The magic of the POPMENU command


Aggelakis

 

Posted

Okay, it's LIVE! TheUnnamedOne presents:

The In-Game 'Badge Reporter' PopMenu Tool!

In tonight's testing, I found that I accidently chopped out a chunk of badges and added them back in along with some more formatting to make the menus look better.

Final results for version 0.1.2 of the Badge Reporter PopMenu:

  • File size: 128 KB (131,735 bytes)
  • File length: 7,485 lines
  • Number of internal menus: 156
  • Number of Options: 1114
Give me a little time to finish posting links and install instructions...


 

Posted

Also just posted a side-project to my Badge Reporter PopMenu, the Accolade Power Collector PopMenu. Track the Accolade Powers you have and learn how to get the ones you don't, right in the game!

Check it out in the Badge Reporter thread listed in my previous post.


 

Posted

Quote:
Originally Posted by TheUnnamedOne View Post
Also just posted a side-project to my Badge Reporter PopMenu, the Accolade Power Collector PopMenu. Track the Accolade Powers you have and learn how to get the ones you don't, right in the game!

Check it out in the Badge Reporter thread listed in my previous post.
Ooooh. I'm not a badger (although my beard is starting to resemble one) but I do love collecting powers, but manage never to get around to getting the Accolade ones. I'll be all over this like Lady Gaga over an 'outrageous' costume choice.

Edit : Ought to mention here that I've also tested my own Menu system above and that choosing to hide toggles works perfectly and is a great way to hide shields and other toggles in the Team window, letting you more easily spot buffs and mezzes.


 

Posted

Well, this sucks. I totally misread your announcement. I thought you were going to give us the popmenu builder.

I've been waiting for it, and waiting for it, and all I've seen are custom popmenus. Went back, and re-read your post. You never said we'd get the program, just the popmenus you're working on.

*sigh* Oh well. Keep making those popmenus!!




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Posted

Quote:
Originally Posted by Kheldarn View Post
Well, this sucks. I totally misread your announcement. I thought you were going to give us the popmenu builder.
Oh wow, THAT would have been awesome! I'd love to give it to you but I don't quite have the programming skills to do that. I'm more of a scripter and HTML-er than a programmer. I can almost think of a way to do it with VBScript and HTA but the menu-nesting would kill any attempts to do it.


 

Posted

Since I've made many modifications to it recently, due to Praetorian Market transporters and my own tendency to forget to set my "active mission" to red before clicking Mission Transporter, here's my latest version of my TeleTransPortals PopMenu:

Code:
// Teleportation, Transporter and Portal Powers
// Written By: TheUnnamedOne
// Version 0.1.7
//
Menu TeleTransPortals
{
    Title "Choose your destination"
    Option "&Base Teleporter"        "PowExecName Base Transporter"
    Option "&Mission Transporter"    "t $Name, Did you select your Active Mission yet?$$PowExecName Mission Transporter"
    Option "&Ouroboros Portal"        "PowExecName Ouroboros Portal"
    Option "Pocket D &VIP Pass"        "PowExecName Pocket D VIP Pass"
    Menu "&Purchased Auction Transporter"
    {
        Option "&Black Market Transporter"        "PowExecName Black Market Transporter"
        Option "&Consignment House Transporter"    "PowExecName Consignment House Transporter"
        Option "&Trading House Transporter"        "PowExecName Trading House Transporter"
        Option "&Underground Transporter"        "PowExecName Underground Transporter"
    }
    Menu "&Day Job Auction Teleporter"
    {
        Option "&Day Trader Teleporter"        "PowExecName Day Trader Teleporter"
        Option "&Marketeer's Teleporter"    "PowExecName Marketeer's Teleporter"
    }
    Menu "&Enhanced Day Job Auction Teleporter"            
    {
        Option "&Day Trader Teleporter"        "PowExecName Enhanced Day Trader Teleporter"
        Option "&Marketeer's Teleporter"    "PowExecName Accelerated Marketeer's Teleporter"
    }
    Divider
    Title "Summon your teammates"
    Option "&Assemble the Team"            "PowExecName Assemble the Team"
}
I spaced out the Market Transporters into separate menus since you can have multiple powers simultaneously, whether the purchased ones or the Day Job ones. The made a change to them sometime not too long ago that causes them to act differently. If you have multiple Market Transporters and tried to put them all on one PowExecName command, only the LAST one would fire and if you were not in the right "Side" for that Market Transporter, it would fail with an error message. You have to actually be in a Blue-side zone to use a Consignment House Transporter, Red-side zone to use a Black Market Transporter and Gold-side zone to use a Trading House or Underground Transporter.

