INSERT INTO `mobxloottemplate` (`MobName`, `LootTemplateName`, `DropCount`, `MobXLootTemplate_ID`) VALUES ('14603', 'GSLoot', 1, 'GSLT_3');
INSERT INTO `loottemplate` (`TemplateName`, `ItemTemplateID`, `Chance`, `Count`, `LootTemplate_ID`) VALUES ('GSLoot', 'Bronze_Torn_Cap_mid', 20, 1, 'GS_BronzeTornCap_Mid');
By the way thx for your update, I see this can be very flexible by attaching multiple loottemplate to the same mob (by TemplateID or by MobName) but still it doesn't allow to attach to a region specific mob or level specific mob, if I use the same named Mob with same attached NPCTemplate and one of them is level 5 the other one is level 50 they will get the same Loot Templates ?
INSERT INTO `npctemplate` (`TemplateId`, `Name`, `ClassType`, `GuildName`, `Model`, `Size`, `Level`, `MaxSpeed`, `EquipmentTemplateID`, `ItemsListTemplateID`, `Flags`, `MeleeDamageType`, `ParryChance`, `EvadeChance`, `BlockChance`, `LeftHandSwingChance`, `Spells`, `Styles`, `Strength`, `Constitution`, `Dexterity`, `Quickness`, `Intelligence`, `Piety`, `Charisma`, `Empathy`, `Abilities`, `AggroLevel`, `AggroRange`, `Race`, `BodyType`, `MaxDistance`, `TetherRange`, `VisibleWeaponSlots`, `Gender`, `ReplaceMobValues`, `PackageID`, `NpcTemplate_ID`, `TranslationId`, `Suffix`, `ExamineArticle`, `MessageArticle`) VALUES (12307, 'bandit', 'DOL.GS.GameNPC', NULL, '27;28;48;74;716;1008', '45-50', '5;6;8', 200, 'd84da2d9-2154-40c9-8168-abf93fa3310b', NULL, 0, 1, 5, 5, 0, 0, NULL, NULL, 0, 0, 0, 0, 0, 0, 0, 0, NULL, 75, 300, 2005, 6, 3000, 3000, 34, 001, 1, 'Camelot Hills', 'Bandit_CH_M_96_T', NULL, NULL, NULL, NULL);
INSERT INTO `npctemplate` (`TemplateId`, `Name`, `ClassType`, `GuildName`, `Model`, `Size`, `Level`, `MaxSpeed`, `EquipmentTemplateID`, `ItemsListTemplateID`, `Flags`, `MeleeDamageType`, `ParryChance`, `EvadeChance`, `BlockChance`, `LeftHandSwingChance`, `Spells`, `Styles`, `Strength`, `Constitution`, `Dexterity`, `Quickness`, `Intelligence`, `Piety`, `Charisma`, `Empathy`, `Abilities`, `AggroLevel`, `AggroRange`, `Race`, `BodyType`, `MaxDistance`, `TetherRange`, `VisibleWeaponSlots`, `Gender`, `ReplaceMobValues`, `PackageID`, `NpcTemplate_ID`, `TranslationId`, `Suffix`, `ExamineArticle`, `MessageArticle`) VALUES (12307, 'bandit', 'DOL.GS.GameNPC', NULL, '27;28;48;74;716;1008', '45-50', '5;6;8', 200, 'da425c5f-9b0e-4bfe-8a98-37b267ee7987', NULL, 0, 1, 5, 5, 0, 0, NULL, NULL, 0, 0, 0, 0, 0, 0, 0, 0, NULL, 75, 300, 2005, 6, 3000, 3000, 34, 001, 1, 'Camelot Hills', 'Bandit_CH_M_97_T', NULL, NULL, NULL, NULL);
INSERT INTO `npctemplate` (`TemplateId`, `Name`, `ClassType`, `GuildName`, `Model`, `Size`, `Level`, `MaxSpeed`, `EquipmentTemplateID`, `ItemsListTemplateID`, `Flags`, `MeleeDamageType`, `ParryChance`, `EvadeChance`, `BlockChance`, `LeftHandSwingChance`, `Spells`, `Styles`, `Strength`, `Constitution`, `Dexterity`, `Quickness`, `Intelligence`, `Piety`, `Charisma`, `Empathy`, `Abilities`, `AggroLevel`, `AggroRange`, `Race`, `BodyType`, `MaxDistance`, `TetherRange`, `VisibleWeaponSlots`, `Gender`, `ReplaceMobValues`, `PackageID`, `NpcTemplate_ID`, `TranslationId`, `Suffix`, `ExamineArticle`, `MessageArticle`) VALUES (12307, 'bandit', 'DOL.GS.GameNPC', NULL, '65;5;43;724;52;1020', '45-50', '5;6;8', 200, 'e2ca085e-dcfe-4729-b0fb-06abae8cbb68', NULL, 0, 2, 5, 5, 0, 0, NULL, NULL, 0, 0, 0, 0, 0, 0, 0, 0, NULL, 75, 300, 2005, 6, 3000, 3000, 240, 002, 1, 'Camelot Hills', 'Bandit_CH_F_100_R', NULL, NULL, NULL, NULL);
INSERT INTO `npctemplate` (`TemplateId`, `Name`, `ClassType`, `GuildName`, `Model`, `Size`, `Level`, `MaxSpeed`, `EquipmentTemplateID`, `ItemsListTemplateID`, `Flags`, `MeleeDamageType`, `ParryChance`, `EvadeChance`, `BlockChance`, `LeftHandSwingChance`, `Spells`, `Styles`, `Strength`, `Constitution`, `Dexterity`, `Quickness`, `Intelligence`, `Piety`, `Charisma`, `Empathy`, `Abilities`, `AggroLevel`, `AggroRange`, `Race`, `BodyType`, `MaxDistance`, `TetherRange`, `VisibleWeaponSlots`, `Gender`, `ReplaceMobValues`, `PackageID`, `NpcTemplate_ID`, `TranslationId`, `Suffix`, `ExamineArticle`, `MessageArticle`) VALUES (12307, 'bandit', 'DOL.GS.GameNPC', NULL, '65;5;43;724;52;1020', '45-50', '5;6;8', 200, 'e3898489-9c41-4402-9771-ac7cf8fddf24', NULL, 0, 1, 5, 5, 0, 0, NULL, NULL, 0, 0, 0, 0, 0, 0, 0, 0, NULL, 75, 300, 2005, 6, 3000, 3000, 240, 002, 1, 'Camelot Hills', 'Bandit_CH_F_101_R', NULL, NULL, NULL, NULL);
