Adria - Inventory Management System

Re: Adria - Inventory Management System

I was basically saying that you could edit the Adria.ini file that is inside the installation folder. Change the "DataFolder" to a subfolder of the installation directory instead of the default (path that is somewhere in documents and settings).


As for your screenshot: the adria ingame window is in the wrong position and your d2 window isn't fully visible. Firstly move the d2 window so that it fits on the screen and then see if you can get the adria ingame window to correctly position itself before you hit insert. Correct position being in one of the upper corners. You may have to restart adria or just "mouse" the window for it to reposition itself.

Also, I'm not sure if it could be it but try only to use account and character names that you're actually allowed to use on bnet, we've had a few problems when the names are to strange.
 
Re: Adria - Inventory Management System

ok figured the problem after you told me more about the subfolder,
as i know you dont have permission to all folders in vista, "i supose that was why i should move it"?

so i right clicked adria and chosed "run as admin"
now it works

thank you for your time, and for your programming too :)
 
Re: Adria - Inventory Management System

Yeah, access rights to those folders have been a problem so we're thinking of moving the default database folder for future versions.

Anyway glad to hear you got it to work, enjoy :wink:
 
Re: Adria - Inventory Management System

hello again :)

i was wondering is there a max lenght for the trade list? becuse it warned me about it was too long, then i removed the, warn me if longer than 60000

then i get half the list as spaces only no text
2lxb5g9.jpg
 
Re: Adria - Inventory Management System

Hmm, I haven't really tested really long tradelists much, but 60000 is the maximum you may have in one post on these boards iirc so I put it in that "warn me if longer" function to notify users of that.

It should work to have longer ones ... when considering the functions that make the lists. My guess is that it's probably a string variable limitation that I didn't think about when making them (maximum string size = 64K). But if you're getting spaces after that limit that is kinda strange.

For now I'd guess it's better to just split it into two lists.
 
Re: Adria - Inventory Management System

hello Kijya

just a thing you might wanna change in the next update

when you have the selected all chars so the items are showen in the mid window, you can choice to minimize some of them, so it looks like this:

helm(open)
-Shako
-Arrets
-whatever
Armor(open)
-arkaines valor
-shaft
Gloves(closed)
Belts(closed)
Amulets(open)
-Mara
-Cats eye

the problem is now, if i delete an item, lets say shako it suddenly expans all the categories again so it now looks like this:

helm(open)
-Sold
-Arrets
-whatever
Armor(open)
-arkaines valor
-shaft
Gloves(open)
-whatever
-whatever
-whatever
Belts(open)
-whatever
-whatever
-whatever
Amulets(open)
-Mara
-Cats eye


this could be very anoying if you have a list with more than 2000 items :)
but still thank you very much for such a great program, much easir to control what items and where they are.

thank you
 
Re: Adria - Inventory Management System

Good point, note taken.

Thanks for your feedback, although we've not released much in the way of updates for the program lately we're happy to get user opinions on what changes to make when we do. :flowers:
 
Re: Adria - Inventory Management System

Indeed, we'll see what we can do, I'll have to speak with justaplayer regarding how we should fix it now that codejock has decided to remove that version of their control set.

Most likely this means that we'll have to upload a new version that uses one of their newer packages, however we're not ready for a proper update just yet.

Edited first post with a temporary fix to that problem.
 
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Re: Adria - Inventory Management System

A quick preview of the new tradelist printer that is still in the making (but progressing smoothly):


The main goal with the new system is to give the user even better control on the printout layout. However, with added functionality there's also some added complexity. Users that do not want to have to customize the details will just find the extra options confusing, so to fix this we're going for a "templates" approach.

Introducing the Tradelist Setup Tree:



In the above picture you see a single root node and some of its subnodes.


1 The root node
A root node, aka a node at the top most level of the treeview specify what I would like to call a "tradelist template". To print using that template you need only to double-click on it. We can add as many of these as we wish, so assuming we create a good starting set of templates this should give the general user a simple and effective way to try out and switch between different printout styles.

