Quote Originally Posted by Molly_Millions View Post
That's basically how it works. However there is a technical issue atm which does not allow one piece of gear to be in more than one set. They have a solution, which is to allow users to attribute an alias to gear that would allow to to assign the gear to multiple sets. Imagine it this way (I'm over-simplifying for the sake of describing the issue):

data tables
gear table: ID_NAME_SLOT_STAT1_STAT2_STAT3
gear set table: GEARSETNAME_HEAD_BODY_LEGS_FEET

Most likely, when gear is added to a gear set, the ID from the gear table gets stored in the gearset table in the field for that particular slot. Hence the 1:1 issue.

This is the solution they have proposed:

data tables
gear table: ID_NAME_SLOT_STAT1_STAT2_STAT3_ALIAS1_ALIAS2_ALIAS3
gear set table: GEARSETNAME_HEAD_BODY_LEGS_FEET

so with this solution, instead of storing the ID in the field, they'll store one of the aliases that is not used in another gearset, which solves the technical issue, but could be confusing to some people to set up.


I'm curious to know why they couldn't just allow the ID to be assigned to more than one gearset to begin with, without getting too technical it seems like they could just remove the database constraint on the gear set table. It probably has to do with gearsets removing items from your inventory in the first place.

That's very interesting to hear. I wasn't aware of the that proposed solution.
Now i'm no expert in data tables (have a little experience in relational databases) and I hope that I'm understanding this right but their Gear sets store the actual data of the equipment in the Gear Chest causing the conflict of 1:1?

Would it be possible (and lemme know if i'm way in over my head lol) that the gear set option be more akin to the macro system and just call the data housed in the Gear Chest table of data?