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04/01/14, 02:59 PM   #1
Kane
Join Date: Mar 2014
Posts: 5
It's a Pain to figure out what armor is what in your inventory!

Would be nice if there was some kind of identifying marker if you could not sort your armor from type to be able to see at least like a H/M/L icon or letter or something

Just an idea without having to hover over every armor piece.
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04/02/14, 02:40 AM   #2
TetraHC
Join Date: Apr 2014
Posts: 2
I agree. This was in skyrim but not here. It would be soooooo helpful.
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04/02/14, 08:24 AM   #3
ingeniousclown
AddOn Author - Click to view addons
Join Date: Feb 2014
Posts: 122
I have an idea for this, but unfortunately I'm a bit backlogged at the moment. If a solution doesn't come around by the time I have time to start on this, I'll get crackin'. Sorry I don't have a timeline for you.
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04/03/14, 01:37 AM   #4
Mitsarugi
 
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AddOn Author - Click to view addons
Join Date: Apr 2014
Posts: 23
style icons(race icons) would be nice too, as i never seem to see in what style an armor or weapon is :/
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04/03/14, 03:13 PM   #5
Mõh
Join Date: Mar 2014
Posts: 1
some sort of filters would be greatly appreciated, at least for Heavy, Medium and Light armor. Weapons are easily identifiable. I'm not sure it's possible but it would be very nice to have this sort of inventory / bank function.
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04/04/14, 01:05 PM   #6
StealthStalker
Join Date: Mar 2014
Posts: 69
Absolutely. Some little icon in one of the four corners would be superb. Use one of the other four corners for racial style, the other for type (heavy, medium).
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04/10/14, 10:41 AM   #7
FerventPiranha
Join Date: Apr 2014
Posts: 11
Originally Posted by StealthStalker View Post
Absolutely. Some little icon in one of the four corners would be superb. Use one of the other four corners for racial style, the other for type (heavy, medium).
That would be fantastic.
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04/17/14, 05:18 PM   #8
fizen
Join Date: Apr 2014
Posts: 3
Originally Posted by StealthStalker View Post
Absolutely. Some little icon in one of the four corners would be superb. Use one of the other four corners for racial style, the other for type (heavy, medium).
I have a small piece of script that adds the racial style text ("Dark Elf", "Argonian", etc) to the bottom of the item tool tip. I'd be happy to post it if that would help people.
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04/17/14, 08:19 PM   #9
bsrealm
AddOn Author - Click to view addons
Join Date: Apr 2014
Posts: 7
Originally Posted by fizen View Post
I have a small piece of script that adds the racial style text ("Dark Elf", "Argonian", etc) to the bottom of the item tool tip. I'd be happy to post it if that would help people.
Post it! If you don't have the time to wrap it up as an addon, I can help you with that if you like! I was going to do something like this coz I really want to know the styles of some of the armor I like
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04/18/14, 07:17 AM   #10
fizen
Join Date: Apr 2014
Posts: 3
Originally Posted by bsrealm View Post
Post it! If you don't have the time to wrap it up as an addon, I can help you with that if you like! I was going to do something like this coz I really want to know the styles of some of the armor I like
Sure thing. I don't want to fiddle with maintaining an add-on this small, so I'll just post it here. Keep in mind I just started learning lua and writing add-ons 2 days ago, so this is just me experimenting.

Also, it's from 2 different add on files (a library and a mercantile addon) that I am writing so it may need some tweaking. The globals for the item styles came from esoui globals section, but the higher level armor styles are missing. Basically I have itemStyles 1-10 and 34(Imperial). There should be a ton more that are 11 to 33.

Lastly, I learned how to modify the tooltips by looking at Vicster's Inventory Insight addon.

Let me know how it turns out!