I also added a bit that sends yourself a Tell when you activate Mission Transporter from the menu asking if you remembered to set your Active Mission. With the long activation time of Mission Transporter, you have plenty of time to interrupt it and fix it before wasting your chance for the next 30 minutes and possibly end up 3 zones away from where you need to be.

After creating the .MNU file in your Menus folder, I suggest using a Macro with this one:
/Macro TP "PopMenu Teletransportals"


 

Posted

Btw, you have 2 copies in that code block.




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Posted

Oh, and my own little threadjack:

Code:
// Expansion Reporter PopMenu
// Written By: Eric "Snow Globe" Sutton
// Version 0.9
//
Menu "ExReport"
{
    Title "Expansion Reporter"
    Divider
    // Major expansion editions.
    Menu "Editions"
    {
        Title "Collector's Editions"
        Divider
        // City of Heroes Collector's Edition
        LockedOption
        {
            DisplayName "City of Heroes Collector's Edition"
            Command nop
            Badge DVDEdition
        }        
        // Good versus Evil Edition
        LockedOption
        {
            DisplayName "Good versus Evil Edition"
            Command nop
            Badge GoldClub
        }        
        // Going Rogue - Basic
        LockedOption
        {
            DisplayName "Going Rogue - Basic"
            Command nop
            Authbit RogueAccess
        }
        // Going Rogue - Complete
        LockedOption
        {
            DisplayName "Going Rogue - Complete"
            Command nop
            Authbit RogueCompleteBox
        }
    }
    // Origin specific booster packs
    Menu "Origin Booster Packs"
    {
        Title "Origin Booster Packs"
        Divider
        // Super Booster I - Cyborg Pack (Technology)
        LockedOption
        {
            DisplayName "Super Booster I - Cyborg Pack (Technology)"
            Command nop
            Authbit CyborgPack
        }
        // Super Booster II - Magic Pack (Magic)
        LockedOption
        {
            DisplayName "Super Booster II - Magic Pack (Magic)"
            Command nop
            Authbit MagicPack
        }
        // Super Booster III - Super Science Pack (Science)
        LockedOption
        {
            DisplayName "Super Booster III - Super Science Pack (Science)"
            Command nop
            Authbit SupersciencePack
        }
        // Super Booster IV - Martial Arts (Natural)
        LockedOption
        {
            DisplayName "Super Booster IV - Martial Arts (Natural)"
            Command nop
            Authbit MartialArtsPack
        }
        // Super Booster V - Mutant Pack (Mutant)
        LockedOption
        {
            DisplayName "Super Booster V - Mutant Pack (Mutant)"
            Command nop
            Authbit MutantPack
        }
    }
    // Other expansion packs
    Menu "Miscellaneous Packs"
    {
        Title "Miscellaneous Packs"
        Divider
        // Wedding Pack
        LockedOption
        {
            DisplayName "Wedding Pack"
            Command nop
            Authbit WeddingPack
        }
        // Recreation Pack
        LockedOption
        {
            DisplayName "Recreation Pack"
            Command nop
            Authbit RecreationPack
        }
    }
}
In case people were wondering why I've not included the CoV DVD edition, the Mac pack/architect edition, and the 30 day mini-booster, the reason is that I can't find the authbits needed for them.

After you've made a exreporter.mnu (or similarly named file), you can access in game with:

/popmenu exreport

Or make a bind/marco for it similar to the ones above.

I'm currently working on an unlockables reporter for vanguard/weapons/vet costumes/contacts/and missions (certain badge missions and mayhem/safeguard completions).




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Posted

Quote:
Originally Posted by Snow Globe View Post
In case people were wondering why I've not included the CoV DVD edition, the Mac pack/architect edition, and the 30 day mini-booster, the reason is that I can't find the authbits needed for them.
Try these badges...

Mini-booster: JumpJetPack or KoreanJetPack

CoV DVD: ComboCostume or DVD


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Posted

Quote:
Originally Posted by Snow Globe View Post
Btw, you have 2 copies in that code block.
No I don't!... not anymore anyway. Thanks!


