[ENGLISH] [Gigi] EliteBarPlugin menu

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  1. #151
    RNN's Avatar Legendary
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    The problem will be the same as always, he will be saving the file with the name EliteBarColor.cs.txt instead of EliteBarColor.cs

    Windows 10 How To Always Show File Extensions In File Explorer

    [ENGLISH] [Gigi] EliteBarPlugin
  2. #152
    n1com's Avatar Member
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    Is it possible to edit the CC effects? i wanna switch out the "slow" status for a "Rend" status from zbarb on lon runs, would be much more interesting to see since mobs are literally always slowed, so its just not needed to show. if possible, id love to get some help on how to do it =)

  3. #153
    sleepless011's Avatar Member
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    Does this plugin not work? i have it in the plugins/Gigi and it does not load at all

  4. #154
    PaRaZiD's Avatar Member
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    Originally Posted by sleepless011 View Post
    Does this plugin not work? i have it in the plugins/Gigi and it does not load at all
    same here, love the plugin

  5. #155
    n1com's Avatar Member
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    Digging out this awsome Plugin. I gotta ask, if there is any possibility to show a bleeding debuff on elites such as Rend?

  6. #156
    RNN's Avatar Legendary
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    I don't know if this is what you are looking for
    Code:
    if (m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_A, 70472) == 1) 
    		textDebuff += (textDebuff == null ? "" : ", ") + "Rend";

  7. Thanks n1com (1 members gave Thanks to RNN for this useful post)
  8. #157
    n1com's Avatar Member
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    Originally Posted by RNN View Post
    I don't know if this is what you are looking for
    Code:
    if (m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_A, 70472) == 1) 
    		textDebuff += (textDebuff == null ? "" : ", ") + "Rend";
    Tried pasting that into the "ShowDebuffAndCC" Section of this Plugin, doesnt show up unfortunatly. Or where do i have to put this?

  9. #158
    RNN's Avatar Legendary
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    Code:
    if (ShowDebuffAndCC){            
    	string textDebuff = null; 
    	if (m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_A, 70472) == 1) 
    		textDebuff += (textDebuff == null ? "" : ", ") + "Rend";
    
    	...
    	..
    }

  10. Thanks n1com (1 members gave Thanks to RNN for this useful post)
  11. #159
    n1com's Avatar Member
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    Originally Posted by RNN View Post
    Code:
    if (ShowDebuffAndCC){            
    	string textDebuff = null; 
    	if (m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_A, 70472) == 1) 
    		textDebuff += (textDebuff == null ? "" : ", ") + "Rend";
    
    	...
    	..
    }
    I just figured it also depends on the Rune of Rend.. Bloodbath works perfectly fine, even with everything i yet came up from my own ideas lmao.. but the Mutilate Rune doesnt seem to work since the mobs get chilled.. The visual bleeding effect is the same, but it seems like its not registered as bleeding.. So i cant really make a difference between "Rend-Mutilate" applied by a zbarb or Iceblink-Chilled from zmonk/znec.. but anyways, thank for VERY much for your help RNN

  12. #160
    RNN's Avatar Legendary
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    mutilate
    attr Power_Buff_0_Visual_Effect_C 70472 1 power: Descuartizar
    attr Power_Buff_1_Visual_Effect_C 70472 1 power: Descuartizar

    try the first one, I don't know the difference between the two (I find that it's always both 0 or both 1)

    Code:
    	if (m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_C, 70472) == 1) 
    		textDebuff += (textDebuff == null ? "" : ", ") + "Rend";

    you get that information by pressing control + alt + d and then analyzing logs\dump_actors_on_screen.txt
    Last edited by RNN; 03-18-2020 at 02:05 PM.

  13. Thanks n1com (1 members gave Thanks to RNN for this useful post)
  14. #161
    n1com's Avatar Member
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    Originally Posted by RNN View Post
    mutilate
    attr Power_Buff_0_Visual_Effect_C 70472 1 power: Descuartizar
    attr Power_Buff_1_Visual_Effect_C 70472 1 power: Descuartizar

    try the first one, I don't know the difference between the two (I find that it's always both 0 or both 1)

    Code:
    	if (m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_C, 70472) == 1) 
    		textDebuff += (textDebuff == null ? "" : ", ") + "Rend";

    you get that information by pressing control + alt + d and then analyzing logs\dump_actors_on_screen.txt
    your sir, are THE man! fuckin legend, thank you, it works with Power_Buff_1. Thank you very much!

  15. #162
    Moogis7's Avatar Member
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    Hi. Is it possible to add the Entangling shot proc in this plugin? (like chill, slow, strongarm, etc) Thanks!

