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GatherSage2  Popular! (More than 5000 hits)

Version: 2010-06-12
by: kellewic, smccandl

NOTE: I will not be supporting this addon after 6/13/2010. I am not playing WoW any more. If anyone wants to take over development, please let me know.

GatherSage2 is a re-write of the original GatherSage. Almost all of the original GatherSage functionality made its way into GatherSage2 and a lot more was added.

GatherSage2 shows what level is required to mine, pick, smelt, prospect, mill, or skin a resource (vein, deposit, ore, animal, plant, etc). The tooltip will show all skills for which the resource can be gathered or used up (i.e. an herb that can be both picked and milled).

It also shows you your current skill, how many skill ups you have gained since you logged in, and the difference between the skill you need to work with the resource and the skill you currently have.

It displays this information in the tooltip when you mouse over a resource in the world, minimap, inventory, auction house, mailbox, guild bank, and pretty much anywhere the item can be displayed. It will also show you if that resource has a chance of yielding special items (such as stone, gems, or other herbs).

A lot of testing has gone into making sure GatherSage2 does not interfere with other addons you may have loaded. Please report any problems found.

There is a readme.txt file that contains detailed information on GatherSage2

CHANGELOG

* (2010-06-12): No code changes. Added all Perl code-generation code to the package in case someone
needs to update the English locale or module Lua files.

* (2010-06-06): Fixed a bug where a creature has the same name as something else (i.e. Jade)
Also fixed a bug in the pattern matching of targets.

* (2010-06-04): Fixed bug with GameTooltip text going "wonky"... that's what happens when
you move stuff around :)

* (2010-05-30): Code cleanup and a few bug fixes.
Removed AceEvent-3.0, AceHook-3.0, AceAddon-3.0 dependencies
Added basic module code.
Changed how the locale strings work.
Cleaned up the GUI options panel.
Removed FR locale since it hasn't been updated
Updated DE locale
Added skill strings to items when the skill is different per item

* (2010-04-26): Removed support for ItemLevel module. It doesn't look to be maintained and the game now
provides the item level in the tooltip.

Removed all functionality related to quests. I have never used it and no one has ever
asked about it. It was a PITA to keep maintaining. Items gathered for quests should
still be listed on the tooltip.

Updated all module's data with what seems the most recent skill levels.

Updated code to fix reported issues. I cannot replicate the issues now so hopefully
they are good to go.

* (2009-09-08): Removed most tabs from the GUI options and condensed them to the "General" tab.

When disabling the addon in the options, all modules will be disabled.

When enabling the addon in the options, only modules for which you have a skill in
will be re-enabled by default. Manually enabling additional modules still works after
the addon is re-enabled.

When enabling parent modules (such as Mining), their child modules will also enable
(such as Smelting). If, for some reason, you don't want the child enabled, just uncheck it
after loading the parent. If for some reason you only want the child, uncheck both and re-check
the child.

Removed informational messages from displaying by default. This includes enable/disable
messages. They will appear if you set the log level to DEBUG.

Fixed an issue with deep copying game objects for no good reason. This resolved an issue
with the BasicChatMods addon and likely reduced memory footprint a tiny bit, which is
hardly ever a bad thing.

Fixed some creatures that used to be skinnable, but are no longer skinnable.

* (2009-09-04): Removed GUI configuration "Debugging" tab; placed all items under "General" tab.

Added options to only show tooltip information when a configured modifier key is used. All
modifier keys are supported (feature request).

* (2009-08-30): Updated herbalism, mining, and skinning locales and module files with new data from WoWHead.

Fixed an issue where adjusting the tooltip money frame was causing a lot of blank lines
to appear. In addition to removing the blank lines, the money frame and text was changed
to match the new in-game style.

Manually added in Titanium prospecting data.
Updated TOC for 3.2

* (2009-07-19): Changes made to Herbalism broke a few things so I had to fix them.
Minor code optimizations

* (2009-07-18): Re-organizing core code
Minor code optimizations

Fixed herbalism gathering from creatures skill levels. It seems these are the
same as skinning (based on level).

* (2009-07-11): Fixed issue with Fishing skill not being read correctly.

* (2009-06-23): Added fishing stub module for future development (was requested)

Removed data recording as the feature is fairly useless since GS2 keeps its own
database of information.

