using that kind of command on a live server or allowing too many people to use it.
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10-04-2007, 03:20 PM
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Discordant
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Join Date: Aug 2006
Posts: 394
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Well sure it would be a "developer only" thing... and you're right about the reverse lookup and all, but even still, if the query was given a low priority (I'd certainly trade speed for the convenience in terms of the query return) it may not be so bad.
I don't see a situation where a dozen people are all using his command at the same time or anything.
I do see where those who run development servers especially would be able to generate content even faster.
With anniversary support coming (hopefully) we must all look for shortcuts in world building. It can't be as slow as titanium has been, you know?
IN terms of the load on the server, we'll never know until we try. I'm hoping someone out there is willing to code up a proof of concept diff so we an see if this type of thing is doable.
Please also keep in mind that most servers are running on much faster hardware now then they were when titanium came out. What I am saying is that maybe at least having it would help the hardcore content builders who most likely have invested in decent hardware that could handle it without spiking the cpu (or the mysql daemon) too much.
Mysql has come a long way since version 4 as well. It's actually pretty shocking how well it handles a load nowadays.
Know what I mean?
Thanks for responding. Definitely food for thought. I'm hoping more people respond to this as well.
I truly believe that some world building features such as this (is the spawngroup addition to npcstats a godsend or what? simple yet SO useful, how could I live without it now?) would be a major step towards making content creation actually enjoyable instead of slave labor.
And while I LOVE your tools George, you have to admit that when plugged into a remote server, they tend to crawl. But they do not slow down the server much. My players certainly do not notice any lag from them. And they do hit the db pretty hard.
Granted, these # commands would generate queries in the server code itself... but it's just another thread, I really don't think the hit would be as hard as it may seem at first glance.
__________________
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Keelyeh
Owner, ServerOp and Developer
Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast
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10-04-2007, 03:24 PM
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Discordant
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Join Date: Aug 2006
Posts: 394
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Another possibility could be run to it (and commands like this) on a clone copy of the live db, so that it's not tearing into the live db, but actually calling another copy of it?
Can expand the eqemu_config.xml file to point to the clone. A script could be written to backup the live db and push a refresh copy to the clone on a schedule. I doubt the item tables and loot tables change SO fast that there would ever be a sync problem.
Heck another # command can be added to trigger that script manually even if someone wanted to force it outside of schedule.
Perl to the rescue! 
__________________
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Keelyeh
Owner, ServerOp and Developer
Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast
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10-05-2007, 03:28 AM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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This will do it out of game, and it's not a bad query at all (about 2 seconds on my machine):
Code:
select distinct n.id, lt.loottable_id, n.Name, i.Name, s.zone, lt.probability/100*ld.chance/100
from npc_types n
inner join loottable_entries lt on n.loottable_id = lt.loottable_id
inner join lootdrop_entries ld on ld.lootdrop_id = lt.lootdrop_id
inner join items i on ld.item_id = i.id
inner join spawnentry se on n.id = se.npcID
inner join spawn2 s on se.spawngroupID = s.spawngroupID
where i.id = '1001'
order by n.id;
That will spit out the item id, loottable id, npc's name, item name, zone the npc is in, and total chance the item will drop (in decimal 1.0 = 100%, 0.04 = 4%)
Obviously, change the item number where 1001 is and you're set. Might want to output the results to a file, or change what it spits out. Eliminating the zone (and all the spawn group queries with it) will reduce the amount of results.
Damn, Wildcard you and I spend too much time talking our queries are nearly identical. Not many ways to do this I guess.
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10-05-2007, 03:42 AM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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Actually, zone and the spawn queries should be removed I didn't think about it at the time, but any NPCs that are spawned via quest will not show in the results :P
So:
Code:
select distinct n.id, lt.loottable_id, n.Name, i.Name, lt.probability/100*ld.chance/100
from npc_types n
inner join loottable_entries lt on n.loottable_id = lt.loottable_id
inner join lootdrop_entries ld on ld.lootdrop_id = lt.lootdrop_id
inner join items i on ld.item_id = i.id
where i.id = '1001'
order by n.id;
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10-10-2007, 04:03 AM
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Sarnak
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Join Date: Jan 2003
Location: Grand Rapids, MI
Posts: 90
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I have begun work on this request. Will keep you posted as i progress...
Krusher
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10-12-2007, 11:17 AM
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Discordant
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Join Date: Aug 2006
Posts: 394
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Thank You!
__________________
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Keelyeh
Owner, ServerOp and Developer
Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast
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11-01-2007, 08:03 AM
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Discordant
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Join Date: Jun 2003
Posts: 345
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I've coded the function the way you requested.
Shot:
Code:
1/ Add the prototype in the command.h
Code:
void command_showdrops(Client *c, const Seperator *sep);
2/ In command.cpp
2.1/ Find the line:
Code:
command_add("refundaa", "Refunds your target's AA points, will disconnect them in the process as well.", 100, command_refundaa)
2.2/Replace by
Code:
command_add("refundaa", "Refunds your target's AA points, will disconnect them in the process as well.", 100, command_refundaa) ||
command_add("showdrops"," Usage #showdrops [itemID]", 100, command_showdrops)
2.3/At the end of the file, add the function's code
Code:
void command_showdrops(Client *c, const Seperator *sep)
{
if(sep->arg[1][0] == '\0'){
c->Message(10, "Bad argument, usage #showdrops [itemID].");
return;
}
int itemID = atoi(sep->arg[1]);
char errbuf[MYSQL_ERRMSG_SIZE];
char *query = 0;
MYSQL_RES *result_lootdrop_id;
MYSQL_RES *result_lootdtable_id;
MYSQL_RES *result_npc_name;
MYSQL_ROW row_lootdrop;
MYSQL_ROW row_loottable;
MYSQL_ROW row_npc_name;
int npc_numbers=0;
c->Message(0,"Item %i drops:", itemID);
if (database.RunQuery(query, MakeAnyLenString(&query, "SELECT lootdrop_id from lootdrop_entries where item_id=%i",itemID), errbuf, &result_lootdrop_id))
{
while ((row_lootdrop = mysql_fetch_row(result_lootdrop_id)))
{
npc_numbers++;
if (database.RunQuery(query, MakeAnyLenString(&query, "SELECT loottable_id from loottable_entries where lootdrop_id=%i",atoi(row_lootdrop[0])), errbuf, &result_lootdtable_id))
{
while ((row_loottable = mysql_fetch_row(result_lootdtable_id)))
{
if (database.RunQuery(query, MakeAnyLenString(&query, "SELECT name from loottable where id=%i",atoi(row_loottable[0])), errbuf, &result_npc_name))
{
while ((row_npc_name = mysql_fetch_row(result_npc_name)))
{
c->Message(0, "NPC- %s -- Loottable: %i",row_npc_name[0],atoi(row_loottable[0]));
}
}
}
}
}
}
if(npc_numbers == 0)
c->Message(0,"0 NPC found. 0 Loottable found.");
else
c->Message(0,"%i NPC(s) found.",npc_numbers);
}
Have fun,
Mag
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11-02-2007, 07:25 AM
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Demi-God
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Join Date: Jul 2006
Posts: 1,552
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Thank you, Magoth! If for nothing else, a little tutorial on how to play with commands. 
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11-02-2007, 01:30 PM
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Discordant
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Join Date: Aug 2006
Posts: 394
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THANK YOU! SO MUCH!
Will play with this and if it works great, maybe it can get added to the tree 
__________________
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Keelyeh
Owner, ServerOp and Developer
Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast
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11-02-2007, 01:45 PM
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Discordant
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Join Date: Aug 2006
Posts: 394
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Ok this is FLAT OUT incredible!
THANK YOU.
And yes, I too learned something about how new commands are made. THANKS on all counts!
Now, I can only pray this gets into the tree so that I do not have to diff it every build...
You posting that like that really helps out those of us who can "read the language but not speak the language that well (yet)" understand this stuff at a whole new level.
So, thank you for your time.
Can you tell I am grateful? lol
__________________
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Keelyeh
Owner, ServerOp and Developer
Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast
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11-02-2007, 01:54 PM
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Discordant
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Join Date: Aug 2006
Posts: 394
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One more thing:
THANK YOU AGAIN
(lol)
__________________
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Keelyeh
Owner, ServerOp and Developer
Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast
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11-02-2007, 05:42 PM
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Discordant
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Join Date: Aug 2006
Posts: 394
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Won't let me post code for some reason BUT it's bombimg out on the compile... vs. build 1052.
Will double check and see if it's me or not.
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11-02-2007, 05:51 PM
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Discordant
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Join Date: Aug 2006
Posts: 394
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Ok this:
Code:
command_add("showdrops"," Usage #showdrops [itemID]", 100, command_showdrops)
...needs to be this...
Code:
command_add("showdrops"," Usage #showdrops [itemID]", 100, command_showdrops) ||
__________________
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Keelyeh
Owner, ServerOp and Developer
Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast
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