数据库:world数据库:loot_template
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数据库:world数据库:loot_template [2023/09/24 15:55] – [关系] admin | 数据库:world数据库:loot_template [2023/09/24 16:10] (当前版本) – [常规] admin | ||
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Loot templates define only items in the loot. See comments about money drop in corpse, pickpocketing and luggage loot in creature_template and item_template. | Loot templates define only items in the loot. See comments about money drop in corpse, pickpocketing and luggage loot in creature_template and item_template. | ||
- | **表结构** | + | ===== 表结构 |
+ | ---- | ||
^Field^Type^Attributes^Key^Null^Default^Extra^Comment^ | ^Field^Type^Attributes^Key^Null^Default^Extra^Comment^ | ||
|[[# | |[[# | ||
行 42: | 行 43: | ||
===== 字段说明 ===== | ===== 字段说明 ===== | ||
---- | ---- | ||
+ | ==== Entry ==== | ||
+ | The ID of the loot definition (loot template). The rows with the same ID defines a single loot. | ||
+ | |||
+ | It is often the same ID as the loot source (item, creature, etc) but when the link is made not on Entry field of the Related table then ID can be different. For example, when several loot sources should provide the same loot, single loot definition can be used. In this case the loot sources have the same value in the link field. | ||
+ | |||
+ | It is possible also to set up artificial loot templates which are not used directly at all as they have ID which are not referenced from the related source. Such " | ||
+ | |||
+ | When a common or artificial loot template is used a problem arises: what ID to use for that template? Depending on the loot table, different rules can be agreed on to simplify maintenance for the table. Moreover, such rules would be very handy but it seems at the moment there are very few rules explicitly defined. | ||
+ | |||
+ | Agreements on Entry field values are described there. | ||
+ | |||
+ | ==== Item ==== | ||
+ | |||
+ | Template ID of the item which can be included into the loot. | ||
+ | |||
+ | ==== Reference ==== | ||
+ | |||
+ | Template reference asks core to process another loot template and to include all items dropped for that template into current loot. Simple idea. | ||
+ | |||
+ | Value of MaxCount field is used as a repetition factor for references - the reference will be processed not just once but exactly MaxCount times. So if the referenced template can produce 3 to 10 items (depending on luck) and value of MaxCount is ' | ||
+ | |||
+ | Be careful. Self references (loot template includes reference to itself) and loop references (loot template A includes reference to entire template B, loot template B includes reference to entire template A) are completely different from internal references. If you make a self-reference like | ||
+ | < | ||
+ | INSERT INTO `reference_loot_template` (`Entry`, `Item`, `Reference`) VALUES (21215, 0, 21215); | ||
+ | </ | ||
+ | then the core will crash due to stack overflow at first attempt of loot 21215 processing. That is why self references and loop references are strictly forbidden. | ||
+ | |||
+ | |||
+ | ==== ChanceOrQuestChance ==== | ||
+ | |||
+ | Item drop chance (plain entry or quest entry). Not sure how this functions for loot reference items. | ||
+ | |||
+ | ==== Plain entry ==== | ||
+ | |||
+ | Chance > 0 | ||
+ | |||
+ | Absolute value of Chance signifies the percent chance that the item has to drop. Any floating point number is allowed but indeed any value larger that 100 will make the same result as 100. | ||
+ | |||
+ | ==== Quest drop ==== | ||
+ | |||
+ | Chance > 0 | ||
+ | |||
+ | Absolute value of Chance signifies the percent chance that the item has to drop. Any floating point number is allowed but indeed any value larger that 100 will make the same result as 100. | ||
+ | |||
+ | Just as for plain entries absolute value of **Chance **signifies the percent chance that the item has to drop. But in addition negative Chance | ||
+ | |||
+ | ==== Chanced references ==== | ||
+ | |||
+ | For Reference entries Chance signifies the percent chance that the reference has to be used. So it is very similar to plain entries meaning, just note that entire reference is skipped if the chance is missed. | ||
