originally posted in:BungieNetPlatform
EDIT: You know how 80% of the time when you ask someone for help, you end up figuring it out for yourself? This is one of those times... Everything is sorted out now. I feel pretty dumb for missing it - it was quite literally in the post I linked it. However, as usual, fix something and another problem arises. It seems as though the first unlockable node (column 1, row 0) is coming back as 0 progress on some weapons. Any ideas?
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Recently I've been working on a website for my group. One of them suggested that seeing each other equipment would be the most helpful stat, so I started there. Luckily I found [url=https://www.bungie.net/en/Clan/Post/39966/79522361/1/5]this[/url] post, because if I hadn't I never would have gotten as far as I did (as it was I had to read through that probably 5 times before I understood it!).
Now, I actually have the equipment with it's talents which each have their progress circle, icon, name and description. There are two issues though.
First, a lot of the equipment has undefined talents. Here's an example from my Vision of Confluence (the first bracket is the node description, the second is the node itself):
[spoiler]
{
"icon": "\/img\/misc\/missing_icon.png",
"damageType": 0,
"activationRequirement": {
"gridLevel": 0,
"materialRequirementHashes": []
},
"canActivateNextStep": false,
"nextStepIndex": -1,
"isNextStepRandom": false,
"perkHashes": [
646250337
],
"startProgressionBarAtProgress": 0
}
---------
{
"nodeIndex": 15,
"nodeHash": 2658293415,
"state": 12,
"stateId": "CreationOnly",
"isActivated": false,
"stepIndex": 0,
"materialsToUpgrade": [],
"activationGridLevel": 0,
"progressPercent": 0
}
[/spoiler]
There are also some "hidden" talents showing up. Legendary and Exotic armor have "Illumination" and Exotic armor has "Attunement". I don't know if there's a step I'm missing in the processing to avoid these, or if I should just gather the hashes manually and exclude them.
The second issue is that I have no clue how to align the icons in the "tree". Right now I have them sorted by unlock order, but I would love to display them the same way the game does. I was thinking that after the previous issue is taken care of it would just be a matter of determining the tree by type and rarity, since I believe the unlock is the same for each group, but then I remembered the Murmur, for example, that has two damage types, and would thus screw that whole scenario up. I suppose, again, that I could set up special exceptions, but I was hoping someone could confirm if that was necessary.
I realize this turned out to be a really long post, but I know how hard it can be to try to help someone without enough info. I'd appreciate anything that would push me in the direction on this! Thanks so much!
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As far as I know, each node has a column and row Integer that defines where the node goes in the tree. If you check the Murmur manifest you can find that the Talend Grid Hash is : 726179906 http://www.bungie.net/platform/Destiny/Manifest/talentGrid/726179906/ Here you can find that the Arc Damage and the Solar Damage are in different positions of the tree so it should be easy to paint it.
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Isn't rubber-ducking great?