Ground Spawns - Design

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JCL
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Re: Ground Spawns - Design

Post by JCL » Tue Jun 08, 2010 7:40 pm

ZexisStryfe wrote:Trying to scare off the newbies already John? :P :shock: :twisted:
Newbie...
John Adams wrote:If I wanted redundant data in the DB, I would have done that years ago rather than wait patiently for it to be done properly.
I was just mentioning it since there's a lot of data already like that, why not for shinies.

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John Adams
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Re: Ground Spawns - Design

Post by John Adams » Wed Jun 09, 2010 9:02 am

JCL != newbie ;) but I think Zexis was referring to the load of shit I am slinging at our few new devs/content members ;)

@JCL, the only reason there is 'redundant' data now is because our DB was a 1st-run, throw it together, hack attempt to learn. This is exactly why we are starting from scratch, empty DB, and trying to NOT have so many redundancies. The next version should be a lot leaner and meaner.

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Re: Ground Spawns - Design

Post by John Adams » Wed May 11, 2011 9:22 pm

Ok, here's where I'm going with this. Follow along, please.

First, you have your Spawn:
spawn.jpg
Who is a groundspawn:
spawn_ground.jpg
Who has 2 Ground Spawn Entries assigned to him:
groundspawns.jpg
And those two entries share the same "Items" table:
groundspawn_items.jpg
Going backwards, it doesn't matter what Ground Spawn Entries (Table) is used, the items are always the same on the node.

The only purpose behind multiple Ground Spawn Entry (tables) is to skew the percentages to give the player a better chance to pull greater goods from the node, based on their skill being better.

Does that make sense?
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JCL
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Re: Ground Spawns - Design

Post by JCL » Thu May 12, 2011 4:20 pm

Wow this is definitely an old topic. Anyways... I see where you are going with it John and it does make sense to me to do it like that.

Only question I have is:
When you harvest and get a rare is there a chance that you will either get just the rare or get the rare + 10 of a standard item like in Live. It doesn't appear that way at the moment but at least there is a basis on the tables.

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John Adams
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Re: Ground Spawns - Design

Post by John Adams » Thu May 12, 2011 5:05 pm

Yeah, there is no special data in tables to signify 10+rare. We're going to assume if you strike it rich by scoring the harvest10 percentile, you'll also get whatever "rare" is assigned to that groundspawn entry table.

Basic tables _and_ Bonus tables can have an item listed as "is_rare". So if configured properly, there should never be a 10+rare missing it's rare ;)

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Ememjr
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Re: Ground Spawns - Design

Post by Ememjr » Sun Mar 17, 2019 8:37 am

I am a priest in game so i will revive the thread, with requests and issues i see
1. i have added additional table on my server as shown above, but i can never get the additional tables to show up, i am working on that
2. in order to adjust percentages of the groundspawn items table , we need to add a field for % this is to support (like on live) where some node types were adjust by soe to give out more of certain items ie, on Dens, instead of equal chance to get meat, they have it around 33% meat,67% pelt. or since there are also foundations, spellshards now, that are rarer than the rares you can put 50% on rare and 25% each on foundation/spellshards the item is determined after the harvest1,harvest3 random and the item id of the 10+rare item

here is the table alteration to be added please

Code: Select all

ALTER TABLE `xxxxxx`.`groundspawn_items`   
  ADD COLUMN `plus_rare_id` INT(10) UNSIGNED DEFAULT 0 NOT NULL AFTER `item_id`,
  ADD COLUMN `percent` FLOAT UNSIGNED DEFAULT 0 NOT NULL AFTER `grid_id`;
the web editor server\groundspawns will need updated to support the new colums
and change the is rare column to not be true false but no,yes,imbue,spellshard,foundation

once that is complete i will commit code to make use of it

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Re: Ground Spawns - Design

Post by Jabantiz » Sun Mar 17, 2019 4:36 pm

SQL has been put on the DB patcher and the new version.h file has been committed.

I will try to get the editor changes in later tonight

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Re: Ground Spawns - Design

Post by Jabantiz » Mon Mar 18, 2019 12:09 am

Changes to the editor have been committed.

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John Adams
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Re: Ground Spawns - Design

Post by John Adams » Thu Mar 28, 2019 9:59 pm

Hmm, before I made editor changes, I guess I should have asked if the requests were for the old crappy 1.5 editor... :oops:

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