Tradeskill Content

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thefoof
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Tradeskill Content

Post by thefoof » Fri Sep 27, 2013 1:30 am

Okay so I've gotten to the little crafting area in Halas (almost done with the zone other than writs btw :P), the fuel and recipebook merchants are setup along with the device IDs on the crafting stations.

I have the crafting trainer scripted mostly, but we need set tradeskill XP gain to not level you if level 9 or 19 until you choose a class server side. We also need to create the class choice windows along with a function to send them.

Did we figure out a way to create the window? I remember Jab mentioning something about the choice window.

Here's the tradeskill trainer script if anybody is curious how I did it :D (also make sure there's not something I'm overlooking in there lol). Still need the window function obviously.


EDIT:We also need to add crafting skill values. chemistry, scribing ect.
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Re: Tradeskill Content

Post by Zcoretri » Fri Sep 27, 2013 8:06 am

thefoof wrote:Okay so I've gotten to the little crafting area in Halas (almost done with the zone other than writs btw :P), the fuel and recipebook merchants are setup along with the device IDs on the crafting stations.

I have the crafting trainer scripted mostly, but we need set tradeskill XP gain to not level you if level 9 or 19 until you choose a class server side. We also need to create the class choice windows along with a function to send them.

Did we figure out a way to create the window? I remember Jab mentioning something about the choice window.

Here's the tradeskill trainer script if anybody is curious how I did it :D (also make sure there's not something I'm overlooking in there lol). Still need the window function obviously.


EDIT:We also need to add crafting skill values. chemistry, scribing ect.
Is this what you were thinking about that Jab mentioned?
http://www.eq2emulator.net/phpBB3/viewt ... =30&t=3334

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Re: Tradeskill Content

Post by Jabantiz » Fri Sep 27, 2013 10:59 am

Zcoretri is right, those lua were created mainly for crafting, this post also has a script for the class selection.

Preventing leveling past 9 and 19 is in the server core already, from the same post linked above.
I also cleaned up the client::ChangeTSLevel() and implemented not being able to level past 9 if you are an artisan and past 19 if you are a craftsman, outfitter, scholar, so it is important in the lua scripts to change the class before you try and change the level.
So we just need new lua functions to add skills it looks like, maybe set the skill value, overall skills have not had much if any lua love.

I will look over your lua later today.

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Re: Tradeskill Content

Post by thefoof » Fri Sep 27, 2013 1:31 pm

Cool. Thanks for the info. Will go ahead and add in the window for the script.


Going to craft a few toons on live up to 19 today to get all the windows fleshed out.

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Re: Tradeskill Content

Post by thefoof » Sun Oct 20, 2013 11:51 pm

Update on the status of this content, I just put the completed generic tradeskill tutor and trainer scripts up along with the 1-9 tutorial quests.

Noticed it looks like we only have recipes 1-9 on DB project, did we ever get higher tiers parsing as well? I could have sworn we did.

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Re: Tradeskill Content

Post by John Adams » Mon Oct 21, 2013 11:01 am

The Items should contain all known recipe books and their data. I have 2,619+ item_detail_recipe records, and 26,979 item_detail_recipe_items records on Dev.

What is missing, exactly? I hadn't played much with crafting, I'm afraid but looking forward to trying your content. I was hoping to build the base tradeskill instances fully functional before releasing the next ServerPack, which by this rate will be 2014 :D

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Re: Tradeskill Content

Post by thefoof » Mon Oct 21, 2013 12:43 pm

I'm talking about the data in the `recipes`, `recipe_products`, and `recipe_components` tables that we got from the tool Jab wrote. Looks like we only have recipes 1-9 in there, I thought we got higher tiers parsing too but can't remember 100%.

As for getting tradeskill instances setup most of the work is done at this point :P. Literally all that's needed to be done is spawn them, and there is 1 work order at level 15 for each subclass (craftsman, scholar and outfitter) and that's the totality of tradeskill content until level 20 I believe.

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Re: Tradeskill Content

Post by Jabantiz » Mon Oct 21, 2013 12:57 pm

Halas has two 10-19 tradeskill quest series, a good and evil version (Good version should be collected). Tradeskill Timeline

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Re: Tradeskill Content

Post by thefoof » Mon Oct 21, 2013 1:14 pm

Ah ok thanks, I didn't know about those.

