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  1. #1
    prrovoss's Avatar Contributor
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    Snippet Collection Discussion

    If you found a snippet in this thread (Snippet Collection Thread) and have questions about it or have issues getting it to work, this is the place to ask your questions.

    Snippet Collection Discussion
  2. #2
    cherouvim13's Avatar Member
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    About the snippet considering the new label icons for legendary/set items, I get labels from both default and the snippet icon, meaning both the orange star AND the moving triangle. Sometimes is happening this and sometimes I get labels only from the plugin. Should't be the labels always from the plugin?

    PS. no exceptions log.

  3. #3
    prrovoss's Avatar Contributor
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    Originally Posted by cherouvim13 View Post
    About the snippet considering the new label icons for legendary/set items, I get labels from both default and the snippet icon, meaning both the orange star AND the moving triangle. Sometimes is happening this and sometimes I get labels only from the plugin. Should't be the labels always from the plugin?

    PS. no exceptions log.
    the orange star is from d3 itself^^ the triangle is from thud and its displayed by default. the labels only show up when the item is in d3s memory, so you have to get into a certain range before they can be displayed.

  4. Thanks cherouvim13 (1 members gave Thanks to prrovoss for this useful post)
  5. #4
    cherouvim13's Avatar Member
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    Understood, though even if I am at the top the item, still both labels are displayed

  6. #5
    prrovoss's Avatar Contributor
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    Originally Posted by cherouvim13 View Post
    Understood, though even if I am at the top the item, still both labels are displayed
    what do you mean with both labels? the triangle isnt disabled. the text label is just an addition.

  7. #6
    cherouvim13's Avatar Member
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    Oh ok, I thought with this plugin, the star should be disabled and only the triangle was about to be shown.

  8. #7
    circatm2001's Avatar Member
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    I had been previously using the Stormreaver theme, which I had customized to my liking using the old xml system. I had a pretty good understanding of the previous form of customization, but I am confused with the changes to cs. I read the guides and I understand it in theory but I don't know how to do what I want to do.

    I want to enable TTS for Ancient/Primals, Ramaladni's Gift, Pools of Reflection, Bandit Shrines, Pylons (Channeling, Conduit, Power, Shield, Speed), and Goblins.

    Here's my old SR override, I basically want to do all this:
    Code:
    <?xml version="1.0" encoding="utf-8"?>
    
    <config>
    
    	<overrides>
    
    <!-- =========================	-->
    <!--	ITEMS					-->
    <!-- =========================	-->
    
    <!-- Legendary tts>	-->
    <Legendary_Items_TTS enabled="1" file="ui_SR_13_Items-Drops" path="items.Legendary_Items.speech_text" value="" />
    
    <!-- Cosmetic item tts -->
    <Cosmetics_TTS enabled="1" file="ui_SR_13_Items-Drops" path="items.Cosmetics.speech_text" value="default" />
    
    <!-- Ramaladni's Gift tts -->
    <Ramaladni_Gift_TTS enabled="1" file="ui_SR_13_Items-Drops" path="actors.Ramaladni_Gift.speech_text" value="Gift" />
    
    
    <!-- ^^^^^^^^^^^^^^^^^^^^^^^^^^	-->
    <!--	    CLICKABLES		    -->
    <!-- ^^^^^^^^^^^^^^^^^^^^^^^^^^	-->
    
    <!-- Pools of Reflection tts-->
    <PoR_TTS enabled="1" file="ui_SR_14_Shrines-Clickables" path="actors.Pool_of_Reflection.speech_text" value="Pool of Reflection" />
    
    <!-- Bandit Shrine tts-->
    <Bandit_TTS enabled="1" file="ui_SR_14_Shrines-Clickables" path="actors.Shrine_Bandit.speech_text" value="Bandit Shrine" />
    
    <!-- Channeling tts -->
    <Channeling_TTS enabled="1" file="ui_SR_14_Shrines-Clickables" path="actors.Pylon_Channeling.speech_text" value="Channeling" />
    
    <!-- Conduit tts -->
    <Conduit_TTS enabled="1" file="ui_SR_14_Shrines-Clickables" path="actors.Pylon_Conduit.speech_text" value="Conduit" />
    
