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Member
Can you explain the ActiveBuffs Rule syntax / parameters? I'm trying to learn more about creating new rules and failing to write the correct parameters I think.
For example,
ActiveBuffs = new [] { new SnoPowerId(445266, 0) },
What's the 0 mean? I've seen other examples of 0,1,2 in that parameter but I don't know what the parameter means and none of my trial and error has worked.
In this case I want to see when the 2 second duration free vault buff is active after I've used Impale with Chain of Shadows equipped. I've also tried the
ActiveBuffs = new[] { new SnoPowerId(Hud.Sno.SnoPowers.ChainOfShadows.Sno), },
however that just always triggers when I have Chain of Shadows equipped or cubed.
I'd be happy for more examples from your library of alerts - I love the plugin but I can't seem to learn to write new rules on my own and don't want to trouble you each time I have a new condition to test. Any chance you would provide more information on how the legendary powers are and resulting buff effects can be matched? I'm looking for a parameters and cross reference to the needed files for looking up effects.
Thanks in advance!
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Savvy ? 🐒
Originally Posted by
Djanee
ActiveBuffs = new [] { new SnoPowerId(445266, 0) },
What's the 0 mean? I've seen other examples of 0,1,2 in that parameter but I don't know what the parameter means and none of my trial and error has worked.
In this case I want to see when the 2 second duration free vault buff is active after I've used Impale with Chain of Shadows equipped. I've also tried the
ActiveBuffs = new[] { new SnoPowerId(Hud.Sno.SnoPowers.ChainOfShadows.Sno), },
however that just always triggers when I have Chain of Shadows equipped or cubed.
I'd be happy for more examples from your library of alerts - I love the plugin but I can't seem to learn to write new rules on my own and don't want to trouble you each time I have a new condition to test. Any chance you would provide more information on how the legendary powers are and resulting buff effects can be matched? I'm looking for a parameters and cross reference to the needed files for looking up effects.
- 0 (or no 2nd parameter) mean any runes equipped or raw power,
- dunno, the reaction is normal because you check the belt buff, not the actual triggered effect, i'll make some search when i have a chance to, (this is probably just the 2nd parameter to change to the right icon/rune)
- you have access to the same information than me ;p sno_powers,txt & acd dumps ; )
There is no silver bullet or magical method to easy get them other than dumps + manual search + trial & error
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Savvy ? 🐒
There is a snippet for the belt buff "free vault for 2s"
PHP Code:
Hud.RunOnPlugin<Jack.Alerts.PlayerTopAlertListPlugin>(plugin =>
{
plugin.AlertList.Alerts.Add(new Jack.Alerts.Alert(Hud)
{
AlertTextFunc = (id) =>
{
return "!! Free vault !!";
},
Rule =
{
ShowInTown = true,
ActiveBuffs = new SnoPowerId[] { new SnoPowerId(445266, 1), }
}
});
});
Enjoy ; )
Last edited by JackCeparou; 06-02-2017 at 05:15 PM.
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Member
Hi Jack,
Free vault alert works great. I was wondering if we could use your AlertListPlugin for when pylons are active (Conduit, Speed, Shield, Channeling, or Power). I tried using the Dimensional sno's from sno_powers.txt but could not get them to work.
Thanks!
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Savvy ? 🐒
Not tested but this should work,
For (normal rift) conduit :
PHP Code:
Hud.RunOnPlugin<Jack.Alerts.PlayerTopAlertListPlugin>(plugin =>
{
plugin.AlertList.Alerts.Add(new Jack.Alerts.Alert(Hud)
{
AlertTextFunc = (id) =>
{
return "!! Conduit !!";
},
Rule =
{
ShowInTown = true,
ActiveBuffs = new SnoPowerId[] { new SnoPowerId(263029), }
}
});
});
Rince & repeat for each pylon type :
PHP Code:
263029 // Conduit
403404 // Conduit in tiered rift
278269 // Enlightened
030477 // Enlightened
278271 // Frenzied
030479 // Frenzied
278270 // Fortune
030478 // Fortune
278268 // Blessed
030476 // Blessed
266258 // Channeling
266254 // Shield
262935 // Power
266271 // Speed
260349 // Empowered
260348 // Fleeting
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cherouvim13 (1 members gave Thanks to JackCeparou for this useful post)
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Member
It works, Thank you! It was the 2nd parameter I had to get rid of.
