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Re: Implementing: Tradeskills

Posted: Thu Feb 14, 2013 6:36 pm
by Jabantiz
I added the stat defines and implemented them into the crafting process, so far only durability_add, progress_add, and success_mod will effect the process, those 3 will cover all the tradeskill spells though. The stats will also update in the char sheet. I made 5 lua scripts that should work for all tradeskill spells, I just named them by the stats they modify.

DurabilityAdd.lua

Code: Select all

function cast(Caster, Target, DurabilityAmount)
	AddSpellBonus(Caster, 801, DurabilityAmount)
end

function remove(Caster, Target, DurabilityAmount)
    RemoveSpellBonus(Target)
end
DurabilityAddProgressAdd.lua

Code: Select all

function cast(Caster, Target, ProgressAmount, DurabilityAmount)
	AddSpellBonus(Caster, 802, ProgressAmount)
	AddSpellBonus(Caster, 801, DurabilityAmount)
end

function remove(Caster, Target, ProgressAmount, DurabilityAmount)
    RemoveSpellBonus(Target)
end
ProgressAdd.lua

Code: Select all

function cast(Caster, Target, ProgressAmount)
	AddSpellBonus(Caster, 802, ProgressAmount)
end

function remove(Caster, Target, ProgressAmount)
    RemoveSpellBonus(Target)
end
SuccessModDurabilityAdd.lua

Code: Select all

function cast(Caster, Target, SucessMod, DurabilityAmount)
	AddSpellBonus(Caster, 804, SuccessMod)
	AddSpellBonus(Caster, 801, DurabilityAmount)
end

function remove(Caster, Target, SuccessMod, DurabilityAmount)
    RemoveSpellBonus(Target)
end
SuccessModProgressAdd.lua

Code: Select all

function cast(Caster, Target, SuccessMod, ProgressAmount)
	AddSpellBonus(Caster, 804, SuccessMod)
	AddSpellBonus(Caster, 802, ProgressAmount)
end

function remove(Caster, Target, SuccessMod, ProgressAmount)
    RemoveSpellBonus(Target)
end
I had planned to get the reactions working today but issues with the spells system took up enough time that I probably won't finish it today. This stat code is on Dev SVN though.

Re: Implementing: Tradeskills

Posted: Fri Feb 15, 2013 8:18 am
by John Adams
Jab, can you submit your new LUA scripts to eq2content in the folder you wish them to live in? Same goes for anyone else doing local scripting that you want to be a part of the project.

Thanks.

Re: Implementing: Tradeskills

Posted: Sat Feb 16, 2013 4:04 pm
by Jabantiz
I added them to the Scripts/Spells/Tradeskills on the content svn, they do require the latest dev svn code to work properly though.

Re: Implementing: Tradeskills

Posted: Tue Feb 19, 2013 2:53 pm
by John Adams
Thanks, Jab. One more request :mrgreen:

Do we have to assign each LUA to a tradeskill ability (in `spells`) to use these? If so, do you already have a query to update those records in our existing spells? If not, I can ask Foof to check it out. Just need to know your list of what ability gets what reaction.

Thanks

Re: Implementing: Tradeskills

Posted: Tue Feb 19, 2013 3:07 pm
by Jabantiz
Yes they need to be assigned to a tradeskill spell, unfortunately I haven't had the time to go through and add it to all the spells yet, only did 2 for testing. I don't have a list for wich lua goes to what spell either, been working on the reactions whenever I got the free time.

Re: Implementing: Tradeskills

Posted: Tue Feb 19, 2013 4:20 pm
by John Adams
Looking the "descriptions" over, we can probably figure them out. Talks about adding progress, etc.

"Progress is increased but the chance of success is lowered." = SuccessModProgressAdd.lua

Re: Implementing: Tradeskills

Posted: Wed Feb 20, 2013 7:57 pm
by Jabantiz
Finally got around to getting tradeskill reactions to a usable state.
EQ2_000022.jpg
EQ2_000023.jpg
EQ2_000024.jpg
All of those screen shots are from the emu.