    <!-- Power tts -->
    <Power_TTS enabled="1" file="ui_SR_14_Shrines-Clickables" path="actors.Pylon_Power.speech_text" value="Power" />
    
    <!-- Shield tts -->
    <Shield_TTS enabled="1" file="ui_SR_14_Shrines-Clickables" path="actors.Pylon_Shield.speech_text" value="Shield" />
    
    <!-- Speed tts -->
    <Speed_TTS enabled="1" file="ui_SR_14_Shrines-Clickables" path="actors.Pylon_Speed.speech_text" value="Speed" />
    
    
    <!-- *********************** -->
    <!-- 	CIRCLES / DISABLE 	 -->
    <!-- *********************** -->
    
    <!-- Disable SPECIFIC Affix GROUND CIRCLES / change enabled="0" to enabled="1", then change value="1" to value="0" -->
    <Disable_SPECIFIC_Affix_Circles enabled="1" file="ui_default_actors_skills">
    
    	<!-- frozen -->
    	<o1 path="actors.frozen_ball.enabled" value="1" />
    
    	<!-- molten -->
    	<o2 path="actors.molten.enabled" value="1" />
    
    	<!-- desecrator -->
    	<o3 path="actors.desecrator.enabled" value="1" />
    
    	<!-- thunderstorm -->
    	<o4 path="actors.thunderstorm.enabled" value="0" />
    
    	<!-- plagued | herald of pestilence pool -->
    	<o5 path="actors.plagued.enabled" value="0" />
    
    	<!-- Ghom -->
    	<o6 path="actors.ghom.enabled" value="0" />
    
    	<!-- arcane -->
    	<o7 path="actors.arcane.enabled" value="0" />
    
    	<!-- frozen pulse -->
    	<o8 path="actors.frozen_pulse.enabled" value="1" />
    
    </Disable_SPECIFIC_Affix_Circles>
    
    <!-- Ground circle around elites with Jailer affix -->
    <GCircle_Jailer enabled="1" file="ui_SR_19_Monsters_Elite Affix" path="monsters.GCircle_Jailer.enabled" value="0" />
    
    <!-- Betrayed on-death poison-gas -->
    <Dead_Betrayed1 enabled="1" file="ui_default_actors_monsters" path="monsters.dead_betrayed.enabled" value="0" />
    
    <!-- Dangerous traps/devices -->
    <Demonic_Forge enabled="1" file="ui_SR_18_Monsters_Skills" path="actors.Demonic_Forge.enabled" value="0" />
    <Furnace_Wall enabled="1" file="ui_SR_18_Monsters_Skills" path="actors.Furnace_Wall.enabled" value="0" />
    <Furnace_Spinner enabled="1" file="ui_SR_18_Monsters_Skills" path="actors.Furnace_Spinner.enabled" value="0" />
    <Big_Fire_Grate enabled="1" file="ui_SR_18_Monsters_Skills" path="actors.Big_Fire_Grate.enabled" value="0" />
    
    <!-- Rift Near Mob Progression / detection + circle range -->
    <Rift_Nearby_Range enabled="1" file="ui_SR_15_Rift Info" path="constants.CIRCLE_Range.value" value="50" />
    
    	</overrides>
    
    </config>
    This is what my current PluginEnablerOrDisablerPlugin.cs looks like:
    Code:
    // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    // *.txt files are not loaded automatically by TurboHUD
    // you have to change this file's extension to .cs to enable it
    // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    
    using Turbo.Plugins.Default;
    
    namespace Turbo.Plugins.User
    {
    
        public class PluginEnablerOrDisablerPlugin : BasePlugin, ICustomizer
        {
    
            public PluginEnablerOrDisablerPlugin()
            {
                Enabled = true;
            }
    
            public override void Load(IController hud)
            {
                base.Load(hud);
            }
    
            // "Customize" methods are automatically executed after every plugin is loaded.
            // So these methods can use Hud.GetPlugin<class> to access the plugin instances' public properties (like decorators, Enabled flag, parameters, etc)
            // Make sure you test the return value against null!
            public void Customize()
            {
                /* basic examples
    
