Suggestion for the in-game filter that would condense targeted rules

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Fushuan
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Right now if you want to show/hide items based on item code, you need to create a rule for each one of them. How about, if when we click on the field that expands with all the items, it kinda works like the gambler filter popup where we can click several bases at the same time? This would require a change in the UI that interacts with filters and how the game applies it (although this part could be bridged in a very bad hacky way I guess). The underlying json would then go from:

Code: Select all

{
  "active": true,
  "automap": false,
  "ethereal": 0,
  "item_quality": -1,
  "max_clvl": 0,
  "max_ilvl": 0,
  "min_clvl": 0,
  "min_ilvl": 0,
  "notify": false,
  "params": {
    "code": 540554273,
  },
  "rule_type": 1,
  "show_item": false
}


to something like:

Code: Select all

{
  "active": true,
  "automap": false,
  "ethereal": 0,
  "item_quality": -1,
  "max_clvl": 0,
  "max_ilvl": 0,
  "min_clvl": 0,
  "min_ilvl": 0,
  "notify": false,
  "params": {
    "code": [540554273, 540095521, 541077809],
  },
  "rule_type": 1,
  "show_item": false
}


In terms of processing I don't know how it's coded, but my guess is that it shouldn't be slower to process since all this does is condense the checks into single rules.

If this were possible, this would condense all the class based hide rules everyone has at the end into one, and if someone wants to target hide/show several specific codes they don't need to create a rule for each of them, but can create groupings. I'm up for helping code the interaction since I know that this is volunteer work.