So far only success/fail durability/progress mods will work, still need to add the other stuff in but it is at a point where testing can be done to see if there are any issues. I tried to put the table on the db patcher but the link is gone at the time of this post so here is the SQL

Table:

Code: Select all

CREATE TABLE `tradeskillevents` (
	`id` INT(10) UNSIGNED NOT NULL AUTO_INCREMENT,
	`name` VARCHAR(250) NOT NULL,
	`icon` MEDIUMINT(8) UNSIGNED NOT NULL DEFAULT '0',
	`technique` INT(10) UNSIGNED NOT NULL DEFAULT '0',
	`success_progress` MEDIUMINT(8) UNSIGNED NOT NULL DEFAULT '0',
	`success_durability` MEDIUMINT(8) UNSIGNED NOT NULL DEFAULT '0',
	`success_hp` MEDIUMINT(8) UNSIGNED NOT NULL DEFAULT '0',
	`success_power` MEDIUMINT(8) UNSIGNED NOT NULL DEFAULT '0',
	`success_spell_id` INT(10) UNSIGNED NOT NULL DEFAULT '0',
	`success_item_id` INT(10) UNSIGNED NOT NULL DEFAULT '0',
	`fail_progress` MEDIUMINT(8) NOT NULL DEFAULT '0',
	`fail_durability` MEDIUMINT(8) NOT NULL DEFAULT '0',
	`fail_hp` MEDIUMINT(8) NOT NULL DEFAULT '0',
	`fail_power` MEDIUMINT(8) NOT NULL DEFAULT '0',
	PRIMARY KEY (`id`)
)
COLLATE='utf8_general_ci'
ENGINE=InnoDB;
Data:

Code: Select all

INSERT INTO `tradeskillevents` (`id`, `name`, `icon`, `technique`, `success_progress`, `success_durability`, `success_hp`, `success_power`, `success_spell_id`, `success_item_id`, `fail_progress`, `fail_durability`, `fail_hp`, `fail_power`) VALUES
	(1, 'Minor Hardened Metal', 426, 4032608519, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(2, 'Hardened Metal', 426, 4032608519, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(3, 'Extensive Hardened Metal', 426, 4032608519, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(4, 'Water Quench', 427, 4032608519, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(5, 'Saltwater Quench', 427, 4032608519, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(6, 'Oil Quench', 427, 4032608519, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(7, 'Minor Soft Metal', 427, 4032608519, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(8, 'Soft Metal', 427, 4032608519, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(9, 'Extensive Soft Metal', 427, 4032608519, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(10, 'Red Hot Material', 428, 4032608519, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(11, 'Orange Hot Material', 428, 4032608519, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(12, 'White Hot Material', 428, 4032608519, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
Data contains all the Metalworking reactions, as that is the skill my test recipe used. I will commit my code but this sql will be required for the server to work.

Re: Implementing: Tradeskills

Posted: Wed Feb 20, 2013 10:31 pm
by thefoof
I can go in and assign the scripts, I just need to know how you want it done, through the db editor or should I post some sql lines?

Re: Implementing: Tradeskills

Posted: Thu Feb 21, 2013 8:58 am
by John Adams
Jabantiz wrote:I will commit my code but this sql will be required for the server to work.
Excellent work, Jab. The table and data has been committed. Minor Version 29 needed.

Re: Implementing: Tradeskills

Posted: Thu Feb 21, 2013 6:06 pm
by alfa
John Adams wrote:
Jabantiz wrote:I will commit my code but this sql will be required for the server to work.
Excellent work, Jab. The table and data has been committed. Minor Version 29 needed.
+1 Good work Jab :)

Re: Implementing: Tradeskills

Posted: Thu Feb 21, 2013 8:03 pm
by Jabantiz
This should be the rest of the tradeskill events, name icon and technique are all set, the rest is left blank for now until I can find values for them or make up generic ones.

