Implementing: Collections

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Scatman
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Re: Implementing Collections

Post by Scatman » Mon May 30, 2011 11:12 pm

After Z's find of my stupid bug, I was able to implement the rest of collections except for rewards. All the structs involved with collections are now sending perfectly (woot!). Just some things left that I can't implement until we talk about them.

Rewards Table
We need to support coin, item, and selectable item rewards. What do you think about a table called `collection_rewards` with `collection_id`,`reward_type`,`reward_value`. Reward types could be 'Item','Selectable Item','Coin'. If coin, then reward value would be the total coin in copper.

Experience
We'll need an additional field in the `collections` table to denote how much exp should be awarded upon hand-in of the quest.

Anything else I'm missing?

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Sylva1n
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Re: Implementing Collections

Post by Sylva1n » Tue May 31, 2011 4:07 am

some quest rewards are collectibles

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Zcoretri
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Re: Implementing Collections

Post by Zcoretri » Tue May 31, 2011 9:33 am

Sylva1n wrote:some quest rewards are collectibles
True, but they are still just items with a collectible tag.

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John Adams
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Re: Implementing Collections

Post by John Adams » Tue May 31, 2011 12:26 pm

Scatman wrote:Experience
We'll need an additional field in the `collections` table to denote how much exp should be awarded upon hand-in of the quest.
Scat, couldn't we just add an enum for "XP", and make the collection_rewards multi-entry, like we do with quest rewards? You can then set it up to get an item, AND coin, AND xp...

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Sylva1n
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Re: Implementing Collections

Post by Sylva1n » Tue May 31, 2011 2:31 pm

what about when a collection offers a choice of rewards (choosing between 2 or more items)?

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Scatman
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Re: Implementing Collections

Post by Scatman » Tue May 31, 2011 3:44 pm

Sylva1n wrote:what about when a collection offers a choice of rewards (choosing between 2 or more items)?
That's what the selectable items are.
John Adams wrote:Scat, couldn't we just add an enum for "XP", and make the collection_rewards multi-entry, like we do with quest rewards? You can then set it up to get an item, AND coin, AND xp...
Sure that's perfectly fine to me. So reward_type could be 'xp','item','selectable_item','coin'?

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John Adams
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Re: Implementing Collections

Post by John Adams » Tue May 31, 2011 4:44 pm

Sure! Give em some coin and xp, and a standard item "Alpha Token" and oh, because we're nice guys, pick one of the following super cool items... etc. Sounds dreamy.

Table committed.

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Scatman
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Re: Implementing Collections

Post by Scatman » Tue Jun 07, 2011 6:48 pm

Can we get the following unique keys so I can perform insert into/duplicate key updates on the following tables and columns?

character_collections.char_id + character_collections.collection_id
character_collection_items.char_id + character_collection_items.collection_id + character_collection_items.collection_item_id

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John Adams
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Re: Implementing Collections

Post by John Adams » Wed Jun 08, 2011 8:10 am

You should have the ability to commit table changes, Scatman. If you know what you're asking for, just commit (from the portal module). If it's a question of complying with the strict JA Articles of Database Perfection, Paragraph B, sub clause 1.5f, then I will see what I can do.

But seriously, feel free to make your own DB changes as needed. I'm a bit buried at the moment.

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Re: Implementing Collections

Post by Scatman » Wed Jun 08, 2011 4:33 pm

Did not know :P Sweet!

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