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Active Member
Is it possible to check how many stacks does a skill have? E.g. Dashing Strike.
If it's not, I could do with a simple cooldown check too (at least, if a multi-charge spell is considered "on cooldown" if at least one charge is used and it's currently recharging).
For what it's worth, I'm trying to make a warning that would tell me not to Dash when I have less than 75 spirit and only one Dashing Strike charge, as that just puts the skill on an 8 second cooldown (whereas I could generate the 75 spirit off of some trash mob instead and keep dashing thru the map). So far:
Code:
AlertList.Alerts.Add(new Alert(Hud, HeroClass.Monk)
{
AlertTextFunc = (id) =>
{
return "!! DO NOT DASH !!";
},
Rule =
{
CustomCondition = (player) =>
{
return Hud.Game.Me.Stats.ResourceCurSpirit <= 75;
},
},
});
AlertList.Alerts.Add(new Alert(Hud, HeroClass.Monk)
{
AlertTextFunc = (id) =>
{
return "dashing strike cd";
},
Rule =
{
//CheckSkillCooldowns = true,
//EquippedSkills = new[] { new SnoPowerId(312736) },
CustomCondition = (player) =>
{
return Hud.Game.Me.Powers.UsedMonkPowers.DashingStrike.IsOnCooldown;
},
},
});
The resource check works. Dashing Strike thingy that is commented out just always shows up, so I assume CheckSkillCooldowns flag isn't what I need here (not sure what it's actually for). The one that isn't commented out never shows up, even though I've confirmed that the object/property exist, it's just always false (if you add "== false" it will actually always show up). I tried .Icon too but it apparently doesn't exist for objects like UsedMonkPowers.DashingStrike, nor does .IconCounts[0].
Edit: tried this: "Hud.Game.Me.Powers.UsedMonkPowers.DashingStrike.CooldownFinishTick > Hud.Game.CurrentGameTick", still no. Doing a "<" check always returns true. It's probably just a 0.
Last edited by Razzko; 07-24-2017 at 10:23 PM.
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Savvy ? 🐒
For the stack count, you can probably use IPlayerSkill.Charges (not tested)
CheckSkillCooldowns is not for 'stackable' skills, it works only when the skill is really on cooldown (aka not usable, charging a stack is not really a cooldown)
I have no clue how this recharge timer is handled, i'll need to make some research (probably not before tomorrow at least)
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Active Member
O boi
It actually works!
For anyone else playing Raiment/Shenlong where this particular thing matters, this is it:
Code:
AlertList.Alerts.Add(new Alert(Hud, HeroClass.Monk)
{
AlertTextFunc = (id) =>
{
return "!! LAST DASH !!";
},
Rule =
{
CustomCondition = (player) =>
{
return Hud.Game.Me.Stats.ResourceCurSpirit <= 75 && Hud.Game.Me.Powers.UsedMonkPowers.DashingStrike.Charges == 1;
},
},
});
Thank you :3
Btw is there like a dump of all objects/properties somewhere that I didn't find? Or did you just make one yourself? How did you look that up?
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greatscott (1 members gave Thanks to Razzko for this useful post)
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Savvy ? 🐒
YW ; )
You can find almost everything sno in /docs/*.txt
And if you want to know what is available in hud api, take a look inside /interfaces/ folder, everything is there ; ) (e.g; for the charge count i have just checked /interfaces/data/player/IPlayerSkill.cs)
Ps: 300 rep! "THIS IS SPARTA!!!"
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Active Member
Ahh I see, I only checked /docs/ before. Didn't dig into /interfaces/ files.
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Member
Hi Jack,
Can you teach me how to create an alert that displays that I have max essence under my character? Ideally with a check for Skeleton Mages - Singularity equipped, as this would be the most likely use case for an alert like this.
Last edited by mrjayaur; 08-26-2017 at 01:51 AM.