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Author Topic: Mojo: New Features [Locked]
Exp_Tristan  1 star
Title: Tired of catching Cheaters and Mythic doing nada!
Posts: 200
Registered: 2003-1-2 08:26:52
Gringor posted:

First, I wouldn't put any trust into a company that hires someone with social skills on par with yours.


I was going to define "beta software" and "free software" and the benefit of offering beta testing for free but I don't think it's worth my time.


edit: Public alpha testing, even better!



lol really? whatever you say Loser!


you think you can write something, then do it!


until then STFU!


Browns

 

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robbie1687  1 star
Posts: 221
Registered: 2003-8-1 09:52:02
SaiyanOfDarkness posted:

robbie1687 posted:

Adoweniih posted:

LOKI Can put gems on bars, and has been able to forever :-)



Hi Lars. Where's the command to do that in Loki? I can't find it. (Maybe I have to load a template.)



At least have to fill out some of the crafted items in order to do it.



I have a complete template in Loki now, and I still don't see any command anywhere for populating in-game quickbars.


Searching in the program's help windows doesn't show anything either. Nor does searching Google.


Are you guys sure about this? I'm using Loki Platinum Version 2.5.2 copper edition.

 

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Docmandu  1 star
Posts: 240
Registered: 2005-7-12 00:54:17
robbie1687 posted:

Are you guys sure about this? I'm using Loki Platinum Version 2.5.2 copper edition.



Yes LOKI can do this.. don't have the program in front of me.. but it's somewhere in the craft report overview, where you can see the price / item ingredients per piece, you can tell it to configure your quickbars for a specific toon.
robbie1687  1 star
Posts: 221
Registered: 2003-8-1 09:52:02
Docmandu posted:

...it's somewhere in the craft report overview...



Thanks, I found it.

 

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robbie1687  1 star
Posts: 221
Registered: 2003-8-1 09:52:02
SPELLCRAFT


The main spellcraft window has been renamed. It's now called "Put spellcraft gems on quickbar." The window's fields have changed and it's easier to use now. Some new features have been added (see below).


I'd like to thank Vanesyra for telling me about SetupCraftbar. It's a terrific program, and it inspired me to add quickbar labels to Mojo.


As of build 55, here's a complete list of Mojo's spellcraft features. Blue indicates a feature that's new in this build.


SPELLCRAFT IN BUILD 55


The Spellcraft window lets you do three main things:


Import lists of gems from templates


Create lists of gems by hand quickly


Put those gems on quickbars automatically


Mojo can place labels like \"Arms\" and \"Feet\" on your quickbar to identify each group of gems.


Mojo can import gems from files or the clipboard. You can now load any kind of file from any English-language template program except Gearbunny gbt's. Mojo understands:


Gearbunny .txt


Korts .txt


Korts .xml


Loki .mmr


Loki craft reports


hand-typed text files


Instead of importing, you can create a list of gems in the Spellcraft window by clicking the colored rectangles.


The white rectangle is a text editor. You can type, copy, paste, and delete inside it.


To put gems automatically on your quickbar, after your list of gems appears in the white rectangle, click \"Put on quickbar\".


Last and probably least: The colored rectangles on the Spellcraft tab used to flicker when you resized the window. This is fixed now. Well, it's fixed on Vista. I was afraid to try it on XP.

 

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robbie1687  1 star
Posts: 221
Registered: 2003-8-1 09:52:02
Here's how to put labels on your quickbar.


When you import a template, Mojo automatically puts headers like "arms" and "legs" in the gem list (red circles on right in picture).


You can also type headings manually. They can say anything you want, but keep them short because they will turn into macro labels in the game.


The check box (red circle at top of picture) turns the feature on and off.


 

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robbie1687  1 star
Posts: 221
Registered: 2003-8-1 09:52:02
Build 55 has a new "More info" window for the Spellcraft tab.


 

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robbie1687  1 star
Posts: 221
Registered: 2003-8-1 09:52:02
Vyxar posted:

The design part is certainly deserves more thought. Let me try to give a practical example. I have about ~50 characters now that I use regularly. I have 5 computers that I use for daoc in one way or another. If one day while playing (in game) I decide to move my compass I have to remember to change it for every other character to keep them consistent. If I resize my chat window or re-arrange to get that "default" design to propagate I have to do it X times. If I change what messages are set to what window same thing. The lack of an ability to create->propagate many things that I think would be considered standard now with people having multiple characters is worth a look. But it might be too much work too I get that



You're doing a great job of developing your ideas. For now I'll stay pretty quiet and limit myself to supplying info that might help you develop your ideas further.


Propagating toon settings from one toon to others is easy. 99% of the required code is already in the program. I could do this with very little work.


But that would be if all settings propagate. If you want to be able to tell Mojo that only certain settings propagate -- "My compass position propagates but chat box positions do not" -- or whatever -- that would take longer. But even so it wouldn't be a lot of work. This would be a pretty easy thing to do.


In case where the source toon and destination toon have different window resolutions or (in case of fullscreen mode) LCD sizes, the positions of moveable panels in DAOC's windows would have to be scaled. I don't know (since I haven't tried) whether I can do this accurately in all cases.


I'll answer the second half of your post later.

 

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robbie1687  1 star
Posts: 221
Registered: 2003-8-1 09:52:02
Vyxar posted:

I haven't had time to think it through very well but here's a shot...


While I don't actually think it's possible in general maybe a 65,000 ft high view would be that I'd like to replace each /keyboard (relative to install) action with a /qbind to perform an action (relative to character config level). Why does /sit work but /jump doesn't etc? The principal I'm trying to get at being character level config vs install level config.


I, like everyone I assume try to optimize the layout based on the character I'm playing at the time. I happen to play so many I've sort of learned to group by archtype caster/tank/healer etc. I try to put similar things in the same place.. a greater heal, a purge or RR5 or IP other common abilities. Sometimes like I mentioned before it doesn't make sense to use high value keys for a character (weapon swapping on a caster). The relative value and frequency of use of /stick and /face are quite different for casters and tanks so I'd rather not use them in /keyboard. A hassle/problem with doing this is if instead of using the /keyboard layout to choose a key I have to make that qbind on every single character.


So if maybe across that list of actions there was actually the ability to choose between /keyboard and /qbind that would be cool. Take a common thing like using a heal potion. Through their ways: you can click->delve it, then drag the icon to a bar and click it(or after it's on the bar qbind that bar), or click->delve and hit your /use or /use2 key (or type it) or you can use /use 5 on the inventory slot #. but regardless it's very clunky and you have to keep setting it up for each and every character.


If in mojo I could set it so that across every toon 'h' (qbind 10 10 3 or some other unused bank/slot/bar combo) is bound to use a heal potion in the 4th pack 3rd (macro healpot /use 5 66) slot it would save a lot work and I could unset the /use and /use2 keys etc.



I think it's entirely natural for you to approach these ideas as a reaction to the limitations of the game. The game divides settings into "settings for all toons" (user.dat) and settings for individual toons (*.ini).


For example, keyboard settings (Options window) are in the first category. Qbinds are in the second.


So that's the natural starting point.


However, for our purposes, you may be able to forget that distinction. I think Mojo can probably make it appear as if there is a separate user.dat for each toon.


In other words, with Mojo, it's likely that all settings (including the ones that the game treats as universal to all toons) could be individualized for each toon.


For example, with the game by itself, keyboard settings (the things on the Options window) are universal to all toons launched by that copy of DAOC.


But Mojo can probably individualize those settings so each character gets its own. In which case, all settings would be toon settings.


This would mean that both kinds of key binds (keyboard and qbinds) could be regarded by the user as equally specific to toons.


I'm not sure about this; I haven't tested. But maybe it would be helpful to assume it's possible and see what sorts of ideas it leads to. It gives you pretty much a blank slate to design an interface for controlling all of a toon's settings.

 

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robbie1687  1 star
Posts: 221
Registered: 2003-8-1 09:52:02
ugo_phelix posted:

I think a nice feature would just be to add something that allowed users to 'apply X template to Y characters' with a checkbox list and a 'check all' option, where it just copies the layout x/y positions and not the hotkeys or qbinds.


I believe this is kind of what vyxar wants.



That would be pretty easy to do. Most of the code for this is already in the program.

 

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