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Posts
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Woo hoo! Thanks a ton! I like the extra formatting too.
I just started looking at all the 140 or so new badge and wasn't looking forward to entering all the new exploration badges!
I'll get this all added into the next version. Should be easy to get a new one posted for Tuesday. -
Have you confirmed this with the Progress Bar? I remember that it showed the Icon active for the day job there but even if you logged out there, you would get no movement on the Progress Bar for it.
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Here's another quick BadgeReporter spin-off PopMenu that I've found comes in handy:
The Giant Monster Reporter PopMenu!
No pics this time since this one is really simple. It just shows you a menu where you can see the Giant Monsters you've earned the badge for the ones you have not and where to get them.
GiantMonsterReporter_v0.1.0.zip -
New version of the Badge Reporter is available! Links updated in previous posts.
Bugfix updates:
- Removed extra listing of "Island Hopper" Accolade Badge in the list for Talos Island Exploration Badges
- Combined "Vigilant - Determined" Hero/Villain Badge with "True to the Last" Praetorian Badge
- Fixed the reversed order of the 500K and 2500K "Earned Inf" Achievement Badges
- Added 9 missing Villain Accomplishment Badges for missions
- Fixed 4 missing Villain version names of badges
BadgeReporter_v0.1.5.zip -
I'm at about an 8 on the Pool/Epic power customization.
One of the reasons why is because there are so many options for customizations, it REALLY draws attention to the things that are not customizable or are so far beyond needing tweaking it's not even funny.
With all the art time available for making these nifty add-on packs that cost us money, it makes it an even more glaring omission to be stuck with the same horrible-looking graphics for Hasten and Superspeed (though SS does look pretty crazy-awesome paired with Prestige Power: Slide) that we've had since the beginning. Add to that the totally lazy and inept idea of having Weapons Mastery: LRM Rocket use the Assault Rifle graphics and it really seems pathetic. Let's not even bring up the beyond-atrocious useless power, Jump Kick. -
I'm in the OG camp as well, but a big part of that is I use a colored Dark Armor set in my character's non-dark concept and having a Fear aura would totally not fit the concept. Stun fits perfectly though so that stays.
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Quote:I'd say Weapons Mastery is an exception. All it does is recycle the already-customizable Assault Rifle graphics.
Although it does show that the system should be just fine with customizing APP/PPP powers and other Inherent powers since Weapons Mastery proves that it can be done with unlockable powers already. -
Quote:I hope so too. The only drawback is with 1000+ badges, the data entry requirements for all those badges keeps me from doing too much more customization. I just don't have the time to do a whole lot more with it.I can see this thing getting far more sophisticated with time.
I'd love to be able to go through and make more of the menu structures look like my AccoladePowerCollector spin-off and show how to get the badges you don't have.
With I19 on the horizons, I know there's a batch of Incarnate Badges to add and a mess of new exporation badges for the Hazard Zones as well. That's going to be enough work adding them without even thinking about adding more details. -
Quote:True. I've used a system monitor to see exactly when the menus get loaded and it is fairly early on in the loading of the client. Every file with a .MNU extension in the Menus folder gets loaded before you even get to the server select menu....for some reason the client only loads popmenus at start up. This extends to making changes to menus you already have loaded in, you wont see them until you restart the client.
Moral is always Exit to Desktop and reload the client if you make any menu changes. -
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Quote:Just nest the submenu's Menu{} section inside the main menu's Menu{} section, repeat as needed.*eyes glaze over with excitement*
I can put that all in one MNU?! Sweet!
Uh... how would I format that??
