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Re: Odd LootGenerator behaviour for Glass and Scales

PostPosted: Fri Mar 17, 2017 12:12 pm
by Leodagan
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.

Re: Odd LootGenerator behaviour for Glass and Scales

PostPosted: Fri Mar 17, 2017 1:26 pm
by PlanarChaosRvrtwo
ok nvm

Re: Odd LootGenerator behaviour for Glass and Scales

PostPosted: Fri Mar 17, 2017 5:58 pm
by tegstewart
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.