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  1. #46
    Saico's Avatar Active Member
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    Originally Posted by RNN View Post
    plugin.Config(ShrineType.FrenziedShrine,null,null,null,null,"Frenzied");

    Never modify the first value, which is green. And the rest is to configure the label, the 3 tts (pylon, buff on, buff off) and popup (text).

    To change the Label (what you want to do) modify what is in red and leave it like this:

    plugin.Config(ShrineType.FrenziedShrine, "Frenzy","",null,null,null);

    that is, modify the second value for each shrine


    - This is how I set it up for me, it can help you as a reference

    Code:
    	plugin.Config(ShrineType.PowerPylon,"POWER","Power","Activado Power","Sin Power","[Power]");
    	plugin.Config(ShrineType.ConduitPylon,"CONDUIT","Conduit","Activado Konduit","Sin Conduit","[Conduit]");
    	plugin.Config(ShrineType.ChannelingPylon,"CHANNELING","Canalizador","Activado Canalizador","Sin Canalizador","[Canalizador]");
    	plugin.Config(ShrineType.ShieldPylon,"SHIELD","Escudo","Activado Escudo","Sin Escudo","[Escudo]");
    	plugin.Config(ShrineType.SpeedPylon,"SPEED","Speed","Activado Speed","Sin Speed","[Speed]");
    		
    	plugin.Config(ShrineType.BlessedShrine,null,null,"Activada Protección","Sin Protección","Protección");
    	plugin.Config(ShrineType.EnlightenedShrine,null,null,null,null,"Experiencia");
    	plugin.Config(ShrineType.FortuneShrine,null,null,null,null,"Fortuna");
    	plugin.Config(ShrineType.FrenziedShrine,null,null,"Activado Frenesí","Sin Frenesí","Frenesí");
    	plugin.Config(ShrineType.EmpoweredShrine,null,null,"Activado Potenciado","Sin Potenciado","Potenciado");
    	plugin.Config(ShrineType.FleetingShrine,null,null,"Activado Fugaz","Sin Fugaz","Fugaz");
    	plugin.Config(ShrineType.BanditShrine,null,"Bandit","This is ignored", "ignored","ignored");
    Oh, thank you so much, gonna test it later.

    These ads disappear when you log in.

  2. #47
    RNN's Avatar Legendary
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    Update:
    The default value of LabelsExchange is false
    It is now possible to indicate a different label for Ground and Map (minimap). This will allow for example to assign short names to the pylons/sancs in the minimap.



    As an example:

    plugin.Config(ShrineType.ChannelingPylon,"CHANNELING","CHAN","Channeling","Active Channeling","Lost Channeling","[CHANNELING]");

    ShrineType.ChannelingPylon : Do not modify this.
    "CHANNELING" : Label for Pylon/Sanc on the Ground
    "CHAN" : Label for Pylon/Sanc on the Map
    "Channeling" : TTS when Pylon/Sanc is detected.
    "Active Channeling" : TTS when Buff is On.
    "Lost Channeling" : TTS when Buff is Off.
    "[CHANNELING]" : Text for Popup.
    Last edited by RNN; 10-05-2019 at 07:31 AM.

  3. Thanks imnotabotuser (1 members gave Thanks to RNN for this useful post)
  4. #48
    Saico's Avatar Active Member
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    Originally Posted by RNN View Post
    Update:
    The default value of LabelsExchange is false
    It is now possible to indicate a different label for Ground and Map (minimap). This will allow for example to assign short names to the pylons/sancs in the minimap.



    As an example:

    plugin.Config(ShrineType.ChannelingPylon,"CHANNELING","CHAN","Channeling","Active Channeling","Lost Channeling","[CHANNELING]");

    ShrineType.ChannelingPylon : Do not modify this.
    "CHANNELING" : Label for Pylon/Sanc on the Ground
    "CHAN" : Label for Pylon/Sanc on the Map
    "Channeling" : TTS when Pylon/Sanc is detected.
    "Active Channeling" : TTS when Buff is On.
    "Lost Channeling" : TTS when Buff is Off.
    "[CHANNELING]" : Text for Popup.
    NIce clarification, I`ve been modifying names here and noticed a thing, when I increase text size for
    LabelPossiblePylon = "pylon?"
    I noticed there is a red text behind, "pylon?" and could not find where to delete and let only the yellow text from LabelPossiblePylon = "pylon?" on it. Is it on purpose, or can I delete this ?

    e4f3d586-47d9-4b60-9553-a2c082acdb79.jpg
    Example2.jpg

  5. #49
    RNN's Avatar Legendary
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    The red text must be of another plugin, and as before it was the same size as that of my plugin it covered it.

    I remember in my plugin setting plugin.HiddenPylonUsed = true; , the text in that case would be deactivated. It comes in handy if you use an S4000 plugin that writes a label there
    Last edited by RNN; 10-05-2019 at 08:13 AM.

