andsoitallbegins

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  1. Customizing the Help Menu

    The help file in CoX is an often underused part of the game, that has some very strong potential as an information resource. Editing the file is easy and straight forward. It uses a subset of standard HTML commands to display the information. It can be changed to provide in-game information, pictures, or even to fire off commands just like macros do. I'll walk you through how to edit the file so you can create your own in-game help menu.

    Contents
    1. Example Picture
    2. Setting up your folder
    3. Help File syntax
    3.1 Categories
    3.2 Items
    3.3 ItemText
    4. Examples
    5. Notes
    6. The default Help File.



    1) Example Picture




    2) Setting up your folder
    The only file that you need to create will be located here:
    C:\Program Files\City of Heroes\Data\texts\English\Menus\help.txt

    *If you are not using an English client, you will need to use ChineseTraditional, French, German, Japanese, Korean, or uk in place of English.





    3) Help File syntax
    Help.txt is just a normal text file. Any text editor can be used, such as Notepad or Notepad++. It can also support Unicode, as long as it is saved in Unicode format.

    The general syntax is:
    Code:
    Category "Category Name" Alignment
    {
    	Item "Item Name" Alignment
    	{
    		Text <&
    			...
    		&>
    	}
    }






    3.1) Categories

    The Categories on the far left can contain multiple Items underneath them. They can also be flagged as Hero, Villain, or Praetorian Only. If you are a Hero, the Villain categories will not show until you switch sides. An example of alignment based categories in the InGame Help menu is "Masterminds". That category will only show in the help menu if you are a Villain.

    Let's look at the syntax for categories.

    Code:
    Category <NAME> <ALIGNEMENT> <COMMENT - Optional>
    {
    	...
    }


    NAME - Whatever text you want to have displayed. This field is limited in length. The extra text will bleed over into the Item window if it exceeds the space provided.
    ALIGNMENT - can be All, HeroOnly, VillianOnly, or PraetorianOnly. All shows up for everyone regardless of alignment.
    COMMENT - Any comments you want to put in the file. Anything after the //'s will be ignored when displaying in game
    { and } - Used to place all the items under one category.

    Examples:
    Code:
    Category "Category For Everyone" All //Everyone can see this
    {
    	...
    }

    The following show up only if you are on the correct alignment:

    Code:
    Category "Hero Only Category" HeroOnly //Heroes Only can see this
    {
    	...
    }
    Category "Villain Only Category" VillianOnly //Villains Only can see this
    {
    	...
    }
    Category "Praetorian Only Category" PraetorianOnly //Praetorians Only can see this
    {
    	...
    }





    3.2) Items

    Under each category, you can have multiple Items. There does not appear to be a limit to the number of items, just the size of each one. Each Item can only be about 21,000 characters long. This includes whitespace (ie. spaces, carriage returns, and newlines). Items follow a very similar syntax to categories, and can also be set for alignment.

    The only difference in syntax from Categories to Items is the actual word 'Item' or 'Category'

    Let's look at the syntax for items.

    Code:
    Item <NAME> <ALIGNEMENT> <COMMENT - Optional>
    {
    	...
    }


    NAME - Whatever text you want to have displayed. This field is limited in length. The extra text will bleed over into the Item window if it exceeds the space provided.
    ALIGNMENT - can be All, HeroOnly, VillianOnly, or PraetorianOnly. All shows up for everyone regardless of alignment.
    COMMENT - (optional) Any comments you want to put in the file. Anything after the //'s will be ignored when displaying in game
    { and } - Used to place all the items under one category.





    3.3) ItemText

    The markup for an Item is similar to the following

    Text <&
    Stuff for everyone
    &>

    Notice the <& and the &>. They are used to surround the text of the item. They must be present for it to display correctly. The word Text is used in two different ways. If it is an Item for all alignments, then "Text" means for everyone. If you are specifying alignments then "Text" means Heroes Only. Other options are V_Text for villains and P_Text for Praetorians. Look at this example:

    Code:
    Item "Transportation" All //the names of how to get around
    {
    		Text <&
    			Use the tram lines. Used to be called Green and Yellow Line.
    		&>
    		V_Text <&
    			Use the Rogue Island Ferries
    		&>
    		P_Text <&
    			Use the CTA subway 
    		&>
    }

    When this item is viewed, you will only see 1 of those options, depending on your alignment. If you do not care to specify alignment, simply use "Text".

