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Possible to Link Store Window to Market?
Thanks again for the great mods. I was wondering if it would be possible to link the home Store window's list of items for sale to the 'Browse Market' window. In other words, would it be possible to have either a button or context-click option to look up the prices an item is currently selling for on the Marketplace? Put another way, I would select, say, "Severed Maple" from the store window and then click a button that automatically looks up how much other people are selling the same item for.
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As far as I know of, there's no way to do this via a mod…but god have I wished there was every time I set up to unload a couple dozen adept 1s/advanced tradeskill books. :rolleyes:
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I'm seeing if this is doable right now. Will have an answer for you in 30 minutes.
Quib |
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/hero Quib |
What is /bmoc?
Quib |
Big Man On Campus, it's one of the Star Wars: Galaxies emotes. :D
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Well, the good news is I have a button that copies the selected item's name to the market window.
The bad news is it copies line returns and the price of the item, so you have to delete the price before the search will work. I'll either have a working version or a "sorry it just won't work right" for you guys in an hour or less. Cross your fingers. Quib |
Sweet
I second the /bmoc.
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Ok, you guys get to help me beta test this.
When you select an item in the list, there's a new button above the "Set Price" button that says "Search for Item." When pressed, the Market window opens with the name of the currently selected item will be already typed into the "Item Name" box. This button doesn't reset the market window, so if you had any filters set, they will affect the search. You have to either click "Find Items" in the market window, or (if you have a "just press enter" modded Market window" just press enter after clicking "Search for Item." I'm attaching the modified Store window XML; I assume you already know how custom UIs work. Just drop it in your UI folder and try it out. Bugs to look for: Selected item isn't what's typed into market window. Item selection highlight doesn't match the selected item text and icon. If you can't find anything wrong, I'll get a readme done up and send it to the main downloads section. Getting this to work was way more complicated that I had expected due to the selected item text having the item's price included in it. UI authors could probably learn a little from this XML. Quib |
"Freakin' Sweet" once again, Quib. :) I'll be putting this under the microscope later.
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Deathbane27, stuff to keep in mind and problems I had to solve:
- How to access a text string from a list where EQ2 duplicates the objects (so object names don't work well). - How to get an equivalent to OnHoverIn for "row Selection" which only wanted to respond to OnHide/OnShow (OnHoverIn wasn't being called). - How to keep the fake highlight sync'd with where the real one should be (still working on this). Quib |
Heh, yeah, you're not kidding. It's going to take at least 5 minutes for comprehension to kick in. :p I'd better wait until midnight when my mind works in loops anyway.
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Here's a basic run-down of how it works:
I stretched the object "row Item Name" to 368, and gave it a Margin of "54,0,153,0" so that it appears just as it always has. "row Item Name"s OnHoverIn passes it's "LocalText" value to an object I created to save variables. It's named "lblSelectedNameAndPrice_" (the underline is part of the name). The "row Item Name"s LocalText is saved on "lblSelectedNameAndPrice_"s LocalTooltip property. This OnHoverIn also sends "lblSelectedNameAndPrice_" it's location. "Row Selection"s OnShow message grabs "lblSelectedNameAndPrice_"s Location property and applies it to the fake selection highlight (named QM_Selection) and makes QM_Selection visible. It then copies "lblSelectedNameAndPrice_"s LocalTooltip property to "lblSelectedNameAndPrice_"s LocalText property (this is how the selected objects name is determined, since LocalTooltip will change every time a text object gets OnHoverIn called). Then "row Selection" hides itself (this is required so OnShow will get called when you select another item). When you press "Search for Item" (button name of QM_Search) it sends "lblSelectedNameAndPrice_"s LocalText value to the Market window's Item Name text field (using Parent.Parent.Parent.Market.TextItemName.LocalText). Then it hides then shows the Market window (hide then show to make sure it's on top after the button is pressed). After that the user clicks Find Items or presses enter (if they have a "just press enter" modded Market window). --- The current bug I'm trying to squash is if the user clicks "Start Selling," "Stop Selling" or clicks the "Merchandise" or "Sales Log" tabs, it moves the fake highlight and changes the item name to be searched for to the last item to get hovered over. This bug may be unfixable and users will just have to deal with it. Quib |
This is probably the MOST useful interface bit on the whole site. Kudos to both the person that had the idea and the mind that made it possible. From the bottom of my sore fingers, I thank you.
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In the words of Peter Griffin: Freakin Sweet (x2)
Glad I could pop up with a possibly do-able idear. The re-typing of the items into the market window has driven me nuts! I will test this out later tonight. If it works, I owe you SOOO many beers :). Wanna even bigger brain teaser? How about the same kind of functionality being added to the context-sensitive menu on an inventory item via the /show_window Inventory.Market command :). That would also rule :).
Thanks again!! |
A little different request but I see the basis of the ability to do this...may be...
Could this somehow be modded to support a predetermined set of searches in the market? For example, everytime I go shopping, I look up all my upcoming spells, harvest rares that I need, equipment I am looking to upgrade to, etc. Such a pain to type in all those items individually. Would be way easier if we can do one search for a whole list of items or have buttons for each that we can push :) |
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I've thought of a way that'd allow such buttons to be very easy for an end user to customize, however, this isn't something I have the want or time to pioneer at the moment. Sorry. Quote:
Quib |
Well, maybe not the right-click menu but...