Lua Code:
  1. ToolTipEnhancement = {};
  2.  
  3.  
  4. function FM_Initialized(eventCode, addonName)
  5.     if (addonName == "FizensMercantile") then
  6.  
  7.         local toolTip = ItemTooltip;
  8.         local popupTip = PopupTooltip;
  9.        
  10.    
  11.         toolTip:SetHandler("OnAddGameData", TooltipShow);
  12.         popupTip:SetHandler("OnAddGameData", TooltipShow);
  13.         toolTip:SetHandler("OnShow", TooltipShow);
  14.         popupTip:SetHandler("OnShow", TooltipShow);
  15.         toolTip:SetHandler("OnUpdate", TooltipUpdate);
  16.         popupTip:SetHandler("OnUpdate", TooltipUpdate);\
  17.     end
  18. end
  19.  
  20.  
  21.  
  22. function TooltipUpdate(control, ...)
  23.     if (not control.Modified) then
  24.         curLink = nil;
  25.         if (control == PopupTooltip) then
  26.             curLink = control.lastLink;
  27.         elseif (control == ItemTooltip) then
  28.             mouseOverControl = moc();
  29.             if (mouseOverControl ~= nil and mouseOverControl.dataEntry ~= nil) then
  30.                 bag = mouseOverControl.dataEntry.data.bagId;
  31.                 index = mouseOverControl.dataEntry.data.slotIndex;
  32.             else
  33.                 bag = bagId;
  34.                 index = itemIndex;
  35.             end
  36.            
  37.         curLink = GetItemLink(bag, index);
  38.         end
  39.            
  40.         icon, sellPrice, meetsUsageRequirement, equipType, itemStyle = GetItemLinkInfo(curLink);
  41.         FizensFramework.AddToolTipInformation(control, AddItemToToolTipTable(curLink, FizensFramework.ItemStyle[itemStyle]));
  42.         control.Modified = true;
  43.     end
  44. end
  45.  
  46. --Adds additional data items to the table containing tooltip enhancements
  47. function AddItemToToolTipTable(itemLink, stuffToAdd)
  48.     if (ToolTipEnhancement[itemLink] == nil) then
  49.         table.insert(ToolTipEnhancement, itemLink);
  50.     end
  51.                    
  52.     ToolTipEnhancement[itemLink] = {};
  53.     table.insert(ToolTipEnhancement[itemLink], FizensFramework.SetTextColor(stuffToAdd, "3399FF"));
  54.    
  55.     return ToolTipEnhancement[itemLink];
  56. end
  57.  
  58.  function TooltipShow(control, ...)
  59.     control.Modified = false;
  60. end
  61.  
  62.  
  63.  
  64. --Loops through the info table and adds new
  65. --lines to the tooltip control for each entry.
  66. local function AddToolTipInformation(tooltip, info)
  67.     if (tooltip ~= nil and info ~= nil and #info > 0) then
  68.         tooltip:AddLine();
  69.         ZO_Tooltip_AddDivider(tooltip);
  70.         for i=1, #info do
  71.             tooltip:AddLine(info[i]);
  72.         end
  73.     end
  74. end
  75.  
  76. local ItemStyle = {
  77.     [-1] = "",
  78.     [ITEMSTYLE_NONE] = "None",
  79.     [ITEMSTYLE_RACIAL_ARGONIAN] = "Argonian",
  80.     [ITEMSTYLE_RACIAL_BRETON] = "Breton",
  81.     [ITEMSTYLE_RACIAL_DARK_ELF] = "Dark Elf",
  82.     [ITEMSTYLE_RACIAL_HIGH_ELF] = "High Elf",
  83.     [ITEMSTYLE_RACIAL_KHAJIIT] = "Khajit",
  84.     [ITEMSTYLE_RACIAL_NORD] = "Orc",
  85.     [ITEMSTYLE_RACIAL_ORC] = "Redguard",
  86.     [ITEMSTYLE_RACIAL_REDGUARD] = "Nord",
  87.     [ITEMSTYLE_RACIAL_WOOD_ELF] = "Wood Elf",
  88.     [ITEMSTYLE_RACIAL_IMPERIAL] = "Imperial"
  89. }
  90.  
  91. FizensFramework = {}
  92. FizensFramework.SetTextColor = SetTextColor;
  93. FizensFramework.AddToolTipInformation = AddToolTipInformation;
  94. FizensFramework.ItemStyle = ItemStyle;
  95.  
  96. EVENT_MANAGER:RegisterForEvent("FizMercantile", EVENT_ADD_ON_LOADED, FM_Initialized)

Last edited by fizen : 04/18/14 at 07:22 AM.
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04/18/14, 11:01 PM   #11
ingeniousclown
AddOn Author - Click to view addons
Join Date: Feb 2014
Posts: 122
My new add-on might be right up your alley:
http://www.esoui.com/downloads/info2...edFilters.html
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