                // turn on MultiplayerExperienceRangePlugin
                Hud.TogglePlugin<MultiplayerExperienceRangePlugin>(true);
    
                // turn off sell darkening
                Hud.GetPlugin<InventoryAndStashPlugin>().NotGoodDisplayEnabled = false;
    
                // disable arcane affix label
                Hud.GetPlugin<EliteMonsterAffixPlugin>().AffixDecorators.Remove(MonsterAffix.Arcane);
    
                // override an elite affix's text
                Hud.GetPlugin<EliteMonsterAffixPlugin>().CustomAffixNames.Add(MonsterAffix.Desecrator, "DES"); */
    
                // Enable TTS
                Hud.RunOnPlugin<GoblinPlugin>(plugin => {  
                    plugin.EnableSpeak = true;
                });
                Hud.RunOnPlugin<ItemsPlugin>(plugin => {  
                    plugin.EnableSpeakAncient = true;
                    plugin.EnableSpeakPrimal = true;
                    plugin.EnableSpeakAncientSet = true;
                    plugin.EnableSpeakPrimalSet = true;
                });
                
                // Add map labels for dropped legendary and set items:
                Hud.RunOnPlugin<ItemsPlugin>(plugin =>
    
                {
    
                    plugin.LegendaryDecorator.Decorators.Add(new MapLabelDecorator(Hud)
    
                    {
                        LabelFont = Hud.Render.CreateFont("tahoma", 6, 255, 235, 120, 0, false, false, false),
                        RadiusOffset = 14,
                        Up = true,
                    });
    
                    plugin.SetDecorator.Decorators.Add(new MapLabelDecorator(Hud)
                    {
                        LabelFont = Hud.Render.CreateFont("tahoma", 6, 255, 0, 170, 0, false, false, false),
                        RadiusOffset = 14,
                        Up = true,
                    });
    
                    plugin.AncientDecorator.Decorators.Add(new MapLabelDecorator(Hud)
                    {
                        LabelFont = Hud.Render.CreateFont("tahoma", 6, 255, 235, 120, 0, true, false, false),
                        RadiusOffset = 14,
                        Up = true,
                    });
    
                    plugin.AncientSetDecorator.Decorators.Add(new MapLabelDecorator(Hud)
                    {
                        LabelFont = Hud.Render.CreateFont("tahoma", 6, 255, 0, 170, 0, true, false, false),
                        RadiusOffset = 14,
                        Up = true,
                    });
    
                    plugin.PrimalDecorator.Decorators.Add(new MapLabelDecorator(Hud)
                    {
                        LabelFont = Hud.Render.CreateFont("tahoma", 7, 255, 240, 20, 0, true, false, false),
                        RadiusOffset = 14,
                        Up = true,
    
                    });
    
                    plugin.PrimalSetDecorator.Decorators.Add(new MapLabelDecorator(Hud)
                    {
                        LabelFont = Hud.Render.CreateFont("tahoma", 7, 255, 240, 20, 0, true, false, false),
                        RadiusOffset = 14,
                        Up = true,
                    });
    
                });
            }
    
        }
    
    }
    I added the TTS overrides and the other custom snippet to add item labels to drops on the minimap, neither of which are working. I have experience with coding so any input would be very helpful.
    Last edited by circatm2001; 04-10-2017 at 10:06 AM.

  9. #8
    prrovoss's Avatar Contributor
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    Originally Posted by cherouvim13 View Post
    Oh ok, I thought with this plugin, the star should be disabled and only the triangle was about to be shown.
    nope, the star is not a thud feature^^
    i think i now know where the confusion comes from. on the screenshot in the thread there are no stars because i dropped these items out of my inventory, they werent directly dopped by monsters. thats why the game didnt draw the stars.

  10. #9
    JackCeparou's Avatar Savvy ? 🐒
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    Originally Posted by circatm2001 View Post
    I added the TTS overrides and the other custom snippet to add item labels to drops on the minimap, neither of which are working. I have experience with coding so any input would be very helpful.
    I don't see anything wrong in your code.

