Move large number of items from inventory to and from Mog Safe, Mog House Storage, and Mog Locker is tedious. Very slow, too, sometimes.
Would it be possible to have a pallet of user definable "Item Sets" and some useful operations? This would be strictly Mog House only, and the lists' data should be stored on clients instead of the server.
For example, I would like to be able to define a "Red Mage Exp PT set" of 50 items including gears, alternative gears, food, Instant Warp Scroll, and etc. Some of the useful operation would be:
Move to Inventory: This moves everything in the selected Item Set from Mog Safe/Storage/Locker into my character's inventory.
- Source priority: Safe > Locker > Storage
- If item already in inventory, don't move.
- If inventory filled, don't move.
- If item is not in Safe/Locker/Storage, ignore.
- If item is in Locker or Storage, but no access to them, ignore.
- Move as many item as possible; issue message to player to indicate complete or partial move was performed.
Don't display the Inventory or Safe/Locker/Storage before or during the move--I don't want to wait for items updated slowly one-by-one; program the client to compute the entire actual move list and issue the requests to server as a batch command.
Move to Mog House: This moves everything in the selected Item Set from Inventory to Mog Safe/Locker/Storage.
- Destination priority: Safe > Locker > Storage
- If an item listed is equipped, un-equip it.
- If item not in inventory, ignore.
- If Safe is full, try to move to Locker.
- If Locker is full or unavailable, try Storage.
- If no more space in Mog House, don't move.
- Move as many item as possible; issue message to player to indicate complete or partial move was performed.
Again, the client should compute the actual move list, and issue a batch command to the server.
Exclude from Inventory: Move everything NOT on the selected Item Set to Mog House.
- Client calculate the inverted list, and perform the "Move to Mog House" operation with it.
Set Inventory to Item Set: Replace the selected Item Set's list with what is currently in player's Inventory.
Append Inventory to Item Set: Add everything currently in the Inventory to the selected Item Set.
- If duplicate found, update quantity.
Append Equipment to Item Set: Add everything the player currently has equipped to the selected Item Set.
- If duplicate found, update quantity.
Copy to (another) Item Set: Replace the list of target Item Set with the source Item Set.
Clear Item Set: Empty the selected Item Set's list.
(Note: more operations are clearly possible; I've omitted the symmetrical "Set Equipment to Item Set" and the senseless "Exclude from Mog House".)
Besides these operations, each Item Set's list should be manually editable as well. There should be several sorting available as display option.
Something like 10 Item Sets should be sufficient for most players. Given that no inventory list needs to be displayed while using Item Set operations or editing their content lists, there should be plenty screen room for the UI, including space for naming each set. The editing UI should strive to display as many of the items in list as possible, as screen space allows.
In each Item Set's list, there should be no duplicate item names, but quantity for each non-Rare item can be specified. For stackable items, quantity is the number of stacks.
Would it be possible to have a pallet of user definable "Item Sets" and some useful operations? This would be strictly Mog House only, and the lists' data should be stored on clients instead of the server.
For example, I would like to be able to define a "Red Mage Exp PT set" of 50 items including gears, alternative gears, food, Instant Warp Scroll, and etc. Some of the useful operation would be:
Move to Inventory: This moves everything in the selected Item Set from Mog Safe/Storage/Locker into my character's inventory.
- Source priority: Safe > Locker > Storage
- If item already in inventory, don't move.
- If inventory filled, don't move.
- If item is not in Safe/Locker/Storage, ignore.
- If item is in Locker or Storage, but no access to them, ignore.
- Move as many item as possible; issue message to player to indicate complete or partial move was performed.
Don't display the Inventory or Safe/Locker/Storage before or during the move--I don't want to wait for items updated slowly one-by-one; program the client to compute the entire actual move list and issue the requests to server as a batch command.
Move to Mog House: This moves everything in the selected Item Set from Inventory to Mog Safe/Locker/Storage.
- Destination priority: Safe > Locker > Storage
- If an item listed is equipped, un-equip it.
- If item not in inventory, ignore.
- If Safe is full, try to move to Locker.
- If Locker is full or unavailable, try Storage.
- If no more space in Mog House, don't move.
- Move as many item as possible; issue message to player to indicate complete or partial move was performed.
Again, the client should compute the actual move list, and issue a batch command to the server.
Exclude from Inventory: Move everything NOT on the selected Item Set to Mog House.
- Client calculate the inverted list, and perform the "Move to Mog House" operation with it.
Set Inventory to Item Set: Replace the selected Item Set's list with what is currently in player's Inventory.
Append Inventory to Item Set: Add everything currently in the Inventory to the selected Item Set.
- If duplicate found, update quantity.
Append Equipment to Item Set: Add everything the player currently has equipped to the selected Item Set.
- If duplicate found, update quantity.
Copy to (another) Item Set: Replace the list of target Item Set with the source Item Set.
Clear Item Set: Empty the selected Item Set's list.
(Note: more operations are clearly possible; I've omitted the symmetrical "Set Equipment to Item Set" and the senseless "Exclude from Mog House".)
Besides these operations, each Item Set's list should be manually editable as well. There should be several sorting available as display option.
Something like 10 Item Sets should be sufficient for most players. Given that no inventory list needs to be displayed while using Item Set operations or editing their content lists, there should be plenty screen room for the UI, including space for naming each set. The editing UI should strive to display as many of the items in list as possible, as screen space allows.
In each Item Set's list, there should be no duplicate item names, but quantity for each non-Rare item can be specified. For stackable items, quantity is the number of stacks.
Comment