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#1 Multilingüe 

Multilingüe | English | Français
Hi,

I'm currently developping an item group feature, and I'm looking for beta tester.

The idea is simple : it allows you to put in a group some (wearable) items, and instantly move / equip a group, instead of having to do it one by one. It's currently in beta, meaning you might have some crashes (althoug really unlikely), and I'm expecting some feedback to polish the whole thing !

Currently, here's what you can do :
* Create an item group by wearing all the needed item and using the command /createGroup name_of_group. Note that the name must be unique and not used by another group (it will fail if another group with the same name exist)
* Equipping an item group by using the command /equipGroup name_of_group. This will try to equip item from the group by pulling from every available inventory
* Right-clicking an item which is part of a group to have a new submenu (beautifully named "uiGroup" for now) where you can :
* see the name of the group the item belongs too
* equip the group (same as previous command)
* move the group to an inventory. It will move items from all available inventory to destination. It won't work with equipped items, you'll need to manually unequip them. For example, if you have items split between your bag and your first mektoub and move to the second, it will pull items from your bag AND first mektoub (as long as there is enough room)
* Listing currently existing group with the /listGroup command
* A /naked command to get completely naked (jewels included)
* deleting a group with the /deleteGroup name_of_group command
* Doing this with all available inventory (bag, mektoub, room, guild). It's disabled by default in your guild room, but you can allow it by adding the following line to client.cfg (not client_default.cfg) :
ItemGroupAllowGuild = 1;
* Removing an item before equipping your group. For example, if youequip the group "light_armor", you will probably remove your helmet first. For this, you'll need to manually edit the file groups.xml and add the following line in the matching group :
<remove slot="head" />
Different possibles slots comes from SLOT_EQUIPMENT::TSlotEquipment, here's the matching between name and actual part (it's case insensitive, caps have no impact) :

Groups are stored in a XML file named groups_nameoftoon.xml (like keys/interface) in the save folder. You can manually edit this file if you want (it's currently the only way to rename a group).

I'm currently using itemSheet(only 2 items from the same crafting plan have the same itemSheet - HQ fyros ring is a different itemSheet than MQ fyros ring, for example), quality, userColor (all items have one, even when you don't see it like jewels / weapons) and weight to identify an item. This is enough in 99.9% of the time to have a pseudo-unique ID.

However on jewels, it's much harder to do because jewels weight range from 0.10kg to 0.20 kg, meaning there's much less variation (magic amps goes from 2.00 to 4.00 kg for example) than other items. So you can't differentiate recipes that are too similar (if they are the same quality and itemSheet, so it's still a pretty rare occasion).

You can use the price of an item to differentiate further, however note that this won't work in room / guild storage (because we don't have access to the price of price in those inventory), and that it may break later, because price changes according to the recipe of the item AND the current HP. It's basically a last resort solution. To do this, manually the value "minPrice" and/or "maxPrice" in the groups_name.xml file, and the item will now match item between minPrice(including) and maxPrice (including).


How to get it :


Mac version (use it at your own risk if you know how to use it), thanks to Siela : Ryzom.app
You'll need both the client(linux, 64 bits version only or windows ), the widgets.xml file, the macros.xmlcommands.xml[/url] file (right click > save link as ... or yourbrowser will open it directly). The first one must be in the same folder as your regular ryzom_client, the second & third one in your user/ folder.

To launch the game, simply change your executable with ryzom installer (preferences > profile > executable > choose "browse" and select the good one), or run ryzom_client_glorf instead of ryzom_client (if you use a one-folder installation).

The source code is available in my bitbucket repo, in the branch item_group.

Editado 7 veces | Última edición por Tamarea (5 años hace)

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#2 [fr] 

This sounds promising! :D However, i use a Mac book pro :(

#3 [en] 

The compiled client with changes for Mac is now available, check link in Lopyrech's post.
You just have to copy the data folder from your normal Ryzom install (right-click on the program -> show package contents -> Contents -> Resources -> data) to the downloaded Ryzom, to the same place. The files mentioned in Lopyrechs post (widgets.xml and commands.xml) need to be copied to /Users/<user>/Library/Application Support/Ryzom/user folder. Have fun testing it out :D If you have any questions contact me.

Última edición por Siela (7 años hace)

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#4 Multilingüe 

I love this, thank you so much. With macro, a simple key press will change my dig outfit to elemental outfit.

Is there a way to replace items belonging to a group incase the item worn out or you want to change item example: (maga to cheng amp). So far I love it. Again thank you so much.

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#5 [en] 

Afriel
I love this, thank you so much. With macro, a simple key press will change my dig outfit to elemental outfit.

Is there a way to replace items belonging to a group incase the item worn out or you want to change item example: (maga to cheng amp). So far I love it. Again thank you so much.

You can manually edit the groups.xml file, but the easiest way is to delete the group (/deleteGroup name), equip the new item, and recreate the groupe (/createGroup name)

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#6 Multilingüe 

Ok got it. Thanks again. Hope somebody will compile for windows so windows user can test it to.

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#7 [en] 

Will this take the same time to put on the armor/rings that putting them on individually will take? If not, then I suspect that CSRs might have something to say about it.