Removed locale files with no translations.

* (2009-04-18): Added debugging routines and associated GUI options. If the logging level is DEBUG or greater,
additional information will be shown in the default chat window.

There is a new dump state function that will dump all of GS2's internal state to the database. This
will allow people to PM the file to me for debugging purposes. Some people see 'tonumber' errors that
do not always show up. Hopefully this feature will help track down what is going on. This data is cleared
at login.

This version was not released.

* (2009-04-14): Fixed a bug related to numbers being compared with strings.
Fixed some other miscellaneous bugs that came up in daily use of the addon.
Updated the readme.txt file.
Added some more "unknown" items to be ignored in the locale/ignore.lua file (only available for enUS).
Bumped TOC interface number to 3.1.0

Fixed herbalism skill for Frozen Herb. It seems Wowhead has 3 entries for it and only
one of them is corect.

Updated herbalism, skinning, and mining locale and modules files from Wowhead.

Fixed Tiger Lily skill to 375 from 400 as per 3.1 patch notes.

* (2009-03-08): The "Auctioneer" bug had nothing to do with Auctioneer after further testing.
I think I finally have this fixed, although I still don't know the cause of it.

Added a logging library to aid in future debugging. Modified the Print()
method to be more friendly to the logging library.

Removed the DEBUG variable as it's not longer needed.

* (2009-03-07): Fixed a weird bug when Auctioneer was loaded. For some reason the right
FontStrings of the GameTooltip would shift left in some instances.

* (2009-01-31): Created a locale "ignore.lua" file that contains items that appear to be of
interest, but are not. This only affects the recording of unknown data.

Mining has its own locale file now that is automatically generated from
Wowhead data.

Fixed bug where known data was being recorded as unknown data.

This version was not released.

* (2009-01-28): Updated deDE locale files with name changes that Peter sent me via email. Thanks!

Herbalism has its own locale file now, others will follow this paradigm soon.
Added many more creatures and items that herbalists can gather from.

Updated skinning locale and module files - 8 new creatures, 1 new item

* (2009-01-19): Fixed the skinning locale and module data. Known NPCs should now show the correct
skinning information in the tooltip.

* (2009-01-08): Fixed a bug that caused Altoholic tooltip lines to flow off the tooltip.
Releasing this version.

* (2009-01-03): Removed all slash commands in favor of a GUI configuration screen, which
can be found in the game Interface screen.

Fixed herbalism skill levels to follow the +25, +50, +100 progression.

Added code to save items and units it does not recognize to the database. These
will need to be posted on the mod forum so they can be added to the static data
and be recognized.

Unknown items are saved in global.UNKNOWN_DATA.
Recorded items are saved in global.RECORDED_DATA.
The file these are saved to is WOW_DIR\WTF\Account\NAME\SavedVariables\GatherSage2.lua

Removed esES localization file as it was empty.

Separated out pieces of the locale files as they were getting really big
with the addition of skinning.

Changed the version number to be shorter since the mod hosting sites don't like
it to be really long and it kept getting truncated.

Added a "skill distance" in the tooltip, which is the difference
between your current level and the required level. The format is
(without the dashes):

Required (req. level) -------- curSkill (skillUps/distance)

Requires XXXXX (250) --------- 105 (+10/-145)

Filled in all known skinning targets and items. These files are automatically
generated from WoWHead so it's a bit easier to accomplish now.

Fixed a few small display bugs. Wrong colors, bad line wrapping, etc.

Added inscription data to show what inks can be made from
which pigments. This revealed a weakness in how data is
associated and a small display change was made. If a single item
(i.e. Alabaster Pigment) can be used to create more than one item
at differing skill levels, then for the main "Requires" line, the
skill level is not shown; instead "varies" is shown. In the "Chance of"
listing, the skill level will appear per item line in the right column
correctly color coded. A screenshot is provided as an example. So far,
Alabaster Pigment is the only item in the addon that follows this, but I
added the ability so any module can use it in case more are encountered as
I suspect they will be with jewelcrafting.

Inscription locale data added to the English locale. Other locales will need
someone to translate them.

