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 09/28/2008 19:51:30
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Vindicator
Joined: Aug 20, 2005
Messages: 3065
Location: Upstate NY
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A small suggestion... When collecting items for a collector, I would like system chat to extend its loot message to include how many items you have. For example, when farming 12 Small Hammers from the Crusher gang in Gracy Heights for StraightEdgeJohn to get the Pugilist Gloves, looting a Crusher will give you the following message: You received a Small Hammer. I would like it to read: You received a Small Hammer for a total of 5.
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 09/28/2008 20:18:45
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MC Photographer
Joined: Nov 17, 2005
Messages: 3758
Location: La Tour de Merovee, Outpost Segur
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This would sure help you keep track of them.
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 09/29/2008 00:31:44
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Jacked Out
Joined: Jan 5, 2008
Messages: 757
Location: Syntax.
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That shouldnt be too hard to implement either.
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 09/29/2008 02:26:47
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Jacked Out
Joined: Dec 27, 2006
Messages: 6256
Location: The Real World This is how MxO ends: Not with a bang but a whimper
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I see no reason not to like this small and useful change.
Message edited by Croesis on 09/29/2008 02:30:38.
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 09/29/2008 03:10:28
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Systemic Anomaly
Joined: Jan 26, 2006
Messages: 1012
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Seems ok but think about it, it will need to be done for every single neighborhood. Which means it will be a fair amount of work to be done. What about SSR gums, parts etc
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 09/29/2008 03:25:08
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Jacked Out
Joined: Jan 5, 2008
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Im pretty sure it would just be a case of adding a variable in somewhere tied to a players inventory. Only problem i can imagine (and its pretty out there) is the variable giving you a list of everything in your inventory.
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 09/29/2008 03:39:17
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Jacked Out
Joined: Dec 27, 2006
Messages: 6256
Location: The Real World This is how MxO ends: Not with a bang but a whimper
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Criingey wrote:
Im pretty sure it would just be a case of adding a variable in somewhere tied to a players inventory. Only problem i can imagine (and its pretty out there) is the variable giving you a list of everything in your inventory.
I think the variable has to be applied to each item that can be collected in this way. However once the code has been written, I imagine it can be copied and pasted into the code for each different gang token with a few minor adjustments etc... So the only thing that I can think of that may be an issue is the amount of gang tokens, gum, marbles etc... to apply it to, possibly taking up a good chunk of a Dev's day. But then I have no idea what the game's code is like to add this sort of thing... /invoke laser protected database image
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 09/29/2008 03:57:51
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Jacked Out
Joined: Jan 5, 2008
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Location: Syntax.
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I dunno Vin, cause your calling the information directly from the Inventory. If it was my database thats where id start looking anyway. Basically i would imagine (going on what little experience i have from working on certain databases in work) you would call the variables for item name and quantity from the inventory database and display in system chat. Thats certainly the approach i would take.
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 09/29/2008 04:35:38
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Ascendent Logic
Joined: Mar 16, 2006
Messages: 4809
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Sheesh, don't get so confused over that, Criingey and Vinia. The amount of an item in an inventory is automatically calculated, just add a stackable item to the hotbar, same thing. Same thing goes for system messages like /frags, which show the amount based on the LA (which is a sort of inventory, on a larger basis).
IMO it's an easy to implement and helpful feature for farming items.
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 09/29/2008 04:38:45
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Jacked Out
Joined: Dec 27, 2006
Messages: 6256
Location: The Real World This is how MxO ends: Not with a bang but a whimper
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I would imagine that the system pulled info from the loot tables and the players inventory. At the moment (from what I can tell) the system notes what is taken from the loot table for that specific NPC. With the addition I thought that when the loot included a gang token, the code as part of the token would then check to see how many of that specific item the player has in their inventory including the item just picked up.
But I don't deal with databases so I could be way off the mark on this. /shrug
Ah... GG posted before I'd finished writing, I would tend to believe him if he says it's something likely to be fairly easy to implement.
Message edited by Croesis on 09/29/2008 04:42:00.
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 09/29/2008 04:45:51
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Systemic Anomaly
Joined: Aug 27, 2005
Messages: 8674
Location: Lost in Translation.
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I really like this idea.
It will help myself and GG when I help him farm the next collectors item he goes for :p
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 09/29/2008 06:01:55
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Jacked Out
Joined: Jan 5, 2008
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Just thinking out loud my dears  wait.. did i say thinking?? ::head explodes::
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 09/29/2008 08:28:28
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Ascendent Logic
Joined: Mar 16, 2006
Messages: 4809
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Yasamuu wrote:
I really like this idea.
It will help myself and GG when I help him farm the next collectors item he goes for :p Oh goody, time for some headgear action! j/k
GodgiverVH received 1 Insecticide for a total of 2300. System: How the hell did you get so much inventory space? D:
Also generally, this isn't a database issue, since that stuff only comes into play when loading and saving data from your character (which happens every few minutes). It's rather the way the data is stored temporarily on your computer (which might or might not be an actual "database" . And since it's not that much information actually, my guess is that all that stuff is saved in simple object-oriented data-structures.
Erhem ... that's just a guess of mine, the devs should know the real methodes.
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 09/29/2008 08:45:47
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Systemic Anomaly
Joined: Aug 27, 2005
Messages: 8674
Location: Lost in Translation.
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GoDGiVeR wrote:
Yasamuu wrote:
I really like this idea.
It will help myself and GG when I help him farm the next collectors item he goes for :p Oh goody, time for some headgear action! j/k
Why not...
:O
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 09/30/2008 02:04:25
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Ascendent Logic
Joined: Mar 16, 2006
Messages: 4809
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Yasamuu wrote:
GoDGiVeR wrote:
Yasamuu wrote:
I really like this idea.
It will help myself and GG when I help him farm the next collectors item he goes for :p Oh goody, time for some headgear action! j/k
Why not...
:O So you would? Coolio. >_>
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