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Archive::Bugs Archive area for Bugs's posts that were moved here after an inactivity period of 90 days. |

03-11-2003, 03:55 AM
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Demi-God
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Join Date: Jan 2002
Location: Tourist town USA
Posts: 1,671
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I already have the data for jewelcraft and fletching more or less done (PoP and Yeksha added stuff isn't there) Also some Alchamy.
If you get the table updated, I'll go back and work thru more trade skills for release in the next DB addon. I can remake my thread on this to help organize the work too.
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03-11-2003, 04:34 AM
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Demi-God
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Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
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What I'm planning on doing is adding the new fields as a default of 0, then if a zero is found in that field, it's assumed a non item. (product2, no item return, failreturn, no return, etc, count 0, assume 1, etc)
I'll get it updated tonight when I get in , test it out and verify tradeskills still work as usualy, then push it out to CVS.
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03-11-2003, 07:44 AM
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Demi-God
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Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
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Hows this look...
mysql> describe tradeskillrecipe;
+--------------+-------------+------+-----+---------+----------------+
| Field | Type | Null | Key | Default | Extra |
+--------------+-------------+------+-----+---------+----------------+
| id | int(11) | | PRI | NULL | auto_increment |
| tradeskill | smallint(6) | | | 0 | |
| skillneeded | smallint(6) | | | 0 | |
| trivial | smallint(6) | | | 0 | |
| product | smallint(6) | | UNI | 0 | |
| product2 | smallint(6) | | | 0 | |
| failproduct | smallint(6) | | | 0 | |
| productcount | smallint(6) | | | 0 | |
| i1 | smallint(6) | | | 0 | |
| i2 | smallint(6) | | | 0 | |
| i3 | smallint(6) | | | 0 | |
| i4 | smallint(6) | | | 0 | |
| i5 | smallint(6) | | | 0 | |
| i6 | smallint(6) | | | 0 | |
| i7 | smallint(6) | | | 0 | |
| i8 | smallint(6) | | | 0 | |
| i9 | smallint(6) | | | 0 | |
| i10 | smallint(6) | | | 0 | |
| notes | text | YES | | NULL | |
+--------------+-------------+------+-----+---------+----------------+
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Quitters never win, and winners never quit, but those who never win and never quit are idiots.
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03-11-2003, 08:14 AM
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Dragon
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Join Date: Jan 2002
Posts: 521
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I've just finished updating my tradeskill list - didn't actually take that long using find-and-replace and
copy/paste to insert the new fields.
Now all I need is the code to make it work 
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03-11-2003, 08:24 AM
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Dragon
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Join Date: Jan 2002
Posts: 521
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Also, are you intending to use a container_id field (for cultural recipes) or not? (I need to know this so I can get my tradeskill list updated)
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03-11-2003, 08:31 AM
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Demi-God
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Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
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Hmmm....
I'll go ahead and add it in, just so it's available, but not necessarily used until we figure out how to implement it correctly.
Just assume another smallint(6) container_id, directly after tradeskill.
__________________
Quitters never win, and winners never quit, but those who never win and never quit are idiots.
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03-11-2003, 11:29 AM
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Senior Member Former EQEmu Developer Current EQ2Emu Lead Developer
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Join Date: Dec 2002
Posts: 1,065
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Quote:
Also, are you intending to use a container_id field (for cultural recipes) or not? (I need to know this so I can get my tradeskill list updated)
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Its not needed because the way tradeskills work is the container sends an opcode to the server depending on what container you click combine from. If the opcode is known, the server will then continue on and use the proper tradeskill. If the opcode is not know then it will display an error message to the player to send a petition to the server gm to inform them of the error and so we can get the skill added. The server wont check anything in the recipes table until it knows what tradeskill the player is attempting to use, so without recoding the entire tradeskill system, the container_id column isnt needed.
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03-11-2003, 05:03 PM
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Demi-God
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Join Date: Jan 2002
Location: Tourist town USA
Posts: 1,671
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skillneeded = trivial
trivial seems like a better name though
How about a special trivial of -1 for no fail combines
Any other special trivials we should have?
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03-11-2003, 06:49 PM
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Dragon
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Join Date: Jun 2002
Posts: 776
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A few of the PoP recipes oddly enough have a required skill higher than the trivial. While that isn't really needed that might be a way to differentiate trivial from skill needed. Make skillneeded the required skill level for the combine to be attempted, then you can set trivial to -1 to make it a no-fail combine or whatever the trivial would be.
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03-11-2003, 10:21 PM
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Dragon
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Join Date: Jan 2002
Posts: 521
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So, the new struct is
id,tradeskill,skillneeded,trivial,product,product2 ,failproduct,productcount,i1,i2,i3,i4,i5,i6,i7,i8, i9,notes
Is this final?
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03-11-2003, 11:38 PM
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Demi-God
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Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
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missed i10, but thats it...
I dropped container_id.
I'm going to leave trivial AND skillneeded in for the time being, trivial does make more sense. skillneeded I'll leave for future use, just duplicate the columns for the time being i guess.
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Quitters never win, and winners never quit, but those who never win and never quit are idiots.
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03-12-2003, 07:31 AM
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Dragon
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Join Date: Jan 2002
Posts: 521
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OK, thanks for the info, I've updated my tradeskill DB (I kept a copy using the old struct, since 0.4.3 release version
doesn't have the updated tradeskill code). I've added quantities to arrows, throwing weapons etc., tools like smithing hammers
and pie tins are returned, and sharpening rusty weapons will return the un-sharpened weapon on failure.
I think the "skill required" value is the minimum skill you need to have in order to have any chance of successfully combining
the items, whilst the "trivial" value is the skill level at which you have a 100% chance of combining (and don't get any skill-ups).
So this value probably is needed if you want totally accurate tradeskills. I'll probably just set it to 0 in my DB since tradeskills
seem to be balanced enough without it (if your skill level is low enought to be below the required value, you'll probably fail 95% of the time anyway).
I know I'm always asking this (I really need to buy an up-to-date copy of MSVC++) but would someone be able to send me the binaries
containing the updated tradeskill code once it's ready?
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03-12-2003, 07:37 AM
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Demi-God
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Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
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I'll try! lol.. I didnt have great success last time with the binaries I sent you, but once I get the code changes finished (I have the database lookup code modified to return the new values, just need to put the return hooks in).
Right now Im wondering how to return a stack of items , as opposed to return 7 indivuduals items...
__________________
Quitters never win, and winners never quit, but those who never win and never quit are idiots.
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03-12-2003, 07:53 AM
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Dragon
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Join Date: Jan 2002
Posts: 521
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The problems I was encountering last time you sent me some binaries (they also occurred with the ones on Telmet's site) were my fault - they were caused by my DB being out of date, some tables didn't have a "timestamp" value in. Once I dropped the old DB and loaded in the up-to-date db.sql it worked OK.
However the current error doesn't seem to be DB-related; emusharemem.dll seems to be the cause but I've definitely installed the one in the 4.3 zip and verified it's in the right directory.
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03-12-2003, 10:06 AM
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Senior Member Former EQEmu Developer Current EQ2Emu Lead Developer
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Join Date: Dec 2002
Posts: 1,065
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Hey Trump if I see you on irc ill let you know, but you need to change the charges flag to however many of the item you wish to return.
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Lethal Encounter
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