Corrected code comments.
Added more code comments in case anyone else feels like messing with it :)

* (2008-12-25): Added initial skinning information
Fixed a few bugs and potential problems

Added more items to the locale tables. Hopefully I didn't break
the German locale again.

If the threat meter is showing on the tooltip, it is adjusted
down the tooltip and it's little diamond texture is hidden (along
with all other textures since there is no easy way to differentiate
what texture belongs to which line).

Added support for more than a dozen other tooltip mods. GatherSage2
should co-exist with a good portion of the tootlip mods out there.

These changes also cover the 2008-12-25-2 release which was a minor bug
fix for skinning.

* (2008-12-05-4): Fix for German clients (I hope)

* (2008-12-05): Added prospecting information and a stub for jewelcrafting.

Re-wrote portions of code to get smelting and prospecting data
sets to play nice. Tooltips will now display both skills on
things such as "Copper Ore". If more than one skill has
"chance of" items, these will be tagged by skill. This is really
only relevant for Mining Jewelcrafters and other such combinations
that have two skills that use much of the same items.

German localizations added thanks to EnSabahNur

Added support for RatingBuster and ItemLevel as they modify the
tooltip in ways that interferes with GatherSage2 displaying all
pretty :)

Added colorization of all "chance of" items.

* (2008-12-03): Re-structured code a bit more.
This version is being tagged as Alpha since it does pretty much
what the original GatherSage did minus the "You can now pick..."
functionality.

* (2008-11-30): More code optimization and structuring.
This version was not released.

* (2008-11-27): Split code up to be more manageable (hopefully :))
Verified all data sets via wowhead, wowwiki, and thotbot.
Added "quest-awareness" for quest items that can be gathered.
This version was not released.

* (2008-11-08): Initial re-write of GatherSage.
This version was not released.
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Unread 01-19-09, 02:36 PM  
kellewic
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Skinning data fixed

I uploaded a new version to fix the skinning data. This is the only change in the new version.

Still working on ways to fix tooltip oddities related to combat and skinning.
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Skinning issue

Just an update on an issue I was unaware of until yesterday. The skinning data in the last version is not 100% accurate. I didn't realize Wowhead limits the number of items per query to 200 so I missed a bunch of skinning information.

I have corrected the issue with a new script that pulls data properly from Wowhead (and is nice to their servers by pausing a lot in the process ).

With this new method, I found many mobs that were missed and hundreds of incomplete entries. The new statistics of the skinning module, when it is released soon, are:

Code:
-- NPCs  : 1675
-- Items : 87
-- Quests: 10
These represent unique items; so there are only 87 items that can be skinned from all 1,675 mobs and 10 of those items are only for quests.

I am also working to correct the weird tooltip issues:
  • When in combat and the threat is updated on the tooltip - causes GS2 data to disappear - almost have this fixed
  • After killing a skinnable mob, if you leave the mouse over the unit, the GS2 data disappears - next on my list to fix.
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New version 2009-01-08

I just posted a new version that includes a ton of skinning information. The internal code changes were fairly extensive and I, as well as others, have been testing this version for about 2 weeks now.

If you find any issues, please post them here and I will work through them as soon as I am able (which is usually pretty fast )

The other big new thing is I removed all the slash commands in favor of a GUI interface. With it, you can enable/disable any skill that GatherSage2 knows about even if your character doesn't know it. Tooltips will show regardless. By default, the skills your character knows are enabled.

All of the "recording" functions are disabled by default. I suggest you leave the "unknown recording" option off. If you want to turn on the recording for any specific skill, please do so as GatherSage2 will save all items it encounters that it thinks it should know about and I beg you to post any of the data to me, even if you see false positives

All of this happens when you mouse over nodes, items, loot stuff while mining, picking herbs, etc.

A change in the skinning colors was suggested and I added it. If you can't skin a creature, the color is red. If it is possible to skin a creature, the color is like a cream color (not sure the exact name). It used to be grey, but until I, or someone else, figure out the exact skinning progression, I will leave it this way to signify "who knows?"

In this regard, if you have the skinning skill, please turn on the skinning recording feature. This will save the game's view of the level coloring so I can try to determine the skinning progressions. The GatherSage2 saved variables is located at WOW_DIR\WTF\Account\NAME\SavedVariables\GatherSage2.lua
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Unread 01-03-09, 11:23 AM  
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Originally posted by RHuebner
So far the new beta is working well, just a couple of small issues and a question.