2 The header nodes

Header nodes are those nodes below the root without "Items:" in their names. These are free to have any name except for that particular keyword, and the system supports 3 levels of headers for all your categorization enjoyment. You may not add headers any deeper then that, but why would you want too ...

3 The item nodes
The only item node visible in the picture above is the one below the header node named "Unique". Item nodes are not allowed to have subnodes since they're not headers (:whistling:). You may notice the "Color=Gold" thingy in it's name, and just as obvious that means this node specifies where items that have "Golden" names (uniques, runewords) may be inserted in the printout chain.

There's a bit more to it:



When creating an item node you can choose up to five filters/requirements that an item must fulfill to belong to a node. You can specify, class, color, quality, sockets, ethereal, containstring, lackstring and IsRuneword as requirements. Up to a maximum of four ones and items will face them as "AND" requirements (must fulfill all).

Just with containstring and lackstring you can made all kinds of funky tradelist categorizations.


Advanced settings
With a tree structure there's some quite a lot funky things one can do to how the user edits settings. I've gone for a simple approach, each node decides how it prints out it's own contents. Here's a view of the node editor:



As I'm sure you see from the pic there's quite a lot of options to fiddle around with, however not all nodes have use for all of them while printing.

1 Global settings
The topmost settings govern how the start and end of the tradelist is printed, basically if the whole tradelist should be surrounded by some global tags + some minor starting/ending things.

2 Inherit and Pass down
Because opening each node and editing their settings can be a hassle, these let you make a node pass down all its setting to all its subnodes, or grab settings from its parent node (grayed out because the node in the example is a root node thus has no parent).

3 Tradelist Headers
Here you can edit the printout style of the headings for different node depths, again note that these options are "by node". You can edit the heading style in a root node and use "pass down" to edit the entire tradelist "template" to use a new style, or just change the style in a specific node. A headernode will when it is being printed grab only the style corresponding to its node depth, the others are present for edit so that subnodes can inherit them.

4 Item printout formatting
Ah, here's the fun part. The previous style used multiple fields and then combined them into some kind of obscure mixture from hell. This time it's one field for the general printout style, again with a set of keywords to show what goes where. You can of course move they keywords around and mixture as you like. The small field to the right is for specifying the separator to be used between mods. As some of you may have noticed there's "[CR]" strings in the header formatting fields, these can of course be inserted here to to achieve a "full printout" look.

5 General functions and tags
Nothing too obscure, but remember that all options operate on node level grouping and sorting will only be done for items of the same item node. You can create several item nodes beside each other provide additional sorting under a header. For example:

Code:
Root
|-Jewels
   |- Items: ;Class=Jewel;Color=Gold;Nothing;Nothing;Nothing
   |- Items: ;Class=Jewel;Color=Yellow;Nothing;Nothing;Nothing
   |- Items: ;Class=Jewel;Nothing;Nothing;Nothing;Nothing
While printing the items are printed "fall through style", in other words an item that is to be printed will not be so until it's the turn of an item node of which it fulfills all requirements. The above nodes will make all Rainbow facets be printed first, then rare jewels and lastly magic ones. Ranbow facets, rares, and magic jewels are alphabetically sorted only under their specific item node when using the sort option, so the "by quality" node specification will remain.

Because of the fall through printing it's a good idea to have a "No requirements" node last to catch anything that didn't fit anywhere else.

Not to mention the tags, these will be placed in place of the "Tags" keyword. The socket one will replace the symbol "X" with the number of sockets an item has, using this will also remove sockets from the "Mods" list. Ethereal works just as sockets, but no X to replace.

The perfection tag is a bit experimental and not really functional yet, the aim is to have a function calculate how close a unique/set is to perfect, and if higher then a certain percentage print out it as a tag to highlight the item.

6 Reduce text
A few known ones and a few new, extra functions that aim to reduce the amount of unnecessary text. No magic/rare names will name all items of those qualities to "Magic Circlet" or "Rare Amulet" etc. No set info aims to remove all non "item specific" adds to the mod list of set items. Then there's a bunch of functions to remove specific parts of the item description ...

