Author Topic: Ordered Crafting  (Read 4921 times)

PyrO

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Ordered Crafting
« on: September 21, 2014, 09:28:54 AM »

So it would be great if the crafting list had the single items seperated in categories.

So all small guns would be under small guns or maybe all pistols under pistols, grenades under grenades and so on.
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Doobee

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Re: Ordered Crafting
« Reply #1 on: September 22, 2014, 03:46:20 AM »

Yes please. Finding one item in 3 pages long list is pain.
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Klot

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Re: Ordered Crafting
« Reply #2 on: September 25, 2014, 12:00:33 AM »

Again i have to mention other fonlinegames fixboys.
Spoiler for Hiden:
Sorry Devs, i know it's lots of coding :P

Some of them have the option to sort the list by armor, guns and drugs.

Any volunteer unemployed coder?
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S.T.A.L.K.E.R

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Re: Ordered Crafting
« Reply #3 on: September 25, 2014, 12:11:45 AM »

What? am I the only one that doesn't get this?
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Klot

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Re: Ordered Crafting
« Reply #4 on: September 25, 2014, 12:44:30 AM »

yes.
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cirn0

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Re: Ordered Crafting
« Reply #5 on: September 25, 2014, 02:12:32 AM »

One day.... Within 6 months.
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YOU CAN'T CUT BACK ON FEATURES! YOU'LL REGRET THIS!

faopcurious

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Re: Ordered Crafting
« Reply #6 on: September 25, 2014, 02:01:49 PM »

Maybe just make it alphabetical?
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Perteks

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Re: Ordered Crafting
« Reply #7 on: September 25, 2014, 02:55:08 PM »

Its good right now I don't know whats your problem guys
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Wipe

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Re: Ordered Crafting
« Reply #8 on: September 26, 2014, 02:40:57 AM »

Code: (client) [Select]
uint8 CurrentFixboyFilter = 0; // all

void SetFixboyFilter(uint8 filter) // called by button click
{
      if( filter == CurrentFixboyFilter )
          return; // leave server alone

      CurrentFixboyFilter = filter;
      RunServerScriptUnsafe( "fix_boy@unsafe_filter", filter, 0, 0, null, null );
}

Code: (server) [Select]
void unsafe_filter( Critter& player, int filter, int, int, string@, int[]@ )
{
    player.ParamBase[SILLY_PARAM_NAME] = filter;
    player.DropTimers();
}

int GetFilter( CraftItem& recipe )
{
     // take crafted item type from CraftItem::GetOutItems() and use it as filter value
     // or use own table which will translate CraftItem to filter value

    return( filter );
}

void fix_myShit( Critter& player, int state, CraftItem& recipe )
{
      if( state == FIXBOY_LIST )
      {
             int PlayerFilter = player.ParamBase[SILLY_PARAM_NAME];
             if( PlayerFilter == 0 ) // all
                 return( FIX_SUCCESS );

             int ItemFilter = GetFilter( recipe );
             if( PlayerFilter == ItemFilter )
                return( FIX_SUCCESS );

             return( FIX_FAIL );
      }
     // very secret code for other state value
}

!tested
« Last Edit: September 26, 2014, 02:48:58 AM by Wipe »
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