In the new GUI (nice!), the checkbox for whether a module should record starts out disabled (as in unclickable, not as in unchecked) on skills which the player has, for which the module defaulted to enabled.

The skinnable line now shows light blue instead of red/gray, however, it's now always light blue, even if the mob is beyond your skinning level.

BTW, it may be my eyes, but the light blue sometimes looks awfully close to light gray, I think because of the tooltip's semi-transparency, and partly depending on what happens to be behind it. (Yeah, I know, whine, whine... ) It might help to be more saturated, or a different, more distinctive color (purple? cyan? I dunno.)

And now the question... what's the unknown data section really supposed to be capturing? I'm seeing a lot of what feels like false positives, but it occurs to me I'm not really sure what it should be catching. Is it intended to only catch cases such as a Requires Herbalism tooltip line appearing on an unrecognized herb, or an unknown gem dropping from a mining node? Or should it be catching more? Should what it catches depend on what skills/modules the current character has? I wouldn't think so. I'd expect it to trigger pretty rarely, but it's capturing all kinds of routine stuff.

For example, the following items were all flagged by mousing over a character's bag contents: linen cloth, silver bar, malachite, light leather, tigerseye, and scorpid stinger. The char in question has herbalism and skinning, but that shouldn't matter; you can't want everybody sending you malachite reports over and over just because they're not playing a miner at the moment.
Yeah, that GUI weirdness is something I am working on. It got me this morning when I went to enable recording for skinning and it took me a second to realize what was going on. I figured, if it got me, then it will likely get others -- FIXED

The skinnable line got lost in the shuffle of all the other changes. I put a placeholder in there for the blue, but never got back to it. Fixing it now... will try to find a better color as well. -- FIXED

The unknown data was left broad on purpose (for now) until I can get a bunch of samples from play and see what it will catch. Right now, anything with a type as 'Gem' or 'Trade Goods' will be caught. And then out of those, any subtype of 'Herb', 'Metal & Stone', and 'Jewelcrafting' will be caught.

Creatures will only be recorded if their tooltip has "Skinnable" in it so these are only recorded when killed and looted.

World objects are only saved if a tooltip scan reveals a "Requires XXXX" line, where XXXX is one of the skills that GatherSage2 recognizes... at first I was getting doors with a tooltip "Requires Scalet Key", etc as it was far too broad

I think the main reason a lot of items are recorded as unknown now is the "Trade Goods" type.


New file uploaded with the fixes - http://www.mediafire.com/?sharekey=d...db6fb9a8902bda
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Unread 01-03-09, 10:58 AM  
RHuebner
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So far the new beta is working well, just a couple of small issues and a question.

In the new GUI (nice!), the checkbox for whether a module should record starts out disabled (as in unclickable, not as in unchecked) on skills which the player has, for which the module defaulted to enabled. Easily worked around by disabling then re-enabling the module, if the player happens to think of doing that. Pretty minor nit for the first shot at such a complex UI.

The skinnable line now shows light blue instead of red/gray, however, it's now always light blue, even if the mob is beyond your skinning level. I'd thought it was to show red as normal if you can't skin it, and then blue if you can (in lieu of the indeterminable skill upgrade color)?

BTW, it may be my eyes, but the light blue sometimes looks awfully close to light gray, I think because of the tooltip's semi-transparency, and partly depending on what happens to be behind it. (Yeah, I know, whine, whine... ) It might help to be more saturated, or a different, more distinctive color (purple? cyan? I dunno.)

And now the question... what's the unknown data section really supposed to be capturing? I'm seeing a lot of what feels like false positives, but it occurs to me I'm not really sure what it should be catching. Is it intended to only catch cases such as a Requires Herbalism tooltip line appearing on an unrecognized herb, or an unknown gem dropping from a mining node? Or should it be catching more? Should what it catches depend on what skills/modules the current character has? I wouldn't think so. I'd expect it to trigger pretty rarely, but it's capturing all kinds of routine stuff.