The "Runeword" and No Runes function puts runeword names in quotation marks and removes the "inserted runes" list (strings like 'JahEthBer') from the mod lines + removes the "Socketed (X)" line.

No static mods has gotten an upgrade, as you users know we have a "Generic description" of many items, this time around any line of an item that is exactly found in that generic description is removed (varying mods stay for uniques, unless a unique is upgraded the base item will disappear etc).

Abbreviations are same as before, something at the end to make everything left shorter.

Crap mods is basically just a text file that you check mods against, if a mod has a match in the textfile then it's assumed to be crap and not worth mentioning thus removed.

7 Hidden
Of course there's a couple of extra things, like that headers without any items under them will not be printed etc, with a big template everything would look kinda dumb if there where lots of empty sections.




Well that was a bunch of info, now what? Oh right, Aprils fools none of the above is true!

J/K ...

Now that you've all gotten a bit info on the progress you're free to come with suggestions and/or plain old criticism.
 
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Re: Adria - Inventory Management System

Any suggestions for a editor, I tried the steps for fixing the ocr in the tutorial but apparently the picture editor I have doesn't the option I'm looking for. I was going to try the new version but it wouldn't install. So I reinstalled 4.1 and now nothing will scan no matter where I place it in the inventory or stash. I don't recall having to do anything the first time I installed the program.

Sometimes I would have to correct the spelling for socketed items but I could live with it. Now I can't scan anything and would love to make a trade list for the new ladder. I'm using vista ultimate(64-bit). I suppose I could try changing the numbers and see what happens.
 
Re: Adria - Inventory Management System

Gimp is a free image editor that will work.

As for the program not scanning we'll need to know what (Error) messages you're getting. Check the .Log file in your data folder and any popup texts that happen just as you're scanning. In general a screenshot of the situation right before scanning would also be helpful (press print screen and paste the clipboard into paint).
 
Re: Adria - Inventory Management System

I seem not to be able to scan in the Key of Terror and the Twisted Essence of Suffering. Is that a known issue, or am I just doing something wrong? Is there a way to manually add those?

As for the tradelist stuff, looks great. 2 suggestions:
  • The Node properties could be saveable, so that one can easily switch between several preconfigured settings. The nodes as well, or just all of the settings :) Or is all of that included in that "new list" button I see?
  • Custom global tags would be nice. Also, the font tag is there right now, but no button to turn it off, I'd like that.
 
Re: Adria - Inventory Management System

I seem not to be able to scan in the Key of Terror and the Twisted Essence of Suffering. Is that a known issue, or am I just doing something wrong? Is there a way to manually add those?

As for the tradelist stuff, looks great. 2 suggestions:
  • The Node properties could be saveable, so that one can easily switch between several preconfigured settings. The nodes as well, or just all of the settings :) Or is all of that included in that "new list" button I see?
  • Custom global tags would be nice. Also, the font tag is there right now, but no button to turn it off, I'd like that.
The OCR cannot scan things that only have one line of text, this is since it's too hard for it to find the right and left boarder of the item description accurately for those items. I think I could adjust it so that it would allow them to be scanned but it would make all other items more error prone.
I am planning to make a scan that will work using the pictures instead of the text for adding runes/gems at some point though. The essences could be added to that one since they can be identified by their picture too, likewise SoH can be added there. Keys however don't have unique pictures, I could make it find all keys but it couldn't tell if it is a t, h or d key.

Thanks for suggestions, the whole treeview with all its nodes will indeed be saved between runs so no worries there. It is a bit work to make a template but once done you should of course be allowed to reuse it however many times you want to.
The new button just creates a new node root with the default settings after all the ones that are already present. The load/save functions that store the entire treeview layout and each nodes settings are run every time you load/close the tradelist maker.

