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  #1  
Old 03-09-2003, 07:49 AM
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Ayukawa
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Join Date: Mar 2002
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Default I know it is requested a bit more than average...

But I am going to anyway.

Tradeskill returns. A database entry that allows you to custom set the number of items made that will be returned on any sucessfull combination attempt.
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  #2  
Old 03-09-2003, 09:27 AM
killspree
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That would be nice. Tradeskills still need a bit of work, but I doubt that's high on the list of things to get working correctly.

But again, I agree that it would be very nice.
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  #3  
Old 03-09-2003, 09:26 PM
Drawde
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Maybe also a new DB struct that contains the IDs of items which aren't used up by tradeskills (e.g smithing hammers). Something like tradeskill_nonconsumable (id,item_id), and when you use a tradeskill recipe, the code searches through this list and only destroys the ingredients that aren't on it.
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  #4  
Old 03-10-2003, 01:58 AM
Edgar1898
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You think up to 3 items returned will be enough?
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  #5  
Old 03-10-2003, 03:20 AM
Trumpcard
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Thats a good idea. I had thought we should just add a 'consumed' field, but then you would have to set whether the same item would be consumed for each recipe.

Good idea.
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  #6  
Old 03-10-2003, 04:21 AM
a_Guest03
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Up to 20 returns would suffice, or even 10. Some foodstuff combos give back 7, I think.
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  #7  
Old 03-10-2003, 04:44 AM
Trumpcard
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We probably need to add a 'returnquantity' to the trade skill recipe table.
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  #8  
Old 03-10-2003, 06:39 AM
Lyenu X`Arie
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Grrr, damn message boards.. told me it didn't post this... read below...
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  #9  
Old 03-10-2003, 06:39 AM
Edgar1898
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Quote:
Up to 20 returns would suffice, or even 10. Some foodstuff combos give back 7, I think.
To do that we would have to either create an entirely new table and use it like loottables work or we would have to make a new column for the quantity of the returned item, but doing it this way wouldnt solve the problem of returning two different items on a combine. If we were to add six new columns to the table (up to 3 different items, and a quantity field for each), we might as well just make a new table and changed the product to reference the new table.
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  #10  
Old 03-10-2003, 06:40 AM
Lyenu X`Arie
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Also, you don't need a noncombustable table. What you could do is this (psedu for example):

Code:
if (anyitem != tradeskillitem)
{
 messsage(Wrong Ingredients message or something);
 make it so it won't combine any of the ingredients so you didn't just lose them all.
}
else {
 try the combine
}
that would make it a lot easier and would use a lot less bandwidth, since in live EQ, they reject any item(s) that can not be combined. I think they might also reject any combine that only has a few of the required components. So you would need to add a check for that as well.
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  #11  
Old 03-10-2003, 08:28 AM
Drawde
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What I meant (about the non-consumable items table) is that some tradeskill recipes
require items as "ingredients" but these items aren't actually consumed when you hit combine.
For example, smithy hammers, bread/cake tins, firing sheets.
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  #12  
Old 03-10-2003, 04:59 PM
Lurker_005
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Location: Tourist town USA
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Things I figured were needed for trade skills:

tradeskill,containerID,trivial,product,productcoun t,product2,failproduct,i1,i2,i3,i4,i5,i6,i7,i8,i9, i10,comments


Container ID: refers to the container type in the item structure identifying sewing, fletching, varius cultural fletching. Something would need to be done so you could make normal arrows in say a tier'dal fletching kit though...

Productcount: how many of "product" is returned

product2: allow for seperate items/non consumable tools. I don't think there is anything that returns more than 2 different items is there?

failproduct: returned on failure. Anything return more than 1 item on failure of a valid recipe?

comment: would be nice, but is optional
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  #13  
Old 03-10-2003, 09:09 PM
Drawde
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That sounds more or less right, it'll probably mean everyone will have to rewrite their tradeskill recipes (or find some way of converting the old ones) but it should allow tradeskills more or less as close to EQLive as possible.
Might also want to include an "altproduct" value for when you fail the combine - e.g with sharpening rusty weapons, if you fail you just get the weapon back. I think that the product2 (tool) item is always returned, even on a failed combine.
(edit: sorry, just noticed that you already put in a "failproduct" value)
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  #14  
Old 03-10-2003, 11:47 PM
Drawde
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Probably the best way of dealing with cultural tradeskill containers is to allow any container (of the right tradeskill type) to be used if container_id is set to 0. That way you only need to set the required container for cultural recipes, and standard ones will work in both normal and cultural containers.
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  #15  
Old 03-11-2003, 02:43 AM
Trumpcard
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I'll see about modifying the data structure this week. This appears to be a pretty sound design, and it will incorporate most of the features we'd expect to see out of tradeskills...

It will require some additional work be done with the tradeskills tables.

Lurker/Drawde, if I put the code changes in, can you get an updated tradeskill list created? At first we'll just incorporate the new structure, and add the changes one at a time for the additions. Extra return items, quantity returns, etc.

Getting the structure in will be step 1.. Step 3.. Profit !
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