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Forum Index > Suggestion Box > Using Mojo Collectors makes me nervous...
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Author Thread Post
Xavion
Level 75
The Perfectionist
Joined: 10/15/2013
Threads: 460
Posts: 5,886
Posted: 11/10/2016 at 12:16 PM Post #1
So... the mojo collectors, which are used like, constantly through the fall festival, happen to be RIGHT NEXT TO THE EXPENSIVE MASTERFUL TRAP. And it makes me paranoid. .__.

I keep almost mis-clicking to use that one instead of the mojo collector, and once I caught myself with the Masterful Snare Trap highlighted instead of the mojo collector. Glad I noticed, or I would have Masterful Snare Trapped a common lune with a horrible color palette.


Can it maybe be moved to the front of the line next year? By the cheapest trap that would be easily replaced if someone messes up?
Mikazukichan
Level 75
The Artistic
Joined: 1/28/2014
Threads: 313
Posts: 9,544
Posted: 11/10/2016 at 8:28 PM Post #2
I second this so much. I've nearly clicked the masterful trap a few times because of this.
Savynn
Level 75
Sweet Solver
Joined: 12/18/2012
Threads: 218
Posts: 4,504
Posted: 11/13/2016 at 6:16 PM Post #3
I've always been scared of this as well. I'd love to see them moved next to the green traps instead.
AliceHearts
Level 75
Shadow of the Moon
Joined: 8/26/2013
Threads: 261
Posts: 6,329
Posted: 11/15/2016 at 1:29 PM Post #4
yes pls move them to the front
SheVampire
Level 73
Sylestiologist
Joined: 8/4/2014
Threads: 275
Posts: 2,369
Posted: 11/15/2016 at 5:00 PM Post #5
Support
Krinadon
Level 75
Shadow of the Moon
Site Administrator
Joined: 12/17/2012
Threads: 1,242
Posts: 15,408
Posted: 11/28/2016 at 1:47 AM Post #6
I actually tried to move them during the festival but lol... original coding~

It didn't work. -_-

Long story short, it's heavily coded into the pages and super hard to adjust. Bad coding is bad. =(
Nightbane
Level 75
Knight
Joined: 11/29/2013
Threads: 291
Posts: 12,025
Posted: 11/28/2016 at 2:27 AM Post #7
maybe a pop-up confirmation would be a good idea for the master traps?
Krinadon
Level 75
Shadow of the Moon
Site Administrator
Joined: 12/17/2012
Threads: 1,242
Posts: 15,408
Posted: 11/28/2016 at 3:18 AM Post #8
A lot easier said than done, unfortunately.
Nightbane
Level 75
Knight
Joined: 11/29/2013
Threads: 291
Posts: 12,025
Posted: 11/28/2016 at 8:53 AM Post #9
Ouch, how hard is the coding?
Krinadon
Level 75
Shadow of the Moon
Site Administrator
Joined: 12/17/2012
Threads: 1,242
Posts: 15,408
Posted: 11/28/2016 at 5:08 PM Post #10
It would be easy if the old pages were set up properly. But everything is hard coded into the page and each page is thousands of lines of code.

So it's very, very tedious and meticulous to change anything about the older pages. And usually, any attempt I make just breaks something else and it's a long chain of edits until finally I give up and revert back or figure it all out lol.

This is why Sylestia needs to just be completely rebuilt - would be a lot easier and would make my life so much easier going forward.


For example, specifically for this issue - everything for the traps is done by slots - not the trap. So all of the trap related code and functions takes for granted that Slot 1 = a specific trap, and so on.

So when I tried moving the Mojo Trap - it borked the whole slots up and it made certain traps read as different traps and function as different traps. And in order to fix that, I'd have to figure out every single place in thousands of lines of code where it refers to traps by slot - and not by id.

If I were to add a pop up box, I'd have to completely recode the javascript part of the page to be able to handle and parse a pop up box - it would also be a major pain.


Now, if I were to recode this all, I'd simply have traps load based on a database table and load by item id numbers. This way, the data is dynamic and I can add/remove traps whenever I want and I can move them in whatever order I want. And any change I made is a simple change to the database and would be reflected immediately on the page.
Edited By Krinadon on 11/28/2016 at 5:13 PM.
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