Go to Page... |
Updated: | 06-12-10 02:46 PM |
Created: | 12-03-08 04:31 PM |
Downloads: | 20,161 |
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
Comment Options |
12-22-08, 06:36 PM | ||
|
Re: missing herb
When you mouse over one of those 2 items you will see "Chance of...." with Swiftthistle listed. |
|
|
kellewic |
View Public Profile |
Send a private message to kellewic |
Find More Posts by kellewic |
Add kellewic to Your Buddy List |
12-22-08, 06:44 PM | ||
|
Re: 12-18 update?
I'll have to check out what errors you saw as I am running that version with no problems. GatherSage2 is basically a re-write of GatherSage and provides almost the same functionality. I added some things and took one or two things out of GatherSage, but essentially they are the same. GatherSage broke when WoLK came out and the original author was not available so GatherSage was pretty much abandoned with no one to maintain it. I ended up re-writing it into GatherSage2 while some other people fixed GatherSage. This all happened at about the same time. Also GatherSage2 aims to work even if other tooltip mods are installed (like Tinytip, CowTip, etc). GatherSage will likely not function if other mods move things around on the tootlip since it looks for specific text at specific tooltip lines. CowTip, for instance, moves the "Skinnable" line to the bottom of the tooltip and GatherSage looks for it on line3 of the tooltip so will not find it in this instance.
Last edited by kellewic : 12-22-08 at 06:54 PM.
|
|
|
kellewic |
View Public Profile |
Send a private message to kellewic |
Find More Posts by kellewic |
Add kellewic to Your Buddy List |
kellewic |
View Public Profile |
Send a private message to kellewic |
Find More Posts by kellewic |
Add kellewic to Your Buddy List |
kellewic |
View Public Profile |
Send a private message to kellewic |
Find More Posts by kellewic |
Add kellewic to Your Buddy List |
RHuebner |
View Public Profile |
Send a private message to RHuebner |
Find More Posts by RHuebner |
Add RHuebner to Your Buddy List |
12-28-08, 03:07 PM | |||||||
|
GatherSage was the original and I used that until WoW 3.x broke it. At first I just fixed my local version, but then wanted it to do more (like skinning, milling, etc) and decided it would be best just to re-write it rather than try to hack up the old code as it makes a lot of assumptions about the tooltip it is modifying.
About herbalism progression though, is it really that simple? The reason I ask is because I found this table that does not follow the progression you laid out 100%: http://www.wowwiki.com/Herb If you look at Bruiseweed, Grave Moss, Kingsblood, Fadeleaf, Firebloom, Arthras' Tears, and Golden Sansam the progression from green to yellow is either 30 or 20. 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?
I have however, seen skinnable spiders and non-skinnable bears so I couldn't do something like "all spiders are not skinnable" and even if this were the case, the types/sub-types are typically so messed up as to be unusable. The new version about to come out (today I hope) does pretty much what you outlined. I ended up writing a small Perl script to pull data from WoWHead and I told it to grab the pages for every item that results from skinning (that I know of anyway) and then I parse the HTML for the names of the creatures the item is skinned from. This then results in two auto-generated LUA files... one for the locale names and the actual skinning module itself. This should make it a lot easier for me to keep up with future changes and if I find another item not in my list, it is easy to add it and regenerate the files (takes less than 10 minutes). So with the new version, the tooltip data will show on all mobs (alive or dead) that the module knows about, which is almost 1,400 of them. This does increase memory consumption to about 1.3M with all the modules loaded (obviously skinning takes the most memory). I don't think this is too bad since no one can learn more than 2 skills and even if it took 5M of memory, that is nothing for even the crappiest computer. GatherSage2 takes almost no CPU at all even when processing the tooltip. I am working on ways to reduce the memory footprint, but I won't do it at the cost of CPU time or if it makes the code worse (if it can get any worse ).
|
||||||
|
kellewic |
View Public Profile |
Send a private message to kellewic |
Find More Posts by kellewic |
Add kellewic to Your Buddy List |
RHuebner |
View Public Profile |
Send a private message to RHuebner |
Find More Posts by RHuebner |
Add RHuebner to Your Buddy List |
12-29-08, 03:09 AM | |
A Kobold Labourer
Forum posts: 1
File comments: 17
Uploads: 0
|
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. |
|
RHuebner |
View Public Profile |
Send a private message to RHuebner |
Find More Posts by RHuebner |
Add RHuebner to Your Buddy List |
12-29-08, 09:09 AM | ||
|
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. |
|
|
kellewic |
View Public Profile |
Send a private message to kellewic |
Find More Posts by kellewic |
Add kellewic to Your Buddy List |
12-29-08, 10:36 AM | |
A Kobold Labourer
Forum posts: 1
File comments: 17
Uploads: 0
|
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.
|
|
RHuebner |
View Public Profile |
Send a private message to RHuebner |
Find More Posts by RHuebner |
Add RHuebner to Your Buddy List |
12-29-08, 06:34 PM | |||
|
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. |
||
|
kellewic |
View Public Profile |
Send a private message to kellewic |
Find More Posts by kellewic |
Add kellewic to Your Buddy List |
12-30-08, 01:12 PM | |
A Kobold Labourer
Forum posts: 1
File comments: 17
Uploads: 0
|
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.
|
|
RHuebner |
View Public Profile |
Send a private message to RHuebner |
Find More Posts by RHuebner |
Add RHuebner to Your Buddy List |
12-30-08, 10:38 PM | ||
|
["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. |
|
|
kellewic |
View Public Profile |
Send a private message to kellewic |
Find More Posts by kellewic |
Add kellewic to Your Buddy List |
12-31-08, 09:16 AM | |
A Kobold Labourer
Forum posts: 1
File comments: 17
Uploads: 0
|
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. |
|
RHuebner |
View Public Profile |
Send a private message to RHuebner |
Find More Posts by RHuebner |
Add RHuebner to Your Buddy List |
12-31-08, 10:28 AM | ||
|
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.
Last edited by kellewic : 12-31-08 at 10:41 AM.
|
|
|
kellewic |
View Public Profile |
Send a private message to kellewic |
Find More Posts by kellewic |
Add kellewic to Your Buddy List |