 

Posted

Quote:
Originally Posted by Zombie Man View Post
Try these badges...

Mini-booster: JumpJetPack or KoreanJetPack

CoV DVD: ComboCostume or DVD
JumpJetPack reads as active, even though I don't have it. So that isn't it (not sure what that hidden badge is for). I'll try the KoreanJetPack though.

As far as the CoV DVD, I've tried the following (both as badge and authbit):
COV_DVD_Edition
COV_DVD_Edition_CapeCostume
COV_DVD_Edition_CapeCostume_DVD
COV_DVD_Edition_EmblemCostume
COV_DVD_Edition_EmblemCostume_DVD

The other problem is that I have the CoV DVD so I can't tell a false positive (any error shows "true") from a true positive on my account.

As for the Macpack, I've tried macpack1 as both a badge and an authbit with no luck. Again, I have it so I can't tell a false positive from a true positive. Though when I was running my second account during reactivation I had a "positive" result even though I didn't have the mission transporter on that account.




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Posted

little issue with one of the popmenus I came up with tonight.

While trying to use the popmenu to create macros (so I can just load the popmenu whenever I wish to impliment a new macro to a toon) only the first command before the $$ actually saves as the macro, and the string itself triggers regardless.

I'm also getting "chat_send" coming up as an error when I try to send to my own channel. Even though its listed on the paragonwiki site (So I can notify myself of taunts, binds etc without having to /t $name and having two things pop up, also I can keep it in a new window)

and finally team_select 1 (and other numbers to 8) brings up the number as an error message.

here's the current code.

Code:
//
//
{
Menu "Macros"
Title "Macros"
Option 1 "Burst-AutoEA" "macro Burst-EA powexec_name Burst$$inspexec_name Catch a Breath$$powexec_auto Energy Absorption"
Option 2 "KD-Taunt" "macro KD-Taunt target_enemy_near$$powexec_name Repulsing Torrent$$powexec_auto Taunt"
Option 3 "Gloom-Taunt" "macro Gloom-Taunt target_enemy_next$$powexec_name Gloom$$powexec_auto Taunt"
Option 4 "DN-Gloom" "macro DN-Gloom powexec_name Darkest Night$$target_enemy_next$$powexec_auto Gloom"
Option 5 "TargetsMenu" "macro Targets popmenu Target$$Bind ctrl+g popmenu Target$$chat_send Flints Target menu bound to Control + g"
Option 6 "TeamMenu" "macro Assist popmenu Assist$$Bind lshift+g popmenu Assist$$chat_send Flints Assist menu bound to left shift + g"
}
{
Menu "Target"
Title "Targets"
Option 1 "Nearest" "target_enemy_near$$chat_send Flints Nearest Target$$chat_set Team"
Option 2 "Next" "target_enemy_next$$chat_send Flints Next Target$$chat_set Team"
Option 3 "Previous" "target_enemy_prev$$chat_send Flints Previous Target$$chat_set Team"
}
{
Menu "Assist"
Title "Team Assist"
Option 1 "Assist 1" "team_select 1$$chat_send Team Assisting $target$$chat_send Flints Assisting Teammate 1 $target$$assist$$powexec_name Taunt$$face$$powexec_auto Quick Strike"
Option 2 "Assist 2" "team_select 2$$chat_send Team Assisting $target$$chat_send Flints Assisting Teammate 2 $target$$assist$$powexec_name Taunt$$face$$powexec_auto Quick Strike"
Option 3 "Assist 3" "team_select 3$$chat_send Team Assisting $target$$chat_send Flints Assisting Teammate 3 $target$$assist$$powexec_name Taunt$$face$$powexec_auto Quick Strike"
Option 4 "Assist 4" "team_select 4$$chat_send Team Assisting $target$$chat_send Flints Assisting Teammate 4 $target$$assist$$powexec_name Taunt$$face$$powexec_auto Quick Strike"
Option 5 "Assist 5" "team_select 5$$chat_send Team Assisting $target$$chat_send Flints Assisting Teammate 5 $target$$assist$$powexec_name Taunt$$face$$powexec_auto Quick Strike"
Option 6 "Assist 6" "team_select 6$$chat_send Team Assisting $target$$chat_send Flints Assisting Teammate 6 $target$$assist$$powexec_name Taunt$$face$$powexec_auto Quick Strike"
Option 7 "Assist 7" "team_select 7$$chat_send Team Assisting $target$$chat_send Flints Assisting Teammate 7 $target$$assist$$powexec_name Taunt$$face$$powexec_auto Quick Strike"
Option 8 "Assist 8" "team_select 8$$chat_send Team Assisting $target$$chat_send Flints Assisting Teammate 8 $target$$assist$$powexec_name Taunt$$face$$powexec_auto Quick Strike"
}
}


