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 Entire forum ➜ MUSHclient ➜ Miniwindows ➜ Examples of what you can do with miniwindows

Examples of what you can do with miniwindows

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Posted by Onoitsu2   USA  (248 posts)  Bio
Date Reply #15 on Sun 23 Nov 2008 03:28 AM (UTC)
Message
Any more progress made on this idea, and functions of miniwindows?

Or perhaps a timeline on expected completion on changes as communicated from Lasher?

-Onoitsu2
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Posted by Curious2   (47 posts)  Bio
Date Reply #16 on Fri 06 Feb 2009 03:57 PM (UTC)
Message
Wow those are pretty awesome! I'm trying to wrap my mind around how to create these. I'd love to make a miniwindow like that with the tabs to keep track of data.
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Posted by Nick Gammon   Australia  (23,046 posts)  Bio   Forum Administrator
Date Reply #17 on Fri 06 Feb 2009 09:44 PM (UTC)
Message
Quote:

Any more progress made on this idea, and functions of miniwindows?


Well this project slowed down a bit, and I'll tell you why ...

When I first did the "proof of concept" shown on page 1, I rattled it off fairly quickly, with the result that it worked quite well for a single inventory.

However I then wanted to extend it to also show your equipped items, and possibly also what a shop sells you. Then the plan was to drag-and-drop items (eg. drag from inventory to equipped, or vice-versa).

The problem was my coding design was for one window, not lots of them, and I have had to do a fairly major rewrite, to make it more general. For example, a mouse-down on an window (or a mouse-over) could be the equipped window, or the inventory window.

Now that the summer holidays are over, I'll take another look and try to get it finished.

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by Onoitsu2   USA  (248 posts)  Bio
Date Reply #18 on Sat 07 Feb 2009 02:13 AM (UTC)
Message
Heck yeah, you rock Nick. I've never seen another coder with as much spirit towards what they do, such as yourself. Nor another coder that assisted others in their endeavors like yourself either.

Hope all goes well on this project, and it might bring me back to mudding on Aardwolf again.

-Onoitsu2
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Posted by Jennkei   (7 posts)  Bio
Date Reply #19 on Thu 19 Feb 2009 12:33 AM (UTC)
Message
Ooo! This looks really awesome. :) Please continue working on it! (When you have time, of course.)

One thing I'm wondering, though -- do the stats come from a master database with id numbers? (And if yes, :O) Or do they come from lore/id/etc? How's it stored..? Just wondering whether I have some hope of having an eq db on mush. XD I still switch to zmud to do it at the moment.
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Posted by Nick Gammon   Australia  (23,046 posts)  Bio   Forum Administrator
Date Reply #20 on Thu 19 Feb 2009 02:55 AM (UTC)
Message
The stats are delivered on-the-fly using a special request/reply sequence Lasher and I worked out. It looks something like this:



Client sends:

invdetails 2067752

Server replies:

{invdetails}
{invheader}2067752|0|3|Weapon|3|2wield|v3|||||1|
{weapon}spear|5|pierce|Pierce|
{statmod}Dexterity|1
{/invdetails}


The number is the item "id" number which is now generated for every item on Aardwolf. There is no central database, although you could gradually build one up, it may not be accurate because of item enhancements.

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by Jennkei   (7 posts)  Bio
Date Reply #21 on Thu 19 Feb 2009 02:59 AM (UTC)
Message
Interesting. So it requests from the server...so say I have a lucky resonated item, it'd still have the same id number as the normal item? Hrm that makes it a bit more difficult...especially with those stat-randomly-generated items.

Ah well. My eq db is created from identifying my own eq...it's a bit of a pain switching to zmud to do it, but I don't play as much any more so I guess it doesn't really matter. XD Come to think of it, I could probably write to a text file then import that to Excel from mush..ah well never mind.
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Posted by Nick Gammon   Australia  (23,046 posts)  Bio   Forum Administrator
Date Reply #22 on Thu 19 Feb 2009 03:04 AM (UTC)
Message
MUSHclient now has SQLite database support, so you could eventually put everything in that.

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by Nick Gammon   Australia  (23,046 posts)  Bio   Forum Administrator
Date Reply #23 on Thu 19 Feb 2009 03:04 AM (UTC)
Message
Quote:

say I have a lucky resonated item, it'd still have the same id number as the normal item


No, I think every instance of an item gets its own ID.

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by Jennkei   (7 posts)  Bio
Date Reply #24 on Thu 19 Feb 2009 03:31 AM (UTC)
Message
Ah, I'll look forward to that, then! :)

SQLite database.. ._. Hrm will go and look around, didn't think I'd seen it in the menus but it might be hidden.
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Posted by Nick Gammon   Australia  (23,046 posts)  Bio   Forum Administrator
Date Reply #25 on Thu 19 Feb 2009 03:55 AM (UTC)
Message
It's not in the menus - scripting only.

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by Shaun Biggs   USA  (644 posts)  Bio
Date Reply #26 on Fri 26 Jun 2009 09:09 AM (UTC)
Message
So yeah, it's been like *checks watch* months. Is this script available for use? The screen shots look fantastic, and if it works, I would love to have that to help sort out the hundreds of items in my inventory at nearly all times.

That, and well, I want to steal various bits of code.

It is much easier to fight for one's ideals than to live up to them.
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Posted by Nick Gammon   Australia  (23,046 posts)  Bio   Forum Administrator
Date Reply #27 on Fri 26 Jun 2009 09:02 PM (UTC)
Message
*Takes watch off and shakes it - looks doubtfully at watch.*

My code isn't complete, I saw some major design issues at the time, and then got a bit bogged down fixing them.

One major issue is that the tabbed window look was implemented in such a way (basically, with global variables) that I couldn't have two or more of them.

After seeing how fantastic the inventory looked, I wanted to have a similar window elsewhere for a shopkeeper, and a third for what you have equipped, and drag and drop between them. Now the drag and drop code went in, but my mind boggled a bit trying to re-implemented the tabbed look in a more general way.

I already released part of it, the code for doing the mouse-over information windows, which is practically identical to what I used:

http://www.gammon.com.au/forum/?id=8947

If you are keen, I can post the code for the inventory window bearing in mind it isn't perfect, and someone who is particularly enthusiastic can rip it apart and make it work better.

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by Chicomecoatl   USA  (25 posts)  Bio
Date Reply #28 on Fri 21 May 2010 08:01 PM (UTC)
Message
I'd be willing to help beta test/debug, Nick. The window and screen shots on page one look utterly fantastic.

I would love to be able to implement this, and i spend alot of time debugging/fixing scripts people throw my way, so it's no problem to work on this one.

I'm sure other would also be willing to help, if you post it.
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Posted by Nick Gammon   Australia  (23,046 posts)  Bio   Forum Administrator
Date Reply #29 on Fri 21 May 2010 10:00 PM (UTC)

Amended on Fri 21 May 2010 10:08 PM (UTC) by Nick Gammon

Message
OK, after some minor changes this appears to work as far as it goes. :)

http://github.com/nickgammon/plugins/blob/master/aardwolf/Aardwolf_Inventory_v3.xml

This code is released "as is", it has design flaws, in particular the way it is written it will be hard to make another window for shops or equipped items. It needs major work to make things like the tabbed window be able to be instanced more than once.

When first used it tries to get spell information. I got an error when doing that, but after closing and re-opening the world it seemed to go away, so not sure about that.