Code: Select all

INSERT INTO `tradeskillevents` (`id`, `name`, `icon`, `technique`, `success_progress`, `success_durability`, `success_hp`, `success_power`, `success_spell_id`, `success_item_id`, `fail_progress`, `fail_durability`, `fail_hp`, `fail_power`) VALUES
	(13, 'Minor Heat Spike', 424, 3881305672, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(14, 'Heat Spike', 424, 3881305672, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(15, 'Major Heat Spike', 424, 3881305672, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(16, 'Minor Heat Loss', 424, 3881305672, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(17, 'Heat Loss', 424, 3881305672, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(18, 'Major Heat Loss', 424, 3881305672, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(19, 'Puff of Steam', 423, 3881305672, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(20, 'Billow of Steam', 423, 3881305672, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(21, 'Gale of Steam', 423, 3881305672, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(22, 'Minor Flavor Loss', 130, 3881305672, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(23, 'Flavor Loss', 130, 3881305672, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(24, 'Major Flavor Loss', 130, 3881305672, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(25, 'Minor Mismeasurement', 410, 3076004370, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(26, 'Mismeasurement', 410, 3076004370, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(27, 'Major Mismeasurement', 410, 3076004370, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(28, 'Minor Kickback', 415, 3076004370, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(29, 'Kickback', 415, 3076004370, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(30, 'Major Kickback', 415, 3076004370, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(31, 'Minor Knot', 407, 3076004370, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(32, 'Knot', 407, 3076004370, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(33, 'Major Knot', 407, 3076004370, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(34, 'Minor Unyielding Board', 407, 3076004370, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(35, 'Unyielding Board', 407, 3076004370, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(36, 'Major Unyielding Board', 407, 3076004370, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(37, 'Minor Loose Joint', 405, 1039865549, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(38, 'Loose Joint', 405, 1039865549, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(39, 'Major Loose Joint', 405, 1039865549, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(40, 'Minor Misalignment', 405, 1039865549, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(41, 'Misalignment', 405, 1039865549, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(42, 'Major Misalignment', 405, 1039865549, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(43, 'Minor Distraction', 414, 1039865549, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(44, 'Distraction', 414, 1039865549, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(45, 'Major Distraction', 414, 1039865549, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(46, 'Minor Impurity Bubble', 406, 1039865549, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(47, 'Impurity Bubble', 406, 1039865549, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(48, 'Major Impurity Bubble', 406, 1039865549, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(49, 'Red Hot Metal', 411, 3108933728, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(50, 'Orange Hot Metal', 411, 3108933728, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(51, 'White Hot Metal', 411, 3108933728, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(52, 'Small Red Bead', 413, 3108933728, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(53, 'Orange Bead', 413, 3108933728, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(54, 'White Bead', 413, 3108933728, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(55, 'Slight Heat Wave', 401, 3108933728, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(56, 'Heat Wave', 401, 3108933728, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(57, 'Hefty Heat Wave', 401, 3108933728, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(58, 'Slight Heat Depletion', 401, 3108933728, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(59, 'Heat Depletion', 401, 3108933728, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(60, 'Hefty Heat Depletion', 401, 3108933728, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(61, 'Small Material Catch', 420, 2082133324, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(62, 'Material Catch', 420, 2082133324, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(63, 'Extensive Material Catch', 420, 2082133324, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(64, 'Minor Frayed Material', 418, 2082133324, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(65, 'Frayed Material', 418, 2082133324, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(66, 'Substantial Frayed Material', 418, 2082133324, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(67, 'Trivial Knotting', 418, 2082133324, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(68, 'Knotting', 418, 2082133324, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(69, 'Liberal Knotting', 418, 2082133324, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(70, 'Negligible Loose Material', 417, 2082133324, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(71, 'Loose Material', 417, 2082133324, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(72, 'Substantial Loose Material', 417, 2082133324, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(73, 'Minor Magical Anomaly', 419, 3330500131, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(74, 'Magical Anomaly', 419, 3330500131, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(75, 'Major Magical Anomaly', 419, 3330500131, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(76, 'Minor Magical Influx', 419, 3330500131, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(77, 'Magical Influx', 419, 3330500131, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(78, 'Major Magical Influx', 419, 3330500131, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(79, 'Small Impurities', 421, 3330500131, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(80, 'Impurities', 421, 3330500131, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(81, 'Major Impurities', 421, 3330500131, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(82, 'Minor Paradigm Shift', 422, 3330500131, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(83, 'Paradigm Shift', 422, 3330500131, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(84, 'Major Paradigm Shift', 422, 3330500131, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(85, 'Uncommon Symbols', 396, 773137566, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(86, 'Strange Symbols', 396, 773137566, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(87, 'Exotic Symbols', 396, 773137566, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(88, 'Common Writing', 400, 773137566, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(89, 'Uncommon Writing', 400, 773137566, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(90, 'Outlandish Writing', 400, 773137566, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(91, 'Minor Mystic Anomaly', 399, 773137566, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(92, 'Mystic Anomaly', 399, 773137566, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(93, 'Major Anomaly', 399, 773137566, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(94, 'Common Spectral Influx', 399, 773137566, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(95, 'Spectral Influx', 399, 773137566, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(96, 'Stellar Spectral Influx', 399, 773137566, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(97, 'Exothermic Reaction', 402, 2557647574, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(98, 'Endothermic Reaction', 402, 2557647574, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(99, 'Electrophilic Reaction', 402, 2557647574, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(100, 'Emulsing', 404, 2557647574, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(101, 'Solvolysis', 404, 2557647574, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(102, 'Catacaustic', 404, 2557647574, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(103, 'Minor Mis-Calibration', 403, 2557647574, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(104, 'Mis-Calibration', 403, 2557647574, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(105, 'Major Mis-Calibration', 403, 2557647574, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(106, 'Minor Mis-calculation', 403, 2557647574, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(107, 'Mis-calculation', 403, 2557647574, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(108, 'Major Mis-calculation', 403, 2557647574, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(109, 'Minor Liquefy', 421, 2591116872, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(110, 'Liquefy', 421, 2591116872, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(111, 'Major Liquefy', 421, 2591116872, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(112, 'Minor Congeal', 402, 2591116872, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(113, 'Congeal', 402, 2591116872, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(114, 'Major Congeal', 402, 2591116872, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(115, 'Minor Negative Result', 396, 2591116872, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(116, 'Negative Result', 396, 2591116872, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(117, 'Major Negative Result', 396, 2591116872, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(118, 'Minor Knotted Wood', 407, 1478114179, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(119, 'Knotted Wood', 407, 1478114179, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(120, 'Major Knotted Wood', 407, 1478114179, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(121, 'Minor Splintered', 408, 1478114179, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(122, 'Splintered', 408, 1478114179, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(123, 'Major Splintered', 408, 1478114179, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(124, 'Minor Blemished', 402, 1478114179, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(125, 'Blemished', 402, 1478114179, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(126, 'Major Blemished', 402, 1478114179, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(127, 'Minor Density', 411, 1386343008, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(128, 'Density', 411, 1386343008, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(129, 'Major Density', 411, 1386343008, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(130, 'Minor Dull Luster', 425, 1386343008, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(131, 'Dull Luster', 425, 1386343008, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(132, 'Major Dull Luster', 425, 1386343008, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(133, 'Minor Rough Edges', 416, 1386343008, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(134, 'Rough Edges', 416, 1386343008, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(135, 'Major Rough Edges', 416, 1386343008, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(136, 'Minor Loose Weave', 418, 2896808154, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(137, 'Loose Weave', 418, 2896808154, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(138, 'Major Loose Weave', 418, 2896808154, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(139, 'Minor Weak Material', 408, 2896808154, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(140, 'Weak Material', 408, 2896808154, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(141, 'Major Weak Material', 408, 2896808154, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(142, 'Minor Rip', 417, 2896808154, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(143, 'Ripped', 417, 2896808154, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	(144, 'Major Rip', 417, 2896808154, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);