"How about the same kind of functionality being added to the context-sensitive menu on an inventory item via the /show_window Inventory.Market command." I'll actually need this to be explained a bit. You mean add a search to the right click menu of items? If that IS what you meant, it can't be done, we don't have control over those sort of menus. If that ISN'T what you meant, please, elaborate.
Well, instead of right-click, how about a button in a bag window or the inventory window that will look up the item in the market? |
The problem is, I don't think there's any way to grab the item's name. Someone correct me if I'm wrong, but I don't think there's a way to grab an item's name except MAYBE from the item tooltip, but then you get the item's stats (the ones that show in the item's tooltip) and there' no way to cut away the unwanted text.
Quib |
*gets back from beating up Gnolls in Blackburrow for their totems and posts a couple dozen ad1s and advanced tradeskill books* D'oh. I should have checked this thread again before I typed out all those names. Quib, you are the absolute man…or woman…whichever you happen to be. Kudos, and be sure I'm going to test this one a lot. (And try to decipher it…so much to learn still)
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Make sure you get the version I already posted deciphered before I post this next (and hopefully "final") version because it's gonna be even worse.
Quib |
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After testing
Wow, this is amazing. It works great but there is some occasional problematic switching of focus when switching from market window back to store window. But, this is one of the best mods ever.
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"problematic switching of focus"
Could you explain this one a little? I almost have the selected item "randomly" changing issue solved, but am not quite sure what problem you're referring to. Quib |
Sorry for the imprecision
Here is my usage flow:
1. Select item under Store's merchandise tab. Click "Search for Item". 2. After window opens, hit 'Enter' key to execute search. 3. After results displayed, move mouse back to "Set Price" in Store window and click. 4. Set price and click Ok 5. When price is set, the current selection is inadvertently moved from the item prviously selected (normally toward the top of the list) to the last item *currently viewable* in the Store item list . |
Wow Quib...
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Alright, that's the issue I'm currently working on. I hadn't encountered it in exactly that form, so thanks for the heads up; will squash that bug too.
Quib |
Paradigm Suggestion
This thread seems to pose some interesting ideas for cross-module functionality. If we can take an item from the store window and look it up in the broker window, what else can we do?
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/shrug, I implement stuff, I rarely have original ideas. But I can typically accurately tell you whether something can or can't be done. Keep asking questions and I should keep having answers.
Here's the next and hopefully final version of this window. The bug was much easier to fix than I originally thought. Check it out and see if it still has any problems. Quib |
n't worry, I'll keep posting :-D
I don't think you have any worries about me continuing to post new ideas. Some linkage btwn the broker window and any place where an item appears would be great but probably a bit excessive.
As for the mod, it works great. The bug we mentioned is fixed. Is there no way to prompt a function in a another window to execute (i.e. the search button)? This is really a minor point as I really don't mind hitting enter in replacement of typing every friggin item's name :). THANKS THANKS THANKS! L:-D Great work! |
There isn't any way currently known (and it likely just isn't possible) to press one button with another button. This keeps us from making game automating macro loops.
For the curious: I fixed the bug by adding an OnHoverOut event to "row Item Name" that reset "lblSelectedNameAndPrice_"s Location and LocalTooltip properties (in case the user doesn't select that item after hovering over it). Quib |
Good work, Quib! :nana:
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What if??
more on the thought of linking gear and spells into a market search...
You know how you can link your gear to your chat window, you can also link your spell icons to the chat window. Is there some way to make the ui do this with the market search window? Drag the link/icon over to the search window and have it type in the name of the item, like it does in the chat screen??? Have the search window modified to recognize it in that same way?? I know zip about programming... not the least bit suprised if it can't be done. But I know there are some really, really clever people that whip these things up too. Better to find out it can't be done, than to always wonder IF it could work! :D |
It's a good thought, but not possible. The dragging of stuff into the chat window is a hardcoded function.
Keep in mind, these UIs involve essentially 0 programming. We can do a little bit of quirky scripting (which I guess counts as programming) which let's us screw with the XML dynamically, but XML is just looks; a textual representation of graphics. All we're really doing with the UI is changing how it looks. Quib |
Quasi-bug
Not sure why this happens but here goes... When I initially start the game and for a while after, the price displayed in the in-house broker window shows the price of an item wothout a broker fee added in. Later on when I use it again, the broker window-in-house starts showing the price of items with a broker fee factored in. Is this an SOE problem?
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I am wondering if it is possible to make a button in market window to grab the name of the selected item in the store window and search it on the market? (so we don't have to make the button in the store window to press the button in the market window, as it is impossible.)
Or is it possible to merge the market window into the store window (like some mod merges the xp. window into the player window), so the search action is done in the same window? -- Another little idea (unrelated to above): how about adding a button to search the market with the name of selected item in the market? For example, I want to buy a new ring so I search the market with keyword "ring", and I find that the "ancient ring" is good and I will buy it. I have to re-search the market with keyword "ancient ring" to find the lowest price. So if there is a button to search the market with the name of selected item in the market (in this case, it is ancient ring), it would be very convenient. Thanks a lot. : ) |
with live update 6 this mod no longer work ... is there a way to fix it , i was loving it really :)))
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Yeah, Humudce was super nice and transferred the code over the new version of the window for me so I'll have the download updated really soon. Just got home and didn't know Live Update 6 was hitting today.
Quib |
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