  16. #163
    Jembo's Avatar Active Member
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    Originally Posted by Moogis7 View Post
    Hi. Is it possible to add the Entangling shot proc in this plugin? (like chill, slow, strongarm, etc) Thanks!
    Code:
                    if (m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_B, 361936) == 1)
                    textDebuff += (textDebuff == null ? "" : ", ") + "Entangled";

    Power_Buff_0_Visual_Effect_None 361936 1 power: Entangling Shot // No Rune [255]:
    Power_Buff_0_Visual_Effect_B 361936 1 power: Entangling Shot // Chain Gang (Rune 1) [1]
    Power_Buff_0_Visual_Effect_C 361936 1 power: Entangling Shot // Shock Collar (Rune 2) [2]
    Power_Buff_0_Visual_Effect_A 361936 1 power: Entangling Shot // Heavy Burden (Rune 3) [0]
    Power_Buff_0_Visual_Effect_D 361936 1 power: Entangling Shot // Justice is Served (Rune 4) [3]
    Power_Buff_0_Visual_Effect_E 361936 1 power: Entangling Shot // Bounty Hunter (Rune 5) [4]

    Power_Buff_2 or Power_Buff_3 seemed to fire when multiple enemies are chained

    Does anyone know how to condense this down so it shows if proc'd by all runes and only if Odyssey's End (P69_ItemPassive_Unique_Ring_023) [484297] is equipped by someone or whoever applied it.
    Last edited by Jembo; 06-29-2020 at 07:06 AM.

  17. #164
    s4000's Avatar Contributor
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    check any rune;

    if (m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_A, 361936) == 1 ||
    m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_B, 361936) == 1 ||
    m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_C, 361936) == 1 ||
    m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_D, 361936) == 1 ||
    m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_E, 361936) == 1 ||
    m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_None, 361936) == 1)

    check someone get Odyssey's End

    Hud.Game.Players.Any(x => x.Powers.BuffIsActive(484297, 0))
    Originally Posted by Jembo View Post
    Code:
                    if (m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_B, 361936) == 1)
                    textDebuff += (textDebuff == null ? "" : ", ") + "Entangled";

    Power_Buff_0_Visual_Effect_None 361936 1 power: Entangling Shot // No Rune [255]:
    Power_Buff_0_Visual_Effect_B 361936 1 power: Entangling Shot // Chain Gang (Rune 1) [1]
    Power_Buff_0_Visual_Effect_C 361936 1 power: Entangling Shot // Shock Collar (Rune 2) [2]
    Power_Buff_0_Visual_Effect_A 361936 1 power: Entangling Shot // Heavy Burden (Rune 3) [0]
    Power_Buff_0_Visual_Effect_D 361936 1 power: Entangling Shot // Justice is Served (Rune 4) [3]
    Power_Buff_0_Visual_Effect_E 361936 1 power: Entangling Shot // Bounty Hunter (Rune 5) [4]

    Power_Buff_0, Power_Buff_2 or Power_Buff_3 seemed to work for each.

    Does anyone know how to condense this down so it shows if proc'd by all runes and only if Odyssey's End (P69_ItemPassive_Unique_Ring_023) [484297] is equipped by someone or whoever applied it.

  18. Thanks Moogis7 (1 members gave Thanks to s4000 for this useful post)
  19. #165
    Jembo's Avatar Active Member
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    Thanks S4000,

    Code:
                    if (m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_A, 361936) == 1 ||
                    m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_B, 361936) == 1 ||
                    m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_C, 361936) == 1 ||
                    m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_D, 361936) == 1 ||
                    m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_E, 361936) == 1 ||
                    m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_None, 361936) == 1)
                    textDebuff += (textDebuff == null ? "" : ", ") + "Entangled";
    Or only if someone in group has Odyssey's End Equipped:
    Code:
                    if (m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_A, 361936) == 1 && Hud.Game.Players.Any(x => x.Powers.BuffIsActive(484297, 0)) ||
                    m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_B, 361936) == 1 && Hud.Game.Players.Any(x => x.Powers.BuffIsActive(484297, 0)) ||
                    m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_C, 361936) == 1 && Hud.Game.Players.Any(x => x.Powers.BuffIsActive(484297, 0)) ||
                    m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_D, 361936) == 1 && Hud.Game.Players.Any(x => x.Powers.BuffIsActive(484297, 0)) ||
                    m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_E, 361936) == 1 && Hud.Game.Players.Any(x => x.Powers.BuffIsActive(484297, 0)) ||
                    m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_None, 361936) == 1 && Hud.Game.Players.Any(x => x.Powers.BuffIsActive(484297, 0)))
                    textDebuff += (textDebuff == null ? "" : ", ") + "Entangled";

  20. Thanks Moogis7 (1 members gave Thanks to Jembo for this useful post)

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