So instead, I heeded some advise: if you have a character with implants, the situation is rare in which you would unplug implants to work with one fit. In order to do something like this would require jumping through a bunch of hoops, probably using Association Proxies (which I swear I am never touching again), and have a generally confusing mechanism. Unfortunately, if we toggle the character implants, that toggles them for all fits using that character, which is not what we want. This worked in all but one aspect: toggling the character implants. That's why you see some ship icons in the previous screenshot. If the character had implants, this would be be the default for the fit, but a user could override them by selecting another implant for the same slot. The original plan here was to merge both fit-specific and character implants, and give the user the option to enable/disable them. There probably wont be any fancy GUI here - it will probably act like the damage / target resists in that you set them up in a window, and can apply them via right click menu. I'll also take a look at implementing implant sets. This will require some DB tweaking, and I'm don't yet have a plan on how to load/save this to the database. So the toggle needs to be based on the slot number of the implant instead of the implant itself, and be on a per-fit basis. Right now, implants are turned on/off in the database, but character implants should not be, as it will affect all other fits using that character. Fit implants override character implants. After fixing it up a tad, I've now got characters with implants. We actually already had most of the character implant stuff supported in the backend, but the GUI was disabled. The feature itself is pretty simple: instead of having fit-specific implants, we have implants that travel with that characters. This thread will compile my thoughts and progress on this feature. This is a popular feature request, and something I think pyfa should work towards.
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