InventoryOnPar
This addon provides a scoring mechanism for your kit and others that you target. Allowing you to get a numerical value to compare your kit to others. This could be really useful on a raid to see the relative scores of members to work out who is best placed for a particular role etc.
You can see the score of others when you target them. It stores these scores in a table you can view with /iop show. You can view and set the options using /iop options. If you have Titan Bar or FuBar installed you can view your score and get access to the table and options forms by clicking on the Titan Bar or FuBar score.
It also shows a "paper doll" character sheet similar to your regular character sheet except the borders of the of your equiped inventory item icons are colour coded by comparing your current level with the ITEM Level (note NOT minimum level) of your equiped items. It also shows a colour coded Item Level indicator in various game tooltips. Plus if you use Titan you can see your overall on par "score" on your titan panel.
The idea is that you click a button on your character sheet or click on the Titan Panel or FuBar item and get instant feedback on what kit is out of date and ought to be replaced. The colour coding helps this as you can instantly see grey and green items as candidates for replacement. Note just because an item is grey or green doesn't mean that you must replace it. You may prefer your grey/green item's balance of stats to higher level items that are available. So do remember its a guide not an instruction :-)
The scale is the usual Grey/Green/Yellow/Orange/Red, as follows :
Grey - at least 5 lvls below yours (aka why are you wearing/using that rubbish)
Green - 2 to 4 lvls below yours (aka you should think about upgrading that bit of kit)
Yellow - one lvl below to one lvl above yours (aka suitable for your character level)
Orange - 2 to 4 lvls above yours (aka nice bit of kit you've got there)
Red - 5 or more lvls above yours (aka thats a bit special isn't it)
Also White - Item slot empty; and Blue - Item not recognised or not in item cache (marked as unsafe).
This idea has been extended to cover tooltips so hopefully all game tooltips should now show an items actual level colour coded according to how appropriate the items level is for your character. This works in auction houses, in quest rewards, trade and should work just the same in need/greed rolls too.
The "score" feature simply sums the difference in levels between your equiped items and your level. It gives a default score for uncommon (green) items and adds a bonus for rare items (blue), epic (purple), legendary (orange) or artifact items. The idea is to give an overall measure of how good your kit is. At very low levels your score will change rapidly as you get equipment but it should soon settle down. You should aim to always keep the number as high as possible, the higher it is the better equipped you are. Every time you level up your score will also change as the score is relative to how good the kit is for your level.
In version 2.20 a major new feature was added to log the Par score of other players that you encounter. It simply logs everyone you target within inspection range and within the level range you configure and stores their info, this includes not only their scores but the list of items they were wearing. You can view the log by typing
/iop show
on the command line or by right clicking on you Titan Bar or FuBar addin.
With the UI display form you can view the scores of players you have captured data of this shows their level, class, guild, date recorded and score. You can sort by any of these columns by clicking on the column title. When you left click on a players name it opens the Paper Doll character sheet and shows the players character sheet as it was when you captured it. This allows you to inspect someone at leisure simply by targeting them. You can view their kit days or weeks later although there is a protection mechanism to prevent a disconnect if you were to view items that the server hadn't seen since a reset.
It has been used extensively as a raiding equipment check tool by numerous guilds. The idea being the the scores give a guide as to how good someones kit is, and if their kit is not up to scratch they can see what needs upgrading. Various guilds adopt different minimum kit levels to raid a particular instance. For example a score of 250 is a common figure seen as a minimum score to raid Karazhan, and 400 to raid Gruul's Lair. This is not hard and fast scores but guide figures set by guild leaders. The idea being that a raid leader can leave out of a raid someone who's kit is just not up to scratch in favour of someone who is more likely to assist the raid. As such this is quite a useful and powerful tool for raid leaders.
In groups and in a raid there are two additional commands :
/iop raid
/iop party
These commands instantly scan everyone within inspect range in your raid or your party. Thus saving you having to manually click on each individual. The results are stored in your IOP table so you can view them at leisure later.
