I was wondering if it would be a good idea to have the bot use a different colour when printing it is loading a WP. At the moment there is a sea of prints of changing to different waypoint coords which is all green and then it changes WP and also green, so hard to find sometimes.
because it's a major change in what the bot is doing. changing from 1 WP to the next is an event that I know I personally look for if reading what bot is doing and at the moment it takes reading each line to see it.
It's not a change I would do an update for, just something to concider changing when the next update occurs. I've already changed mine to red, so I'm fine, not sure if anyone else would like it though.
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I'd like to hear from anyone else who supports this idea.
I don't know about red. I think red is harder to read than green, well on my projector anyway. And red means 'error, something is seriously wrong'. Maybe 'lightgreen' so it just stands out? Actually I wouldn't mind making all the colors 'light'. It makes them a lot easier to see and read.
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I just checked. The 'lightest' colors in order (by my eyes) are:
white
yellow
lightblue/lightgreen/lightgray
pink
lightred
forestgreen/gray/turquoise/green
The last 4 colors are just barely acceptable. I wouldn't mind changing green to lightgreen, red to lightred and using white/yellow/lightblue/lightgreen/lightgray/pink to highlight other messages as needed.
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I find the green hard to read, White is very easy to read but there is already so much of it with it being skills used.
I hadn't really put any thought into redoing the colour scheme but for me personally I'd change the skills to not white and have things that I want to grab my attention to be white.
Remember no matter you do in life to always have a little fun while you are at it
lisa wrote:I find the green hard to read, White is very easy to read but there is already so much of it with it being skills used.
I hadn't really put any thought into redoing the colour scheme but for me personally I'd change the skills to not white and have things that I want to grab my attention to be white.
Actually the skills are lightgray.
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I still think we could review the default colors used.
I think we need to define a system of levels. Something like;
error = lightred
warning = yellow
skilluse = lightgray
Maybe multiple levels of info colors
infolow = green
infomedium = lightgreen
info high = lightblue
Then decide what color messages should use. The least important and often never read messages should use infolow. Messages that still come out often but are a bit more important should be info medium. Maybe 'move to waypoint' messages fall in this category. Messages that don't come out often and are more important would use infohigh, messages like loading waypoint file or reversing direction or using a function to changes a setting. You get the idea.
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I agree that cli.red is hard to read. I use cli.white for my own custom notifications. I don't think that allowing for more user customization has a downside.
I still think we could review the default colors used.
I think we need to define a system of levels. Something like;
error = lightred
warning = yellow
skilluse = lightgray
Maybe multiple levels of info colors
infolow = green
infomedium = lightgreen
info high = lightblue
Then decide what color messages should use. The least important and often never read messages should use infolow. Messages that still come out often but are a bit more important should be info medium. Maybe 'move to waypoint' messages fall in this category. Messages that don't come out often and are more important would use infohigh, messages like loading waypoint file or reversing direction or using a function to changes a setting. You get the idea.
Maybe a function could be done for that something like
function printbot(msg,type,ingame)
local color;
local colorStr;
if not msg then
return
end
-- define colors
if type == "warning" then
color = cli.yellow;
-- colorStr = some code for ingame chat color system
end
-- and so on... ... ..
if not type then
color = cli.white
colorStr = ""
end
if ingame then
--code to print in game chat using colorStr
end
cprintf(color,msg);
end
I like it but I'm not sure about mixing ingame and MM. Mainly because it could cause confusion but also because the colors you would use in the mm window would not necessarily be the same as you would use ingame.
I think it would be better to have a dedicated printtoclient function to make things clearer.
Also I'm not sure of the function name. Maybe 'printMSG'?
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rock5 wrote:I like it but I'm not sure about mixing ingame and MM. Mainly because it could cause confusion but also because the colors you would use in the mm window would not necessarily be the same as you would use ingame.
The idea here would be that some people (I at least) would like some information to be presented on the client. For example I print my daily quests count in both MM and client.
Keeping the colors the same was only a matter of coherence between MM and game chat window.
rock5 wrote:
Also I'm not sure of the function name. Maybe 'printMSG'?
printBot was an example we can use whatever. what about 'Text(msg,type)'?
rock5 wrote:Then again, whats the difference between printf(type,msg) and printbot(msg,type) ?
Not sure what you mean here. are you comparing cprintf(color,msg) with printbot(msg,type) ? or is it the order of args? anyway I think it is way simpler to write "error" than to remember that cli.lightred is the color used for errors, and also it would get the color from "settings.MESSAGE_COLOR_ERROR".
Also i included 'ingame' arg as OPTIONAL so that you can simply choose not to post to ingame which would be most common, yet sometimes you would like to post to ingame.
Thanks for reading!
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What I meant by "whats the difference between printf(type,msg) and printbot(msg,type) ?" is they are both just as easy to write and function the same (besides the arguments being reversed).
So the only reason to have the printbot function is so you can optionally write to the client but like I said I don't like using 1 function to do both.
printf(settings.MESSAGE_COLOR_ERROR,"Unable to read memory!")
when writing to the mm window.
And have another function for writing to the client. You could also add other messaging options besides color like the options used with SendChatMessage
Still not convinced?
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rock5 wrote:What I meant by "whats the difference between printf(type,msg) and printbot(msg,type) ?" is they are both just as easy to write and function the same (besides the arguments being reversed).
So the only reason to have the printbot function is so you can optionally write to the client but like I said I don't like using 1 function to do both.
printf(settings.MESSAGE_COLOR_ERROR,"Unable to read memory!")
when writing to the mm window.
And have another function for writing to the client. You could also add other messaging options besides color like the options used with SendChatMessage
Still not convinced?
Convinced!
Thanks for reading!
Some of you might find this useful: RoM-bot Wiki
User Functions Repository (and other useful files): Addon Repo
Latest SVN updates: SVN updates
Actually, I recently came across the rombot function "addMessage(message)". It will send the message ingame. So the function you are looking for is already there if a bit low on options.
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