 

Posted

Multiple-action macro making has been acting wonky for I don't know how long. The last time I tried to make a macro that did more than one thing, it didn't work.

I found I had to just do /macro <NAME> meh and then manually edit the macro to make it do what I wanted.




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Posted

Quote:
Originally Posted by Flints View Post
little issue with one of the popmenus I came up with tonight.
Unfortunately, PopMenu is undocumented and unsupported, most likely because of quirks just like you're running into.

Quote:
While trying to use the popmenu to create macros (so I can just load the popmenu whenever I wish to impliment a new macro to a toon) only the first command before the $$ actually saves as the macro, and the string itself triggers regardless.

I'm also getting "chat_send" coming up as an error when I try to send to my own channel. Even though its listed on the paragonwiki site (So I can notify myself of taunts, binds etc without having to /t $name and having two things pop up, also I can keep it in a new window)
Both of these problems are because you cannot nest quotes within a PopMenu Option line. For the macro to work properly, you'd have to put quotes around it because there are spaces in the strings:
Code:
macro Burst-EA "powexec_name Burst$$inspexec_name Catch a Breath$$powexec_auto Energy Absorption"
But since the Option line needs quotes around the option string, that breaks ANYTHING inside the option string that requires quotes around it. Only if you can execute the command on the command line without putting quotes around it will it work in a PopMenu Option line.

I think you can fix this with power and inspiration names by substituting an underscore _ for any spaces but this does NOT work with the Macro command because Macro can only take exactly 2 arguments: the Macro Name and the commands to execute. Since most commands inherently have spaces in them, commands passed to Macro that have a space ANYWHERE in it must be enclosed with quotes or else you'll get a Macro command error.

You might be able to fix the "Chat Send" issue by creating a new chat channel with no spaces in the Channel Name.

Quote:
and finally team_select 1 (and other numbers to 8) brings up the number as an error message.
The TeamSelect issue I can't help you with. That's a command parser issue. What happens is any power execution commands take priority over the TeamSelect (or PetSelect, or any Select) commands and the selection happens AFTER the power execution.

It's possible to work around this with multiple keys to make the selection at the time you launch the PopMenu:
Code:
TeamSelect 5$$PopMenu Macros
But then you'd have to have a different key to select each team member to launch the menu. That may or may not work for your purposes.

One more note: The BindLoad and BindLoadFile commands also do not work correctly within a PopMenu. They work, but the binds loaded do NOT take effect until you exit and restart City of Heroes. Not very useful there.


 

Posted

I managed to get around the macro issue by making black macros and copy and pasting the information in while editting, as even just making a macro with those command only shows the first command.

the Team Select 5$$Popmenu Macros seems to be a good idea, its just a case of being able to quickly select a teammate and taunt their target without having to click the mouse.


 

Posted

Hi there,

I'm loving what this command is opening up for me! Let me describe what I've got so far and what I'm trying to do...

I'm using this in one of its most obvious places, MM commands. Below is a sample of the file I'm using to issue commands to my Battle Drones:

Quote:
// POPMENU File for setting Battle Drones' aggression and orders.
//
Menu "BDrones"
{
Menu "&1 Aggressive"
{
Option "&1 Attack" "petcompow Drones agg att"
Option "&2 Follow" "petcompow Drones agg fol"
Option "&3 Stay" "petcompow Drones agg stay"
Option "&4 GoTo" "petcompow Drones agg goto"
}
Menu "&2 Defensive"
{
Option "&1 Attack" "petcompow Drones def att"
Option "&2 Follow" "petcompow Drones def fol"
Option "&3 Stay" "petcompow Drones def stay"
Option "&4 GoTo" "petcompow Drones def goto"
}
Menu "&3 Passive"
{
Option "&1 Attack" "petcompow Drones pas att"
Option "&2 Follow" "petcompow Drones pas fol"
Option "&3 Stay" "petcompow Drones pas stay"
Option "&4 GoTo" "petcompow Drones pas goto"
}
Option "&4 Dismiss" "petcompow Drones Dismiss"
}
That's great, as far as it goes. But let me ask this: 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?

