[RFE] Missile groups
issueid=3956 10-25-2015 07:08 AM
Junior Member
Number of reported issues by emilus: 48
[RFE] Missile groups

My proposition is to implement missile groups.
So that missile management will be more friendly.

So if we press for example: alt + g we could:

1. choose missiles type which we want to be in group or dismiss group created previously.

prompt: Do yo want to group [r]ocks, [a]rrows, [b]ullets, [q]uarrels, [s]curgari/boomerangs or [c]lubs ? or [d]ismiss existing group ?

1. pick missiles which we want to be in that group (only identified)

prompt: Select all 'missile_type' to be grouped.
(here we could choose from classic item menu items from A-O and accept by pressing Z)

2. name our missile group (or choose if exist)
Prompt: Do you want too c[hoose] existing group or create a [n]ew one ?
for example

- [group_name] arrows
- 'slaying' arrows
- 'penetrating' arrows
- 'various' arrows
- 'junk' arrows
- 'various' rocks
- 'holy cow' bullets

(suffix should be added automatically)

3. Then optionally sort them by average damage, so when we load our group to missile slot we could fire from best arrow to worst in group or
vice versa.
Prompt: Sort by damage [a]scending or [d]escending ? (default descending)

As a result we could have all misilles (+0, 1d6-4), (+1, 1d6+4), (+0, 1d6-2), (+2, 1d6-1)...(+x, 1d(+/-)y) grouped, sorted and we could put them all in one missile slot

n - missiles: group of 255 [group_name] arrows (dmg dsc)


Of course each group must store information about any specific arrow previously added to group: (name,material,status,damage,type,bonus-to-hit etc..))
so if we pick arrow that is already defined in arrow group it will be automatically added to our group in current slot.
After adding new missile group should be sorted again.

(you add the cursed penetrating arrow of thunder (+0, 1d6+5) to your ammunition)

if picked missile is not in our current group of missiles in missile slot but we defined other group for that specific missile then that missile should be added automatically to proper group in inventory.

(you add the cursed penetrating arrow of thunder (+0, 1d6+5) to group: 'penetrating')

Unidentified missiles should automatically create group for themself

finally missiles in backpack for example would look like in screenshot below:



also please check my old thread about inventory improvements (subcategories and sorting) :)

http://www.adom.de/forums/project.php?issueid=2683
Issue Details
Issue Number 3956
Issue Type Feature
Project ADOM (Ancient Domains Of Mystery)
Category All
Status Suggested
Priority 2
Suggested Version ADOM r64 (v2.0.3)
Implemented Version (none)
Milestone (none)
Votes for this feature 4
Votes against this feature 0
Assigned Users (none)
Tags (none)




10-25-2015 07:17 AM
Ancient Member
See 1415 for a similar discussion.

10-25-2015 07:23 AM
Junior Member
LOL Its implemented how does it work ?

10-25-2015 07:39 AM
Junior Member
IMHO implemented solution from 1415 and 1705 is certainly not what I've expected. This is cheap. I have still dozen of single/few arrows with different params in inventory so its still quite annoying...

10-25-2015 12:42 PM
ixi ixi is offline
Junior Member
When someone says "missle group" I imagine quiver... Yep, one again. Not the same as suggested by a solution to a lot of missle management problems.

10-25-2015 01:39 PM
Junior Member
Quote Originally Posted by ixi
When someone says "missle group" I imagine quiver... Yep, one again. Not the same as suggested by a solution to a lot of missle management problems.
You could call it anything: bag, quiver, sack, clasp etc.
From programming points of view its called grouping.
And IMHO its quite possible to implement dynamic item grouping by name in any language but I am not saying its easy to be done beacouse I've not seen adom C code and I dont know how item structures are implemented and handled.
Only few knows.

10-26-2015 01:33 PM
Ancient Member
Quote Originally Posted by emilus
LOL Its implemented how does it work ?
It wasn't really implemented, unfortunately. TB marked the RFE as implemented becuase he implemented an alternative consisting on reducing the variety of modifiers to ammo, I think.

I still think a quiver would be great to have though. Playing archers is still too cumbersome.

10-26-2015 03:27 PM
ixi ixi is offline
Junior Member
Quote Originally Posted by Al-Khwarizmi
It wasn't really implemented, unfortunately. TB marked the RFE as implemented becuase he implemented an alternative consisting on reducing the variety of modifiers to ammo, I think.

I still think a quiver would be great to have though. Playing archers is still too cumbersome.
Seeing quiver marked as implemented in changelog is frustrating. At least I feel this way...

11-23-2015 09:39 AM
Junior Member

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