+ | |||
+ | Negative and zero values of Chance make no sense for that case and should not be used. | ||
+ | |||
+ | ==== Common remarks ==== | ||
+ | |||
+ | Zero value of Chance is allowed for grouped entries only. | ||
+ | |||
+ | (Non-zero) values of Chance in loot definition are multiplied by Rate.Drop.Item.XXX (worldserver.conf settings) during loot generation for references and non-reference entries, but not for grouped entries. It only works when groupid is equal to 0. | ||
+ | |||
+ | ==== QuestRequired ==== | ||
+ | |||
+ | | ||
+ | |||
+ | ==== LootMode ==== | ||
+ | |||
+ | A special parameter used for separating conditional loot, such as Hard Mode loot. A lootmode of 0 will effectively disable a loot entry (its roll will always fail). This column is a bitmask, so you shouldn' | ||
+ | |||
+ | Loot mode examples from the Flame Leviathan fight in Ulduar: | ||
+ | |||
+ | ^LootMode^Use^ | ||
+ | |1|Normal mode (0 towers)| | ||
+ | |2|Hard mode A (1 tower)| | ||
+ | |4|Hard mode B (2 towers)| | ||
+ | |8|Hard mode C (3 towers)| | ||
+ | |16|Hard mode D (4 towers)| | ||
+ | |||
+ | ==== GroupId ==== | ||
+ | |||
+ | A group is a set of loot definitions processed in such a way that at any given looting event the loot generated can receive only 1 (or none) item from the items declared in the loot definitions of the group. Groups are formed by loot definitions having the same values of entry and GroupId > 0 fields. | ||
+ | |||
+ | A group may consists of explicitly-chanced (having non-zero Chance) and equal-chanced (Chance = 0) entries. Every equal-chanced entry of a group is considered having such a chance that: | ||
+ | |||
+ | * all equal-chanced entries have the same chance | ||
+ | |||
+ | *group chance (sum of chances of all entries) is 100% | ||
+ | |||
+ | Of course group may consist of | ||
+ | |||
+ | * only explicitly-chanced entries or | ||
+ | * only equal-chanced entries or | ||
+ | * entries of both type. | ||
+ | The easiest way to understand what are groups is to understand how core processes grouped entries: | ||
+ | |||
+ | At loading time: | ||
+ | |||
+ | groups are formed - all grouped entries with the same values of*GroupId and Entry fields are gathered into two sets - one for explicitly-chanced entries and one for equal-chanced. Note that order of entries in the sets can not be defined by DB - you should assume that the entries are in an unknown order. But indeed every time core processes a group the entries are in some order, constant during processing. | ||
+ | |||
+ | During loot generation: | ||
+ | |||
+ | * core rolls for explicitly-chanced entries (if any): | ||
+ | * **a random number*R **is rolled in range 0 to 100 (floating point value). | ||
+ | * chance to drop is checked for every (explicitly-chanced) entry in the group: | ||
+ | * if*R is less than absolute value of Chance of the entry then the entry ' | ||
+ | * otherwise the entry ' | ||
+ | * if none of explicitly-chanced entries got its chance then equal-chanced part (if any) is processed: | ||
+ | * a random entry is selected from the set of equal-chanced entries and corresponding Item is included in the loot. | ||
+ | * If nothing selected yet (this never happens if the group has some equal-chanced entries) - no item from the group is included into the loot. | ||
+ | Let us use term group chance as the sum of Chance (absolute) values for the group. Please note that even one equal-chanced entry makes group chance to be 100% (provided that sum of explicit chances does not exceed 100%). | ||
+ | |||
+ | If you understand the process you can understand the results: | ||
+ | |||
+ | * Not more than one item from a group may drop at any given time.\\ \\ If*group chance is at least 100 then one item will be dropped for sure.\\ \\ | ||
+ | * If group chance does not exceed 100 then every item defined in group entries has exactly that chance to drop as set in Chance.\\ \\ If group chance is greater than 100 then some entries will lost a part of their chance (or even not be checked at all - that will be the case for all equal-chanced entries) whatever value takes the roll*R. So for some items chance to drop will be less than their Chance. That is very bad and that is why having group chance > 100 is strictly prohibited.\\ \\ | ||