The basic way it works is, when getting an inventory, it turns on tags to get this sort of stuff:


{invdata}
62567556,,a short stabbing sword,44,5,0,-1,-1
62567535,HKG,a long sleeved @RAard @YZoo@w tshirt,21,7,1,-1,-1
62567534,,@G(>@rBlood@WStone @rGauntlets@G<)@w,41,7,1,-1,-1
62567533,HI,@r:@W:@y:@WSmooth Moves@y:@W:@r:@w,41,7,1,-1,-1
62567532,,@G(>@YW@yh@Yi@ys@Yp@ye@Yr@ys @Wof the @YE@ya@Yr@yt@Yh@G<)@w,41,7,1,-1,-1
62567531,,@G(>@YW@yh@Yi@ys@Yp@ye@Yr@ys @Wof the @YE@ya@Yr@yt@Yh@G<)@w,41,7,1,-1,-1
62567530,,@W(>@cAs@Cura@W's Az@Buri@Wte P@Cea@crl@W<)@w,41,7,1,-1,-1
62567529,HKG,a hero's leggings,21,7,1,-1,-1
62567528,,@WCan@ytera Ado@Wquin @GBo@Wdy Ar@Gmor@w,41,7,1,-1,-1
62567527,HKG,@B-@Y)@BM@bask @Bo@bf @BP@brediction@Y(@B-@w,41,6,1,-1,-1
62567526,G,a bright ball of light,0,1,1,-1,-1
62567525,G,a bright ball of light,0,1,1,-1,-1
62567524,,@yhenchman's leather vest@w,54,7,0,-1,-1
62567523,,a six shot rifle,54,5,0,-1,-1
62567522,,@yhenchman's leather vest@w,54,7,0,-1,-1
62567521,,a six shot rifle,54,5,0,-1,-1
62567520,,@yhenchman's leather vest@w,56,7,0,-1,-1
62567519,,a six shot rifle,54,5,0,-1,-1
62567518,,@yhenchman's leather vest@w,54,7,0,-1,-1
62567517,,a six shot rifle,54,5,0,-1,-1
62567515,G,blood shot eye,18,3,0,-1,-1
62567514,,scale of the enforcer,34,7,0,-1,-1
62567513,,scale of the enforcer,32,7,0,-1,-1
62567511,G,a bright ball of light,0,1,1,-1,-1
62567510,,@yhenchman's leather vest@w,52,7,0,-1,-1
62567509,,a six shot rifle,54,5,0,-1,-1
62567508,,the quivering palm style,48,5,0,-1,-1
62567507,,the dragon style,38,5,0,-1,-1
62567506,,the scorpion style,39,5,0,-1,-1
62567505,,the centipede style,41,5,0,-1,-1
62567504,K,the iron head style,44,5,0,-1,-1
62567503,K,chin kang palm,35,5,0,-1,-1
62567502,,@WS@we@Wa@wr@Wi@wn@Wg @wB@Wl@wa@Wz@we,20,5,1,-1,-1
62567501,,@WG@wa@Wv@we@Wl @wof @WJ@wu@Ws@wt@Wi@wc@We@w,50,5,1,-1,-1
62567500,K,a @gsmall bag@w,0,11,0,-1,-1
62567492,K,a @gsmall bag@w,0,11,0,-1,-1
62567486,K,Hretan's Battlegear,35,7,0,-1,-1
62567485,G,a heavy slab of granite,36,7,0,-1,-1
62567484,HK,Vladia's Shopping List,1,10,0,-1,-1
62567483,K,a hemp bracelet,20,7,0,-1,-1
{/invdata}


Then as you mouse-over your inventory it tries to get more details about an item, eg. by sending "invdetails 62567534" it gets:


{invdetails}
{invheader}62567534|41|Armor|5600|5|hands|unique, magic, burn-proof, v3||House of Touchstone||2|||60
{statmod}Damage roll|4
{statmod}Dexterity|2
{statmod}Strength|2
{/invdetails}


(see next page for screenshot of what this looks like)

This is used to display the mouse-over floating window. The details are then cached so it doesn't need to get details for 62567534 again in that session.

<advertisement>
The details are cached to save time and make the plugin much more responsive than it would have been without the caching.
</advertisement>

If you make improvements to the plugin I am happy to pull your changes back into my copy for general release.

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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