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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 16:08] – [GroupId] 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^
 |[[#Entry|Entry]]|MEDIUMINT UNSIGNED|NO|PRI|0| | | | |[[#Entry|Entry]]|MEDIUMINT UNSIGNED|NO|PRI|0| | | |
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 When several zones uses the same loot definition then 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 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+  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 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 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 single plain entry with 100% drop chance 
-or a single group with group chance equal to 100% +  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.+  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). 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).
  
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 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 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) +  * 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.+  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 ==== ==== Disenchant outcome ====
  
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 As disenchanting should give exactly 1 type of shard/essence/dust/etc so every loot template should be As disenchanting should give exactly 1 type of shard/essence/dust/etc so every loot template should be
  
-or single plain entry with 100% drop chance +  * or single plain entry with 100% drop chance 
-or a single group with group chance equal to 100%+  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. There is no use for references here as the reference is done with the relation field. No quest drop at all.
  
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 As skinning should give exactly 1 type of skin/hide/etc so every loot template should be As skinning should give exactly 1 type of skin/hide/etc so every loot template should be
  
-or single plain entry with 100% drop chance +  * or single plain entry with 100% drop chance 
-or single group with group chance equal to 100%+  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. There is no use for references here as the reference is done with the relation field.
  
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 Agreements for Reference Templates are as followed: Agreements for Reference Templates are as followed:
  
-Range Used for +^Range^Used for^ 
-00000-00999 Skinning Reference Templates +|00000-00999|Skinning Reference Templates| 
-01000-09999 KEEP FREE: TDB-DEV-References +|01000-09999|KEEP FREE: TDB-DEV-References| 
-10000-10999 Item Reference Templates +|10000-10999|Item Reference Templates| 
-11000-11799 Fishing Reference Templates +|11000-11799|Fishing Reference Templates| 
-11800-11999 Milling Reference Templates +|11800-11999|Milling Reference Templates| 
-12000-12899 Raid: Gameobject Reference Templates +|12000-12899|Raid: Gameobject Reference Templates| 
-12900-12999 Mining Reference Templates +|12900-12999|Mining Reference Templates| 
-13000-13999 Prospecting Reference Templates +|13000-13999|Prospecting Reference Templates| 
-14000-29000 World Reference Templates +|14000-29000|World Reference Templates| 
-34000-34999 Raid: Creature Reference Templates +|34000-34999|Raid: Creature Reference Templates| 
-35000-35999 Dungeon Reference Templates+|35000-35999|Dungeon Reference Templates
 ===== Examples ===== ===== Examples =====
 ---- ----
数据库/world数据库/loot_template.1695542913.txt.gz · 最后更改: 2023/09/24 16:08 由 admin

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