
Originally Posted by
Freddie
Old Mojo and HotkeyNet are different kinds of programs. They are different categories of software.
Old Mojo is a KM program, not a hotkey program. In other words, Old Mojo is a replacement for Input Director. It's not a replacement for HotkeyNet.
Okay, I see. I didn't read up on the old Mojo much. The impression that I got was HotkeyNet is the way to go until the new Mojo is finished so that is where I stopped. I'll just stick with Input Director for now. It does everything I need that I can't get from HotkeyNet. So there's not much point in switching.
I don't even use Jamba... I don't need it. The in-game macro system can accomplish most of what Jamba can. The things which can't be accomplished through a macro can be scripted in a .lua file. As I said, I like total control. 

Originally Posted by
Freddie
I think HotkeyNet is extremely hard to use, and its script language is very poorly designed. I wrote HotkeyNet originally as a quick and dirty prototype and kept building on a weak foundation.
Don't sell yourself short. It works very well for what it is. I do find it humorous that the creator finds his own creation difficult to use though. 
Every programming and scripting language started on a basic foundation. Then as needs arised and new ideas developed more functionality was implemented into them. Sometimes they were elevated to an entirely new language. Take a look at DOS. It's very old and basic. But it is still in use today.
Writing a HotkeyNet script is the same concept. You start with something basic (I hope). Then as you get new ideas you add more to it and sometimes remove from it.
Everything was working just fine for me as it was. But I wanted more control and FTL was the route I chose to take. That meant completely re-writing my scripts. Now everything is working well again and I'll continue to add more as needs/wants/ideas arise. I did find a problem in the FTL template provided by Olipcs. (See below)

Originally Posted by
Freddie
New Mojo, if it ever gets finished, will have a real programming language (a virtual-machine bitcode language) which I've already written (the new language is in HotkeyNet 2). The new language is elegant and powerful and much easier to use. All its keywords and constructs are fully generalizable. It has real arguments and data types and return values and variables and functions.
It will also have a GUI for such things as toon/team management, screen layout, hotkey definitions, etc.
It will install itself and configure itself automatically to talk to itself on the user's network (it already has this feature). People won't have to be aware of IP addresses or anything concerning communications.
That's what I'm waiting to try out. 
I don't know if I got a bad example script or if something has changed in HotkeyNet since this was written, but the <PassThrough> in the SendMasterAndSlave template throws the following error:
"PassThrough can only be used as the first keyword in a definition."
Code:
//Added FTL Templates
// %1% : Master Key
// %2% : Slave Key
// %3% : Modifier
// %4% : SlavesToSend
<Template SendMasterAndSlave>
<PassThrough> <------- This causes the error
<Sendlabel %4%>
<Key %3% %2%>
<EndTemplate>
// %1% : master key
// %2% : slave key
// %3% : modifier
// %4% : Active window
// %5% : Slave Windows
<Template SendLeaderless>
<If ActiveWinIs %4%>
<ApplyTemplate SendMasterAndSlave "%1%" "%2%" "%3%" "%5%">
<EndTemplate>
// %1% : master-key
// %2% : slave-key
<Template FTL>
<Hotkey %1%>
<PassThrough> <------- So I moved it here and everything worked perfect.
<ApplyTemplate SendLeaderless "%Trigger%" "%2%" "rctrl rshift" WoW1 "w2,w3,w4,w5">
<ApplyTemplate SendLeaderless "%Trigger%" "%2%" "rctrl ralt" WoW2 "w1,w3,w4,w5">
<ApplyTemplate SendLeaderless "%Trigger%" "%2%" "ralt rshift" WoW3 "w1,w2,w4,w5">
<ApplyTemplate SendLeaderless "%Trigger%" "%2%" "rctrl ralt rshift" WoW4 "w1,w2,w3,w5">
<ApplyTemplate SendLeaderless "%Trigger%" "%2%" "rctrl" WoW5 "w1,w2,w3,w4">
<EndTemplate>
It's a minor issue, but I thought it was worth mentioning. I've completely revamped these templates now anyway. I test for conditions based on what windows exist since I use the same script to launch multiple toon configurations depending on what I plan to do in the game (Each toon has a dedicated window name).
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