Feature Request: loot table

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Lajiskin
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Feature Request: loot table

Post by Lajiskin » Tue Oct 21, 2003 7:05 pm

I don't know if this is possible, but a way to have a mob targetted or request a list of mobs and then also show what loot they would drop.

If that isn't possible then maybe be able to pick up certain things, like if the mob is wielding a weapon "along with type of weapon" if the mob acts as a lightsource (aka glowing biles) and similar things.

I thought I recalled ShowEQ at one point having similar functionallity but I don't know if any of the information is transmitted to the client anymore.

-Lajiskin

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Kint
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Post by Kint » Tue Oct 21, 2003 7:30 pm

it's definatly possible as a macro, if unreasonable. No way to find the loot table from the memory though.

insanitywiz
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Post by insanitywiz » Wed Oct 22, 2003 12:27 am

Those things are still sent to the client, yes. Anything that changes how the mob appears or interacts with the enviroment (light source and such) still has to be sent to the client.

Lajiskin
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Post by Lajiskin » Wed Oct 22, 2003 12:53 am

So how would you go about turning that into something useful?
Or should I just hope the dev's like the idea and integrate it at some point?
I know basic programming but have NO idea where to start on that beastie.

Thanks,
Lajiskin

Amadeus
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Post by Amadeus » Wed Oct 22, 2003 1:58 am

the client is sent information on the graphic that is displayed on each mob. For example, if a mob is not wearing armor or wielding a weapon ...nothing will be sent, even if he's holding your long lost epic piece.

This is already integrated into SEQ and frankly it's worthless. It really doesn't give any useful information in helping farm. The only situation I can think of is the shawl quest where you're looking for wurms that have a particular light source.

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Post by Lax » Wed Oct 22, 2003 8:26 am

Actually I disagree Amadeus. Weapons for one thing show up on 99% of mobs. If you're looking for a weapon in a haystack it helps a lot ;) As far as armor types, it's not as perfect because some things have armor on by default that aren't part of their model and doesnt drop (dragons all seem to have head armor, etc), but to give a useful example, you could still tell which mobs were wearing loam boots and some other pieces in the hole back in the day. Anyway as far as an actual loot table good luck on that, but if you're looking to see what kind of visible armor is on a mob we can do that (if they ever CVS in the equipment part into the spawn info struct)
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Post by Mckorr » Wed Oct 22, 2003 10:42 am

Lax, give me the structs and I'll put them in. I can't compile at work (don't ask, ancient computer with a really bad CD-ROM), but I can CVS from here. Pretty much how I spend the dead time.
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Post by Amadeus » Wed Oct 22, 2003 10:46 am

I seem to remember a discussion about all of this on the SEQ boards a long time ago and I'm fairly certain that it USED to be useful/possible, but it was nerfed back when they started trying to fight things like SEQ and MQ.

Maybe I'm wrong :) ...but, I think now you can just see that a mob is wielding a sword of type whatever, but not what they have in their inventory. In fact, I've been told that the actual 'drops' in the inventory are determined at the moment of looting (with the exception of if they were holding a weapon).

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Post by Lax » Wed Oct 22, 2003 11:10 am

Nah. Loot is determined at spawn time, although non-visible loot could be determined at any time prior to actually looting. The only thing that changes late is if "trivial loot code" comes into play and removes magic items (or stops you from looting magic items or however it works).

You can never tell what's in their inventory, just what they're wearing that is visible, which the type of armor and the weapon/shield graphic # are in the equipment array in _SPAWNINFO :) And what they're wearing doesn't necessarily drop if it's part of the mob's planned look (eg fishing pole, several robes, etc)
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