    As far as the content goes, you can do all sorts of wonderful things. Item text is a simplified HTML document that the client renders for you. It uses only the basic HTML commands. The commands that I know of so far are:

    Code:
    <table>, <tr>, <td> with attributes of Width, height, align
    <BR>
    &nbsp;
    <span> with attributes of align
    <img> 
    <a>
    <color>
    Here is some example syntax

    Simple Text with color codes and centering:

    Code:
    Sample Text1  -- Prints out "Sample Text1" in white letters
    	<color HotPink>Sample Text2</color> -- Prints out "Sample Text2" in a Hot Pink color
    	<color #00FF00>Sample Text3</color> -- Prints out "Sample Text3" in a Lime Green Color
    	<span align=center>Sample Text4</span> -- Prints Sample Text4 centered in the window


    Color codes can be either HTML Color names or the Hex equivalent of the color. Hex and color names can be found online by searching for HTML Color codes

    Links:
    Links in the help file function the same way as if you were to type them into chat. Any slash command can be used here. You must also provide the colors to be used to show the link, as well as when the pointer is hovered over it. Omitting the colors results in invisible links.
    The format is
    Code:
    <linkhover #00FF00><link #00FF00><a href='cmd:<SLASH_COMMAND>'><LINKTEXT></a></link></linkhover>


    SLASH_COMMAND - Any valid /slash command. You can string multiple ones with $$
    LINKTEXT - the text that is displayed.

    Some Examples are:
    Code:
    <linkhover #7CFC00><link #32CD32><a href="cmd:t $self, Hiya. I'm a Link">Sample Link1</a></link></linkhover><br>
    	<linkhover #00FF00><link #00FF00><a href='cmd:chansend "A Channel Name with Spaces" What I want to say...'>Sample Link2</a></link></linkhover><br>
    	<linkhover #00FF00><link #00FF00><a href='cmd:Stuck'>Click here to UnStuck</a></link></linkhover><br>


    Tables:
    Table borders do not seem to work (could just be my resolution/settings), but you can still use them for organizing things into columns. You can also Right,Left,Center align them as well.

    Examples are:
    Code:
    <table>
    		<tr>
    			<td align=left>	Cell1</td>
    			<td align=center>	Cell2</td>
    			<td align=right>	Cell3</td>
    		</tr>
    		<tr>
    			<td>	Cell4</td>
    			<td><color #00FF00>Cell5</color></td>
    			<td><linkhover #00FF00><link #00FF00><a href='cmd:t $self, This is Cell 6'>Cell6</a></link></linkhover></td>
    		</tr>
    	</table>


    Images:
    Help also supports images. The image names must be in-game image names. You can also tell it to shrink or expand the height and width through standard HTML. If an image is to big to fit the window, it will simply not show. If an image that is linked can not be found, a small white square will be used instead. You do not need to specify the path to the image, just the filename.
    Examples are:
    Code:
    <img width=256 height=256 src="map_city_01_01.tga">





    4) Examples

    The code used to produce the image in the overview section is here:

