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Legendary
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
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Member
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 =)
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Member
Does this plugin not work? i have it in the plugins/Gigi and it does not load at all
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Member
Originally Posted by
sleepless011
Does this plugin not work? i have it in the plugins/Gigi and it does not load at all
same here, love the plugin
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Member
Digging out this awsome Plugin. I gotta ask, if there is any possibility to show a bleeding debuff on elites such as Rend?
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Legendary
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";
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n1com (1 members gave Thanks to RNN for this useful post)
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Member
Originally Posted by
RNN
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?
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Legendary
Code:
if (ShowDebuffAndCC){
string textDebuff = null;
if (m.GetAttributeValue(Hud.Sno.Attributes.Power_Buff_0_Visual_Effect_A, 70472) == 1)
textDebuff += (textDebuff == null ? "" : ", ") + "Rend";
...
..
}
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n1com (1 members gave Thanks to RNN for this useful post)
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Member
Originally Posted by
RNN
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
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Legendary
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.
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n1com (1 members gave Thanks to RNN for this useful post)
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Member
Originally Posted by
RNN
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!
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Member
Hi. Is it possible to add the Entangling shot proc in this plugin? (like chill, slow, strongarm, etc) Thanks!
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Active Member
Originally Posted by
Moogis7
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.
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Contributor
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
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.
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Moogis7 (1 members gave Thanks to s4000 for this useful post)
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Active Member
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";
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Moogis7 (1 members gave Thanks to Jembo for this useful post)