Implementing: Tradeskills

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Re: Implementing: Tradeskills

Post by John Adams » Sun Aug 18, 2013 7:23 pm

FYI, last week I put all the crafting reactions I had (73, I think) on the DB Patcher, and in starting_spells. To get your players to get them, truncate the character_spells table and the world will reload it next time they log in.

Or you can manually insert them ;)

Jabantiz is working on blocking their use while not crafting, so it's a known issue.

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Re: Implementing: Tradeskills

Post by Jabantiz » Mon Sep 09, 2013 6:56 pm

Tradeskill spells should now be shaded by default when you log in, when you start crafting they should enable and spells, abilities, and combat arts should disable. When you finish crafting the tradeskill spells should disable again and the others should re-enable.

Also added device_id to /spawn set to set the crafting device in game, it will save so you shouldn't have to do DB work outside the game and /reload now

Code: Select all

/spawn set device_id #
ID's are listed earlier in this thread, here they are again
Jabantiz wrote: 1 - Sewing
2 - Forge
3 - Chemistry
4 - Engraving Desk
5 - Work Bench
6 - Woodworking
7 - Stove

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Re: Implementing: Tradeskills

Post by Ememjr » Sun Jul 02, 2017 4:49 am

So my next agenda is to finish up Tradeskills, add remaining recipes, fix the ui(many things still hardcoded many looking at crafting window etc
but there are a few questions
1. was there a way to get the technique from census for the recipes or is that only available from logs, i only see the recipes having the crafting station listed. with 33000+ recipes in live that will be quite a task if it cant be automated to populate the data
2. wnat to confirm that mastery_skill on an ability(TS spell) is the same as technique on a recipe
3.i have not seen were the 6 counter abilites are showing up at bottom of crafting screen on any client( has that ever worked

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Re: Implementing: Tradeskills

Post by Jabantiz » Sun Jul 02, 2017 4:15 pm

It has been forever since I worked on this so I have forgot mostly everything...

Also what is left? It was working like live and all windows worked (CoE - 1208 at least) not sure what was hardcoded, I will have to refresh on the code before I could be of any real help though.

1) I am not sure of the data on census, it was missing info in the past but it has probably changed a lot since then. All the info should be in the logs, not sure if we ever had some one do a complete collect of all crafting recipes though. We did make a tool to parse zam and pull all the recipe info though, that is how we originally got the level 1-10 recipes, not sure if zam has changed the site design since that tool was made which might have broken the tool though.

2) Probably but not sure, again it has been so long since I worked on this last.

3) Never worked. I could never figure out a way to get them to list in the correct order like live without a DB table, was trying hard to avoid another DB table but in the end it looks like that might be the only option.

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Re: Implementing: Tradeskills

Post by Ememjr » Sun Jul 02, 2017 4:34 pm

ok what is left
1. #3 getting the abilities to show correctly
2. hardcoded, if you press N and highlight any recipe icon, the item popup info is hardcoded, all recipes you same information( i have this fixed on my side( at leas most of it.
3. structs to work with live (i have this completed on mine)
4. the techniques are not in db for most of the TS abilities, ( got most intered on mine, still working on it)
5. some recipe components dont match the component that db is set for harvesting ie leather pelt ( i changed the ground spawn to make it work
6. on abilities things like power to cast is way off some using 175 power and should be set to use percentage of power, (easy fix in db)
7. i am working on a parser for census, to pull in remaining items, slow process but its coming along, in order to add remaining items, speels, recipes, etc

this screen has componesnts,produces, and previously created, and the description hardcoded again i have a fix ready for this
hardcode.JPG
here is screen when you press craft (again i have fix ready to post for this for live
craft.JPG
and the actual crafting page have a fix ready to post for this as well minus abilites at the bottom for live client
crafitng.JPG
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Re: Implementing: Tradeskills

Post by Jabantiz » Sun Jul 02, 2017 4:45 pm

Ememjr wrote: Sun Jul 02, 2017 4:34 pm 2. hardcoded, if you press N and highlight any recipe icon, the item popup info is hardcoded, all recipes you same information( i have this fixed on my side( at leas most of it.
wow, can't believe that was over looked, just shows no one tested when I asked for it...
Ememjr wrote: Sun Jul 02, 2017 4:34 pm 3. structs to work with live (i have this completed on mine)
That was to be expected considering CoE was back in what? 2012?
Ememjr wrote: Sun Jul 02, 2017 4:34 pm 4. the techniques are not in db for most of the TS abilities, ( got most intered on mine, still working on it)
Another thing that I thought was done, actually I thought that stuff was parsed but like I said has been so long.
Ememjr wrote: Sun Jul 02, 2017 4:34 pm 5. some recipe components dont match the component that db is set for harvesting ie leather pelt ( i changed the ground spawn to make it work
Yea that was bound to come up, for whatever reason on most harvestable components there are 2 version in the data we collected from live so we really just pick one and go with it. Should probably make a list of the id's we use for the harvestables here so it is less likely that wrong id's are used like in this case.
Ememjr wrote: Sun Jul 02, 2017 4:34 pm 6. on abilities things like power to cast is way off some using 175 power and should be set to use percentage of power, (easy fix in db)
The abilities were from a live (at the time) packet log, must of changed after that collect, but like you said should be an easy fix.
Ememjr wrote: Sun Jul 02, 2017 4:34 pm 7. i am working on a parser for census, to pull in remaining items, slow process but its coming along, in order to add remaining items, speels, recipes, etc
Good luck with that!

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Re: Implementing: Tradeskills

Post by Ememjr » Sun Jul 02, 2017 6:20 pm

i have never gotten the abilities at bottom of crafting screen, with any of the clients

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Re: Implementing: Tradeskills

Post by Jabantiz » Sun Jul 02, 2017 7:51 pm

Because it was never implemented.

I was trying to avoid hardcoding stuff and at the same time avoid adding another table for just that static data, and was trying to get the skills to populate dynamically, which I could do, but I couldn't get them in the order that live had, in the end I ran out of time.

I believe there is no choice but to add a new table for the order of the spells based off of what crafting skill is being used.

To actually get them to show is not hard, you just add the spell id's to the item creation window.

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Re: Implementing: Tradeskills

Post by Ememjr » Sun Jul 02, 2017 9:04 pm

i was thinking of just adding another filed to the spells table called technique index or something similar with default 0
and 1-6 depending on the defualt position, the characters spelllist would also have this index so if a player reorders there icons, it will be recorded

3) Never worked. I could never figure out a way to get them to list in the correct order like live without a DB table, was trying hard to avoid another DB table but in the end it looks like that might be the only option.
i guess that line confused me i thought you got them to display just not in the proper order(cynnar had mentioned that as well)

which spell id get added the eq2emu id or the soe_spell_crc ( i noticed the knowledge book uses the crc
spellid.JPG
that packet is the very end where the 6 abilities should be, and matches A LIVE packet as you can see i trid the crc id with no luck, and alos tried the spell id in db 9003,9018,9041,9070,9082,9088
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Re: Implementing: Tradeskills

Post by Jabantiz » Sun Jul 02, 2017 9:52 pm

It should be the spell id we use.

If you add the index to the spells field that means every spell is going to have that, kind of a waste of memory for a handful of spells, that is why I think its own table would be better.

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Re: Implementing: Tradeskills

Post by Ememjr » Sun Mar 03, 2019 9:06 am

Can you please either add one of the following, and ill writ the supporting code in tradeskills for it

easiest
1. add a field called ts_loc_index right under mastery_skill as the smallest type that will handle a number 0-6, with a default of 0
2. add this field to the web editor as well so it can it updated

hardest ( i think)
1. create a new table to hold the information

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Re: Implementing: Tradeskills

Post by Jabantiz » Sun Mar 03, 2019 7:40 pm

This is the spells table you are talking about right?

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Re: Implementing: Tradeskills

Post by Ememjr » Sun Mar 03, 2019 7:47 pm

that is coorect the spells table,

the index will go along with the other post you replied to with the spell_id

put i select the index from the spell as well to chose the slot

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Re: Implementing: Tradeskills

Post by Jabantiz » Sun Mar 03, 2019 8:19 pm

After discussing with Cynnar we are going to go with option 2, mainly because most of the spells will not use this value so it is a waste of memory on the server.

So if you make a table and send me the create code I will get it up on the DB patcher. I would make it myself but I am not entirely sure what all you need in the table, just a spell id and index?

Also I can make an editor for this table on eq2db2 under the server tab.

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Re: Implementing: Tradeskills

Post by Ememjr » Mon Mar 04, 2019 5:38 pm

while i am working on tradeskills , i still havent got the spells to show at bottom of window, so i am testing old school way, where we would but the spells on a hotbar

one thing i noticed
on live the spell effects stack ie you typically press #1 #2 and #3 during the cycle
#1 increases durabilty by 10 and decreases success -8
#2 increases durabilty by 10 and decrease progress
#3 increases durability by 10 and uses power
i should be able to cast all 3 and for a few seconds while all are active have +30 durability and -8 success and -10 progress
but as soon as i cast the next ability the previous abilities mods are wiped althought the spell still show active
not sure where to look on this

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