For example, the following items were all flagged by mousing over a character's bag contents: linen cloth, silver bar, malachite, light leather, tigerseye, and scorpid stinger. The char in question has herbalism and skinning, but that shouldn't matter; you can't want everybody sending you malachite reports over and over just because they're not playing a miner at the moment.

Anyway, good job, and testing continues, though I may not have that much time to play this weekend.
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Unread 01-03-09, 02:33 AM  
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New beta version for testing

If anyone is interested in the new beta version, you can download it from http://www.mediafire.com/?sharekey=d...db6fb9a8902bda.

I'd appreciate any testing, comments, suggestions, etc you can provide.

The biggest change for data is inclusion of about 1,400 skinning items. You can now see what a skinnable creature will skin for by mousing over/targeting it alive or dead.

NOTE: This next statement may not apply if you are using a tooltip mod...

There are still some strange tooltip transitions that I have been unable to work around yet.

You might notice if you keep mousing over an alive, skinnable creature and then attack it, the tooltip will go back to normal with the addition of the threat meter; the GatherSage2 data simply disappears until you mouse out, the mouse back over the target.

This also happens when you keep the mouse over said skinnable creature, kill it, and loot it; the tooltip changes to show the "Skinnable" tag. At that point the GatherSage2 data is lost until you mouse out then re-mouse over the creature.

No idea why these happen and it seems these transitions do not fire the GameTooltip:OnShow() method; they simply change the tooltip.
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Unread 12-31-08, 10:28 AM  
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Originally posted by RHuebner
I hadn't even noticed that quests and skills used different shades of orange/yellow/green. Weird.

Notes for 2008-12-30 beta (you've probably found and fixed most of these already, but just to be thorough):

Skinnable skill line still red or gray, not blue; color not yet set when tested for change to blue, so never triggers.

Recording is off by default, but I think that's how it should be anyway, mostly due to the next point.

How big can the recorded data section get? An entry for every possible node type or skinnable mob, at every possible skill level? Could be large, so recording should stay opt-in I think. No real point collecting the data if the user has no intention of sending it to you, or doesn't even know about the feature. Should also probably be some way to purge the data out of the database after they've sent it in (or stopped caring?), besides manually editing the XML data.

When playing someone without a particular skill, so that the corresponding module isn't loaded, any found items normally covered by that module are flagged unknown and end up added to the UNKNOWN_DATA block (herbs while not herbalist, skinnable bodies while not skinner, etc.).

Spawned secondary resources (Swiftthistle, Rough Stone) also flagged as unknown and stored, even when playing with the relevant skill.

All that said, the mod is still stable and perfectly usable, which is good for any beta.
And this is why I like having other people testing as well

Thanks for the notes; when I sent it to you I hadn't tested the new features yet (obviously).

I'll have to check out the "unknown" code as I haven't fully tested it with different modules loaded/unloaded. I usually have them all loaded.

I'll incorporate the changes you laid out and fix the colors.
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Unread 12-31-08, 09:16 AM  
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I hadn't even noticed that quests and skills used different shades of orange/yellow/green. Weird.

Notes for 2008-12-30 beta (you've probably found and fixed most of these already, but just to be thorough):

Skinnable skill line still red or gray, not blue; color not yet set when tested for change to blue, so never triggers.

Recording is off by default, but I think that's how it should be anyway, mostly due to the next point.

How big can the recorded data section get? An entry for every possible node type or skinnable mob, at every possible skill level? Could be large, so recording should stay opt-in I think. No real point collecting the data if the user has no intention of sending it to you, or doesn't even know about the feature. Should also probably be some way to purge the data out of the database after they've sent it in (or stopped caring?), besides manually editing the XML data.

When playing someone without a particular skill, so that the corresponding module isn't loaded, any found items normally covered by that module are flagged unknown and end up added to the UNKNOWN_DATA block (herbs while not herbalist, skinnable bodies while not skinner, etc.).

Spawned secondary resources (Swiftthistle, Rough Stone) also flagged as unknown and stored, even when playing with the relevant skill.

All that said, the mod is still stable and perfectly usable, which is good for any beta.
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Unread 12-30-08, 10:38 PM  
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Originally posted by RHuebner
OK, skinning skill color tiers are weird. I hacked my copy of the mod to log the original tooltip's Skinnable/Requires line to the chat window in the original color, and put in the change to assume +25,+50,+85 skinning skill tiers, and I'm seeing lots of discrepancies.

