Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Crafting.2da SKILL (feat ids) = 0 #19

Open
kevL opened this issue Oct 12, 2018 · 10 comments
Open

Crafting.2da SKILL (feat ids) = 0 #19

kevL opened this issue Oct 12, 2018 · 10 comments

Comments

@kevL
Copy link
Owner

kevL commented Oct 12, 2018

Several of the fields in Crafting.2da have "0" for the required Feat. While there is code in DoMagicCrafting() that assigns a default feat (see lines 542+ in 'ginc_crafting') -- a true FeatID should be specified.

main reason: Feat #0 is actually Alertness.
reason2: a enchanting recipe that requires no feat is currently impossible.

ref - https://github.com/kevL/TccScripts/blob/master/inc/ginc_crafting.nss#L539

@vandervecken
Copy link
Collaborator

Seems worthwhile as a cleanup measure.

@vandervecken
Copy link
Collaborator

What happens to recipes that work on e.g. weapons and wondrous items? Multi-tag.

@kevL
Copy link
Owner Author

kevL commented Oct 15, 2018

the default feat required (as determined in DoMagicCrafting() ) is based on the TCC-type of the item in the container -- which is ofc only 1 type. The TAGS of the recipe don't matter when determining Feat req'd

( matching tags with the item's type happened earlier in the funct )

so if a recipe is used on a weapon, the default Feat req'd is MagicArms&Armor
if the same recipe is used on boots, feat req'd would be WondrousItems

@vandervecken
Copy link
Collaborator

ok, this is unclear. Do you mean:
a) every recipe in crafting.2da (or at least more than currently) should reference a specific featID for an existing feat, instead of referencing 0 and relying on DoMagicCrafting() to auto pick
or
b) Auto-picking in DoMagicCrafting() is fine, but you object to the presence of "0" as the trigger for auto-picking because "0" is also a feat.

@kevL
Copy link
Owner Author

kevL commented Oct 16, 2018

i think I see the problem you're getting at : if a recipe can do either Arms&Armor or Wondrous, it should use the default Feat req'd mechanism ... uh, thinking..

@kevL
Copy link
Owner Author

kevL commented Oct 16, 2018

how does this strike you? (for ip-enchanting and ip-construction only -- mundane crafting and alchemy use SKILLS completely differently)

SKILL=<featId> // requires that feat
SKILL=-1 // use default algorithm
SKILL=-2 // no feat req'd

@vandervecken
Copy link
Collaborator

Works for me.

@kevL
Copy link
Owner Author

kevL commented Oct 17, 2018

I just counted ~325 recipes that need to be changed if/when the script DoMagicCrafting() changes. So i'll wait until you say you're ready to do those changes ... (or argue that it's too much hassle and things should be left as they are :)

@vandervecken
Copy link
Collaborator

Well that number will bounce around for a bit as I make other changes.

@kevL
Copy link
Owner Author

kevL commented Oct 17, 2018

k

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants