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| Development::Database/World Building World Building forum, dedicated to the EQEmu MySQL Database. Post partial/complete databases for spawns, items, etc. |
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09-26-2011, 08:49 PM
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Sarnak
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Join Date: Aug 2005
Posts: 64
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Defiant not dropping
Thanks Werebat - but I can't seem to get this to work. I'm hoping someone can help. To test out the code on my server, I took the first section (pasted below) and put it into a SQL file and sourced it in. Things went fine. I reloaded the world, killed about 20 mobs under lvl 5 and never saw 1 drop of Defiant armor. I then opened George's NPC/Loot tool (just started using), selected several random lvl 1-4 mobs in various zones and I see that they have a Lootdrop_ID listed for the entry I just imported (ie: 100001) with a 20% chance. However, on the right pane where Item_Id, Equipped, Chance, etc is listed in the tool, I see no entries for the armor. Did I miss a step to get that in there? I see other loot entries for mobs - ie - for a bat I see bat fur, etc. I made certain I had no Lootdrop_IDs above 90,000. I can however, simply go in game and do a #fi Crude Defiant and I get a listing of the various armor/weapons. Any thoughts on what might be wrong?
Here's the code I sourced in as a test:
#add defiant drops
insert into lootdrop values (100001, 'Crude Defiant');
insert into lootdrop_entries select 100001, id, 1, 1, 2 from items where name like 'Crude Defiant%' and nodrop = 0;
insert into loottable_entries select distinct loottable_id, 100001, 1, 20 from npc_types where loottable_id > 0 and level between 0 and 4;
Any help is appreciated - looking forward to having defiant in.
Thanks in advance!
Last edited by Baruuk; 09-26-2011 at 08:51 PM..
Reason: left out info
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09-26-2011, 09:51 PM
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Hill Giant
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Join Date: Oct 2010
Posts: 143
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The sql looks for the Defiant items that are set to nodrop of 0. Are they still 0? if they were changed to 1 then it wont find them. I used a fresh database when I created it so check to see if anything has changed with the defiant items.
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09-26-2011, 09:58 PM
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Sarnak
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Join Date: Aug 2005
Posts: 64
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Hmm trying this again with the pasted code below. You had nodrop = 1 above. However when I look at Crude Defiant items in the database they are marked as tradeable. I'm trying this again with:
#add defiant drops
insert into lootdrop values (100005, 'Crude Defiant');
insert into lootdrop_entries select 100005, id, 1, 1, 2 from items where name like 'Crude Defiant%' and nodrop = 1;
insert into loottable_entries select distinct loottable_id, 100005, 1, 4 from npc_types where loottable_id > 0 and level between 0 and 4;
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09-26-2011, 10:11 PM
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Sarnak
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Join Date: Aug 2005
Posts: 64
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Yep that did it - thanks Werebat. That's what I get for modifying the code  I had changed the nodrop to 0 instead of 1. It populated fine this time. Now I just need code to remove nodrop from items  I'll look that up thanks again!
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09-26-2011, 10:40 PM
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Sarnak
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Join Date: Aug 2005
Posts: 64
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Pardon my asking, but what would be the easiest way to completely remove a Lootdrop_ID from all NPCs from lvl 1-4? For example, I had created the Lootdrop_ID of 100001 for those level ranges, but now that I no longer need it (and it is in every mob lvl 1-4's loot table), I'd like to remove it. I'm guessing it's a SQL query - I'm just a tad new to those.
Thanks!
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09-27-2011, 10:47 AM
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Developer
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Join Date: Jul 2007
Location: my own little world
Posts: 751
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Quote:
Originally Posted by Baruuk
Now I just need code to remove nodrop from items  I'll look that up thanks again!
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Code:
update variables set value=1 where varname='DisableNoDrop';
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09-27-2011, 02:32 PM
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Sarnak
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Join Date: Aug 2005
Posts: 64
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Thanks bud.
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12-19-2011, 02:47 PM
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Demi-God
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Join Date: Nov 2007
Posts: 2,175
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Anyone find a work around to get these drops rates lower ? I too like the idea of any mob having the potential to drop something, but 1% seems way too high. I can already tell from a week of killing that 1% global will be too high. Maybe .05 would be a good number. What about maybe a filler item that is nothing ? I guess that would not work either though.
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12-20-2011, 09:50 AM
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Hill Giant
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Join Date: Oct 2010
Posts: 143
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You could "dilute" it. For example, if you have a lootdrop made up of a crude defiant bracer set at 1%, then it will have a 1% chance of dropping. Now if you add a ration or some other item to that lootdrop, then there is a 1% chance of dropping either one based on their pcts.
Ration 50%
Defiant Armor Piece 50%
Lootdrop at 1% means there is a .05 (half a percent) chance of dropping the defiant piece.
Ration 90%
Defiant Armor Piece 10%
Lootdrop at 1% means there is a .01 (tenth of a percent) chance of dropping the defiant piece.
That is how I understand it. I have a solo server so when a defiant drop occurs it usually not usable by my class so it is still rare for me to find one I can actually use. I also did the same with the Melee Augments and Gloomingdeep items since I dont use the tutorial.
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12-20-2011, 10:27 AM
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Demi-God
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Join Date: Nov 2007
Posts: 2,175
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In another post, the same thing was suggested. I think I am going to do that.
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