Code://Choosing Which Inspiration to Make // Menu "Combine" { Menu "To Make Blues &3" { Title "Blues" Option "Tier &1" "inspcombine Insight Catch_a_Breath$$inspcombine Enrage Catch_a_Breath$$inspcombine Luck Catch_a_Breath$$inspcombine Respite Catch_a_Breath$$inspcombine Sturdy Catch_a_Breath$$inspcombine Break_Free Catch_a_Breath$$inspcombine Awaken Catch_a_Breath$$popmenu Combine" Option "Tier &2" "inspcombine Keen_Insight Take_a_Breather$$inspcombine Focused_Rage Take_a_Breather$$inspcombine Good_Luck Take_a_Breather$$inspcombine Dramatic_Improvement Take_a_Breather$$inspcombine Rugged Take_a_Breather$$inspcombine Emerge Take_a_Breather$$inspcombine Bounce_Back Take_a_Breather$$popmenu Combine" Option "Tier &3" "inspcombine Uncanny_Insight Second_Wind$$inspcombine Righteous_Rage Second_Wind$$inspcombine Phenomenal_Luck Second_Wind$$inspcombine Resurgence Second_Wind$$inspcombine Robust Second_Wind$$inspcombine Escape Second_Wind$$inspcombine Restoration Second_Wind$$popmenu Combine" } //Add other colors' submenu here //Add other colors' submenu here //Add other colors' submenu here //Add other colors' submenu here }
I changed the ending PopMenu command to "PopMenu Combine" so that the function recursively executes the menu until you click away from it or hit an invalid character. That seemed to almost preserve what you were trying to do.
I've been using Notepad++ with a custom language definition for .MNU files to create my popmenu files. The code-folding and syntax highlighting really helps keep the Menu, sub Menu and LockedOption sections straight and correct as well as highlighting any spelling errors in PopMenu code and missed quotations.
One of these days I may even try adding all the valid slash commands to my custom .MNU language file... Yeah right! -
Quote:I might try this but since there's no way (that I have yet found) for PopMenu to access SG Badge info then I don't know how useful it would really be. Due to the ordering and naming of Explore Badges, most of the SG Badge requirements are simply all but the last 2 or 3 badges anyway.A suggestion for the next version:
Place a divider between old and new explore badges in the regular zones. This would help players know which badges are needed for teleport beacons.
I had tried using the LockedOption BADGE functions to key off the SuperGroup Badge names but it did not appear to work. It seemed to recognize the SG Badge names (since they were greyed out) but it doesn't appear to work since the BADGE function only works on badges awarded to the user not the SG. Now if there's a different SGBADGE LockedOption function that would be a different story but it's not "SGBADGE", I tried that already...
Quote:Second suggestion:
Separate hazard zones to their own menu and a slight change in sort order. -
Nice work! One idea though, instead of multiple separate menus, you could combine them all into one larger menu with submenus for each color. That may or may not work well with your recursive popmenu commands though depending on how you want them to work.
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Quote:So let me get this right... even though right-clicking on these items (powers in the "Powers" window, inspirations, etc.) brings up a menu that looks EXACTLY like a popmenu and has the EXACT same visual formatting options and contains NOTHING that is not capable of being reproduced by a popmenu (assuming it can access the data of course) that it is a completely different function?!?The problem is that you are seeing all these other windows and thinking they all relate to popmenus, when they are not.
Aw, you just dashed my hopes and dreams and spoiled my entire weekend!
Nah, just kidding.
Thanks for all the clarifications and for putting up with my stubbornness. I'm like a pit bull sometimes with things... I just won't let something go until someone smacks me upside the head enough times.
Guess it's time to get to work on other things then. -
Since you can already simply buy Prestige with INF I don't think this will be an issue. At the current 500:1 INF/PRE ratio, it's only 50,000,000 INF to get the same amount of Prestige that a Praetorian adds.
It's probably easier to get 50 million INF repeatedly and throw it at your SG than it is to repeatedly level a character to 20. There's longtime players and auctioneers with so many billions of INF to waste, this will not be an issue. -
Quote:I didn't mean to have my comments come off as argumentative, I was just mostly thinking out loud. I'm just basing my ideas on experience with troubleshooting and customizing other Client/Server GUI systems. Since the GUI is what is asking for the power information when you right click, then there's SOMETHING in the Client that is sending a request to the Server. Since the resulting information is displayed exactly like a PopMenu "window", I'm just guessing that the Client is calling a PopMenu. Also since almost every other GUI function can be performed from a slash command of some kind, I'm guessing that there's either comparable slash commands or else internal PopMenu code that we don't know about. Of course it could just be a different kind of Client request that's unavailable by slash command too.I don't seem to be explaining myself clearly or you are ignoring what I'm saying. You can't call the power menus. They may use a call window function, but that is a completely separate call than a popmenu call.
