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. |
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. |
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 | | +--------------+-------------+------+-----+---------+----------------+ |
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 :D |
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)
|
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. |
Quote:
|
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? |
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.
|
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? |
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. |
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? |
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... |
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. |
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.
|
All times are GMT -4. The time now is 04:59 AM. |
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.