+ | * Processing of equal-chanced part takes much less time then of explicitly-chanced one. So usage of equal-chanced groups is recommended when possible. | ||
+ | |||
+ | So now basic applications of the groups are clear: | ||
+ | |||
+ | Groups with group chance of 100% generate*exactly one item every time. This is needed quite often, for example such behavior is needed to define a loot template for tier item drop from a boss. Groups with group chance < 100 generate*one or zero items every time keeping chances of every item unchanged. Such behavior is useful to limit maximum number of items in the loot. | ||
+ | |||
+ | * A single group may be defined for a set of items common for several loot sources. This could be very useful for decreasing DB size without any loss of data. See References for more details. | ||
+ | There is no way to have a reference as a part of a group. | ||
+ | |||
+ | Note: A group may contain definitions of non-quest drop, quest drop or both, but mixing non-quest and quest drop in a single group is not recommended. | ||
+ | |||
+ | Note: The core has a limitation - only 16 non-quest items (money and items added into the loot for quests are not counted for this " | ||
+ | |||
+ | Note: The core has no limitation for number of groups (except 255 by DB field size), but according to the previous note there is no need to use values greater than 16.\\ \\ | ||
+ | |||
+ | Groupid for dummies as people have a hard time understanding it; | ||
+ | |||
+ | * Lets say you have 10 different items in groupid 1 with the same chance, everytime the creature dies, it will randomly pick one of those items to drop. | ||
+ | * If you have 10 different items in groupid 1 and 10 different items in groupid 2 with the same chance, then everytime the creature dies, it will randomly pick one of those 10 items in groupid 1 to drop, and one of the 10 items in groupid 2 to drop, meaning two items will drop. This is how boss loot works, this is how you make two random gear items drop everytime the boss dies. | ||
+ | |||
+ | For reference entries: If GroupId > 0 only the referenced items with said GroupId will drop. | ||
+ | |||
+ | ==== MinCount ==== | ||
+ | |||
+ | The minimum number of copies of the item that can drop in a single loot | ||
+ | |||
+ | Zero value makes no sense and should not be used. | ||
+ | ==== MaxCount ==== | ||
+ | |||
+ | For non-reference entries - the maximum number of copies of the item that can drop in a single loot. | ||
+ | |||
+ | For references value of MaxCount field is used as a repetition factor for references - the reference will be processed not just once but exactly MaxCount times. This is designed to serve a single purpose: to make definition of tier token drops a bit simplier (tokens of a tier are defined as a 100%-chance group of an artificial template and bosses' | ||
+ | |||
+ | Note: core rolls chance for any loot definition entry just one time - so if a references looses its chance it is skipped for the current loot completely whatever is MaxCount value. | ||
+ | |||
+ | ===== Agreements ===== | ||
+ | ---- | ||
+ | These agreements are different for different loot tables. Mainly agreements defines rules for loot template IDs (entry) and groups | ||
+ | |||
+ | ==== Fishing haul ==== | ||
+ | |||
+ | For fishing_loot_template, | ||
+ | |||
+ | Also an extra note on fishing_loot_template: | ||
+ | |||
+ | When several zones uses the same loot definition then | ||
+ | |||
+ | * the loot template of the zone with minimal ID (minID) should be defined without references | ||
+ | * the other zone with the same loot should have loot definition as a single reference to the minID loot definition | ||
+ | Note: To be confirmed by TDB developers | ||
+ | |||
+ | As successful fishing should give exactly 1 fish (with an exception for quest fishes) so non-quest part of every loot template should be | ||
+ | |||
+ | * or single plain entry with 100% drop chance | ||