I'm all for the convenience. I'm against having a complete armor and jewels switch taking place in the time it takes to normally equip one item.

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Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>

#8 [en] 

If this feature makes it to the official client, there won't be any gap between people. Simply a gap between those who can follow written instructions, and those who cannot.

+1 for a Windows version, please :)

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#9 [en] 

When you equip (manually) multiple items, the last item refresh the "invalid timer". It's the same here, but since we equip all at the same time, it's invalid for the highest "invalid time" (usually an armor piece, around 5secondes) ; it's not really different from a quick manual equip.

If you were to do a "sum of time" for invalidation, equipping a jewel set + an HA would take 50 seconds, that's wayyyy too much imo !

And as Mjol says, if everyone has the feature, no one has an advantage :-)

I'll try to find someone to compile a windows version :)

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#10 [fr] 




(don't worry windows client are coming ^^)

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Osquallo
Les rêveries du yubo flaneur
The musings of the rambling yubo

#11 [en] 

Lopyrech
When you equip (manually) multiple items, the last item refresh the "invalid timer". It's the same here, but since we equip all at the same time, it's invalid for the highest "invalid time" (usually an armor piece, around 5secondes) ; it's not really different from a quick manual equip.

If you were to do a "sum of time" for invalidation, equipping a jewel set + an HA would take 50 seconds, that's wayyyy too much imo !

I doubt that even the fastest clicker can change armor and jewels in less than 4 or five "equip times". I agree that simply summing the "equip time"s is wrong, but so is doing it in one.

The game is set up to make equipping take time. Making it too short goes against the balance of the game, in my opinion.

The only time that Mjollren's comment makes sense is in the case of PvP.

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Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>

#12 Multilingüe 

In my opinion if this feature is not to be implemented in game then we already have an official comment from winch gate saying it is prohibited to use/develop this feature any person who uses this will be ban.

Since I don't see any official comment from winch gate then I will welcome this feature and glad to test it before it will officialy integrated in game.

I was asking for windows version so windows user can use this to be fair in all players in game and to eliminate the thought of being unbalance before it will be officially integrated in game.

As Mjollren said:
If this feature makes it to the official client, there won't be any gap between people. Simply a gap between those who can follow written instructions, and those who cannot.

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#13 [en] 

Bitttymacod
Lopyrech
When you equip (manually) multiple items, the last item refresh the "invalid timer". It's the same here, but since we equip all at the same time, it's invalid for the highest "invalid time" (usually an armor piece, around 5secondes) ; it's not really different from a quick manual equip.

If you were to do a "sum of time" for invalidation, equipping a jewel set + an HA would take 50 seconds, that's wayyyy too much imo !

I doubt that even the fastest clicker can change armor and jewels in less than 4 or five "equip times". I agree that simply summing the "equip time"s is wrong, but so is doing it in one.

The game is set up to make equipping take time. Making it too short goes against the balance of the game, in my opinion.

The only time that Mjollren's comment makes sense is in the case of PvP.

I'm fine with 1 equip time (requires no change server-side), in reality it takes around 3-5 seconds max to change jewels or armor (armor being faster), so 2 equip time for an item set seems fine (that's 10 seconds if you change armor)


in regards to official statement, it has been said multiples times that it's a wanted option, I wouldn't worry about it :)

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#14 [en] 

@ Bittty:

This feature is useful in several situations when you need to change gear.

Let's pick one: say you're a healer, and your tank pulled several aggros accidentally (e.g. najabs or kinchers, I've had it happen so many times I lost count). You healed before you realized what's happening. The tank is going to die, and you need to escape fast. It would be HIGHLY useful to be able to automatically equip your HA that 's sitting in your bag, so that you don't have to bother clicking items piece-wise while aggros are biting at your arse. Why do you change into HA? You already have low hp (at best, ~4k from being in LA), but if you change into HA you absorb more damage and increase your chances to survive.

Let's pick another example: you're killing a boss in Lands of Umbra. Enough said. You don't really want to pvp - but it not up to you, if someone teleports in the region and attacks you, you could use a way to quickly change your jewels to a pvp set. Same for digging in a pvp-enabled region. Going from focus jewels to pvp may be the difference between life and death.

Third example: you're wearing your focus-boosted LA in PR. You fail to notice the kirosta patrol in time, so they rush to eat you. Try to run away, but most likely you will run into MORE aggros. What would be useful? A quick change to another form of armor, so the boosted one doesn't take unnecessary damage. Oh, and this holds true for the accidental aggro drag. You have a supreme material popped and someone drops an aggro on you, what do you want more? A potential rez, which may take 4 full minutes IF the other person doesn't die too? Or a quick change of gear, giving you more life and more chances at survival, and of coming back to continue digging?

I haven't even gotten into the examples of friendly sparring, where you may have 2-3 pairs of amps with different enchants, but I'm sure you can imagine them.

Yes, all these options "soften" the game experience. I strongly support such a change.

Editado 2 veces | Última edición por Mjollren (7 años hace)

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#15 [fr] 

Indépendamment de la fonction elle même bravo pour le taff !

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Osquallo
Les rêveries du yubo flaneur
The musings of the rambling yubo
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