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10-13-2010, 09:23 PM
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The Undying
Forum posts: 340
File comments: 980
Uploads: 20
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Quote:
Originally Posted by Grim
What I meant was rather than scrolling through each item in my inventory in an item | item name | item count format, I'd personally like to see maybe a couple of tabs (just my suggestion) where one would make the window appear something like TheOneBag for my bag items. Another would be something similar to what you have setup for the rest of the addon. You could use a label as the tabs and when clicked would display either of the 2 options mentioned. Hope that is a little bit more clear.
Also, a couple of ideas if you were interested. Something that may go beyond the scope of what you're doing, but it would be nice for say an item watch window (could add 3rd tab for adding / displaying these ). Basically, this would be used for adding items that you need to know the quantity of and if getting low. Maybe when it get's low could display window indicator somewhere on screen. And another suggestion would be if you implemented adding a bag type look to have a mouseover feature for items. When you mouseover an item it would popup a window displaying how many of an item each toon has rather than searching through the list.
Take care and again thanks for the plugin.
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Interesting suggestions. You should enter them as 'Feature Requests'. There's a Feature button near the top right of the page next to the Bug report button. I'm particularly interested in the item tracking idea, would be handy for crafters (although all the features are a bit limited in real usefulness until we get Vault and Equipped items).
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10-13-2010, 09:08 PM
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The Undying
Forum posts: 340
File comments: 980
Uploads: 20
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Quote:
Originally Posted by jasonspeed
I don't know if this has been asked but is it possible to add a tooltip window for items in the alt inventory? I loaded it up and it only said the item names but I mainly wanted it so I could compare gear across toons to make better gear based on what another character had.
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Unfortunately, the information to manually generate a tool-tip is not currently exposed. The tool-tips that you do see are generated by the system for items that the character actually has. It would be nice to be able to generate a tool tip like the linked items in the chat window generate, we'll see if Turbine ever gets us access to that.
As to comparing gear, we don't currently have access to equipped items and those are typically what people want to compare.
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10-13-2010, 09:03 PM
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The Undefeated
Forum posts: 8
File comments: 6
Uploads: 2
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Quote:
Originally Posted by Garan
I'm not sure what you mean by 'my bag and alt items in one addon', but there is an 'ALL' view (which doesn't have icons or support drag/drop since the items are a merged view of your current character with all others). As to the graphics, I started out purposely mimicing the LOTRO vault window. Now that there is an Options dialog, I will be adding the ability to disable/replace the background. The window border and buttons are fairly Skin compliant so if you have a different skin this window will inherit that look.
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What I meant was rather than scrolling through each item in my inventory in an item | item name | item count format, I'd personally like to see maybe a couple of tabs (just my suggestion) where one would make the window appear something like TheOneBag for my bag items. Another would be something similar to what you have setup for the rest of the addon. You could use a label as the tabs and when clicked would display either of the 2 options mentioned. Hope that is a little bit more clear.
Also, a couple of ideas if you were interested. Something that may go beyond the scope of what you're doing, but it would be nice for say an item watch window (could add 3rd tab for adding / displaying these ). Basically, this would be used for adding items that you need to know the quantity of and if getting low. Maybe when it get's low could display window indicator somewhere on screen. And another suggestion would be if you implemented adding a bag type look to have a mouseover feature for items. When you mouseover an item it would popup a window displaying how many of an item each toon has rather than searching through the list.
Take care and again thanks for the plugin.
Last edited by Grim : 10-13-2010 at 09:03 PM.
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10-13-2010, 07:21 PM
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The Undying
Forum posts: 29
File comments: 55
Uploads: 0
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I don't know if this has been asked but is it possible to add a tooltip window for items in the alt inventory? I loaded it up and it only said the item names but I mainly wanted it so I could compare gear across toons to make better gear based on what another character had.
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10-13-2010, 05:35 PM
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The Undying
Forum posts: 340
File comments: 980
Uploads: 20
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Re: Nice Plugin.
