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Active Member
[v7.2] [ENGLISH] [Gigi] RiftTrackerPlugin
Plugin: After handing in a Greater Rift or Nephalem Rift (speaking with Orek) the Monstertypes you have seen within the rift will be displayed seperated by floor (you have to be in town and the quest has to be handed in at Orek). Once you hit F7 the tables will disappear. You can decide what columns (data) you want to be displayed and you can define for which column the table should be sorted. Explanation of the values from the screenshot (imgur-link):
- Type @ Rift Level X: Type of the Monster the data is tracked for (a.k.a its name) on floor X
- %S: percent one monster of the type gives for rift progression
- %T: total percent of all monsters of the type
- #T: amount of tracked monsters of the type
- %K: percent progressed by killing the type
- #K: amount of killed monsters of the type
Credits and shoutout to Jack for these amazing tables: [v7.2] [HELPER] [Jack] TopTable
Known Issues:
- RiftOrbs are not sorted correctly (no clue why)
- Tables may cause memory leaks right now (report if you happen to notice anything!)
- Not accurate in multiplayer if you fall behind or if you are seperated when monsters die (for obvious reasons - only things can get tracked that are within your "Hud.Game's-vision")
Customization: These are the customization you can do from your own plugin:
PHP Code:
Hud.RunOnPlugin<Gigi.RiftTrackerPlugin>(plugin =>
{
//Table Definition
plugin.HeaderSingleProgression = "%S"; //Table Header for Single Percent Progression Value
plugin.HeaderTrackedProgression = "%T"; //Table Header for Tracked Percent Pogresssion Value
plugin.HeaderTrackedCount = "#T"; //Table Header for Tracked Count Value
plugin.HeaderKilledProgression = "%K"; //Table Header for Killed Percent Progression Value
plugin.HeaderKilledCount = "#K"; //Table Header for Killed Count Value
plugin.ShowSingleProgression = true; //Table contains column for Single Percent Progression
plugin.ShowTrackedProgression = true; //Table contains column for Tracked Percent Pogresssion
plugin.ShowTrackedCount = true; //Table contains column for Tracker Count
plugin.ShowKilledProgression = true; //Table contains column for Killed Percent Progression
plugin.ShowKilledCount = true; //Table contains column for Killed Count
plugin.IncludeProgressionOrbs = true; //Table contains row for RiftOrbs
plugin.SortByColumn = 4; //Table is sorted by column number
plugin.SortDescending = true; //sort biggest values first
//Spacing
plugin.Table2TableXDistance = 0.18f; //X distance between two tables (<= 0.5f) - top left corner of each table
plugin.Table2TableYDistance = 0.05f; //Y distance beetwen bottom of a table and next table
plugin.XPosRatio = 0.1f; //relative XPos to screen where first table will be displayed
plugin.YPosRatio = 0.075f; //relative YPos to screen where first table will be displayed
plugin.CellRatioHeight = 22 / (float)Hud.Window.Size.Height; //relative height to screen of a cell
//Display Definition
plugin.tKey = Hud.Input.CreateKeyEvent(true, Key.F7, false, false, false); //key to dump data and remove tables
});
The values presented are the default values.
Changelog:
- v1.1: updated table dumping (ty Jack!)
- v1.0: initial release on ownedcore
Source:
Last edited by d3gigi; 04-04-2017 at 01:54 PM.
I won't give any support (or answer requests) via private messaging. Ask your questions about a plugin within its thread!
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Post Thanks / Like - 4 Thanks
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Contributor
Large amount of information
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Contributor
Nice project, may i suggest a ui with a scroll bar that switches between Rift levels ?
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Active Member
Originally Posted by
Stormreaver
Nice project, may i suggest a ui with a scroll bar that switches between Rift levels ?
If i had any clue how to do that - I'd do it. Calling for Captain to help me out on this one!
I won't give any support (or answer requests) via private messaging. Ask your questions about a plugin within its thread!
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Savvy ? 🐒
Originally Posted by
d3gigi
If i had any clue how to do that - I'd do it. Calling for Captain to help me out on this one!
Scrollbar is out of reach because i doubt KJ will give use access to the mouse wheel ^^'
And i personnaly use it for force move, so it's a big no no for me.
But we can imagine something like this (forgive my paint skills ;p)
When we hover a number label, it display the corresponding table.
Last edited by JackCeparou; 04-05-2017 at 08:17 AM.
Reason: typo
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Contributor
the hovering seems a nice idea! another one would be the arrow keys. but without access to d3 i have no idea if they are already in use. but hovering is probably better since there might be people who remapped something onto the arrow keys.
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Active Member
Interesting concept, nice job writing it. Although I don't really see the purpose of this as it is. What I would find useful, is the following:
-Log the time spent in each level, and the map type as well (if that is even possible)
-Log every rift in the current session
After a session (of multiple rifts completed) analyze the full log => Draw conclusion on which mob + maptype is the best (most progress in the shortest timeframe) => Profit (you now have a clue what to fish for when pushing)
PS: it would also be handy to know what pylons have been activated in each level, and also which level the Rift Guardian spawned in.
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Contributor
I was talking about something like this, with arrows on both sides that you can press with mouse clicks to move through levels.
It could be as simple as this, where 1 level/page is shown and u click left or right arrow to switch to the previous/next:
<| [ 5 ] |>
Last edited by Stormreaver; 04-05-2017 at 10:32 AM.
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Savvy ? 🐒
Originally Posted by
Stormreaver
I was talking about something like this, with arrows on both sides that you can press with mouse clicks to move through levels.
Not possible atm, nothing in hud is clickable. (and i prefer this way)
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Contributor
Well, you can hover over it for like 1s instead of clicking ? :P
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Savvy ? 🐒
Originally Posted by
Stormreaver
Well, you can hover over it for like 1s instead of clicking ? :P
Sure, but be sure too than i'll not be the one to code that ;p
Switching view on hovering (instant) is the only sane way to go with the tools at hand.
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Contributor
nice, job
i'll check this later on.
greetz gjuz
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Active Member
Originally Posted by
JackCeparou
Sure, but be sure too than i'll not be the one to code that ;p
Switching view on hovering (instant) is the only sane way to go with the tools at hand.
Agree. Also I like instant more than "1sec hover".
I won't give any support (or answer requests) via private messaging. Ask your questions about a plugin within its thread!
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Savvy ? 🐒
The code is valid but there is many readibility improvements possible to help you maintaining it.
I'll try to make a refactoring later to show you what i mean ; )