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    posted a message on OneBagSorterd - RFI
    Quote from Tuller »

    An idea I'm playing around with is the ability to tag items. I might want to tag a set of items as 'balance gear' for example.


    http://en.wikipedia.org/wiki/Bayesian_filtering

    Tagging items would be sweet. Then take it a step further. Use bayesian filtering to automatically classify items based on how the user has previously classified an item. It would be a learning algorithm. Applying this process to loot would be just awesome. Create a bag for FR. Classify a piece of gear as FR and further items that possess the similar qualities as the first item would also be classified as FR.

    The way I see it is that loot is just the same as email. You get a lot of it. Some of it is for work. Some is personal. Some you want to flag as this or that. Then there is the spam, i.e. vendor trash. Mixing it all together just doesnt make sense and email programs have been tackling these issues for years, so might as well borrow from what they have learned.
    Posted in: General AddOns
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    posted a message on OneBagSorterd - RFI
    Is there a bag view that works on user defined classifications? Kinda like my email classification app works (popfile - I use it for spam and organizing mail). If something has not yet been classified it goes into the unclassified buckets. I define various buckets for different classifications (Engineering, FR gear, etc). Then I change the classification of items saying they should go into differing buckets (in this case virtual bags).
    Posted in: General AddOns
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    posted a message on Grid
    Does the player button have to be a square? I see a square being used as part of the reason why scaling is an issue. To me - health information does not communicate more readily after you exceed a certain width. Take the area as is shown in the grid mockups was and redistribute it into rectangular or cylinder shapes for each player. Attach caps onto the ends '(' or '[' and bars on the sides for communicating additional information. It comes out as being similar to perfect raid, but on a more compact scale. Also has the same flavor on a small scale that huds put up (IceHud for example).

    What I am asking is why limit the representation to squares? Different Models could be made for the player representation with different fills. Chevrons 'V' with the letter area being a health indicator and the area above in the valley, the two caps, and below the point and on the sides being used for additional information. '~' shapes.

    If I am going to be whacking the moles, they might as well be pretty moles.
    Posted in: Grid & Grid2
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    posted a message on External to in game communications
    Having to exit the client and parse lua is not a workable solution.

    What I'm interested in is serializing an in game data structure (ace db for example) into an xml doc, presenting that data to the user in a text field or suitable component that can be copied into the clipboard, then alt-tab into another app to paste the data (like a webform). So - while it is not interprocess communication, it is a more effective means of exchanging data between the game and external apps because the client does not need to halt. I am also looking for the opposite, where xml is generated externally and parsed via lua into a live client. I've used some mods (ct_raidtracker modded, raidbanker) that go in-game->xml text->web form, but none of them are ace. I'm wondering if an Ace solution to this has been developed, but it doesnt look like it.

    Character profile generation. Parse the character into an xml document, then load that profile onto the guild website.

    Guild roster management. Parse the guild roster into an xml document. Load it into a web form. Change the guild roster as desired. Generate a changes xml document. Bring that back into the game and perform the changes w/ UI confirmation.


    Posted in: Libraries
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    posted a message on External to in game communications
    Are there any ace standards and/or examples on exchanging data between in game mods and external (web based or whatever) applications? i.e. SOAP or XML serialization?
    Posted in: Libraries
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