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SDE Module Information

First post
Author
Slo Poak
Total Blood Cell Count EVE Edition
#1 - 2016-06-26 14:49:29 UTC
Hi all!

I'm working on making an app and was browsing through the latest .sqlite data dump. I've found pretty much everything I need except for if a module is passive or can be activated.

Is anyone able to help me find that information?

Thanks a bunch!
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#2 - 2016-06-26 15:44:35 UTC
if it has an activation cost, it's active. otherwise it's passive. (I think)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Mr Mac
Dark Goliath
#3 - 2016-06-26 15:45:56 UTC
I never work with modules. I suggest check for duration (attributeID=73).
Mr Mac
Dark Goliath
#4 - 2016-06-26 15:48:16 UTC
Steve Ronuken wrote:
if it has an activation cost, it's active. otherwise it's passive. (I think)


I guess this option should work. Look at attributeID=6
Slo Poak
Total Blood Cell Count EVE Edition
#5 - 2016-06-26 15:54:47 UTC  |  Edited by: Slo Poak
Steve Ronuken wrote:
if it has an activation cost, it's active. otherwise it's passive. (I think)


EDIT: Ok, thanks for the help. I see in dgmAttributeTypes when filtering by attributeID = 6 that it is Activation Cost.

Thanks, but I don't see activation cost in any of the tables. Which table are you seeing activation cost?
Blacksmoke16
Imperial Academy
#6 - 2016-06-26 16:00:26 UTC
Thought off the top of my head without actually looking at any of the tables.....

That would work for most modules but what about like projectile or launchers that are active yet don't use cap? Or ancillary boosters/reps?
Mr Mac
Dark Goliath
#7 - 2016-06-26 16:02:09 UTC
Slo Poak wrote:
Steve Ronuken wrote:
if it has an activation cost, it's active. otherwise it's passive. (I think)


EDIT: Ok, thanks for the help. I see in dgmAttributeTypes when filtering by attributeID = 6 that it is Activation Cost.

Thanks, but I don't see activation cost in any of the tables. Which table are you seeing activation cost?


All values stored in dgmTypeAttributes
Mr Mac
Dark Goliath
#8 - 2016-06-26 16:03:52 UTC
Blacksmoke16 wrote:
Thought off the top of my head without actually looking at any of the tables.....

That would work for most modules but what about like projectile or launchers that are active yet don't use cap? Or ancillary boosters/reps?


Check for duration then?
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#9 - 2016-06-26 16:11:00 UTC
Mr Mac wrote:
Blacksmoke16 wrote:
Thought off the top of my head without actually looking at any of the tables.....

That would work for most modules but what about like projectile or launchers that are active yet don't use cap? Or ancillary boosters/reps?


Check for duration then?



Gah. yes. I _knew_ I was forgetting something. Duration would be better, yes.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter