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Updated: | 06-12-10 02:46 PM |
Created: | 12-03-08 04:31 PM |
Downloads: | 20,065 |
Favorites: | 230 |
MD5: | |
Categories: | TradeSkill Mods, ToolTip |
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
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kellewic |
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kellewic |
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01-03-09, 11:23 AM | ||
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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
Last edited by kellewic : 01-03-09 at 12:37 PM.
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kellewic |
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RHuebner |
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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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12-31-08, 09:16 AM | |
A Kobold Labourer
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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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RHuebner |
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12-30-08, 10:38 PM | ||
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["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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kellewic |
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12-30-08, 01:12 PM | |
A Kobold Labourer
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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?
Last edited by RHuebner : 12-30-08 at 02:17 PM.
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12-29-08, 06:34 PM | |||
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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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kellewic |
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12-29-08, 10:36 AM | |
A Kobold Labourer
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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.
Last edited by RHuebner : 12-29-08 at 10:59 AM.
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12-29-08, 09:09 AM | ||
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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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kellewic |
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12-29-08, 03:09 AM | |
A Kobold Labourer
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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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RHuebner |
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12-28-08, 11:39 PM | ||
A Kobold Labourer
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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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