You can get the Titan panel module in the modules directory and the FuBar Module from http://wow.curse.com/downloads/wow-addons/details/fu-bar_iopfu.aspx
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I'm investigating this and hope to produce a fix soon. I may also take the opportunity to see if any new items need updating although to my knowledge patch 1.12 did not introduce much in the way of new items.
I believe however that patch 1.13 (or will they be superstitious and call it patch 1.14) will contain a major batch of new items as this is scheduled to be the pre-expansion pack patch and as such needs to introduce all the new stuff prior to releasing the expansion pack.
"The score of 0 for an empty slot was how the system used to work. However I got complaints that it seemed "wrong" that you could have a low lvl gear and get negative score take that item off and get zero (ie: your score got a boost)."
Yes I remember it working like that, I liked it that way as it really only became broken if individuals purposefully tried to inflate their score- but that's beside the point. What I suggested was that anything that would make the slot go in to negative not count towards the total score. What you used to have was just counting no item in a slot as a 0 score, this way even if you wore a lower level item it would count the same as wearing nothing as opposed to it dragging down your score.
If you wear a level 20 helm as a level 60 the head slot contributes 0 towards the total score. If you wear nothing in the helm slot as a level 60 the head slot contributes 0 towards the total score.
This seems to satisfy everything you are aiming to achieve.
I'll get my tier 1 out of the bank and test out the ilevel 65 thing, since my gear is mostly ilevel 72 and above maybe I've missed it.
Update: Actually my "Tome of Shadowforce" is ilevel 65 and remains red despite my average being well over 65.
Hmm I had thought I'd put this in. ie: it calcs your average item level and if thats 65. Then it should colour code based on treating your level as a lvl 65. Obviously this is not working.
The score of 0 for an empty slot was how the system used to work. However I got complaints that it seemed "wrong" that you could have a low lvl gear and get negative score take that item off and get zero (ie: your score got a boost).
The key thing that means lots of non 60s now get a negative score is that I have set the empty slot minimum levels too low. So yes you CAN get a head piece at level 15 but typically its lvl 20 or possibly lvl 25 before you do. So its a case of reviewing the empty slots and getting a realistic level at which the system says. "You really should have filled that slot by now". ie: two lvl 25s one with a head slot item one without the one without really ought to have a significantly lower score to indicate that really they should have equiped something even something grey by now, as they are losing out on some significant (for their level) armour.
Possible solution to the whole negative rating thing would to be to just count any slot with a negative rating to not be added to the total score.
For example a naked level 60 would get a score of 0, a level 60 wearing level 45 gear would get a score of 0. It isn't exactly ideal, however I know that nearly every non60 I have has a minus score, and that's hardly a desirable result for a sub60 to see.
Have you considered adding in a feature to adjust the item levels for the green, yellow, red shades for the item display window? As a personal example as soon as you reach BWL your screen begins to become all red. I've personally been all red since around the initiation of the mod. Problem being that the items themselves are actually a wide range of quality. Being able to raise the item level average to 75 or so would allow me to more easily see what items are inline to be replaced. I was thinking that an easy way to organise this would be to take an average of the item levels of all your items and make that average the "yellow" rating.
Thanks good idea, this would be a fairly simple change I can look to implement it soon. I've not done much with the addon lately as I am guiding my guild, gearing up for our first visit to Molten Core.
The only small amount of work I have done revolves around the levels for empty slots. I think I was overly harsh as to what level someone needs to be to fill a slot. Having started to level a new Shaman I am constantly having a massive negative score.
In a separate development I am writing a companion addon for the WoW Roster http://www.wowroster.net so that when you upload your character profile to the roster you can see all your guild mates IOP scores on your guild website. At present this works as far as importing and saving the data and the presentation, the calculation is now what I need to get right and match the calculation in game addon with what the website does. If you want to see a demo of how far its on at present have a look at http://anarchyalliance.no-ip.info/roster/addon.php?roster_addon_name=InventoryOnPar
Edit to correct URL
it would be nice if "minimum/maximum level" would only affect what scores to save. so i could see a score for every level, but would only save those of chars 55+. or maybe you can separate it into 2 settings "show scores for level x-y" & "save scores for level x-y"
yeah, I've had started to create the stats value for each enchant, (I had done around 600 from the 5k+ list and can say it's way too complicated to implement at this stage)
Maybe if someday blizz put a real level requirement on enchants.
