Profession (Jewelcrafting)

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Source Code


local guide = WoWPro:RegisterGuide("TwiJewelcrafting","Profession","Jewelcrafting", "Twists", "Neutral")
WoWPro:GuideIcon(guide,"PRO",755)
WoWPro:GuideLevels(guide)
WoWPro:GuideName(guide, "Jewelcrafting")
WoWPro:GuideSteps(guide, function()
return [[
N Learn Apprentice Jewelcrafting|QID|907550000|P|Jewelcrafting;755;*;0;75|N|Learn from a Trainer in any major city. You must be level 5.|

B Blacksmith Hammer|QID|907550001|N|From an NPC Supply|P|Jewelcrafting;755;1;2|L|5956|
N This guide has not yet been written. Should be available soon.|QID|907550001|
N This guide has not yet been written. Should be available soon.|QID|907550001|
N This guide has not yet been written. Should be available soon.|QID|907550001|
N This guide has not yet been written. Should be available soon.|QID|907550001|
N This guide has not yet been written. Should be available soon.|QID|907550001|

N That completes Jewelcrafting.
]]

end)



Change Log


6/29/2011 - Create by Ludovicus

    Addon Version: v2.1.18
    Game Version: 4.2.0
    Summary: Created source file page

Comments

If the addon monitors the

If the addon monitors the skill level of the player (knowing the initial, and watching the appropriate events), jumping right into the middle of the guide, or having the player do other things instead of what the guide suggests should be no problem.

Monitoring level

It does have the capibility to do that now and would of been easy to set up that way.  But part of the request was to be able to know exactly what you need at any given time in a shopping list.  This was the quickest and easiest way to do it.  That is the biggest trick, knowing what you need at any given time.  Not only that, you may use that item to craft something, something different to craft the next, but then go back to the original item.  So it would have to keep track of that.  At the time, it was easier to just lay out 525 lines of code for each level.  If I can figure out a way to keep track of materials, and some items use 5 different types of mats to create one item, then I will rework the code to handle it.  Just been concentrating on getting the guides out there and all the materials needed.  It was a step that needed to be done anyway.

The other thing I should mention is that it doesn't just make one at a time.  If you need to make 50, all you have to do is click on the target button and if you have the mats, it will make all you need to make.

Jiyambi's picture

For improving this module -

For improving this module - It seems like inviting bugs to force hardcoding every single step. Being able to say "Make 50 of X", and have the guide automatically display how many more to make, and automatically fetch the materials, would definitely be better. But unfortunately I don't have time to work on something like this right now. Just something to consider for the future :)

Having specialized step types instead of just using N might be nice too - it could even display an icon for the item, but that might be a little excessive. Perhaps a hammer to mean "make" ?

I'm very excited to see new modules in action, you guys are awesome :)

Flexibility

I agree with adding the ability to both buy the materials you need as well as they specific pattern from the vendor.  But the first start was to get the guides written.  Hopefully, enhancments will come later and that will be apart of it. It also might be possible to have it behave the way you wish in a certain way to eliminate every single step.  Just need to find a way to keep track of current items needed and total items needed.  The problem with that is each item crafted has different materials that can range from 1 to 5 types of mats.  Also, someone may jump in the middle of the guide or decide they would rather create something else so it would have to account for that.  Plus, Inscription for instance you one create 1-3 items before you have to move on to the next item so there won't be much improvement there.  Still, all this can be looked at in the next enhancement.  This was the best way I thought at this time to handle the request of knowing what was needed at any given step working with what we have and not having to write an totally indended module.  It works/shares the current code.  But again, there is always room for improvements.

Jiyambi's picture

Oh, it was definitely good to

Oh, it was definitely good to do it this way in order to just get the guides out there, I agree :) I was just throwing out ideas for possible future improvements.  I *think* most of the things you've listed can be accounted for, but there should still be a way to hard code things if needed.

Improvements

If anything, it pushed me to think harder about ways to accomplish those goals you mentioned and I may of found a solution for improvement.  Planning on working on it this weekend to see if I can automate the steps a bit more.  I outlined sort of list in github so I don't forget what needs to be considered.  My goal is still to get out the last few guides and correct any issues that I've found in the current guides, but will try and work in the re-write of the code at the same time. 

Crackerhead22's picture

Changing the Icon for the N

Changing the Icon for the N steps and the T tags used to make the thing should be fairly easy since the path for the icon is module specific, in the parser I believe.

For instance, change the line "N = "Interface\\Icons\\INV_Misc_Note_01"," to "N = "Interface\\Icons\\INV_Hammer_20"," I think should work.

EDIT: In fact, it does work.

Hammer Icon

That works for me, if you prefer that as an action item for the guides instead of the note icon.  I am going to have to agree with everyone else about the captcha.  It can be a pain.  On my 25th try.  Ok, I seem to have bad eyesight.