    Only thing I think of is pretty obvious but anyway : have you totally restarted hud after your modifications ? (F2 is not enough to reload cs plugins)
    Hide the Rum! --> Default theme customization 101 <--

  11. #10
    cherouvim13's Avatar Member
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    Originally Posted by prrovoss View Post
    nope, the star is not a thud feature^^
    i think i now know where the confusion comes from. on the screenshot in the thread there are no stars because i dropped these items out of my inventory, they werent directly dopped by monsters. thats why the game didnt draw the stars.
    Exactly that! Thanks for the clarification xD

  12. #11
    circatm2001's Avatar Member
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    Originally Posted by JackCeparou View Post
    I don't see anything wrong in your code.

    Only thing I think of is pretty obvious but anyway : have you totally restarted hud after your modifications ? (F2 is not enough to reload cs plugins)
    The goblin TTS appears to be working now. Any input on enabling TTS for Pools of Reflection, Bandit Shrines, and Pylons?

  13. #12
    circatm2001's Avatar Member
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    Originally Posted by circatm2001 View Post
    The goblin TTS appears to be working now. Any input on enabling TTS for Pools of Reflection, Bandit Shrines, and Pylons?
    Okay so after doing some digging it appears as though someone has created a plugin to do exactly what I was looking for! If anyone else is looking for TTS for pylons more info can be found here:
    [v7.2][INTERNATIONAL][Psycho] ShrineLabelsPlugin

  14. #13
    eifos's Avatar Member
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    I have a request for prrovoss his snippet for buffs under feet.
    I would like to have a buff label there on my crusader for faithfull memory buff.
    it should look something like this: feetBuffs.Add(new BuffRule(134872) { IconIndex = 2, MinimumIconCount = 1, ShowTimeLeft = true, ShowStacks = true }); // Archon Stacks

    but then for the empowered hamemers buff and i dont know the BuffRule for that (and no idea what the IconIndex should be or what its for accually)

    any help?

  15. #14
    gjuz's Avatar Contributor
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    Originally Posted by gjuz View Post
    Note: this is no full plugin!!



    this is a method for Plugins, to indicate if a Monster is "Krysbined"
    - u'll do full Krysbin dmg.

    [C#] isKrysbin - snippet - Pastebin.com

    the return value "true" means, the triple bonus dmg from Krysbin is active for this monster.


    greetz gjuz
    there is still some confusion about this snippet.



    NO, Don't add to "PluginEnablerOrDisablerPlugin" this will not work.
    it cannot work alone.




    this snippet is like a yes or no question, you ask a monster.
    therefore you'll have to ask a monster -> that's why you need a plugin to do so.
    the snippet is only the logic to get an answer.
    what to with that answer is part of a plugin.

    PHP Code:
    //var bosses = Hud.Game.AliveMonsters.Where(m => m.Rarity == ActorRarity.Boss);
    var monsters Hud.Game.AliveMonsters.Where(=> m.Rarity == ActorRarity.Rare || m.Rarity == ActorRarity.Champion);

    foreach (var 
    elite in monsters)
    {
        if (
    isKrysbin(elite))
        {
            
    //Answer: YES
            //DO something, with this information
            //e.g. Draw a circle around that monster
            //e.g. Add a hint to a Elite List
        
    }

    this is similar to
    PHP Code:
    if (m.LocusttextDebuff += (textDebuff == null "" ", ") + "Locust";    //line 129 
    from [ENGLISH] [Gigi] EliteBarPlugin
    the part m.Locust is also like a yes or no question. Yes in case of WD-Locust Debuff is active on that monster, we are just looking at - which leeds to a string "Locust" drawn on your screen.


    how to use "isKrysbin"
    in case of [ENGLISH] [Gigi] EliteBarPlugin

    add the code of my snippet to the elitebarplugin
    and Add a line similar to "line 129"
    e.g.
    PHP Code:
    if(isKrysbin(m)) textDebuff += (textDebuff == null "" ", ") + "Krysbin"


    greetz gjuz

  16. #15
    johnbl's Avatar Active Member
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    Hi, can I customize values inside of public void PaintTopInGame(ClipState clipState) from the ConventionOfElementsBuffListPlugin?
    I would like y to be the same as PlayerTopBuffListPlugin and have the buff be shown on top of the player too.

    Right now I'm using another plugin that basically rewrites the whole COE plugin to achieve this, but a small snippet would be better.

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