Later on,
Gatecrasher


@Generator
Mostly Pinnacle, with scattered alts on Liberty, Freedom, and Justice.


I had a great time playing with you!

 

Posted

Quote:
Originally Posted by Gatecrasher View Post
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?
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.

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


 

Posted

OK, found this today and can't say how happy I am to have found it. I keep all my trays so full its not even funny, and never use the Quickchat, so this is going to be a blessing of unparalleled magnitude!

But I can't get it to work!

I've made the nested folders (texts, English and Menus) in the data folder so I have the c:\program files\city of heroes\data\texts\English\Menus\quickchat.mnu file.

I then made a notepad file, titled quickchat.mnu that contains the following, which was stolen lock stock and barrel from this thread:

Code:
Menu QuickChat
{
	Menu "TeleportersH"
	{	
	Title "Teleport to..."
	Divider
	Option "&Ouroboros Citadel" "powexecname Ouroboros Portal"
	Option "&Supergroup Base" "powexecname Base Transporter$$powexecname Base Teleporter"
	Option "&Pocket D" "powexecname Pocket D VIP Pass"
	Option "&Wentworth's" "powexecname Consignment House Transporter$$powexecname Day Trader Teleporter$$powexecname Enhanced Day Trader Teleporter"
	Option "&Active Mission" "powexecname Mission Transporter"
	}
}
When I go in game, the quickchat button on the chat GUI does nothing. I click, nothing happens. When I use the "/popmenu" command in the chat area, nada.

No errors are reported, nothing happens.

HELP PLEASE! I really, really want this to work. I'm a coding idiot, but relatively comfortable as a user...


EDIT: I get now, after some more experimentation, that the new popmenus don't go inside the quickchat, and I now have a workable TP macro for all my temp and other teleportation powers. Whoops.

I still can't get it to make the quickchat menu work though... help on that would still be appreciated.


Our lives begin to end the day we become silent about things that matter.
--Dr. Martin Luther King Jr.

 

Posted

All I can see wrong is the lack of
//
//

at the top of the file.

That and the "&Pocket D" the & is for the key command such as Option "Pocket D &3" would trigger the Pocket D transporter after pressing the popmenu and key "3"


 

Posted

Quote:
Originally Posted by TygerTyger View Post
I still can't get it to make the quickchat menu work though... help on that would still be appreciated.
You need at least one carriage return before the first menu.




Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters

 

Posted

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...


 

Posted

Quote:
Originally Posted by TheUnnamedOne View Post
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.
The pophelp has some similarities, but there isn't anything that is useful (they have to be called by something else).

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.




Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters

 

Posted

Quote:
Originally Posted by Snow Globe View Post
The pophelp has some similarities, but there isn't anything that is useful (they have to be called by something else).
But isn't PopHelp just those annoying newbie exclamation points on the side of your screen since I18 that everyone just turns off?

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.
Yeah, I realize that. The dynamic-ness of it is what gets me interested. Like with HTML, you don't technically have to use a webpage to get the webserver to give you data, you just have to give the webserver the correctly formatted code that it's expecting from the webpage. There has to be SOMETHING on the client that makes the request for the generated power info popup. That's what I'd love to find.

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.


 

Posted

Quote:
Originally Posted by TheUnnamedOne View Post
But isn't PopHelp just those annoying newbie exclamation points on the side of your screen since I18 that everyone just turns off?
They have a window that pops up too.

Quote:
Originally Posted by TheUnnamedOne View Post
Yeah, I realize that. The dynamic-ness of it is what gets me interested. Like with HTML, you don't technically have to use a webpage to get the webserver to give you data, you just have to give the webserver the correctly formatted code that it's expecting from the webpage. There has to be SOMETHING on the client that makes the request for the generated power info popup. That's what I'd love to find.
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.

Quote:
Originally Posted by TheUnnamedOne View Post
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?
They might be compatible code, but no one knows outside the development team, and they are not going to answer questions about them.




Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters