Can this be used to make a grinding profile? Make it target stuff, etc instead of just retaliating when hit? and if not with the current version, how bout the one thats about to be released?
I like the general idea, however, I prefer to keep everything mostly in the same window. (Sorry, but having 200 windows open to edit a single profile is quite overkill to me) The protected items 'tab' would be quite different, as I support searching for items (by ID or name). So it'll be easier on everyone to have a list of items, instead of the XML. Also keep in mind; that the editor will only output proper profile XML. (Factions/Targeting levels are only available in the <GrindArea> tag, not the <SubProfile> tag) I will likely use quite a bit of your mockup though. The main place where I was stuck; is with quest based things. QuestOrder is fairly straightforward, however, the overrides are not. Got any ideas on those?
I took your advice and made it a single window. Also added a few things I had forgotten (like blackspots). I'd have to say though about the questing that I think you have two options here: 1-You make separate programs for making grinding/questing profiles or 2-You create a splash screen that lets you choose which editor to open, the questing profile editor or the grinding profile editor. I feel that the two profile types at the moment are too different from each other to be placed "side by side" for lack of better words. I can't really think of any other way to go about unifying the quest and grind profile editing into one program. Here's the updated mockup after taking some of your advice.
Now that's fuggin beautiful. I think I'll end up having a 2nd window to handle quest stuff, mostly because (as you said) it's almost completely different than what normal profiles are. Although I do have the support to keep track of/create the ordering, which makes life easier. The issue is getting a UI that's workable. If you don't mind; can you send me the .designer.cs file you have? (So I can just drops yours in to avoid annoyance of creating it from scratch) Here's what I did using the 'other' version you had, preferably these changes could be worked in as well; Fullscreened: http://img841.imageshack.us/img841/4439/editorwindow.png
I'll be completely honest with you. I have no idea what to send you. The only reason I was able to make the mock up was because I vaguely remembered my visual basic classes a few years ago in high school. Care to detail how I can send it to you? Haha sorry bout that. Also just a heads up, the mockup is purely a mockup done in Visual C++ 2010. It's all there, but many things like anchoring and resizing of things and all that stuff aren't set in place so even if I were to send it to you there'd be a lot of cleanup to do. EDIT: I'll just PM you the entire project folder and hopefully you can find something useful there.
I can't wait to see the updated version. This program helps me so much while I'm botting even without the quest support. Generally I will just use it to create a quick grind profile if I'm one on of those "kill X things" or "get X things by killing things" quests. Makes the whole experience so much less painful.
Looking good guys =) wish i knew how to make forms and stuff like that so i could help =< Apoc wouldn't need that. if he decided to implement the herbs/ore/mobs icons it will be through some sort of data base i believe, not just pictures. As far as my limited knowledge goes anyway =p
kk I just want to help. What little coding I have done was way back in the days of Turbo Pascal and a little C++ but nothing of this scale. : >
I'd have plenty of ideas here, will see if I can mockup something. Hint, use tabs. Saves a LOT of space.
True. I made a fast (I mean really fast) sketchup how you could layout your basic stuff, but since I don't know how you planned on having sub profs and quests I didn't go that far. Got ideas, however.. http://img823.imageshack.us/f/92063074.png/ - v1, Quests shouldn't be tabbed, forgot to edit it. Infact, if you can get mobs/quest givers/quests from a DB, the GUI can be made easy and fast to use. Tabs inside Tabs is stupidity, also got to note it lacks basic dropdown menus from just below header.
I don't know about you, but i like having the profile editor part visible at all times while checking hotspots/npcs and such. I'd rather having a huge yet organized GUI over multiple windows/tabs. But that's just me
+1 for me on that for the profile creator. FWIW I really don't like the tabs on the HB interface, all in one window would be better IMHO, in reality its just a tiny bit on each tab that is really useful. Swapping between them to activate a plugin or capture a hotspot is plain cumbersome (I use dual monitors so HB is on my second screen). I understand why it looks like this as each was developed as the project grew, maybe one day it can all come back to one page G
Warning: drunken ramble: The idea is to keep the 'tabs' to a minimum. Things like forcemail/protected items lists and whatnot, make sense being in a generalized tab. Stuff like the quest-order, etc, make sense being in a secondary window that reports back to the original window, to update locations on the viewer. I've coded it in a way, to where I can 'move', change hotspots, etc, from basically anywhere, so it should be fairly easy to have a multiple-window UI. However, I do want to keep it simple, and easy to use as well.