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| Development::GeorgeS's Tools A forum just for GeorgeS's tools |

03-28-2008, 01:39 PM
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Fire Beetle
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Join Date: Jun 2005
Posts: 4
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Sorry for continuing the thread but was just wondering if Terethian's ideas were ever rolled into the current source? I do not think his link works anymore, and the random loot feature seemed like a good addition.
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03-28-2008, 02:49 PM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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I'm afraid this is the sort of thing that worries me when people dl the source and add stuff then never give me back the modded source. Here's an example - the program therefore has two dev. branches - one with a dead end.
Anyway, I will start to work on this tonight, and see where it goes.
GeorgeS
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03-28-2008, 06:28 PM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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Ok, thought this out a bit more. I did not like the idea that you can have 100's of loots per npc. Seems unreal. So what the next version will do is compromise a bit and up to 10 random unique items per npc will drop (i.e 10 items per lootdrop) - 10% chance of ea.
If you re run the program, then the npc can (by chance, if rolled), get another 10 items. and so on.
I'll start to work out the workflow this weekend
GeorgeS
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03-29-2008, 06:07 AM
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Fire Beetle
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Join Date: Jun 2005
Posts: 4
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i appreciate the fast response.
no that makes sense - 10 i think is fair compromise ...
although for scalability up or down maybe it's a property you can set as a default, but override if you like - kind of use at the server admin's risk. I don't know just throwing it out.
thanks again.
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03-30-2008, 06:59 AM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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Ok, finished the program and recent compile is online now.
So the default #items/lootdrop is at 5 with an option (as requested) for up to 100 possible.
Remember, some queries are pretty slow, and can take 2-5 min.
GeorgeS
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03-30-2008, 08:35 AM
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Fire Beetle
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Join Date: Jun 2005
Posts: 4
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Wow that was fast - didn't think I would see the mod that quick so I started just to write the db scripts (see below example) from scratch. I decided to base my loot drops off existing loot drop entries of other npc's in the same level range. The queries certainly work pretty fast, but the number of entries per npc certainly is huge. I am in the middle of rewriting the scripts into a stored proc, where I would execute a loop for each npc, within it would execute the below query to return only random 10 at a time. There is some flaws with this approach but certainly a start in the right direction.
Going to download your updates, as that is much easier  - Thanks for the hard work.
example:
Code:
/* Add Loot Drop*/
insert into lootdrop (name) values ('custom_lvl_10_20_weapons');
/* Clean Up Drop Entries */
delete from lootdrop_entries where lootdrop_id = (select id from lootdrop where name = 'custom_lvl_10_20_weapons');
/* Attach items to loot drops */
/*insert into lootdrop_entries (lootdrop_id, item_id, item_charges, equip_item, chance)*/
SELECT distinct (select id from lootdrop where name = 'custom_lvl_10_20_weapons'),
t.id, 1,1,15
from
(
SELECT i.id, i.name itemname, i.slots, i.itemtype, n.name npcname, n.level
FROM items i,
lootdrop_entries lde,
lootdrop ld,
loottable_entries lte,
loottable lt,
npc_types n
where i.id = lde.item_id and
lde.lootdrop_id = ld.id and
ld.id = lte.lootdrop_id and
lte.loottable_id = lt.id and
lt.id = n.loottable_id and
n.level >= 10 and n.level <=20 and
i.itemtype in (0,1,2,3,4,35,45) and /* weapons only */
slots in (8192,16384,24576,2097152,2048) and /* primary, secondary, pri/sec, ammo, range */
i.name not like 'Rusty%'
) t;
/* Clean Up Loot Table Entries */
delete from loottable_entries where lootdrop_id = (select id from lootdrop where name = 'custom_lvl_10_20_weapons');
/* create loottable_entries for npc's in lvl range*/
insert into loottable_entries
SELECT distinct t.loottable_id,
(select id from lootdrop where name = 'custom_lvl_10_20_weapons'),
1,75
from
(
SELECT i.id, i.name itemname, i.slots, i.itemtype, n.name npcname, n.level, n.loottable_id
FROM items i,
lootdrop_entries lde,
lootdrop ld,
loottable_entries lte,
loottable lt,
npc_types n
where i.id = lde.item_id and
lde.lootdrop_id = ld.id and
ld.id = lte.lootdrop_id and
lte.loottable_id = lt.id and
lt.id = n.loottable_id and
n.level >= 10 and n.level <=20
) t
order by t.id;
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04-08-2008, 03:30 PM
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Fire Beetle
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Join Date: Mar 2008
Posts: 14
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Hey, I'm having issues with the new version. Each time I hit the execute button, I get the following error:
Run-time error '9':
Subscript out of range
It exits the program after that.
Also, is there anyway to automate the program to run it on all level ranges instead of clicking each level? I get bored sitting and having to click each loot category on each level range. Thanks!
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04-09-2008, 06:01 AM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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Depending on your database, many npc's have no loottable_id, and this will crash the program. What you need to do is hit the button "Repair NPCs without lootdrops" - this takes a long while - depending on the number of missing id's...
If that was done and you still get an error - then pls report more details - such as what database schema (cavedudes install or your own), make sure all tables have correct fields', and what sort of query you tried...
I'll place your request on my to-do list...
GeorgeS
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