[v7.3] [INTERNATIONAL] [Resu] ParagonPercentagePlugin menu

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  1. #76
    User5981's Avatar First Dev On The Internet
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    Updated :
    - now uses ingame textures for highest Grift level display
    Supported version for all Resu plugins

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  2. #77
    RNN's Avatar Legendary
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    Originally Posted by User5981 View Post
    Updated :
    - now uses ingame textures for highest Grift level display
    I found it interesting to use that texture. If you want to abbreviate some lines of code, you can get it with this formula:
    uint TextNumber = GRlevel + 23 * ((uint) (GRlevel/10)) + (uint) ((GRlevel < 100)?795145286:469991469);
    I wanted to use the texture to represent the level of GR, including when you enter a public game with a GR already started, but I can't find out the level of GR in this case ( player.InGreaterRift of the players is true but player.InGreaterRiftRank returns 0 )

  3. #78
    Romanmas's Avatar Member
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    Hi!
    How do I see the paragon percentage of other players? Is it possible?
    TY

  4. #79
    Romanmas's Avatar Member
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    Originally Posted by Romanmas View Post
    Hi!
    How do I see the paragon percentage of other players? Is it possible?
    TY
    Update pls my question/ TY

  5. #80
    Vern1701's Avatar Active Member
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    I don't think it's possible with TH. However, inspecting other players gives you their paragon level in the upper right corner.

  6. #81
    RNN's Avatar Legendary
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    Originally Posted by Romanmas View Post
    Hi!
    How do I see the paragon percentage of other players? Is it possible?
    TY
    yes, but only if the player is close. If the player is far away the value will not exist or will not be updated

    Small plugin to show the paragon percentage:

    Code:
    using System.Globalization;
    using Turbo.Plugins.Default;
    
    namespace Turbo.Plugins.User
    {
    	public class ParagonPercentage : BasePlugin, IInGameTopPainter
    	{
    		public TopLabelWithTitleDecorator ParagonDecorator { get; set; }
    		
    		public ParagonPercentage()
    		{
    			Enabled = true;
    		}
    
    		public override void Load(IController hud)
    		{
    			base.Load(hud);	
    			
    			ParagonDecorator = new TopLabelWithTitleDecorator(Hud)
    			{
    				BackgroundBrush = Hud.Render.CreateBrush(255, 255, 255, 255, 0),
    				BorderBrush = Hud.Render.CreateBrush(255, 0, 0, 0, -1),
    				TextFont = Hud.Render.CreateFont("tahoma", 6, 255, 0, 0, 0, true, false, false),
    			};
    		}
    
    		public void PaintTopInGame(ClipState clipState)
    		{
    			if (clipState == ClipState.BeforeClip)
    			{
    				var w = Hud.Window.Size.Width * 0.016f;  var h = Hud.Window.Size.Height * 0.014f;					
    				foreach(var player in Hud.Game.Players)
    				{
    					if (!player.HasValidActor) continue;					
    					var pt = player.PortraitUiElement.Rectangle; 
    					double exper = (player.CurrentLevelNormal < 70)? (player.CurrentLevelNormal/70d) : (player.CurrentLevelParagonDouble - player.CurrentLevelParagon);	
    					ParagonDecorator.Paint(pt.X + pt.Width * 0.73f, pt.Y + pt.Height * 0.20f, w, h, string.Format(CultureInfo.InvariantCulture, "{0:0%}", exper));						
    				}
    			}
    		}
    	}
    }

    Modified Resu plugin to include paragon percentage for all players (not tested) : plugins\Resu\ParagonPercentagePlugin.cs

  7. #82
    Romanmas's Avatar Member
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    Originally Posted by RNN View Post
    yes, but only if the player is close. If the player is far away the value will not exist or will not be updated

    Small plugin to show the paragon percentage:

    Code:
    using System.Globalization;
    using Turbo.Plugins.Default;
    
    namespace Turbo.Plugins.User
    {
    	public class ParagonPercentage : BasePlugin, IInGameTopPainter
    	{
    		public TopLabelWithTitleDecorator ParagonDecorator { get; set; }
    		
    		public ParagonPercentage()
    		{
    			Enabled = true;
    		}
    
    		public override void Load(IController hud)
    		{
    			base.Load(hud);	
    			
    			ParagonDecorator = new TopLabelWithTitleDecorator(Hud)
    			{
    				BackgroundBrush = Hud.Render.CreateBrush(255, 255, 255, 255, 0),
    				BorderBrush = Hud.Render.CreateBrush(255, 0, 0, 0, -1),
    				TextFont = Hud.Render.CreateFont("tahoma", 6, 255, 0, 0, 0, true, false, false),
    			};
    		}
    
    		public void PaintTopInGame(ClipState clipState)
    		{
    			if (clipState == ClipState.BeforeClip)
    			{
    				var w = Hud.Window.Size.Width * 0.016f;  var h = Hud.Window.Size.Height * 0.014f;					
    				foreach(var player in Hud.Game.Players)
    				{
    					if (!player.HasValidActor) continue;					
    					var pt = player.PortraitUiElement.Rectangle; 
    					double exper = (player.CurrentLevelNormal < 70)? (player.CurrentLevelNormal/70d) : (player.CurrentLevelParagonDouble - player.CurrentLevelParagon);	
    					ParagonDecorator.Paint(pt.X + pt.Width * 0.73f, pt.Y + pt.Height * 0.20f, w, h, string.Format(CultureInfo.InvariantCulture, "{0:0%}", exper));						
    				}
    			}
    		}
    	}
    }

    Modified Resu plugin to include paragon percentage for all players (not tested) : plugins\Resu\ParagonPercentagePlugin.cs
    Both work perfectly! TY

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