Fall Through Visibility
Introducing apply-and-fall-through visibility to the loot filter mechanism. It merely adds “fall through” to visibility.
What “fall through” visibility is:
- If a rule’s condition is fulfilled and the visibility is “fall through”, then the rule is applied and fall through to the next rule instead.
- It is for coloring and capitalizing exclusively or sounding.
- If any actions such as recoloring, capitalizing/uncapitalizing, or playing sounds collide, only the last applied rule takes effect.
- Pushing [Shift + F] displays one or more filter rule number(s) above the items when loot drops.
goods:
- older filters will have no problem.
- It can eliminate repetition among the scattered rules therein.
- It can simplify and make each rule small.
bad:
- could be confusing a bit.
fall through example 1:
some uniques capitalized and recolored, some capitalized, the others recolored. If any rule can fall through, we don’t have to create multiple redundant rules for same uniques or non-uniqeus any more.
| Rule number | Visibility | Action | Item condition |
|---|---|---|---|
| 1 | Fall Through | capitalize | lp3+ or WW22+ uniques |
| 2 | Show | color red | Red ring of Atlaria |
| 3 | Show | color purple | Flames of midnight |
| 4 | show | color blue | something |
| 5 | hide | blah blah |
Pushing [Shift + F] shows numbers of (1,3) above a LP3 Flames of Midnight, which is capitalized and purple, (2) above a LP0 Atlaria red, (3) LP0 Flames of Midnight purple.
fall through sounding example:
| Rule number | Visibility | Action | Item condition |
|---|---|---|---|
| 1 | fall through | play sound ANVIL and capitalize | LP4 any uniques or WW25+ |
| 2 | FT | play discovery | LP3 or WW22-24 |
| 3 | FT | play inspiration | LP2 or WW20-21 |
| 4 | show | color red | “Shattered World” or “Atlaria” |
| 5 | show | color obsidian | Mad Alchemist’s Ladle |
any LP4 uniques sounding ANVIL, LP3 DISCOVERY. any LPx Atralia and Shattered World
look red and sound ANVIL. LP4 Mage Ladle looks obsidian and capitalized, and sounds ANVIL.
I’m wondering if the devs wanted to introduce this kind of mechanics at a certain point?
thanks.