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. |
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. |
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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You think up to 3 items returned will be enough?
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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. |
Up to 20 returns would suffice, or even 10. Some foodstuff combos give back 7, I think.
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We probably need to add a 'returnquantity' to the trade skill recipe table.
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Grrr, damn message boards.. told me it didn't post this... read below...
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Quote:
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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) |
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. |
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 |
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) |
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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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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