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BUG Item: Fadeleaf

sputnik1

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Senior User
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2017
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[Name, Type] Fadeleaf, Item
•[What it does] Picking loots Fadeleaf, Copper Ore and Rough Stone
•[What it should do] Should only loot Fadeleaf
 

ExO

Admin
5,119
2014
1,639
Should be fixed on next server revision (VIP).

Please let me know if any occuring issues with this, as I worked directly in database.
 

eyerobot

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Superior Member
916
2015
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Location
Barryton Michigan USA
I ran into this a lot with fishing loot. Somehow everything in the map got added into fishing loot including quest items. Which wouldn't be so bad to clean up, Except the junk loot that we should get along with fish was mostly missing.
 

ExO

Admin
5,119
2014
1,639
I ran into this a lot with fishing loot. Somehow everything in the map got added into fishing loot including quest items. Which wouldn't be so bad to clean up, Except the junk loot that we should get along with fish was mostly missing.

Make a new report mate, and give an example how to reproduce and it should indeed get looked at in that case.

Fadeleaf was together with copper vein etc in gameobject_loot_template, so I cleaned that up for this object.
 

eyerobot

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Superior Member
916
2015
24
Location
Barryton Michigan USA
Well, it would be a never ending report. Somehow in the past, Tons of stuff got added to loot tables that shouldn't be there. Such as when i was fixing undercity daily fishing and cooking quests, The lake outside UC had over 200 items in the fishing loot table, And Only 10 percent of that was loot that should actually be there. I found it easier to scrap the entire loot table for that area, And start fresh. The same with all of Tirisfal, And most other areas that i worked on fishing loot. However it is far from finished. I think were going to be fixing loot for a very long time. Unless someone invents a web parser that works with twinstar, I don't know any way to speed it up.

Oh I forgot to add, About objects that are always in use. You can export all fadeleafs, Or any other object into a large sql query. But don't export the guid data. Then run a query to remove all fadeleafs from the world. Then run your exported query that has no guid data to add them back into the world. And it should fix the problem with them always being in use. I've done this quite a few times in different areas already. It seems that a lot of objects got glitched somehow over time, And this fixes them.
 
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