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Calculate Item Values in GRSS

Calculate Item Values in GRSS
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Any chance of getting item values auto calculated by GRSS when none exists? Or does it have this already and maybe i'm just not finding it. Does not have to be to advanced just somethin perhaps like item level or something.
Any comments on this?
This is something I've thought of, but it's just not something that's even close to ready yet. I'm not going to put out a half-assed version that only uses a few criteria. If I'm going to do it, it's going to be extremely extensive, and extremely flexible (tweaking values of items based on the value of a stat to a particular class).

We've got a fair bit of time before something like this gets done with the GRSS.


--
It's all in the reflexes.
ok. Some people just use item level as the dkp number. If you have an option for that type of dkp price it should be easy to add and then have a more advanced version at a later date. just a thought.
Ace has an add-on for warcraft called itemleveldkp for a look at a simply dkp price approach.

http://files.wowace.com/ItemLevelDKP/ItemLevelDKP-r37249.1032.zip

this is the specific function in their approach

function ilvlDKP(item)
if not item then return -1000,0 end
name,_,itemRarity,itemLevel,_,itemType,itemSubType,_,itemEquipLoc = GetItemInfo(item)
if ItemLevelDKP_List[name] then
return -1,ItemLevelDKP_List[name]
else
if (not ((itemType == "Armor" or itemType == "Weapon") and
(itemRarity > 2 and itemRarity < 6))) then
return -1000,0
end
-- Set DKP base cost
dkp_base = 0
if (itemRarity == 3) then
dkp_base = (itemLevel - 1.84) / 1.6
elseif (itemRarity == 4) then
dkp_base = (itemLevel - 1.3) / 1.3
elseif (itemRarity == 5) then
dkp_base = itemLevel
end

-- Set slot modifier
dkp_slot = 0
if (itemEquipLoc == "INVTYPE_HEAD") then
dkp_slot = 1
elseif (itemEquipLoc == "INVTYPE_NECK") then
dkp_slot = 0.54
elseif (itemEquipLoc == "INVTYPE_SHOULDER") then
dkp_slot = 0.74
elseif (itemEquipLoc == "INVTYPE_CHEST") then
dkp_slot = 1
elseif (itemEquipLoc == "INVTYPE_ROBE") then
dkp_slot = 1
elseif (itemEquipLoc == "INVTYPE_WAIST") then
dkp_slot = 0.74
elseif (itemEquipLoc == "INVTYPE_LEGS") then
dkp_slot = 1
elseif (itemEquipLoc == "INVTYPE_FEET") then
dkp_slot = 0.74
elseif (itemEquipLoc == "INVTYPE_WRIST") then
dkp_slot = 0.54
elseif (itemEquipLoc == "INVTYPE_HAND") then
dkp_slot = 0.74
elseif (itemEquipLoc == "INVTYPE_FINGER") then
dkp_slot = 0.54
elseif (itemEquipLoc == "INVTYPE_TRINKET") then
dkp_slot = 0.68
elseif (itemEquipLoc == "INVTYPE_CLOAK") then
dkp_slot = 0.54
elseif (itemEquipLoc == "INVTYPE_WEAPON") then
dkp_slot = 1
elseif (itemEquipLoc == "INVTYPE_SHIELD") then
dkp_slot = 0.65
elseif (itemEquipLoc == "INVTYPE_2HWEAPON") then
dkp_slot = 1.5
elseif (itemEquipLoc == "INVTYPE_WEAPONMAINHAND") then
dkp_slot = 1
elseif (itemEquipLoc == "INVTYPE_WEAPONOFFHAND") then
dkp_slot = 1
elseif (itemEquipLoc == "INVTYPE_HOLDABLE") then
dkp_slot = 0.52
elseif (itemEquipLoc == "INVTYPE_RANGED" or itemEquipLoc == "INVTYPE_RANGEDRIGHT") then
if (itemSubType == "Guns" or itemSubType == "Bows" or itemSubType == "Crossbows") then
dkp_slot = 1.5
else
dkp_slot = 0.50
end
elseif (itemEquipLoc == "INVTYPE_RELIC") then
dkp_slot = 0.30
else
dkp_slot = 0
end

if (dkp_base == 0 or dkp_slot == 0) then
return -1000,0
else
return itemLevel,dkp_base * dkp_slot
end
end
end

looks you get a base based on rarity multiplied by the item level and slot type.

hope this helps.
Yeah, but it's still too hard coded and simple for what I'm trying to do. Unlike systems which can be made specific for a particular implementation, I'm looking to make this much more customizable, such that costs will be based on stats and multipliers for those stats.

It's not my position to impose my thoughts on costs of items onto anyone or any guild, and as such, the tweaks must be customizable by the guild.


--
It's all in the reflexes.
Ok. I hope the above formulas would be achievable via those customizations.
Quote by Chops
Yeah, but it's still too hard coded and simple for what I'm trying to do. Unlike systems which can be made specific for a particular implementation, I'm looking to make this much more customizable, such that costs will be based on stats and multipliers for those stats.


http://www.wowwiki.com/Formulas:Item_Values (reverse engineered ilevel formula)

which is also returned as part of the GetItemInfo API

http://www.wowwiki.com/API_GetItemInfo

...

So that may save you some time.

Only problem is it doesn't take into account WoW dev idiocy like when they put spirit on a rogue dagger.


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