    Code:
    Category "Category For Everyone" All //Everyone can see this
    {
    	Item "Item for Everyone" All //Everyone can see this
    	{
    	Text <&
    			Sample Text1<BR>
    			<color HotPink>Sample Text2</color><BR>
    			<color #00FF00>Sample Text3</color><BR> 
    			<span align=center>Sample Text4</span>
    			<linkhover #7CFC00><link #32CD32><a href="cmd:t $self, Hiya. I'm a Link">Sample Link1</a></link></linkhover><br>
    			<linkhover #00FF00><link #00FF00><a href='cmd:chansend "A Name with Spaces" What I want to say...'>Sample Link2</a></link></linkhover><br>
    			<table>
    				<tr>
    					<td align=left>	Cell1</td>
    					<td align=center>	Cell2</td>
    					<td align=right>	Cell3</td>
    				</tr>
    				<tr>
    					<td>	Cell4</td>
    					<td><color #00FF00>Cell5</color></td>
    					<td><linkhover #00FF00><link #00FF00><a href='cmd:t $self, This is Cell 6'>Cell6</a></link></linkhover></td>
    				</tr>
    			</table>
    			<img width=256 height=256 src="map_city_01_01.tga">
    		&>
    	}
    	Item " " All //Spacer
    	{
    		Text <&
    		&>
    	}
    	Item "Alignment Dependent Texts" All 
    	{
    		Text <&
    			Hero Text
    		&>
    		V_Text <&
    			Hero Text
    		&>
    		P_Text <&
    			Hero Text
    		&>
    	}
     }
    Category "Alignment Dependent Items" All //Everyone can see this
    {
    	Item "Hero Item" HeroOnly 
    	{
    		Text <&
    			Hero Text
    		&>
    	}
    	Item "Hero Item" VillianOnly 
    	{
    		Text <&
    			Villain Text
    		&>
    	}
    	Item "Hero Item" PraetorianOnly 
    	{
    		Text <&
    			Praetorian Text
    		&>
    	}  
    }
    
    Category "Hero Only Category" HeroOnly //Heroes Only can see this
    {
    	Item "Hero Item" All 
    	{
    		Text <&
    			Hero Text
    		&>
    	}	
    }
    Category "Villain Only Category" VillianOnly //Villains Only can see this
    {
    	Item "Villain Item" All 
    	{
    		Text <&
    			Villain Text
    		&>
    	}	
    }
    Category "Praetorian Only Category" PraetorianOnly //Praetorians Only can see this
    {
    	Item "Praetorian Item" All 
    	{
    		Text <&
    			Praetorian Text
    		&>
    	}	
    }






    5) Notes
    If you make changes to help.txt, you must exit the game completely before seeing the changes take effect.

    The Help Menu will be the same for all of your characters on all servers.

    Comments can be added by using a double forward slash (ie //). Any text following the slashes will be ignored by the client.

    Each Item has a max of 21,000 characters. Anything greater and the help menu will display only a few letters in the Item field.

    The term "VillianOnly" is correct as the original file used the same spelling





    6. The default help file can be found here:
    http://www.mediafire.com/?6mrehyg6xvskoc8






    In closing, you can get pretty elaborate with this. I am currently upgrading my help file, and it is already upwards of 5 megs, and I sill have a lot more content to add to it. Hopefully the guide was written well enough for people to understand, as this was first I have ever written. Any comments/questions please reply. I will answer as quickly as possible.
  2. Have to work then - but have fun and Grats on 4 years
  3. [200-100-100-5450] - Updated (musta skipped it)
    [200-100-100-5750] - Definitely missed that one
    [200-100-400-5400] - Figured the Villain text would have been different with such a difference in the Badge Names.

    All 3 of those updated in the DB though. Next release will have em updated in the Menus as well.
  4. BadgeReporter ver:20101206 released.
    This is the last update for a while until new content is released, unless major bug found.
    Badge Reporter data is about 98% complete. Only info left needed is mostly Praetorian Origin Achievements.
    This release and all future releases will be hosted here:
    http://www.mediafire.com/?f366h2pz6tx8z



    Added:
    Preview pics of Zones in Help Menu under exploration zone names (See pic for details)
    Links for Paragon Wiki and City Info Terminal on each badge
    Badge Count numbers in each catagery header
    Supergroup badge listings
    Created Catagories for Incarnate Slots
    Automatic Build Number

    Updated:
    Location info complete for all i19 badges
    Updated i19 Zone event badges
    RWZ and Pocket-D moved to Co-Op zones
    Issue 19 Unsorted badges...sorted

    Bugfixes:
    Empowered, Intiate badges now listed
    No One Left Behind and Connected moved to Achievement
    Requirements for MoTinName and MoApex complete
    Corrected dividers in Exploration badges seperating Beacon requirements form the rest.

