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Inventory -- Virtual Bags #38

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mkaito opened this issue Oct 18, 2015 · 2 comments
Open

Inventory -- Virtual Bags #38

mkaito opened this issue Oct 18, 2015 · 2 comments

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@mkaito
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mkaito commented Oct 18, 2015

Just like KuronaBags does it, for the most part.

I have no idea how to do it, but it would be neat. I'm not a fan of Kurona's flashy candy aesthetic.

@Zeirk
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Zeirk commented Oct 18, 2015

I'm not sure I understand what you mean by virtual bags?

EDIT: Oh I think I know what you mean now, So bags for say, gear, weapons, trash, etc, correct?

@mkaito
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mkaito commented Oct 19, 2015

In a nutshell:

  • Total amount of usable slots still depends on equipped bags.
  • Total amount of visible slots is fully configurable on a grid.
  • User can create multiple secondary bags.
  • Secondary bags can have "filter" expressions defined on them, which would cause them to "pick up" any matching items automatically from the primary bag.
  • Items in secondary bags are not visible in the primary bag.
  • Secondary bags can be flagged as invisible to vendor and salvage.

That's the gist of it. It should not be complicated to implement, although it will require extensive testing. I also want to improve on Kurona's filter expressions to make them more user friendly.

I'll take care of the Lua side of things. Anyone up to make the actual interface? See what you can use from https://github.com/mkaito/VikingArtAssets.

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