Resource gathering/bod quest testing

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Red Squirrel
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Resource gathering/bod quest testing

Post by Red Squirrel »

I setup TC1 to test mining and lumberjacking. All resource gathering work on any tiles now so you can just mine in a straight line in green acres or other flat area for fast testing. This is a TC1 only feature that is temporary provided I remember to turn on the debug flag on startup.

So anyone who wants to test this out with bots to help determine if some types drop too much or too little, feel free to do so and post the results here.

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ninja2007
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Resource gathering/bod quest testing

Post by ninja2007 »

i tested for about two hours i thinks its fine but iron spawns a quite a bit but everything is good squrriel!

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Death
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Resource gathering/bod quest testing

Post by Death »

ninja2007 wrote:i tested for about two hours i thinks its fine but iron spawns a quite a bit but everything is good squrriel!
Iron normally spawns quite a bit because it has more chances to spawn. When you try to mine something like valorite, there's a chance that you'll actually pull it up. If that check fails, you get iron. Also, iron has the highest value % on the list.

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Hocco
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Resource gathering/bod quest testing

Post by Hocco »

Thx for working on the crafting/gathering profs! (The best thing in UO ^^)

I have managed to setup a bot, running on the test server for mass-wood-harvesting. Will let it run overnight (11:00pm here in germany) and post the results tomorrow.

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Red Squirrel
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Resource gathering/bod quest testing

Post by Red Squirrel »

Oh and if by chance the mining does not work in green acres like I said just do the command "[debug harvestveins" and it will activate the debug. This resets at SW.

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Hocco
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Resource gathering/bod quest testing

Post by Hocco »

The Results:

Lumberjacking Skill: 100
Race: Elf
Farmed: Fel

(All amounts are logs)

Normal Wood: 21300
Oak: 1680
Ash: 1960
Yew: 1700
Bloodwood: 1830
Heartwood: 1230
Frostwood: 310
--------------

Bark Fragment: 152
Luminescent Fungi: 41
Switch: 32
Parasitic Plant: 6
Brilliant Amber: 7

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Red Squirrel
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Resource gathering/bod quest testing

Post by Red Squirrel »

The new bod quest system is on TC1, I have not run any tests myself but will start some time tomorrow.

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Nexus Graveheart
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Resource gathering/bod quest testing

Post by Nexus Graveheart »

Tried testing out bowyer quests on test. Seems everytime I turn in a completed blue bag that was part of a normal wood quest, the test shard crashes.

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Red Squirrel
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Resource gathering/bod quest testing

Post by Red Squirrel »

Checking that now, something fishy with one of the final quest steps.

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Red Squirrel
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Resource gathering/bod quest testing

Post by Red Squirrel »

Think I fixed it now.

For deep testing you can try this:

[genbqreward fletching 100 0

where 100 is the amount of wood and 0 is intensity of the quest. Intensities are listed here:


When looking at a line like this:
return new BodQuestType("Iron Ingots","IronIngot",5+(15*Utility.Random(21)),0);

The intensity is the last number, which in this case is 0. The amount is the result of the calculation before the comma.

Code: Select all

public static BodQuestType RandomBlacksmithQuest()
		{
			//common resources
			switch(Utility.Random(Utility.Random(12)))
			{
				case 0: return new BodQuestType("Iron Ingots","IronIngot",5+(15*Utility.Random(21)),0);
				case 1: return new BodQuestType("Iron Ingots","IronIngot",5+(25*Utility.Random(21)),7);
				case 2: return new BodQuestType("Dull Copper Ingots","DullCopperIngot",5+(25*Utility.Random(21)),20);
				case 3: return new BodQuestType("Shadow Iron Ingots","ShadowIronIngot",5+(25*Utility.Random(21)),28);
				case 4: return new BodQuestType("Copper Ingots","CopperIngot",5+(25*Utility.Random(21)),35);
				case 5: return new BodQuestType("Bronze Ingots","BronzeIngot",5+(25*Utility.Random(11)),48);
				case 6: return new BodQuestType("Gold Ingots","GoldIngot",5+(25*Utility.Random(11)),65);
				case 7: return new BodQuestType("Agapite Ingots","AgapiteIngot",5+(25*Utility.Random(6)),73);
				case 8: return new BodQuestType("Verite Ingots","VeriteIngot",5+(25*Utility.Random(6)),88);
				case 9: return new BodQuestType("Valorite Ingots","ValoriteIngot",5+(25*Utility.Random(6)),95);		
			}
			