Quote:
Originally Posted by Grim
I like the plugin. Formerly used something similar in another game. Though, personally I prefer my bag and alt items in one addon and a little less of the default turbine graphics.
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I'm not sure what you mean by 'my bag and alt items in one addon', but there is an 'ALL' view (which doesn't have icons or support drag/drop since the items are a merged view of your current character with all others). As to the graphics, I started out purposely mimicing the LOTRO vault window. Now that there is an Options dialog, I will be adding the ability to disable/replace the background. The window border and buttons are fairly Skin compliant so if you have a different skin this window will inherit that look.
Quote:
Originally Posted by Grim
On a side note, I noticed the item count for how full your bags are is bugged. To replicate the bug, split a stack in a toon's bag then rejoin the stack. You'll have two entries and the item count will be incorrect.
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That's an interesting one. I ran into something similar when I was testing the 'ALL' view. I'll have to take another look at the available event handlers and see how to trap the event that is fired when you rejoin a stack.
EDIT: After some considerable testing, the problem seems to stem from the system not generating an ItemRemoved event when stacks merge (one stack gets an item quantity change and the other stack gets removed). I did find and fix the problem with the quantities not updating if only a portion of a stack is moved between two items. After playing with it for a while, I implemented a workaround by asyncronously firing a refresh using the Window.Update event (I only enable updates when a quantity has changed and only until the refresh and then turn them off again). It's far from an optimal solution but it works.
Thanks for the feedback.
Last edited by Garan : 10-13-2010 at 10:01 PM.
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10-13-2010, 02:56 PM
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The Undefeated
Forum posts: 8
File comments: 6
Uploads: 2
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keystrokes
As far as keystrokes earlier mentioned, I know some keystrokes can be recorded. I have a personal addon that is a cooldown timer for the warden masteries. Basically when I press the key linked to my mastery skill, it fires the cooldown timer to begin. There does appear to be a limitation on what keys can be used though. I'm not sure what those are though since I've had little time to check.
Edit: Yeah, didnt fully read your post a few lines down. This post is pretty pointless.
Last edited by Grim : 10-13-2010 at 03:00 PM.
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10-13-2010, 02:43 PM
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The Undefeated
Forum posts: 8
File comments: 6
Uploads: 2
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Nice Plugin.
I like the plugin. Formerly used something similar in another game. Though, personally I prefer my bag and alt items in one addon and a little less of the default turbine graphics. Very nicely done though. On a side note, I noticed the item count for how full your bags are is bugged. To replicate the bug, split a stack in a toon's bag then rejoin the stack. You'll have two entries and the item count will be incorrect.
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10-12-2010, 07:52 AM
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The Undying
Forum posts: 48
File comments: 72
Uploads: 2
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Ah, thank you Garan. What I ended up doing on the shortcut was making a alias command then a quick-slot tied to the I key so it would overwrite the standard command. As for the toggle command it's messy, but I kinda fiddled with it till it worked a few times. Guess it's good I don't code for a living, there's no telling what kinda mess I could make.
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10-12-2010, 07:44 AM
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The Undying
Forum posts: 340
File comments: 980
Uploads: 20
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Quote:
Originally Posted by Uthboth
Code:
elseif ( args == "toggle" ) then
self:SetVisible( not self:IsVisible() );
self.MainWindow:SetVisible( not self:IsVisible() );
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This is essentially correct, but it is a tiny bit better from a support stand point to replace "self.MainWindow:SetVisible( not self:IsVisible() );" with
"self.MainWindow:SetVisible( not self.MainWindow:IsVisible() );" so that the state of the main window toggles based on it's own visibility and is not dependent on the control window's visibility (basically if you reverse the order of the two lines you will see that it changes how it functions but that might not be easily noticed while updating the code in the future and code maintainability is always important). Although in actuallity the "control" window got changed to a "minimized" window and the shell command mechanism got moved to the main window but that's another story...
As to the earlier question about key binding, the answer is more complicated than I originally believed. It turns out we can't detect actual key presses, but rather the activation of bound actions. This severely limits the ability of plugins to respond to key events. Basically, you can piggyback on or (sometimes) suppress and replace the built in actions. I will have to do a lot more digging and testing. In terms of replacing the built in inventory function bound to the I key, the answer is still yes, but for people that would want a new function independant of the built in ones, I believe they are stuck with using a quickslot.
Last edited by Garan : 10-12-2010 at 11:55 AM.
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10-11-2010, 06:31 PM
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The Undying
Forum posts: 48
File comments: 72
Uploads: 2
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Code:
elseif ( args == "toggle" ) then
self:SetVisible( not self:IsVisible() );
self.MainWindow:SetVisible( not self:IsVisible() );
I added that to line 228 in notepad++ after
Code:
elseif (args=="hide") then
self.MainWindow:SetVisible(false);
self:SetVisible(true);
to make the toggle command work. Hope that helps if it was giving you fits.
I only tested this on one system so I can not say if it will break on others or not. I got the code idea for it from using what you built and the toggle command in LotroPad.
Last edited by Uthboth : 10-11-2010 at 06:32 PM.
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10-11-2010, 12:50 PM
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The Undying
Forum posts: 340
File comments: 980
Uploads: 20
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Quote:
Originally Posted by Uthboth
Is there a way to tie it to a keystroke so it opens/closes it? ei: Like i is for the default bags.
I know it's possible to make a quickslot button for this function and then turn around and tie that quickslot to a keystroke. Kind of a round about way to do it though.
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EDIT: Removed answer, see later post.
Last edited by Garan : 10-12-2010 at 07:32 AM.
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10-10-2010, 11:30 PM
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The Undying
Forum posts: 48
File comments: 72
Uploads: 2
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Is there a way to tie it to a keystroke so it opens/closes it? ei: Like i is for the default bags.
I know it's possible to make a quickslot button for this function and then turn around and tie that quickslot to a keystroke. Kind of a round about way to do it though.
Last edited by Uthboth : 10-10-2010 at 11:31 PM.
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10-10-2010, 10:45 PM
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The Undying
Forum posts: 340
File comments: 980
Uploads: 20
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Re: turbine.util
Quote:
Originally Posted by ramjet306
Running windows 7 and when i put the extracted files in the \lord of the rings online\plugins directory. I go to game and load Plugin manager or i can try to load altinventory from the command line. It still gives me the error the part i can read (online\garanstuff\altinventory\main.lua:4:unable to resolve package "Turbine.utils". I have scanned my hard drive and i can not find that file anywhere. Any idea for a workaround. I am new to lotro but this is always the first thing i look for in any online game. Inventory has to be managed and this one is looking very good. Get this thing to work and you have major rep with me and others i am thinking.
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You have to install the base Turbine LUA plugins for most of the custom LUA plugins to work since we build on their classes. There's some good instructions on how to do that on the LOTRO forums:
http://forums.lotro.com/showthread.p...Lua-UI-plugins
A couple of posts down in the thread they discuss the exact problem you are facing and where to get the Turbine base stuff.
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10-10-2010, 08:12 PM
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The Wary
Forum posts: 1
File comments: 1
Uploads: 0
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turbine.util
Running windows 7 and when i put the extracted files in the \lord of the rings online\plugins directory. I go to game and load Plugin manager or i can try to load altinventory from the command line. It still gives me the error the part i can read (online\garanstuff\altinventory\main.lua:4:unable to resolve package "Turbine.utils". I have scanned my hard drive and i can not find that file anywhere. Any idea for a workaround. I am new to lotro but this is always the first thing i look for in any online game. Inventory has to be managed and this one is looking very good. Get this thing to work and you have major rep with me and others i am thinking.
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10-07-2010, 07:08 AM
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The Undying
Forum posts: 340
File comments: 980
Uploads: 20
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Quote:
Originally Posted by Lichbane
Love it. Any chance of a string filter?
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I will consider it. I'm not sure how I'll find room for it since the upper panel is pretty full. I may have to stop being lazy and come up with an original background
Thanks for the feedback.
Last edited by Garan : 10-07-2010 at 02:12 PM.
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