The tiers aren't the same for all mob levels. While min+85 was gray to the mob I tested it on, a mob at a different level was still green at min+95. I think the bend in the skill curves at level 20 screws things up. So just like you need a two-part formula to compute the first orange skill for a mob, you probably need different two-part formulas to compute first yellow, first green, and first gray skill points. Simple fixed offsets won't cut it.

Reverse-engineering the formulas for the other 3 colors will be a pain. It'll take a lot of data points, and experimenting to fill in the data is really boring and time consuming. You probably had the right idea in the first place, just show things as skinnable or not, and don't try to predict the skill color. Maybe show skinning as red or blue (instead of gray, which implies definitely no skill up; blue could mean Who Knows?) in the live mob unit tooltip, and then clone the server's Skinnable text color in the dead mob ready-to-skin tooltip?
I added code to store all world items encountered with a bunch of information, including:

["skill"] -- The skill needed for this item
["usedIn"] -- What skill(s) this item is used for
["text"] -- The raw tooltip text for this item
["line"] -- Which line on the tooltip we found the skill referenec
["hex"] -- The color that the game assigned the tooltip text
["mobLevel"] -- If this is a unit, it's level
["name"] -- The name of the item
["skillLevel"] -- The player's current skill level to work with this item

This adds no noticable overhead to processing and so is on by default. I also added a new command line switch to enable/disable it via /gs2 record [on|off].

I did change the skinnning skill colors back to RED or BLUE (different shade than skill ups).

Hopefully enough people will send me the recorded data and I can get enough data points to ensure accurate information.

One thing I did notice for skinning is that the game uses the quest difficulty colors and not the item quality colors, although the same way it is calculated for quests will likely not work for skinning.
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Unread 12-30-08, 01:12 PM  
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OK, skinning skill color tiers are weird. I hacked my copy of the mod to log the original tooltip's Skinnable/Requires line to the chat window in the original color, and put in the change to assume +25,+50,+85 skinning skill tiers, and I'm seeing lots of discrepancies.

The tiers aren't the same for all mob levels. While min+85 was gray to the mob I tested it on, a mob at a different level was still green at min+95. I think the bend in the skill curves at level 20 screws things up. So just like you need a two-part formula to compute the first orange skill for a mob, you probably need different two-part formulas to compute first yellow, first green, and first gray skill points. Simple fixed offsets won't cut it.

Reverse-engineering the formulas for the other 3 colors will be a pain. It'll take a lot of data points, and experimenting to fill in the data is really boring and time consuming. You probably had the right idea in the first place, just show things as skinnable or not, and don't try to predict the skill color. Maybe show skinning as red or blue (instead of gray, which implies definitely no skill up; blue could mean Who Knows?) in the live mob unit tooltip, and then clone the server's Skinnable text color in the dead mob ready-to-skin tooltip?
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Unread 12-29-08, 06:34 PM  
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Originally posted by RHuebner [b]
Good deal, thank you. Just FYI, I think the mining proficiencies wiki chart is suffering from the same condition. It also appears to mostly follow the +25, +50, +100 pattern. And checking the history pages for both shows many corrections still being made to each as an ongoing issue, even for old mats. And the data for new mats is really spotty. Looks like some serious data collection and verification is needed.

Which leads to this: I was all set to start keeping notes of all the node colors @ skill levels I encountered, to gradually fill in and double-check the wiki charts as I play.
That would be very helpful. Thank you.


Originally posted by RHuebner
But if I enable the mod, I'm always seeing the color it injects, not the actual skill color from the server. I can't use the mod and verify data at the same time.

Would it be possible to have the mod steal the color of the existing Requires/Skinnable/etc. tooltip line that it replaces, when you mouse over an actual node, instead of asserting its own?

