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#11 |
Apprentice
Join Date: Feb 2020
Posts: 99
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And... one more thing...
What if the items were indexed similarly as in stores/home? Then you could do comparisons like xaB without having to scroll to the item. As, Nick said, there are limitless features... |
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#12 |
Veteran
Join Date: Oct 2019
Posts: 1,004
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Took my first look at this. Seems useful. I like that you can look into stores to see if any of them plugs a hole, too. Accessing this menu from inside your home would be appropriate, I think. Or all stores.
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#13 |
Swordsman
Join Date: Aug 2019
Posts: 340
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moosferatu, thank you for taking the time to experiment with it and write up your impressions. To fix the quick filtering not being able to select some columns, I'll probably change some of the labels ("Nx" for nexus resistance, "Sy" for the sticky curse, and "Lt" for light radius). The sticky curse is the one that confused your search for "st". To handle searching for the core stats (strength, ...), I'll allow two or three characters for the filter to avoid having to come up with alternative labels for those stats.
Changing the color on an entire row or column to highlight it isn't as straightforward as it should be, but I'll try to keep that in mind as a way of indicating a choice to the player. Having a row index like in the stores would also work. I was trying to eke out a couple more columns of space by omitting it. Having some or all of the numeric modifiers like stealth and speed show up as numbers rather than +/-/. is easy to do with the way things have been structured. If one column per attribute is kept, color would be used to indicate the sign and values greater than +9 or less than -9 would show up as something like '*' or '=' to mark that the value couldn't be shown properly. Showing properties like AC, damage modifier, or weight isn't so easy since they're handled by the game differently than the attributes the comparison shows now. |
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#14 |
Swordsman
Join Date: Aug 2019
Posts: 340
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Thanks for looking at it. All of the knowledge menu is accessible while within a store or home, or were you thinking of some tighter integration so part of this equipment comparison view would be visible while still having part of the store screen visible and access to its commands?
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#15 |
Apprentice
Join Date: Feb 2020
Posts: 99
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Thanks, backwardsEric, I write software too and I know all too well that it's easy to come up with ideas that are hard to implement due to the realities of the code, so no worries there. Just throwing out some ideas.
I hear you about the screen real estate problem. The index isn't necessary. Whatever you think is best. One thing I did notice, is a number, but not all, of the item names are abbreviated. For example, my sling is listed as "of Power" and my helmet is "of Telepathy". However, all of my rings are listed as "Ring 'Dexterity'" or "Ring 'Whatever'". The same is true for amulets. I'm guessing that this is probably a result of how the underlying data is stored? |
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#16 | |
Swordsman
Join Date: Aug 2019
Posts: 340
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#17 | |
Veteran
Join Date: Oct 2019
Posts: 1,004
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Quote:
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#18 | |
Apprentice
Join Date: Feb 2020
Posts: 99
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Quote:
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#19 |
Rookie
Join Date: Dec 2020
Posts: 15
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Question from a new player on this feature that I am just starting to use for helping my inventory management.
Is there a way to cycle ('c') the comparison so that it shows only equipped and inventoried (on self) items? I have found that I can cycle to see what's available in stores but the alternate view seems to include equipped/inventoried (on self) AND equipable/inventoried in home. The use case that I am dealing with is: have a ring of digging and a shovel both with the tunneling ability. I stored the shovel in my home inventory but when I return to equipable comparison, it includes what is also in my home inventory. I am using this screen as a check for my character before I descend again. It would be useful to have one cycle state be what is only equipable on person (in addition to the existing ones - one including home inventory, one including store inventory). Maybe I am missing something. Also, is there a lookup somewhere that has the abbreviated codes for the resistances and abilities? I did not see much yet in the manual for this feature. |
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#20 | ||
Swordsman
Join Date: Aug 2019
Posts: 340
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I should experiment with staggered horizontal column labels (like what is used for subwindow configuration) using the two character abbreviations to see if that is more usable and worth the cost of an extra row for the column labels. |
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