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Re: Tradeskill Content

Post by John Adams » Mon Oct 21, 2013 5:19 pm

thefoof wrote:I'm talking about the data in the `recipes`, `recipe_products`, and `recipe_components` tables that we got from the tool Jab wrote. Looks like we only have recipes 1-9 in there, I thought we got higher tiers parsing too but can't remember 100%.
Okay, in that case I have 980 rows in recipes, 4,900 rows in products, and 4,485 in components. Unless I am misunderstanding what "1-9" means.

I am assuming literally, recipe id 1 through 9 :mrgreen:

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Re: Tradeskill Content

Post by Jabantiz » Mon Oct 21, 2013 5:25 pm

thefoof wrote:I thought we got higher tiers parsing too but can't remember 100%.
I had all recipes on zam parsing the last time I worked on that tool. I don't think we have changed items id's after that so not sure what is causing you to not see it. If you are running the parser on your own it may be possible that zam has changed and it is not parsing the details anymore, will look into it to see what is going on.

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thefoof
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Re: Tradeskill Content

Post by thefoof » Mon Oct 21, 2013 8:01 pm

John Adams wrote:
thefoof wrote:I'm talking about the data in the `recipes`, `recipe_products`, and `recipe_components` tables that we got from the tool Jab wrote. Looks like we only have recipes 1-9 in there, I thought we got higher tiers parsing too but can't remember 100%.
Okay, in that case I have 980 rows in recipes, 4,900 rows in products, and 4,485 in components. Unless I am misunderstanding what "1-9" means.

I am assuming literally, recipe id 1 through 9 :mrgreen:
Level 1-9. tier 1

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Re: Tradeskill Content

Post by Flunklesnarkin » Wed Oct 14, 2015 11:44 pm

This is just an update on the current status of the tradeskill tutorial.

I was able to complete the first tradeskill tutorial quest "Tutorial: Learning to Harvest".

I harvested in Darklight Wood since I've never been in that zone on the eq2emu. The ore nodes were giving me the "unable to prepare" message so I looked at the ground script and noticed on the "ground" tab that there wasn't any groundspawn_id set; so I set the groundspawn_id to the T1 ore node. I also adjusted the "seared char" node to have 3 harvest attempts instead of one.

Then I attempted to run through the second tradeskill tutorial quest "Tutorial: Forging Ahead". The forge window opened up correctly when I clicked on it. The recipe book scribed correctly. I selected the recipe and began the crafting process.

Here is where things still need to be worked on. None of the tradeskill abilities are loaded.. ie the 6 buttons you push to build either durability or progress and you can't use them from the knowledge window either. Also when the durability bar reached zero and dropped down a level / craft tier the tradeskill process froze completely and locked up the zone. I couldn't do any commands or even log out so I restarted the server.

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Re: Tradeskill Content

Post by Cynnar » Thu Oct 15, 2015 12:05 am

Flunklesnarkin wrote:I harvested in Darklight Wood since I've never been in that zone on the eq2emu. The ore nodes were giving me the "unable to prepare" message so I looked at the ground script and noticed on the "ground" tab that there wasn't any groundspawn_id set; so I set the groundspawn_id to the T1 ore node. I also adjusted the "seared char" node to have 3 harvest attempts instead of one.
There has been no work, to my knowledge, on the harvest nodes in Darklight. This zone was partially done when I picked it up and have been concentrating on spawn scripts and quest scripts.

Thanks for adding those in btw.
Flunklesnarkin wrote: Here is where things still need to be worked on. None of the tradeskill abilities are loaded.. ie the 6 buttons you push to build either durability or progress and you can't use them from the knowledge window either. Also when the durability bar reached zero and dropped down a level / craft tier the tradeskill process froze completely and locked up the zone. I couldn't do any commands or even log out so I restarted the server.
If I am not mistaken this is a struct issue. I am not sure so Jab correct me if I am wrong on this.
[ 01000011 01111001 01101110 01101110 01100001 01110010 ]

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Re: Tradeskill Content

Post by Jabantiz » Thu Oct 15, 2015 12:17 am

Cynnar wrote:If I am not mistaken this is a struct issue. I am not sure so Jab correct me if I am wrong on this.
The crashing part is a struct issue.

The no icons on the window is not implemented as I haven't figured out the best way to do it, there is no reliable way to determine what the spell does in the code as the effects are in lua so placing them in the right order is near impossible, I tried by level but the order was never consistent, and a db table just for that seems useless. The spells should be able to be cast though, that might be a struct issue as well.

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