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Old 10-11-2011, 09:40 AM
Randymarsh9
Dragon
 
Join Date: Dec 2007
Posts: 658
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...\source\trunk\EQEmuserver\zone\tradeskills.cpp

Code:
	// Some tradeskills are more eqal then others. ;-)
	// If you want to customize the stage1 success rate do it here.
    // Remember: skillup_modifier is (float). Lower is better
	switch(spec->tradeskill) {
	case FLETCHING:
	case ALCHEMY:
	case JEWELRY_MAKING:
	case POTTERY:
		skillup_modifier = 4;
		break;
	case BAKING:
	case BREWING:
		skillup_modifier = 3;
		break;
	case RESEARCH:
		skillup_modifier = 1;
		break;
	default:
		skillup_modifier = 2;
		break;
	}
Changing the default skillup_modifier here should increase the skill up rate of most tradeskills. I've set it to 1 on my servers before and it did seem to make them go up quicker.
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  #2  
Old 10-11-2011, 10:40 AM
Baruuk
Sarnak
 
Join Date: Aug 2005
Posts: 64
Default

Thanks for your replies guys. Randymarsh - I'm assuming if I modify the tradeskills.cpp I'll need to recompile, correct? No biggie - just curious.

I do have to say that Bodi has given me an idea - a takeaway from EQ2 in a way... If you could detect a player's skill level (50, 100, etc) in a particular tradeskill in Perl, you could set up these "work orders" based on player skill, and then make milestone quests that would reward them for their accomplishment - a cloak, a ring, etc - perhaps with a tradeskill mod on the item. That right there might be more enriching that simply making it faster.

One of the bigger things I've been wrestling with is deciding how to structure armor tiers. I've currently employed Defiant drops for lvls 1-70 - a 30% drop rate on the low end stuff (lvls 1-5) just to get folks going and then a 4% drop rate on lvls 6-70. My goal is for Defiant to be a "gap fill" armor set that folks can get randomly while hunting and to create market for that gear. However, I would like to have other tier'ed sets starting at lvl 20 and then progressively at lvls 40, 60, etc. Obviously this could easily be done with quests (got fetch item x, y, z) as many other servers do. However, I thought it might be interesting to utilize tradeskills for one or more of these armor sets - sets that would be a tad better than droppable or questable ones, as a reward for the hassle of doing the tradeskill. Perhaps a clicky effect or 2nd mod effects.

I digress, but just wanted to get feedback - this is why I was asking about tradeskills.

Thanks again.
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  #3  
Old 02-24-2013, 02:28 PM
Dabloon
Sarnak
 
Join Date: Oct 2007
Posts: 78
Default

Quote:
Originally Posted by Randymarsh9 View Post
...\source\trunk\EQEmuserver\zone\tradeskills.cpp

Code:
	// Some tradeskills are more eqal then others. ;-)
	// If you want to customize the stage1 success rate do it here.
    // Remember: skillup_modifier is (float). Lower is better
	switch(spec->tradeskill) {
	case FLETCHING:
	case ALCHEMY:
	case JEWELRY_MAKING:
	case POTTERY:
		skillup_modifier = 4;
		break;
	case BAKING:
	case BREWING:
		skillup_modifier = 3;
		break;
	case RESEARCH:
		skillup_modifier = 1;
		break;
	default:
		skillup_modifier = 2;
		break;
	}
Changing the default skillup_modifier here should increase the skill up rate of most tradeskills. I've set it to 1 on my servers before and it did seem to make them go up quicker.
Let me get this straight if you lower the numbers in tradeskill.cpp tradeskills will increase faster.

// Remember: skillup_modifier is (float). Lower is better
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