It's just like using the BADGE or AUTHBIT code in a PopMenu. The GUI initiates the call using PopMenu code, the request goes to the server to process whether the BADGE or AUTHBIT is True or False based on character data on the Server, then PopMenu displays the menu based on the resultant data it received from the Server. I'm just theorizing that there's other PopMenu code that requests power information from the server based on the character's power data.
Quote:They might be compatible code, but no one knows outside the development team, and they are not going to answer questions about them. -
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Quote:Yeah, we found earlier that some quirk of PopMenu doesn't work well with the /BIND commands. I thought you had to restart COH for the binds to take effect. I never thought of just zoning.Option "Turn" "bind LEFTARROW +turnleft$$bind RIGHTARROW +turnright"
Option "Maneuver" "bind LEFTARROW +left$$bind RIGHTARROW +right"
These work if I make them macros, but with the popmenu the I have to zone after clicking them?
I'm fairly sure this affects /BIND, /BINDLOAD, and /BINDLOADFILE the same. -
Quote:But isn't PopHelp just those annoying newbie exclamation points on the side of your screen since I18 that everyone just turns off?The pophelp has some similarities, but there isn't anything that is useful (they have to be called by something else).
Quote:As for the powers, I'm nearly 100% sure they are dynamically generated. All of the bracketed links are just that: links. Basically you are seeing a generated popup, just as you would in HTML.
I can't imagine the Devs would create multiple different menuing frameworks in the client that look exactly like each other and perform almost the same thing. I'm sure that the right-click power popups are POPMENU-compatible code. Has anyone been able to "deconstruct" the code for a power popup?
There's plenty of undocumented stuff that's just waiting for us to find. I recently stumbled upon a chat variable -- $side -- that I have never seen referred to anywhere else. Admittedly it's not very useful but I'm sure there's more of those, just like I'm sure there's more popmenu menu file keywords that we haven't found yet. -
I noticed something interesting PopMenu-related tonight while playing...
When you right click a power, the UI opens what looks exactly like a PopMenu based on that power. The menu contains a highlighted option for viewing the power's "Info" which opens the Power description window just like if you clicked on the bracketed power name (e.g. [Sprint]) that someone typed into a Chat Channel. And if the power is a Temp Power with charges or time limit, then it's directly access the power information in your character to display the charges or time left.
This means the PopMenu command/function has some kind of direct access to the Powers data, at the very least an undocumented hidden command that opens power description windows. Maybe even some more dynamic functions that we haven't found yet.
Of course, I have no idea how to access this yet, but I'll keep it brewing for a bit and see if anything comes of it.
There was something else that was very PopMenu-like that I saw tonight but can't remember what it was... -
Quote:Great! Glad they are being used by other people than just me!Found both of these way more useful/addicting then I thought I would
Quote:One thing for the Accolades, is there an authbit for each one of the history plaques individually? When going for a history badge, and going between however many alts, I just don't remember if I already hit a particular plaque through their career; kind of tedious to go after all of them even though I know I'd have hit at least one of them since they aren't currently highlighted through the menu. -
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Now with Halloween 2010 Badges!
I managed to figure out the internal badge names for the Halloween 2010 Malleus Mundi badges so another minor new version of the Badge Reporter is finished!
Minor updates:- Added 5 Event badges for Halloween 2010
- Added 1 Accolade badge for Halloween 2010
New version is almost fully tested (first 4 badges work fine), but I'm too tired to get the last one tonight. I'll go ahead and post it anyway. -
Quote:No. Unfortunately, it looks like the Devs never spent much time on the QuickChat and PopMenu menu code. No one yet has found a way to have the Keypad keys respond to a PopMenu hotkey. The & also seems to only respond to the character right after it so if you used "&numpad1" the menu would treat it as "n" being the hotkey.is it possible to set those keypress options up such that they will respond to either the 1 up on the top row of the keyboard, or the numpad1 key? Barring that, I can replace "&1" with "&numpad1" to make it respond to that key, right?
We can do some cool things with PopMenu but it's almost like trying to create old Commodore64 BASIC programs to do things in a C++ world.
LOAD "*",8,1