Odd LootGenerator behaviour for Glass and Scales

Discussions on various DOL development features

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Re: Odd LootGenerator behaviour for Glass and Scales

Postby Leodagan » Fri Mar 17, 2017 12:12 pm

I'm sorry, your sentence is hardly understandable, there is punctuation missing :D

Just to be clear, there is already a "RegonId" in LootGenerator Table, you can use it right now to map Loot to a single Region like a Dungeon (Darkness Fall), or a whole/entire Open Region like Classic/TOA/SI.
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Re: Odd LootGenerator behaviour for Glass and Scales

Postby PlanarChaosRvrtwo » Fri Mar 17, 2017 1:26 pm

ok nvm
DOL dint only gaved me the data to start my server,
it also gaved me 16 amazing years with nice peeps,
and now its on me to return the favor.
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Re: Odd LootGenerator behaviour for Glass and Scales

Postby tegstewart » Fri Mar 17, 2017 5:58 pm

I remember when I needed to configure scale loot generator for all "Epic Zone Mobs" I made a special query that list all unique mob name in a given "ZoneId" (you need to make some specific position computation to match mob in a Zone, there is no field for that...) then using an aggregation method making a single string with all names separated by comma :)

It was a huge list but it was easy to update by running the same query again manually from time to time ;)
That's similar to what I've been doing to assign factionids and the like.

I can put scads of mob names into lootgenerator, but I'm trying to keep everything simple for anybody working on it down the road.
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