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Old 02-25-2009, 04:24 PM  
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Default Re: PUGs

I add everyone that's good, and everyone that's terrible to my friends list and put a note about them on there. People that are "OK", I don't bother with.
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Old 02-26-2009, 12:15 PM  
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Default Re: PUGs

A perfect game mechanic:

A Neg List that alerted you when you attempted to join a group with someone on the list. The friend list is annoying because you then see everytime someone logs in and out. The ignore list is not a good option because I don't want to block the level chat talking. Store it locally on the PC to prevent lag issues and server space and do a check whenever you join a group or someone is added to the group.
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Old 02-26-2009, 12:47 PM  
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Default Re: PUGs

Make it an ACT plugin.
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Old 02-26-2009, 12:49 PM  
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Default Re: PUGs

Except for an ACT plugin, it would only work when new people join the group since the log doesn't spit out every group member when you join an existing group.
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Old 02-26-2009, 12:54 PM  
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Default Re: PUGs

Good points, though I always /whogroup to add to my parse list, otherwise they never get added / seen. Can also tone if "X says to the group"
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Old 02-26-2009, 12:56 PM  
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Default Re: PUGs

Quote:
Originally Posted by Uggliey View Post
Good points, though I always /whogroup to add to my parse list, otherwise they never get added / seen. Can also tone if "X says to the group"
Then, whenever someone says something to the group, it will scan the file and slow performance. Unless they did it so it only scanned once per person until the message appears "You have left the group" or "the group has disbanded".
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Old 02-26-2009, 02:13 PM  
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Default Re: PUGs

ACT is already scanning each line of log text looking for the different triggers that cause it to start counting the damage and time. You wouldn't see any performance hit for it also adding a list of names to the trigger list, unless the list gets to be HUGE.
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Old 02-26-2009, 02:27 PM  
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Default Re: PUGs

Quote:
ACT is already scanning each line of log text looking for the different triggers that cause it to start counting the damage and time. You wouldn't see any performance hit for it also adding a list of names to the trigger list, unless the list gets to be HUGE.
Generic chat log: \aPC -1 Rokudan:Rokudan\/a tells Level_70-79 _______________
Generic combat: Xonaner hits an outraged human for 1 crushing.............

yes it does scan each line, unless told otherwise, but it filters out chat. ie if the first character in the log is \ it stops reading and moves to the next line.

so yes, asking it to read group chat, determine who said something, and whether they are already in the selective parse, and if they arent already, to add them.... it will definitely slow performance.
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Old 02-26-2009, 06:23 PM  
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Default Re: PUGs

Make it an UI-Interface.
With the upcoming UI-Changes you can even store values so you could just click at someone in the group window and he will be added. Now add a trigger to the onshow of the group window to check the player name vs you list and you are good to go.

That would be the right way to do it. But I think you will need to create this UI yourself. ;)
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Old 02-26-2009, 06:48 PM  
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Default Re: PUGs

Quote:
Originally Posted by Ranx View Post
Generic chat log: \aPC -1 Rokudan:Rokudan\/a tells Level_70-79 _______________
Generic combat: Xonaner hits an outraged human for 1 crushing.............

yes it does scan each line, unless told otherwise, but it filters out chat. ie if the first character in the log is \ it stops reading and moves to the next line.

so yes, asking it to read group chat, determine who said something, and whether they are already in the selective parse, and if they arent already, to add them.... it will definitely slow performance.
This is incorrect. ACT parses chat logs already.
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