+ | * or a single group with group chance equal to 100% | ||
+ | * or a reference to a template made according to previous two variants. It is recommended to use group references. | ||
+ | When a fish is catched for a quest it becoms the second fish on the hook. Many people rolled on floor laughing but this is blizzlike and fortunately easy to implement. Just add necessary quest drop definition(s). | ||
+ | |||
+ | ==== Corpse loot ==== | ||
+ | |||
+ | For creature_loot_template basic approach is to use creature_template.lootid equal to creature_template.entry. But this results in great overhead in the loot table as | ||
+ | |||
+ | * many creatures use the same loot definition (well, stats on sites are similar due to the nature of random roll) | ||
+ | * even more creatures use same parts of loot definition That is why it is recommended to use grouping, group references and template references. | ||
+ | ==== Disenchant outcome ==== | ||
+ | |||
+ | Agreements for disenchant loot templates numbering is item.ItemLevel*100 + item.quality where Item is disenchanting target. | ||
+ | |||
+ | As disenchanting should give exactly 1 type of shard/ | ||
+ | |||
+ | * or single plain entry with 100% drop chance | ||
+ | * or a single group with group chance equal to 100% | ||
+ | There is no use for references here as the reference is done with the relation field. No quest drop at all. | ||
+ | |||
+ | ==== Gameobject harvest ==== | ||
+ | |||
+ | TBD | ||
+ | |||
+ | ==== Luggage contents ==== | ||
+ | |||
+ | TBD | ||
+ | |||
+ | Pocket pick-ups | ||
+ | Agreements for pickpocketing loot templates numbering is not known. | ||
+ | |||
+ | TBD | ||
+ | |||
+ | ==== Prospecting outcome ==== | ||
+ | |||
+ | Agreements for prospecting loot templates numbering is not known. | ||
+ | |||
+ | TBD | ||
+ | |||
+ | ==== Skinning pulls ==== | ||
+ | |||
+ | Agreements for skinning loot templates numbering is not known. It's a real pity as many creatures should use the same templates. In most cases mobs with the same family and level have very similar skinning statistics. | ||
+ | |||
+ | As skinning should give exactly 1 type of skin/ | ||
+ | |||
+ | * or single plain entry with 100% drop chance | ||
+ | * or single group with group chance equal to 100% | ||
+ | There is no use for references here as the reference is done with the relation field. | ||
+ | |||
+ | When a skin is pulled for a quest it becoms the second skin from the mob. Yes, funny. This is blizzlike and fortunately easy to implement. Just add necessary quest drop definition(s). | ||
+ | |||
+ | ===== Reference Template Numbering ===== | ||
+ | ---- | ||
+ | Agreements for Reference Templates are as followed: | ||
+ | |||
+ | ^Range^Used for^ | ||
+ | |00000-00999|Skinning Reference Templates| | ||
+ | |01000-09999|KEEP FREE: TDB-DEV-References| | ||
+ | |10000-10999|Item Reference Templates| | ||
+ | |11000-11799|Fishing Reference Templates| | ||
+ | |11800-11999|Milling Reference Templates| | ||
+ | |12000-12899|Raid: | ||
+ | |12900-12999|Mining Reference Templates| | ||
+ | |13000-13999|Prospecting Reference Templates| | ||
+ | |14000-29000|World Reference Templates| | ||
+ | |34000-34999|Raid: | ||
+ | |35000-35999|Dungeon Reference Templates| | ||
+ | |||
+ | ===== Examples ===== | ||
+ | ---- | ||
+ | ==== Gameobject dropping a single non-quest item ==== | ||
+ | < | ||
+ | -- Add a single non-quest item to an object | ||
+ | -- 100% chance to drop a 1 to 3 Bruiseweed | ||
+ | DELETE `gameobject_loot_template` WHERE `Entry`=1419 AND `Item`=2453; | ||
+ | INSERT INTO `gameobject_loot_template` (`Entry`, | ||
+ | (1419, | ||
+ | </ | ||
+ | ==== Creature having in the pocket single quest item ==== | ||
+ | < | ||
+ | -- creature_template: | ||
+ | -- Note: link with pickpocketing_loot_template is on `pickpocketloot` field (which is equal to `entry` field in this case) | ||
+ | DELETE `pickpocketing_loot_template` WHERE `Entry`=6846 AND `Item`=7675; | ||
+ | INSERT INTO `pickpocketing_loot_template` (`Entry`, | ||
+ | (6846, | ||
+ | </ | ||
数据库/world数据库/loot_template.1695542134.txt.gz · 最后更改: 2023/09/24 15:55 由 admin