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Novel replacement for the implicit Heroic-mode loot rules vanilla WoW encoded in dungeon/raid script systems: a Normal-mode boss drops items from one loot table, the Heroic-mode version drops the same items at +N item levels with M× drop chance plus an optional Heroic-only currency token. Each WHRD entry binds one (mapId, difficultyId) combination to its scaling rules so the loot-roll engine can layer the modifiers over the base WLOT loot table at encounter death. Six tunable fields per scaling: itemLevelDelta (signed int16, typically +13 for 5-man Heroic, +13 to +26 for raid Heroic), bonusQualityChance (basis points 0..10000 for the probability of a +1-quality-tier bonus drop), dropChanceMultiplier (float, 1.0 = same rate, 1.5 = +50%), heroicTokenItemId (per-tier currency reward like Emblem of Frost), bonusEmblemCount (extra emblems on top of base 1× per boss). mapId=0 is a wildcard that applies the scaling to ANY map at the given difficultyId — used by the ChallengeMode preset to define generic Bronze/Silver/ Gold tier scalings without naming each instance. Three preset emitters: makeWotLK5manHeroic (5 WotLK 5-man Heroics: Utgarde Keep, Nexus, Azjol-Nerub, Ahn'kahet, Drak'Tharon — all +13/2× Emblem of Heroism), makeRaid25Heroic (4 25H raids: Naxx +13, EoE +13, Ulduar +26, ICC +26 with corresponding Conquest/Triumph/ Frost emblems), makeChallengeMode (3 anachronistic challenge-mode tiers as a template for custom servers backporting MoP-era systems). Validator's most novel checks are bounds-aware: bonusQualityChance capped at 10000 basis points (above that would guarantee multiple bonus drops), no negative itemLevelDelta (Heroic shouldn't be worse than Normal — warning, not error), no >50 ilvl delta (beyond canonical range — warning), no zero or excessive dropChance- Multiplier, AND (mapId, difficultyId) tuple uniqueness unless mapId=0 wildcard (multiple scalings binding the same instance+difficulty would make loot-roll lookup ambiguous). Format count 107 -> 108. CLI flag count 1175 -> 1180. |
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