    Notes:
    SG badges are currently untrackable by BR. Requirements and other info still listed.
    If you do not have the 20101201 version of help with pics, download the largest file, otherwise the Help.txt only version will be enough.
    BR shows 1266 badges while BaadgeHunter reports 1260.
    1) BR lists Arriviste & Trusting seperately
    2) BR tracks Winter2010 (Upcoming Winter badge)
    3) BR lists Patroller and Praetorian Origin Patroller seperately
    4,5,6) Patron's are listed seperately.
    Maps used in zone previews are in game maps. If you have used the Vidiotmaps pack, those maps will be shown.
    Vidiotmaps found here: http://www.badge-hunter.com/index.php?/files/


    To Install:
    Unzip downloads to your City or Heroes\Data folder. More info found futher up in thread.

    launch via macro as:
    Badge Reporter:
    /macro BR popmenu BadgeReporter

    Badge Reporter Extended:
    /macro BRE popmenu BadgeReporterExtended

    BadgeHelp:
    /Help
  5. Version 20101201 released. (i19 updated)

    Hope everyone had a nice thanksgiving.

    Want to give special thanks to Blondeshell for all the work that she has done to get exploration and history locations posted to Http://Badge-Hunter.com and http://ParagonWiki.com

    BadgeHelp (No Pics)
    http://www.mediafire.com/file/p42946...lp20101201.zip
    BadgeHelp (With Pics)
    http://www.mediafire.com/file/mu5mh8...cs20101201.zip
    BadgeReporter
    http://www.mediafire.com/file/r8eat1...er20101201.zip
    BadgeReporter Extended
    http://www.mediafire.com/file/3eh7bp...ed20101201.zip
    NeededInfo
    http://www.mediafire.com/file/o67u7o...fo20101201.txt

    Added:
    i19 Exploration screenshots
    i19 Badge Text
    2010 Winter Badge is listed but no concrete info for it yet

    Updated:
    About 10 or so Missing Red Side Badge Text (Mostly Day jobs i think)
    Hazard Zones badge art (Hollows tour still uses original badge art though)
    All Settitle numbers are now i19 compliant [least the ones I tested were ]

    Bugfixes:
    BoomTown bugs fixed.
    Where "%" was typed, nothing was displayed in popmenu or help, so replaced all with "percent"
    Selestor renamed to Selestar
    Expanded description a bit more on Mission Engineer
    Respec orders relisted to be Hero First to match the rest of the menu
    The "No Authority" defeat badge is now listed in the L-N section
    Internal name for Assassin set correctly
    Internal names for IndependencePortTour (or IndependancePortTour depending on the dev) are correct for each badge now
    Internal names for CapAuDiableTour (or CapauDiableTour depending on the dev) are correct for each badge now
    Other small bugs I noticed but didn't write down

    Internal DB Changes:
    Relisted Equivalent and Required Badges by Internal names instead of Set Title numbers
    Listed all badges in DB including removed, inactive, progression and hidden badges

    FrontEnd changes:
    Lots of new buttons to click on
    Ability to quickly list badges with Red and Blue side differences
    Quickly update all SetTitle numbers for each new issue

    Next Non Content Version:
    Automatic Build Numbers
    Links (in Help menu) for all the external websites (badge-hunter, paragonwiki, Cohtitan)
    Other features/info requested
  6. Quote:
    Originally Posted by EmperorSteele View Post
    Might wanna add "Ice Cold" (or is it Cold As Ice?), for defeating the new EB in the new Winter Event mission. It's on Test right now, or would you rather wait for it to be on Live?
    Want to wait for it to be live, or at least name to be confirmed. It's currently listed under Winter Holiday Events (in new build) but with MissingInfo as a name. I don't really care to list the badges until I have most of the info avail for them. As it is now though, have about 95% of all the badge info. Most of the info I do not have (besides detailed how to find new exploration badges) are Praetorian only side badges.
  7. Just got finished up with the last major non content update to BadgeHelp.

    New features are included images of exploration badge and history plaque locations directly from help. These are loaded from custom texture files that are included in the new BadgeHelp download. They are to be dropped directly into your Data folder.

