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-   -   ProfitUI crafting window (https://www.eq2interface.com/forums/showthread.php?t=16724)

tknarr 11-18-2012 08:01 PM

ProfitUI crafting window
 
1 Attachment(s)
I've got what I think is a working ProfitUI default tradeskill window. I'm posting it here for Papabard and others to look at and test. I haven't tried the experimentation tab yet, I don't have any crafters with that skill (working on getting it on my armorer). Regular crafting seems to work right though. I'd be particularly interested in the experiment window's behavior and whether there's any odd positioning or overlap if you resize the window. I did add one new behavior: when you use the left-arrow and right-arrow to switch between single-pane and dual-pane, it now resets the width in the process so you don't have to drag the window wider to see the second pane.

Note that this is Profit's default variant with the 2 panes, it's not based on the default UI's window.

Papabard 11-18-2012 08:30 PM

Works good so far. No expermentation toons right now or I would test that as well.

Thanks btw been waiting and was about to dabble again :D

Rasaraja 11-20-2012 04:19 PM

Experiment pane is there but cannot begin the experiment
 
Hello,

The experiment pane appears to need a "Begin" button to start the process.

Otherwise - it's looking good. Thanks for maintaining a great UI.

tknarr 11-20-2012 05:42 PM

Quote:

Originally Posted by Rasaraja (Post 101599)
Hello,

The experiment pane appears to need a "Begin" button to start the process.

Otherwise - it's looking good. Thanks for maintaining a great UI.

Thanks, I'll take a look at it. I just got a crafter able to do experimentation, so this'll be the first I could actually use that window.

Swelter 11-21-2012 02:22 AM

Experimentation does not work at all. The first time I tried it hitting the "experiment" button merely reset the wanted effects to none. So I logged out to see if updating profit would bring me some joy. When I went back in there wasn't an "experiment" button at all. I would really like to improve my Fabled/Mastercrafted chest piece... Kind of soonish if that were at all possible.

raveneye_pl 11-21-2012 10:57 AM

Crafted on a few toons, works fine.

Indeed the Experimentation tab is lacking the begin button. Tried a workaround, but the in game command /begintsexperiment didn't do the trick for me either.

tknarr 11-21-2012 11:47 AM

I know the element that needs added. I just have to finagle the scripting that toggles between the repeat button and the icon bank to include the begin button. While I'm at it I want to re-check other scripting to make sure any other discrepancies from there being no Prepare window are fixed up. Fortunately once I'm off work for today I don't have to go back until Monday, that'll give me plenty of time to get this fixed (now that I have an armorer who can do experimentation).

Maelya 11-21-2012 01:41 PM

Tried the default window for the first time in years (I've always been an old version crafter) and having issues.

1) It never seems to stay expanded between sessions.

2) If i attempt to start a new recipe while its collapsed (as I'm used to doing), the window gets a little wonky and has both panes on top of each other instead of being replaced.

3) The focus falls off of the crafting bar way too easily. Clicking anywhere in the window other than the actual counters removes the focus from them. Hitting enter to start the recipe removes the focus. This makes crafting multiple items via keyboard impossible as I always have to use my mouse to refocus the hotkeys to the crafting window every time I start a new combine.

Perhaps some of these are problems that have always existed with the default window, as I said I haven't used it in years because I always preferred the older version that allowed me to hit enter to start/restart recipes and kept the focus on the crafting hotbar just by clicking anywhere in the combo window. Can you please just fix the old version to once again accept enter as a begin/recreate key, and I'll be happy to continue using it?! That functionality disappeared with the expansion, and both my husband and I desperately miss it!

tknarr 11-21-2012 02:20 PM

Quote:

Originally Posted by Maelya (Post 101644)
Can you please just fix the old version to once again accept enter as a begin/recreate key, and I'll be happy to continue using it?! That functionality disappeared with the expansion, and both my husband and I desperately miss it!

I'm working on this. I suspect some of the focus problems are issues with the properties on the new containing elements, I just have to work out what the right properties are to make them ignore mouse clicks. The new crafting window changed the internal structure of the XML, which affects everything from what parts of the window react to mouse and keyboard events to the scripting that makes buttons appear and disappear, so I'm getting a crash course in the more interesting parts of the UI system while I'm fixing all this up. I think your problem with the recipe list is tied into all that. Just bear with me here, I'm paddling as fast as I can. :)

I do plan on fixing the large and small variants (and return the large version to Profit's version, not a variation on the default UI's window), but I'm concentrating on the default version first with the idea that in the process I'll figure out everything that has to be done and then it'll go quicker on the other two versions.


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