Re: Implementing: Tradeskills

Posted: Thu Feb 21, 2013 11:43 pm
by thefoof
John Adams wrote:Thanks, Jab. One more request :mrgreen:

Do we have to assign each LUA to a tradeskill ability (in `spells`) to use these? If so, do you already have a query to update those records in our existing spells? If not, I can ask Foof to check it out. Just need to know your list of what ability gets what reaction.

Thanks
Here's your master list :P

Code: Select all

Scholars
	Alchemist:
        Analyze - DurabilityAdd.lua
        Endothermic - DurabilityAddProgressAdd.lua
        Exothermic - DurabilityAddProgressAdd.lua
        Experiment - ProgressAdd.lua
        Reactions - SuccessModProgressAdd.lua
        Synthesis - SuccessModDurabilityAdd.lua
	
    Sage:
        Calligraphy - DurabilityAdd.lua
        Incantation - DurabilityAddProgressAdd.lua
        Lettering - ProgressAdd.lua
        Notation - SuccessModProgressAdd.lua
        Scripting - SuccessModDurabilityAdd.lua
        Spellbinding - DurabilityAddProgressAdd.lua
		
	Jeweler:
        Center of Spirit - SuccessModDurabilityAdd.lua
        Faceting - ProgressAdd.lua
        Focus of Spirit - SuccessModProgressAdd.lua
        Mind Over Matter - DurabilityAddProgressAdd.lua
        Round Cut - DurabilityAdd.lua
        Sixth Sense - DurabilityAddProgressAdd.lua
		
Outfitters
    Armorer:
	    Angle Joint - ProgressAdd.lua
        Bridle Joint - DurabilityAdd.lua
        Hammering - DurabilityAddProgressAdd.lua
        Steady Heat - SuccessModProgressAdd.lua
        Stoke Coals - SuccessModDurabilityAdd.lua
        Strikes - DurabilityAddProgressAdd.lua
		
	Weaponsmith:
	    Anneal - ProgressAdd.lua
        Compress - DurabilityAdd.lua
        Hardening - DurabilityAddProgressAdd.lua
        Set - DurabilityAddProgressAdd.lua
        Strengthening - SuccessModDurabilityAdd.lua
        Tempering - SuccessModProgressAdd.lua
			
	Tailor:
	    Binding - DurabiltiyAdd.lua
        Dexterous - SuccessModDurabilityAdd.lua
        Hem - DurabilityAddProgressAdd.lua
        Knots - ProgressAdd.lua
        Nimble - SuccessModProgressAdd.lua
        Stitching - DurabilityAddProgressAdd.lua
		
Craftsmen
    Provisioner:
	    Awareness - ProgressAdd.lua
        Constant Heat - DurabilityAddProgressAdd.lua
        Pinch of Salt - SuccessModDurabilityAdd.lua
        Realization - DurabilityAdd.lua
        Seasoning - SuccessModProgressAdd.lua
        Slow Simmer - DurabilityAddProgressAdd.lua
		
	Woodworker:
	    Calibrate - SuccessModDurabilityAdd.lua
        Carving - DurabilityAddProgressAdd.lua
        Chiselling - DurabilityAddProgressAdd.lua
        Handwork - ProgressAdd.lua
        Measure - SuccessModProgressAdd.lua
        Whittling - DurabilityAdd.lua
		
    Carpenter:
	    Concentrate - SuccessModProgressAdd.lua
        Metallurgy - ProgressAdd.lua
        Ponder - SuccessModDurabilityAdd.lua
        Smelting - DurabilityAdd.lua
        Tee Joint - DurabilityAddProgressAdd.lua
        Wedge Joint - DurabilityAddProgressAdd.lua
		
Secondary
    Adorning:
	    Corporeal Binding - DurabilityAddProgressAdd.lua
        Corporeal Weave - DurabilityAddProgressAdd.lua
        Infusive Binding - SuccessModProgressAdd.lua
        Infusive Weave - SuccessModDurabilityAdd.lua
        Subastral Binding - ProgressAdd.lua
        Subastral Weave - DurabilityAdd.lua
		
    Tinkering:
	    Contrapt - SuccessModDurabilityAdd.lua
		Data Management - SuccessModProgressAdd.lua
        Monkey With - DurabilityAddProgressAdd.lua
        Overhaul - ProgressAdd.lua
        Test Run - DurabilityAdd.lua
        Wing It - DurabilityAddProgressAdd.lua

Re: Implementing: Tradeskills

Posted: Fri Feb 22, 2013 9:36 am
by John Adams
Awesome foof :)
Monkey With
This made me lol... :mrgreen:

Re: Implementing: Tradeskills

Posted: Sun Feb 24, 2013 6:03 pm
by Jabantiz
Ran into an issue with the device field in the recipes table, loom isn't used in game any more it is Sewing Table & Mannequin now, here is the sql HeidiSQL gave me to change it

Code: Select all

ALTER TABLE `recipes`
	ALTER `device` DROP DEFAULT;
ALTER TABLE `recipes`
	CHANGE COLUMN `device` `device` ENUM('Chemistry Table','Engraved Desk','Forge','Stove & Keg','Sewing Table & Mannequin','Woodworking Table','Work Bench') NOT NULL AFTER `book`;
However this made me think of some recipes that need a special device to craft, not sure how many of them there are so not sure if we want to just keep adding to this enum as we find them or change this field.

Re: Implementing: Tradeskills

Posted: Mon Feb 25, 2013 6:50 am
by John Adams
I'm okay with changing the field to be a tinyint(3) with a 0-??? value for what device it may be. While Enums are cool, making the DB simple to read has never been a priority (for me). That's what DB editors are for. So if you have any other ideas for this data, I'd say go for it.

Maybe a x-ref table for devices with a FK?