    Download here:
    http://www.mediafire.com/file/6sx6cb.../BadgeHelp.zip





    Notes:
    Displaying Images in the help window depends on the size of the window. The Help window needs a size of .8174 minimum. Health and Help are linked windows, so in order to change the size of help, you must resize the health window. The first menu option under BadgeHelp is "Badge Reporter Info". The bottom link will resize the window for you. You can also do it manually by running this:
    Code:
    /window_scale Health .8174
    These do not overwrite any textures in game, as they are unique textures completely for the use of BadgeHelp only.
    If you copied them to the correct location, they should all be listed under "Program files\City of Heroes\Data\texture_library\BadgeReporter\xxxxx.te xture"
    This is a non content update, features only.
  8. Quote:
    Originally Posted by Shadow State View Post
    Lets see if this works.

    I uploaded some better versions of the art for you here.
    ooo are those the ingame file names? That's what I need specifically, not the files themselves. In game they are referenced as XXXXX.tga.


    I have not done closed Beta's before, but I assume it's a separate download that you have to do (to get all the new content).
  9. Updated DB with the provided info here. I do not have access to the closed Beta thread though . TheUnamedOne also has copies of the DB, hopefully he can, otherwise would need the info sent (out of forums email maybe? depending on length of info)

    Also turned back on Field Crafter...... apparently I turned it off in the latest build for some reason.

    New build will be released soon with all updated info

    ----

    Also have the ability to make a generic installer for MNU files. Anyone could use it for their menus, and would make installations easier for other people. Is there a need for that, or are people comfortable enough with the way things are now
  10. Badge Reporter has been updated with the Pre-i19 info that has been provided.

    Badge Reporter Classic found here:

    http://www.mediafire.com/file/rx8y3s...geReporter.mnu

    Save to "C:\Program Files\City of Heroes\Data\Texts\English\Menus\BadgeReporter.mnu"
    Open with /popmenu BadgeReporter

    Badge Reporter Extended Found here:

    http://www.mediafire.com/file/vw63bo...erExtended.mnu

    Save to "C:\Program Files\City of Heroes\Data\Texts\English\Menus\BadgeReporterExten ded.mnu"
    Open with /popmenu BadgeReporterExtended

    Badge Help found here:

    http://www.mediafire.com/file/a1m9ol1qqmz9q4l/help.txt

    Save to "C:\Program Files\City of Heroes\Data\Texts\English\Help\Help.txt"
    open with /Help or Menu>Help



    Changes:
    Updated a lot of redside badge text for multiple badges.
    Added i19 badges
    Reordered menus to all match up in each version
    Added dividers in Exploration badges to seperate ones needed for teleport beacons from the rest
    Total rewrite of Database and Database front end that builds these menus/help file to make future changes much easier/quicker

    Difference between versions:

    Badge Reporter classic only contains info on rather or not you have the badge. Used for quick checking of badges left unobtained.
    Badge Reporter Extended contains all the info and binds needed to find the badges all in a popmenu
    Badge Help has all the same info and binds as Extended in the help menu (/help). It is in a window that can remain open as you are looking.

    Notes and Limitations:

    Auto target in Badge Reporter Extended are constrained to a single possible target. Currently it targets the lowest level mob needed for the badge (minion class in most instances)
    Auto target in Badge Help targets all possible targets for the badge, starting with minion level and going through boss level.
    Prisioner Lts and Boss are not provided for auto target (far to many to bind)
    Clicking any power name or power description (ie. Accolade powers) will send yourself a tell with the power name that you can click on to read about the power.
    Clicking any requirement for a badge will send you a tell describing how to find (usefull for not requiring the menu to be open all the time)
    Clicking Email or Global Name under support will prepare the command line for an ingame message for any bugs that may be found
    Badge Help limited to a simple single Main Menu system. Sub menus are simply not an option.
    Praetorian Achievement Badges are listed seperately from Red/Blue side Achievements for the same requirements. (ie. Lead-Follower and Tourist/Visitor - Collect 10 Badges) These are two unique badges in game, and therefore not possible to collect both badges. Badge Reporter will still report completeion on both if requirements are met on either side. Same is also true for Accolades (Received the Atlas Medallion/Atlas Shrugged and Ex-Marshal/Marshal)

