Update: Reorganized code. Small improvements
Update: Reorganized code. Small improvements
Wow, Nice improvements on plugin, I tested this one, but I liked most the modification that shows Pylon name caps
Screenshot_6.png
And Heal and XP Pools that I can edit "Pool", "Heal"
Screenshot_7.png
and remains the updates that Pops up the messagen when Pylon is poped and Nemesis messages and this one
Screenshot_6.png
when someone have nemesis, it messages
I have the OtherSrinePlugins.cs and would like to merge with improvements of ShrineLabelsPlugin.cs
This Code is from ShrineLabelsPlugin that i want to merge into OtherShrinePlugin updates u made
public override void Load(IController hud)
{
base.Load(hud);
ShrineDecorators = new Dictionary<ShrineType, WorldDecoratorCollection>();
ShrineCustomNames = new Dictionary<ShrineType, string>();
ShrineDecorators[ShrineType.BlessedShrine] = CreateDecorators(7f, 255, 208, 178, 0);
ShrineDecorators[ShrineType.EnlightenedShrine] = CreateDecorators(7f, 255, 208, 178, 0);
ShrineDecorators[ShrineType.FortuneShrine] = CreateDecorators(7f, 255, 208, 178, 0);
ShrineDecorators[ShrineType.FrenziedShrine] = CreateDecorators(7f, 255, 208, 178, 0);
ShrineDecorators[ShrineType.EmpoweredShrine] = CreateDecorators(7f, 255, 208, 178, 0);
ShrineDecorators[ShrineType.FleetingShrine] = CreateDecorators(7f, 255, 208, 178, 0);
ShrineDecorators[ShrineType.PowerPylon] = CreateDecorators(7f, 255, 255, 255, 0);
ShrineDecorators[ShrineType.ConduitPylon] = CreateDecorators(7f, 255, 255, 255, 0);
ShrineDecorators[ShrineType.ChannelingPylon] = CreateDecorators(7f, 255, 255, 255, 0);
ShrineDecorators[ShrineType.ShieldPylon] = CreateDecorators(7f, 255, 255, 255, 0);
ShrineDecorators[ShrineType.SpeedPylon] = CreateDecorators(7f, 255, 255, 255, 0);
ShrineDecorators[ShrineType.BanditShrine] = CreateDecorators(7f, 255, 255, 140, 255);
ShrineDecorators[ShrineType.PoolOfReflection] = CreateDecorators(7f, 255, 255, 255, 0);
ShrineDecorators[ShrineType.HealingWell] = CreateDecorators(7f, 255, 230, 184, 183);
PossibleRiftPylonDecorators = CreateDecorators(7f, 255, 255, 255, 0);
ShrineCustomNames[ShrineType.BlessedShrine] = "DR";
ShrineCustomNames[ShrineType.EnlightenedShrine] = "XP";
ShrineCustomNames[ShrineType.FortuneShrine] = "MF";
ShrineCustomNames[ShrineType.FrenziedShrine] = "Frenzy";
ShrineCustomNames[ShrineType.EmpoweredShrine] = "Empower";
ShrineCustomNames[ShrineType.FleetingShrine] = "Fleeting";
ShrineCustomNames[ShrineType.PowerPylon] = "* POWER *";
ShrineCustomNames[ShrineType.ConduitPylon] = "* CONDUTROLL *";
ShrineCustomNames[ShrineType.ChannelingPylon] = "* CHINELINHO *";
ShrineCustomNames[ShrineType.ShieldPylon] = "* SHIELD *";
ShrineCustomNames[ShrineType.SpeedPylon] = "* SPEED *";
ShrineCustomNames[ShrineType.BanditShrine] = "..:: BANDIT ::..";
ShrineCustomNames[ShrineType.PoolOfReflection] = "PISCININHA";
ShrineCustomNames[ShrineType.HealingWell] = "Heal";
PossibleRiftPylonName = "pylon?";
}
Last edited by Saico; 05-10-2019 at 06:23 PM.
The name of the pylons can be changed with the custom code. Example:
plugin.Config(ShrineType.PowerPylon,"*POWER*","Power","Active Power","POWER");
It would show * POWER * next to the pylon, it's the part called <Label>
To display the text in Heal and XP Pools, on lines 344 and 353 you will see this
344 -> if (ShowHealingWells) DecoratorHealing.Paint(layer, shrine, shrine.FloorCoordinate, ""); //Replace this "" with "Heal" to show label on the minimap
353 -> if (ShowPoolOfReflection) DecoratorCircle.Paint(layer, shrine, shrine.FloorCoordinate, ""); //Replace this "" with "Pool" to show label on the minimap
replace in the first line "" with "Heal" and in the other line "" with "Pool"
Here is the plugin with those two edited lines: [C#] OtherShrinePlugin - Pastebin.com
The rest of the changes can not be made easily, you will have to choose between one and the other
Last edited by RNN; 05-10-2019 at 07:18 PM.
For some reason, which I don't understand, sometimes the Buff of a pylon/sanct is lost for a moment (Hud.Game.Me.Powers.BuffIsActive(buff, 0) take the value False) , this causes it to be announced more than once. It usually happens with some frequency if we open the inventory. From now on, only one buff (power, speed,..) will be announced if we have just received it (added the check if (Hud.Game.Me.Powers.GetBuff(buff).TimeElapsedSeconds[0] < 1) )
Last edited by RNN; 08-21-2019 at 10:14 AM.
Hi
For me the plugin doesn't show when the pylons/sanctuaries are take of the progress bar. Do you know why?
I do not understand what you mean
Skärmklipp.PNG
I dont see at which procent the pylons spawn.
The plugin that shows information of the pylons is this: [C#] GLQ_GreaterRiftPylonMarkerPlugin - Pastebin.com
Ahh, thanks for the link
During combat, it is not easy to listen shrine/pylon speak out sometimes (game sound may cover the voice out)
is there any way to make the sound more obviously?
If you have a very high game volume, it is normal that you do not distinguish the voices of the TTS. I recommend that you reduce it and then go to the Windows volume mixer and increase the one corresponding to the TH process. My recommendation will always be to do this:
https://www.ownedcore.com/forums/dia...ml#post4029475 ([V9.0] [INTERNATIONAL] [RNN] OtherShrinePlugin)
I dont know the TTS and game audio is independently
open your "User" folder
file name=PluginEnablerOrDisablerPlugin
Hud.Sound.ConstantVolume = 80; // default is 100
The popup is too big for me.
Are there any settings to adjust the size , space padding?
change wPopup if you want to modify the width and hPopup if you want to modify the height.Code:plugin.xPopup = 0.46f; // 0f ... 1f Popup Coordinate x plugin.yPopup = 0.75f; // 0f ... 1f Popup Coordinate y plugin.wPopup = 0.14f; // 0f ... 1f width plugin.hPopup = 0.05f; // 0f ... 1f heigth
The coordinates are also configurable.