Thanks for looking though !
keep up the goodwork.
How about a sharing feature ? Kind of "gathererdump" but for onPar scores. That way we could eventually get the scores of way more people on the server.
Dunno if it would be widely used, but I definitely like to see other people's score.
Here are the translated variables for deDE:
TH_AXE = "Zweihand\195\164xte"; TH_MACE = "Zweihandstreitkolben"; TH_SWORD = "Zweihandschwerter"; STAVES = "St\195\164be"; POLEARMS = "Stangenwaffen";
The more I think about enchants the more I think it would be horribly complicated. Having looked at the EnchantID list I notice that some EnchantIds are used the same for different enchants especially low level ones. So you get a +3 stamina on bracers and on chest at different enchanter levels.
All in all - I don't think I'll implement this.
"Not only would you need to create a table of ratings independant of actual enchant item levels, but you would need to individualise these enchants based on level- life stealing for a level 19 rogue is far far more important than a level 39 rogue, while crusader to a 60 hunter is worth less than than to a warrior at any level."
Based on that comment we could say the same for a +INT on a weapon used by a warrior... Enchants are no less relevant than what you intend to do with it.
Thanks for the fix, again. I'll test it as sone as I get back home.
I hope that you decide to not add in enchants as part of the score. At level 60 enchants can be assumed, and the lack of enchants is either temporary, or is so meaningless that assigned it a value would be likely useless.
The feature would only be significantly useful for accomidating "twinks", while I have an obvious bias as I find the whole subculture as a waste of time- even if you wished to accomidate them the ammount of code it would take up I imagine would be immense. Not only would you need to create a table of ratings independant of actual enchant item levels, but you would need to individualise these enchants based on level- life stealing for a level 19 rogue is far far more important than a level 39 rogue, while crusader to a 60 hunter is worth less than than to a warrior at any level. In the end even this is based on the weapon that these enchants are used on, the specs that those characters are- and past that are even individually subjective. Would you give the same rating to a paladin with +dmg as to a paladin with healing on their weapon? Is mana/5 worth more based on the culmative ammount of mana/5 that person has in other slots?
Inventoryonpar is fast becoming a good scale for rating a person's armour, if enchants are to be added then you'll be asked to add specs, then complex calculations based on stacking efficiency of stats, then rep maybe. All of a sudden you've got an overly complicated mod that in itself is useless to anyone except people who want to look cool without their rating actually meaning anything.
PS: The group and raid commands are working well. As to the usefulness- I'd rather have them than not have them. But they are in no way essential to the mod if for some reason they had to be removed.
"There is also the problem that not all enchants are of the same value, ie: there are LOTS of lvl 300 enchants but many of them are worth substantially more than the initial ones you learn."
Indeed, bu tmy guess is it would still be a base to make a difference between a normal item and a modified one.
I'll see if I get the time to fill out that list
Yes a manual list of "enchants" is needed however remember that its not just enchants provided by an enchanter. There are leatherworking armour kits, blacksmithing spurs, engineering scopes etc as well as reputation based enchancements eg: Argent Dawn shoulder enchants, and not forgetting the Arcanum's that give head and leg enchants.
All of these things improve the "base" armour and I'd love to include them. They are all are catered for with the "enchant id" http://www.wowwiki.com/EnchantId but it would be a long process to come up with a value for each enchant. There is also the problem that not all enchants are of the same value, ie: there are LOTS of lvl 300 enchants but many of them are worth substantially more than the initial ones you learn. ie: the rare recipe drops or the Exalted status recipe enchants etc.
So perhaps someone can go through the EnchantID table on Wowwiki and add a enchanting/leatherworker/blacksmithing/engineering level requirement to each. It is essential that the wowwiki table is used as this is the number that the addon gets from the game so it would need to look up that number to find the addition to make. It may take time but it would be a start.
Many thanks for the translation.
The error you got may have occurred if you simply did a /console reloadui after updating the addon. It should work fine if you delete the addon and install new version. The reason is the changed XML file that only loads on startup.
The reason you are getting negatives on the two-handed weapons is again a localisation thing. I've uploaded version 3.53 which should contain a fix for these. To get it to work however you will need to edit these values in the localisation.lua file :
TH_AXE = "Two-Handed Axes"; TH_MACE = "Two-Handed Maces"; TH_SWORD = "Two-Handed Swords"; STAVES = "Staves"; POLEARMS = "Polearms";
Change these values in the DEde section to the correct values and it should work. The addon doubles your two handed weapon score and gives zero for empty slot if it detects you are using a two handed weapon. In German version these strings will be different hence it doesn't detect two handed weapon.
Thanks for the fix. Unfortunatly I have problems with 3.52, too. The GUI is showing now, but I get the following error message.
Interface\AddOns\InventoryOnPar\InventoryOnPar.lua:169: attempt to call global `IOP_LoadNumericData' (a nil value)
The Items are recognised, but no level can be found. Furthermore I get a score of -44.25 for my empty offhand slot.
Regarding the translation of the slot names I'll look into this and see what I can do.
EDIT:
I finished translating the slots.
if (clientLanguage == "deDE") then INVENTORY_SLOT_LIST = { { name = "HeadSlot" , desc = "Kopf", weight = 1.00, minLevel = 15 }, { name = "NeckSlot" , desc = "Hals", weight = 0.54, minLevel = 18 }, { name = "ShoulderSlot" , desc = "Schultern", weight = 0.74, minLevel = 15 }, { name = "BackSlot" , desc = "R\195\188cken", weight = 0.54, minLevel = 1 }, { name = "ChestSlot" , desc = "Brust", weight = 1.00, minLevel = 1 }, -- { name = "ChestSlot" , desc = "Hemd" }, -- { name = "TabardSlot" , desc = "Wappenrock" }, { name = "WristSlot" , desc = "Handgelenke", weight = 0.54, minLevel = 1 }, { name = "HandsSlot" , desc = "H\195\164nde", weight = 0.74, minLevel = 1 }, { name = "WaistSlot" , desc = "Taille", weight = 0.74, minLevel = 1 }, { name = "LegsSlot" , desc = "Beine", weight = 1.00, minLevel = 1 }, { name = "FeetSlot" , desc = "F\195\188\195\159e", weight = 0.74, minLevel = 1 }, { name = "Finger0Slot" , desc = "1. Finger", weight = 0.54, minLevel = 10 }, { name = "Finger1Slot" , desc = "2. Finger", weight = 0.54, minLevel = 10 }, { name = "Trinket0Slot" , desc = "1. Schmuck", weight = 0.67, minLevel = 20 }, { name = "Trinket1Slot" , desc = "2. Schmuck", weight = 0.67, minLevel = 20 }, { name = "MainHandSlot" , desc = "Waffenhand", weight = 0.50, minLevel = 1 }, { name = "SecondaryHandSlot" , desc = "Schildhand",weight = 0.50, minLevel = 1 }, { name = "RangedSlot" , desc = "Distanz", weight = 0.50, minLevel = 1 }, }; BUTTONTEXT = "On Par"
EDIT 2:
After restarting the game the error message didn't reappear, the levels are found and I get points for my items, however I still get -44.25 for every empty slot.
I'll try the party scan as soon as I can. I just didn't knew it was part of 3.51
Thanks again !
I now understand the issue with enchants. For the calculation you could indeed put something like a + 5 bonus (like blue / purple items) for enchants. As for the calculation : why not still use the one I sugested but modified : 300 skill enchant = 60 pts but / 12 so 5 pts.
((skill required to create / 5) / 12) = bonus pts
Hence a twink would still be able to have a "high score" but not as imbalanced as in the first suggestion.
Or you could still use the same "objective" calculation for green / blue / epic bonus.
Hence a blue item with a blue enchant would have a +10 bonus
This however doesn't solve the problem with the "level required" to create the enchant. The only option would be to create that list manually based on each trade skills required for each enchant type.
It was a problem with the localisation file, fixed in v3.52.
BTW are you able to assist with the correct names for the localisation. Check localisation.lua for the slot names, I don't know what they should be for German and French clients.