You just confirm what I asked, to make difference in loot template, NPCTemplate(s) have to be "cloned", it's still a better way than linking to each mob_id or having mobs "untemplated"No, they do not. Take for example a decayed zombie. One is in Camelot hills and the other one is in Avalon Marsh. Both have to be templated in npctemplate. Now lets say the one in camelot hills has the templateid 12000 and the one in Avalon Marsh has the templateid 13000. now you can create two diffrent loottemplates. lets call the first CH_DecayedZombie and the other loottemplate we call AM_DecayedZombie
Ah the multiples parts fields... I saw some of these going through the NPCTemplate Table of Dol Public DB !just read this question:
if you want a mob spawning between the levels 9-11, all you got to do is to enter the range in npctemplate/level 9-11 that's all. You can even mix it: 1;3;7;9-11;23;45;48-50 We got an incredible flexibility in npctemplate, same goes there for Equipmenttemplateid. It has come over the years to that flexibility, since i am workin for quite a lot of years now on the database's content and i love it the way it is now. it helps us to create a randomized worldenvironment like never before. A mob can change in gender, race, level, equipment and so on. Nothing except the basics is forseeable now. you must admit, that makes a game worth playing more then once.
[...]
regards
Argo
Be assured that I'm definitely not spitting on the work done in DolServer Project, even if some implementations looks weird to me I don't have any critic as long as it can be explained, and all your explanations are going into docs I'm writing, that I'll release when they look niceTHAT was the intention when we created this system. You can even expand it and differ in a region into diffrent levels, e.g. AM_DecayedZombie33_35, AM_DecayedZombie36_38, AM_DecayedZombie38_40. Toy a little bit around with it, only your imagination is your limit.
It was just curiosity about the mob fields, I won't rely on it if it's about to be deprecated, I think simple SQL query could move all specific mob table data into NPCTemplate and attach the resulting ID to the source Mob.TemplateID fieldI am willing to answer all the questions that you have as far as i can since most of those changes are my suggestions and ideas
Mob x, y, z can't be randomized in this way. I believe all the fields that can be splitted in the npctemplate table can also be splitted this way in mob table. BUT and this is a very very big BUT.... be aware that we plan to get rid of mob entries as far as possible in future. We are going to use npctemplate extensively in future. most of the entries in mob will disapear into NPCTemplate. Thus do not rely on Mob too much.
I noticed the interest around NPCTemplate being Class-like (as in OO) of Mobs, and Mobs being the Instances of these class with their location, I'll send a MP to Graveen if he has anything to add to our discussion, even if I'm not talking about possible code expand, relying on NPCTemplate would ease creating a Spawn/Spot-Area Class that will provide instances of NPCTemplate in a designated area instead of fixed point locationGraveen can tell you more about it. Well, if you think about it then you will come by yourself to the point where you recognize that all values concerning a mob should be in NPCTemplate and mob itself should only contain x, y, z
and mobname or what i tend to more the npctemplateid. Speak with Graveen about it, it is his baby
That's great Now I have all the Mob Table Schema explained and even some Data format, Thx.Splittable fields in NPCTemplate:
Model, size, level, equipmenttemplateid, spells, styles. where styles uses other seperators like the rest, like: Class|style;class|style
regards
Argo
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