Custom global tags you say, will be doable, and thanks for the idea. Regarding the font I can include a "None" in the combobox that will make it so that no font tags are used. :wink:



 
Re: Adria - Inventory Management System

I'm just gonna throw out suggestions as they come to me, I hope you take that as a token of respect rather than a wish-for-free-stuff thing :)

I tried to show Runes/Gems in my tradelist, but that's much too huge, with all the stats and stuff. I realize I could use "No static mods" and hack in each rune and gem. But it would be nice to have a little bit of regular expressions or control structure, so one could put in something like "* rune;None" or "foreach gem in Skull Amethys; put Perfect gem;None" or whatnot.

That would still list each Gem/Rune separately, so a button for "list items with multiplicity" would be useful.
 
Re: Adria - Inventory Management System

I have a problem. it always gets an error (no specifications) when I OCR it in any place besides this spot. it always works for any charms inside this spot aswell

screenshot084m.jpg
 
Re: Adria - Inventory Management System

I'm just gonna throw out suggestions as they come to me, I hope you take that as a token of respect rather than a wish-for-free-stuff thing :)
No worries, I appreciate all and any suggestion. :wink:


I tried to show Runes/Gems in my tradelist, but that's much too huge, with all the stats and stuff. I realize I could use "No static mods" and hack in each rune and gem. But it would be nice to have a little bit of regular expressions or control structure, so one could put in something like "* rune;None" or "foreach gem in Skull Amethys; put Perfect gem;None" or whatnot.

That would still list each Gem/Rune separately, so a button for "list items with multiplicity" would be useful.
Not 100% sure what you're thinking of there but if I understand the general idea then you'll need not to fear. The new system comes with a lot of control to how you wish to print your items and how to categorize them.

The most fundamental thing to keep in mind is that all settings are node specific, and item nodes have the "containstring" and "lackstring" options available so you can basically define item nodes for any item type/subtype.

For an item node you could define the constraint [containstring=" Rune"] which will make that node contain the runes. Furthermore the "Group Identical Items" option (found under general functions in picture 3) will place find identical items in an item node and display them on a single line using the "4x Ral Rune (mods)" if you have 4 rals etc.

Now I understand that having the mods on runes is a waste of space, so simply remove them by removing the keyword "Mods" from the item printout formatting. That way even if the "No Static Mods" function fails to remove all the mod lines in a rune description (because the database isn't 100% accurate or some other reason) you'll not have any mods printed out at all for that item node.

Same thing goes for gems, and of course you can use containstring/lackstring to make nodes for each gem-quality if you wish to.

Hope this is something along the lines of what you would wish for, if not please do describe in further details, I'm all ears. :wink:

I have a problem. it always gets an error (no specifications) when I OCR it in any place besides this spot. it always works for any charms inside this spot aswell
That's odd, may I ask for a lossless image taken when trying to scan at a position where it fails? (start d2, hold alt and press print screen, paste into paint and save as png)



 
Re: Adria - Inventory Management System

No worries, I appreciate all and any suggestion. :wink:



Not 100% sure what you're thinking of there but if I understand the general idea then you'll need not to fear. The new system comes with a lot of control to how you wish to print your items and how to categorize them.

The most fundamental thing to keep in mind is that all settings are node specific, and item nodes have the "containstring" and "lackstring" options available so you can basically define item nodes for any item type/subtype.

For an item node you could define the constraint [containstring=" Rune"] which will make that node contain the runes. Furthermore the "Group Identical Items" option (found under general functions in picture 3) will place find identical items in an item node and display them on a single line using the "4x Ral Rune (mods)" if you have 4 rals etc.

Now I understand that having the mods on runes is a waste of space, so simply remove them by removing the keyword "Mods" from the item printout formatting. That way even if the "No Static Mods" function fails to remove all the mod lines in a rune description (because the database isn't 100% accurate or some other reason) you'll not have any mods printed out at all for that item node.

Same thing goes for gems, and of course you can use containstring/lackstring to make nodes for each gem-quality if you wish to.

Hope this is something along the lines of what you would wish for, if not please do describe in further details, I'm all ears. :wink:

Totally awesome, you obviously have thought this out very well, and I'm looking forward to your next release :thumbup::thumbup::thumbup:


 
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