    ToDo:

    Need a lot of information for multiple badges that is not currently listed on other websites. A list of all info that is needed is located here if you wish to help. Gathered info will be provided to Badge-Hunter and Paragonwiki to update thier websites as well.

    http://www.mediafire.com/file/jmfa0d...x/NeedInfo.txt


    Future hopeful changes:

    Loading external non-game images into Badge-Help.
    Loading powerinfo directly from popmenu/help
    Set waypoints directly from popmenu/help
    Supergroup badges.
    Dynamically loading badge text in menus

    Current Stats:
    Badge Reporter Classic
    File Size: 199kb
    Lines: 8,514
    Characters: 187,071

    Badge Reporter Extended
    File Size: 2.03mb
    Lines: 67,768
    Characters: 1,998,660

    Badge Help
    File Size: 2.81mb
    Lines: 84,703
    Characters: 2,785,341
  11. Quote:
    Originally Posted by TheUnnamedOne View Post
    Toss in Vidiot maps and you'll be a badge hunting fiend.
    ProTip: The badges in the menu are listed in the exact same order as Vidiot uses. So Number 1 on the list is the Number 1 on your map
  12. O.o looks like help can have Clickable fields

    this works fine:
    Code:
    <a href='cmd:bind numpadenter "targetname a$$targetname b"'><b><color yellow>BindTest</color></b></a>
    This will open doors to a lot more things that can be done with it.


    And as far as opening up power information windows, I still feel that it is jsut an undocumented command. Found this command today reading through the game texts file:

    set_powerinfo_class

    which a google and paragonwiki search came up with nil results.

    It is used to open the window where you choose what class you want to look at powers for. (Right click a power->Info->Detailed Info then click the AT type "Brawl as used by a Level 27 Scrapper")

    With that said, all of the other commands should just be a matter of finding them.
  13. Been working with TheUnamedOne, and ready to release a new accessory for BadgeReporter. Provides all the info for all the badges, in a persistent screen. There is still a little bit more to add to it, but that will be done once more i19 info becomes available. For now it is complete for the most part.

    Screenshots of 4 of the badge windows here:
    http://i51.tinypic.com/2a9b6eo.png


    Download from here:
    http://www.mediafire.com/?i4kx6zajt890afy

    This is a replacement Help window. It needs to be saved to
    C:\Program Files\City of Heroes\Data\Texts\English\Help\Help.txt

    Pros:
    Persistent windows that don't close
    Links to Images are available (Screenshots of badge locations anyone?)
    Nicely formatted text with color options
    Ability to Have Hero/Villain/Praetorian only content
    Built from preexisting Badge DB that powers BadgeReporter

    Cons:
    Static pages
    Non clickable
    2 Tier menu Only


    To Do:
    Add more complete Binds that will target all possible targets for defeat badges (was limited to one because of popmenu/macro creation limitation)
    Add i19 info once all info is available for it
    Add a "How-to-Use" section and a Credits section

    To Do on BadgeReporter:
    Add links to open Help menu
    Consolidate the layouts of the 2 versions to mimic each other and to help
  14. I want to say that I was not attempting a hijack, and wanted very much not to step on any toes. I did attempt to get hold of TheUnnamedOne, including asking in game if anyone knew who they might have been in my larger global channels. Even tried a tell to @theunnamedone which I did not get a response. Nor did I want to start a new thread on a related subject. We have way to many duplicate threads as is.
  15. Quote:
    Originally Posted by Snow Globe View Post
    Your menus will likely crash the GUI:
    I want to disagree on crashing part based just on experience.
    The crashing part doesn't really come from to many nested windows, but most of the time come from a newline inside a pair of quotes, or a missing quote. Formatting of the text in the file itself is irrelevant to the game as long as the structure is correct.
    Every Menu name, title name, option name, option command etc needs the doublequotes around it etc. Indention and whitespace doesn't matter.