Edit: Hey, for that matter, it occurs to me that recording the color @ skill level of all nodes you mouse over would be an excellent thing for a mod to do for you, instead of laboriously keeping manual notes. And less error-prone, too. If you got really ambitious, the mod could update its color tables on the fly to reflect the actual server-data observed, or maybe just log an event somehow when the observed color doesn't match the expected. But even just keeping the values in a simple raw list would be really helpful. I'd hack together a little program to accumulate and condense the observations into a readable chart for correcting the wiki data.
I swear you are spying on me. I was just writing notes on this last night

I was planning on grabbing the color the game gave and checking against the GatherSage2 color and reporting/saving discrepencies. The reason for this is that not everything GatherSage2 knows about is colored by the game (i.e. most items in your bags... ore, herbs, etc). Pretty much only resource nodes are colored on the "Requires SKILL" line.
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Unread 12-29-08, 10:36 AM  
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Good deal, thank you. Just FYI, I think the mining proficiencies wiki chart is suffering from the same condition. It also appears to mostly follow the +25, +50, +100 pattern. And checking the history pages for both shows many corrections still being made to each as an ongoing issue, even for old mats. And the data for new mats is really spotty. Looks like some serious data collection and verification is needed.

Which leads to this: I was all set to start keeping notes of all the node colors @ skill levels I encountered, to gradually fill in and double-check the wiki charts as I play.

But if I enable the mod, I'm always seeing the color it injects, not the actual skill color from the server. I can't use the mod and verify data at the same time.

Would it be possible to have the mod steal the color of the existing Requires/Skinnable/etc. tooltip line that it replaces, when you mouse over an actual node, instead of asserting its own?

Edit: Hey, for that matter, it occurs to me that recording the color @ skill level of all nodes you mouse over would be an excellent thing for a mod to do for you, instead of laboriously keeping manual notes. And less error-prone, too. If you got really ambitious, the mod could update its color tables on the fly to reflect the actual server-data observed, or maybe just log an event somehow when the observed color doesn't match the expected. But even just keeping the values in a simple raw list would be really helpful. I'd hack together a little program to accumulate and condense the observations into a readable chart for correcting the wiki data.
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Unread 12-29-08, 09:09 AM  
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Originally posted by RHuebner
Well, I edited the wiki page to fix Stranglekelp and Bruiseweed, and left a discussion page note about the other probable errors. Hopefully someone will be able to verify or correct them as needed before too long.

Don't know what the other comments about how hard it is to edit the table were all about, it's pretty obvious.
Great, thanks. I will make sure my herbalism numbers are correct then. I made a bunch of changes to the code last night so am still running tests with my chars before posting it since without fail the day I post it, I notice an error

The new code should fix all the skinning issues you've seen and I added the level difference in there next to the skill ups.
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Unread 12-29-08, 03:09 AM  
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Well, I edited the wiki page to fix Stranglekelp and Bruiseweed, and left a discussion page note about the other probable errors. Hopefully someone will be able to verify or correct them as needed before too long.

Don't know what the other comments about how hard it is to edit the table were all about, it's pretty obvious.
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Unread 12-28-08, 11:39 PM  
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Originally posted by kellewic
Maybe the table is wrong, but I like to follow up on any discrepancies I find to make sure I have the most accurate data. Do you know for sure if the table is wrong?
Not for sure in all cases, but... when you've got a bunch of computer-generated data that mostly fits a simple pattern except for a few small (human-reported) discrepancies which don't appear to serve any purpose, I'm pretty skeptical.

That said, proof beats theory, and I had a couple of alts with skills in the right range to check a couple of data points. And Stranglekelp definitely goes yellow at 110, not 115, and Bruiseweed goes yellow at 125, not 130. Which puts both of them back into the standard pattern, and makes me even more skeptical of the other discrepancies. Especially when I note that all of them but Golden Sansam have the same problem: yellow is 5 points too high, while the other numbers are standard. And Golden Sansam is almost the same, only there yellow is 5 points too low. This all looks like some kind of systemic data collection error; the reporter had trouble with yellow for some weird reason.

In a tangential but related note, the discussion page for that wiki article has a couple of people saying they wanted to update the chart but couldn't figure out how. Which sounds to me like a) others have noticed errors but not fixed them, and b) the chart is hard to edit, so it resists corrections and conserves errors. Blecch.

Makes me itch to systematically go through and check and clean everything up, but that'll have to wait until the next time I powerlevel a new Death Knight's herbalism up or something. In the meantime, I'll have to see if I can figure out how to make updates myself, and keep an eye on the data as I skill up my characters normally.
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