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The ability to add custom rules to bags like ArkInventory does. The way ArkInventory does is, it checks an item if it has a custom category assigned to it, if it doesn't then it checks to see if the item falls under a custom rule.
I'm going to post a rule I personally use from AI to show you how powerful this system is and would absolutely love it.
loc("bag") and q(4, 3) and not outfit("Retribution", "Holy", "Protection") and type("armor", "weapon") and subtype("relic", "plate", "two-handed axes", "polearms", "two-handed swords", "miscellaneous", "two-handed maces") and ilvl(300, 372) and (tt("haste rating", "critical strike rating") and tt("strength")) or (loc("bag") and equip("back") and (tt("haste rating", "critical strike rating") and tt("strength")))
This basically says that in the bag location (excluding bank, gbank, etc.) if the item is blue or purple and isn't part of my outfitter sets and the type of the item is armor or weapon and the subtype of the item is a relic, plate, 2H axe, polearms, 2H swords, miscellaneous (rings and neck), 2H maces and it has an item level between 300 and 372 and on the tooltip it says haste rating or critical strike rating AND strength, then it goes into whatever virtual bar I have set. This way, it ignores 1H maces, 1H axes, etc. and plate armor that has dodge rating and parry rating as those are items that serve no value to me.
The second part says that in the bag location and the equipment piece is a back piece and it also has on the tooltip; haste rating or critical strike rating AND strength, it goes in that same bar too. I had to separate it because there is something going on with the equip function that AI provides that won't let me mash it all together. Another reason is that back pieces are considered type armor, subtype cloth. If I added that in the main formula I would get ALL cloth items and that's not what I want so going about this way was the only thing I could think of to create this rule. It's really helpful to me with sorting items where they should go automatically instead of me putting it there.
Of course you can do this as a plugin so the main function and goal of your AddOn won't be affected and whoever wants this can gladly download the separate plugin to achieve these Rules.
Ok. Some of the rules you are asking are already available in famBags i.e.: quality, type, subtype, equipment slot type, equipment set, among others. I suggest you to take a look at famBags Categories options and play for a while with it, then, elaborate a list with the criterias you think famBags is missing for item classification, post it here and I'll take a look to it. If you have any questions about famBags categorization please feel free to ask.
Some, but not all.
http://code.google.com/p/arkinventory/wiki/RuleFunction
It's cool if you don't want to implement it, I'll continue using AI then.
My main goal for famBags is that it meets all possible features players want from a bags add-on always giving priority to performance over isolated needs. In order to achieve that, my primary "ideas source" are people like you that make time for posting tickets asking features that improves your game experience. I mean, of course it's cool if you don't want to use famBags, but, in your original post you mentioned a couple important criterias that certainly famBags is missing like iLvl and item stats (which I'm already working on both). It is not my intention to go and copy the whole list of AI rules since bunch of them will be poorly used while it will make the add-on a big mongoloid giant incapable of moving. Thats why I asked you a list of WHAT YOU THINK will improve famBags. I know what AI, AdiBags, Bagnon, etc etc have, what they do and even how they do it. But those are not my source, I don't care at all what they do. My concern is WHAT YOU NEED. Anyway, thank you very much for your ticket, I'll try to get from it the best I can.
PS: Sorry my english lol
Your english is fine. However, set up a listing of what "rules" your AddOn currently has and I'll base it on what I think should be added or not.
Also, I suggested having it as a separate plugin type AddOn so it doesn't conflict with the performance side and goal of the AddOn in it's entirety.
Ok, list will come soon. Thanks.
Regarding rules, what I used them for in ArkInventory was for some pretty advanced things. You could do crazy things with the per character rules. I'd make three rules for my fury warrior:
type("armor") and subtype("plate") and quality(2,3,4) and itemlevel(250) and tooltip("strength") and not tooltip("dodge","parry") equip("back") and quality(2,3,4) and itemlevel(250) and tooltip("strength") and not tooltip("dodge","parry") type("weapon") and subtype("two-hand","bow","gun","thrown") and quality(2,3,4) and itemlevel(250) and tooltip("strength") and not tooltip("dodge","parry")
These would create a way to place any relevant armor and weapons, +strength and no dodge or parry, all over itemlevel 250 to leave out lower level trash. Then, all of my collected relevant gear to that character (fury warrior!) would always be lumped together in a category when i looked at my collection in the bank or bags separate from say, tank gear etc.
I don't know how complex or simple this is in code, or how far you want to go borrowing a feature from another mod, but I would rather use fambags without rules than arkinventory with the rules. Don't get me wrong, Arkinventory is another mod worthy of much praise, it just lacks some features you have that are very attractive. Both mods trounce any other mod remotely like them imho.
And I definitely agree with hsram, something with that level of sophistication would be better off as a plugin or module. Because the mod, as it is now, is simple and fast. Phenomenal even.
(v1.0.9.3): Done.
+ New Criteria: Stats. Now you can include item stats as criteria {Ticket #37}
Awesome, lemme give this AddOn another try and I'll see how it goes. :)
Sorry for taking so long with this but this enhancement was a big one to develop and till now I didn't had the time to face it in one run.
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