    You also do not loose control of 3d environment btw, you only loose your keybinds. When you get "locked out" open your Menu - options - keybinds - then clear keybinds and reload from saved file - apply.

    When populating the database I used to build the file from, I automatically stripped all double quotes from any text and replaced them with single quotes. Did the same for any newline characters that might have been in there. Happy to report it does not crash at all from the tests I and friends have done.
  16. I was working on my own badge menu when I ran across this post. I decided to go ahead and finish mine, and thought I would share.

    I have combined lots of info from a lot of different sources (badge-hunter, paragonwiki, vidiotmaps) onto it. Some of the key features are:

    Exploration badge and History Plaques location coordinates as well as description of where each one is.
    Each zone that a certain enemy spawns in, and levels of the mobs in that zone for Defeat badges. Also creates a bind for autotargetting exactly the mobs that you need for the badge.
    Accolade powers description and what badges you still need to get it.
    Full badge tracking highlighting the badges you already have.
    Option to set your title to any of the badges (for out of game verification)
    When clicking on requirements listings, it will send yourself a tell with the info for quick reference.
    When clicking an accolade power, it will send a tell ([PowerName]) that u can click on and read up about it.

    Because popmenu does not support keybinds, the autotarget feature works like this.
    When using the autotarget feature (for hunts), the menu automatically create a macro called TAR in the 4th tray, 4th slot.
    If you wish to use the autotarget feature, create a bind like:

    /bind numpadenter powexec_tray 4 4

    After selecting the Hunt Target, you can hten press NumpadEnter to have it find the targets for you.

    To build it, I loaded all the information into a Database, and it autopulls it form that and creates a MNU file. Advantages are that there will never be an duplicates, and very easy to update it. I will give copies of the DB (sqllite3) to anyone who requests it.

    The menu is quite large at 60000+ lines and almost 1.5 mil characters. I have tried to make it so that I never have to refer to paragonwiki for any badge info.

    Screenshots:

    Accolade Info:
    http://i55.tinypic.com/9ljr69.png

    Defeat Badge Info
    http://i55.tinypic.com/jqnjh4.png

    Exploration Badge Info:
    http://i54.tinypic.com/35ml81y.png

    To install, download the file below and unzip it. Copy BadgeReporterRevised.MNU to your
    C:\Program Files\City of Heroes\Data\Texts\English\Menus folder.

    Restart CoX and then open the menu using /popmenu BadgeReporterRevised

    Download from here:
    http://www.mediafire.com/?bpv5oop6psp4bhb


    Things left to update:
    Critter neighborhood location info for Praetorian Defeat Badges (ie. Cannibal)
    More descripive info for obtaining some badges.
  17. I downloaded and updated both Avast and Malwarebites, and MW does indeed detect the download as a Trojan.FakeAlert. The download is a self extracting exe that extracts to a temp folder then executes the main program. I scanned the extracted files, and MW did not find anything. I wrote the code myself, and know there is not virus in it, so I can only assume it's a false positive. Avast found no issues with it, and it was wrote on a system with up-to-date av software installed. I will post a followup with a zipped version as well, to avoid any future false positives.
  18. Read through this thread and got a lot of info. Wrote a little program that will do a lot of the work of renaming and copying files for you. Used mediafire to host, as no access to a real host. The program uses a SQLLite database to keep track of sound names. If the text file of sound names still exists out there, I can update the database to make finding sounds a lot easier.

    The program is simple enough to use. Put a checkmark in to mute a sound, uncheck it to unmute it. Check a folder to mute everything underneath it {ie Demon Summoning }

    The program automatically copies the silent ogg file to the correct folder and correct name. The changes take effect next time CoX is ran.

    There is also a button called Glowie, that if you click it and browse to an ogg file, it will change the sound glowies make to whatever sound you give.

    When you open the program, it does have to populate a tree with 6000+ items, so it may look like it freezes. A look at task manager says otherwise. Give it a minute or so for it to populate.

    Any feedback welcome, as well as if anyone has the list of sounds text file referenced earlier in thread, that would be great.

    Link:: http://www.mediafire.com/file/g3tttq...3u/silence.exe