			//scales
			
			switch(Utility.Random(20))
			{
				case 0: return new BodQuestType("Red Scales","RedScales",5+5*Utility.Random(20),100);
				case 1: return new BodQuestType("Yellow Scales","YellowScales",2+Utility.Random(20),110);
				case 2: return new BodQuestType("Black Scales","BlackScales",2+Utility.Random(20),120);
				case 3: return new BodQuestType("Green Scales","GreenScales",2+Utility.Random(20),120);
				case 4: return new BodQuestType("White Scales","WhiteScales",2+Utility.Random(20),130);
				case 5: return new BodQuestType("Blue Scales","BlueScales",2+Utility.Random(20),140);
			}
			
			
			//rare resources
			switch(Utility.Random(6))
			{
				case 0: return new BodQuestType("Perfect Emeralds","PerfectEmerald",2+Utility.Random(9),120);
				case 1: return new BodQuestType("Dark Sapphires","DarkSapphire",2+Utility.Random(9),120);
				case 2: return new BodQuestType("Turquoises","Turquoise",2+Utility.Random(9),120);
				case 3: return new BodQuestType("Ecru Citrines","Ecru Citrine",2+Utility.Random(9),120);
				case 4: return new BodQuestType("Fire Rubys","FireRuby",2+Utility.Random(9),120);
				case 5: return new BodQuestType("Blue Diamonds","BlueDiamond",2+Utility.Random(9),120);
			}
			
			
		 return new BodQuestType("Iron Ingots","IronIngot",5+(20*Utility.Random(20)),10);	
		}
		
		
		
		
		
		
		
		
		public static BodQuestType RandomTailorQuest()
		{
			//common resources
			switch(Utility.Random(Utility.Random(9)))
			{
				case 0: return new BodQuestType("Cut leather","Leather",5+(25*Utility.Random(21)),0);
				case 1: return new BodQuestType("Cut spined leather","SpinedLeather",5+(25*Utility.Random(21)),10);
				case 2: return new BodQuestType("Cut horned leather","HornedLeather",5+(25*Utility.Random(21)),20);			
				case 3: return new BodQuestType("Cut barbed leather","BarbedLeather",5+(25*Utility.Random(21)),40);		
				case 4: return new BodQuestType("Cut leather","Leather",500+(25*Utility.Random(21)),50);
				case 5: return new BodQuestType("Cut spined leather","SpinedLeather",500+(25*Utility.Random(21)),70);
				case 6: return new BodQuestType("Cut horned leather","HornedLeather",500+(25*Utility.Random(21)),80);			
				case 7: return new BodQuestType("Cut barbed leather","BarbedLeather",500+(25*Utility.Random(21)),100);					
			}
			
			return new BodQuestType("Cut leather","Leather",5+(20*Utility.Random(20)),10);
		}
		
		
		

		
		
			
			
		public static BodQuestType RandomCarpenterQuest()
		{
			//common resources
			switch(Utility.Random(Utility.Random(8)))
			{
			case 0: return new BodQuestType("Regular boards","Board",5+(25*Utility.Random(21)),10);			
			case 1: return new BodQuestType("Oak boards","Oakboard",5+(25*Utility.Random(21)),30);
			case 2: return new BodQuestType("Ash Boards","AshBoard",5+(25*Utility.Random(11)),40);
			case 3: return new BodQuestType("Yew Boards","YewBoard",5+(25*Utility.Random(11)),50);
			case 4: return new BodQuestType("Bloodwood Boards","BloodwoodBoard",5+(25*Utility.Random(6)),65);	
			case 5: return new BodQuestType("Heartwood Board","HeartwoodBoard",5+(25*Utility.Random(6)),85);	
			case 6: return new BodQuestType("Frostwood Boards","FrostwoodBoard",5+(25*Utility.Random(6)),105);	
			}	

			//rare resources
			switch(Utility.Random(6))
			{
			case 0: return new BodQuestType("Bark Fragments","BarkFragment",2+Utility.Random(9),100);
			case 1: return new BodQuestType("Luminescent Fungus","Luminescent Fungi",2+Utility.Random(9),115);
			case 2: return new BodQuestType("Switches","Switch",2+Utility.Random(9),115);
			case 3: return new BodQuestType("Brilliant Ambers","BrilliantAmber",2+Utility.Random(9),115);
			}				
			
		 return new BodQuestType("Regular boards","Board",5+(20*Utility.Random(20)),10);
		}			
		
		
		
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