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Active Member
new content SnoID
The snoID that aren't marked by the default plugin compared to other maps where they are marked with circle for every interact-able objects.
Resplendent chest in Church map:
460698 | p6_Church_Chest_Rare | Resplendent Chest
Chest:
460695 | p6_Church_Chest | Chest
Armor Rack:
465601 | p6_Church_ArmorRack | Armor Rack
Weapon Rack:
465580 | p6_Church_WeaponRack
Side note: Bandit Shrine might have changed as well. Shrine Alert and Shrine label didn't label any pylons on screen, did not call out (TTS) Bandit shrine. Didn't show Bandit Shrine label off-screen. Please help me verify it.
The missing label example:
Last edited by everknown; 07-22-2017 at 08:57 PM.
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Contributor
434409
269349
My plugin Bandit is working
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Member
Thanks for updating your plugin. Do you know how to find the SnoID of the new necromancer male/female characters ? They don't appear to be in the doc\sno_actors.txt file yet
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Contributor
454402 p6_Necro_Female
454021 p6_Necro_Male
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Post Thanks / Like - 1 Thanks
Litespeed0 (1 members gave Thanks to SeaDragon for this useful post)
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Member
Thank you! I searched for "Necromancer"
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will be fixed in next release
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Post Thanks / Like - 1 Thanks
levelmax (1 members gave Thanks to KillerJohn for this useful post)
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Active Member
Originally Posted by
KillerJohn
will be fixed in next release
Thanks for the fix.
But how do i disable this line without modifying your default folder?
Code:
AllShrineDecorator.ToggleDecorators<GroundLabelDecorator>(!actor.IsOnScreen); // do not display ground labels when the actor is on the screen
And this line of Pylons?
Code:
var riftPylonSpawnPoints = Hud.Game.Actors.Where(x => x.SnoActor.Sno == 428690);
foreach (var actor in riftPylonSpawnPoints)
{
PossibleRiftPylonDecorator.Paint(layer, actor, actor.FloorCoordinate, "pylon?");
}
Can this be disabled as the Shrine Plugin from @Psycho already have it or vice versa that his plugin removes this part of "pylons?" ?