  6. #50
    Saico's Avatar Active Member
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    Originally Posted by RNN View Post
    The red text must be of another plugin, and as before it was the same size as that of my plugin it covered it.

    I remember in my plugin setting plugin.HiddenPylonUsed = true; , the text in that case would be deactivated. It comes in handy if you use an S4000 plugin that writes a label there
    Oh ye, it was s4000 plugin that has
    public string PossiblePylonMessage { get; set; } = "";
    lack of attention from my part. Thanks for help again RNN

  7. #51
    takayo72's Avatar Active Member
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    the connected line of shrines, pylon and pool are using the same line color and type
    I like to use separate line color and/or line type for pool.

    How do customize it ?

  8. #52
    RNN's Avatar Legendary
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    Originally Posted by takayo72 View Post
    the connected line of shrines, pylon and pool are using the same line color and type
    I like to use separate line color and/or line type for pool.

    How do customize it ?
    Download it again. Now the line of the pylons/shrines has an orange color. If you want to change those colors you must edit lines 287 and 294



    I forgot to comment on a change that can be made in these lines:
    If you do not want dashed lines, change SharpDX.Direct2D1.DashStyle.Dash to SharpDX.Direct2D1.DashStyle.Solid
    Last edited by RNN; 10-09-2019 at 04:10 AM.

  9. Thanks takayo72 (1 members gave Thanks to RNN for this useful post)
  10. #53
    jx10000's Avatar Member
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    u plugins are awesome..

  11. #54
    RNN's Avatar Legendary
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    Thank you :)

  12. #55
    iThinkiWin's Avatar Active Member
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    great plugin RNN,
    a little change to it using font size to set the popup width and height correctly so no matter what is written it fits, "Channeling" would extend outside of the pop up, similar to Metrics.Width/Height method
    [C#] RNN's OtherShrinePlugin (edit) - Pastebin.com

    Removed public float wPopup { get; set; } & public float hPopup { get; set; } entirely from pluginenablerordisabler and othershrine

    Code:
    		public int pFontSize { get; set; } = 9;
    Code:
    			DecoratorPopupON = new TopLabelDecorator(hud) 
    			{
    				BorderBrush = hud.Render.CreateBrush(255, 180, 147, 109, -1),
    				BackgroundBrush = hud.Render.CreateBrush(200, 10, 10, 10, 0),
    				TextFont = hud.Render.CreateFont("tahoma", pFontSize, 255, 0, 250, 0, true, false, false),
    				TextFunc = () =>  TextoPopup
    			};
    
    			DecoratorPopupOFF = new TopLabelDecorator(hud) 
    			{
    				BorderBrush = hud.Render.CreateBrush(255, 180, 147, 109, -1),
    				BackgroundBrush = hud.Render.CreateBrush(200, 10, 10, 10, 0),
    				TextFont = hud.Render.CreateFont("tahoma", pFontSize, 255, 250, 0, 0, true, false, false),
    				TextFunc = () =>  TextoPopup
    			 };
    Code:
    				foreach (PopupPylon p in Hud.Queue.GetItems<PopupPylon>().Take(7))
    				{
    					TextoPopup = p.Text;
    					float w = p.Text.Length*pFontSize + Hud.Window.Size.Width * 0.05f;
    					float h = pFontSize + Hud.Window.Size.Height * 0.05f;
    					if (p.On) { DecoratorPopupON.Paint(x, y , w, h, HorizontalAlign.Center); }
    					else { DecoratorPopupOFF.Paint(x, y , w, h, HorizontalAlign.Center); }
    					if (y < Hud.Window.Size.Height/2) y += h;
    					else y -= h;
    				}
    also for pluginenablerordisabler if you like icons for map from csource chars, 🅿 for power, 🗲 for conduit, ⏰ for channel, 🛡 for shield, 👟 for speed
    Code:
                    plugin.Config(ShrineType.PowerPylon,"POWER","\uD83C\uDD7F","Power","Active Power","Lost Power","\uD83C\uDD7F POWER \uD83C\uDD7F");
                    plugin.Config(ShrineType.ConduitPylon,"CONDUIT","\uD83D\uDDF2","Conduit","Active Conduit","Lost Conduit","\uD83D\uDDF2 CONDUIT \uD83D\uDDF2");
                    plugin.Config(ShrineType.ChannelingPylon,"CHANNELING","\u23F0","Channeling","Active Channeling","Lost Channeling","\u23F0 CHANNELING \u23F0");
                    plugin.Config(ShrineType.ShieldPylon,"SHIELD","\uD83D\uDEE1","Shield","Active Shield","Lost Shield","\uD83D\uDEE1 SHIELD \uD83D\uDEE1");
                    plugin.Config(ShrineType.SpeedPylon,"SPEED","\uD83D\uDC5F","Speed","Active Speed","Lost Speed","\uD83D\uDC5F SPEED \uD83D\uDC5F");

  13. Thanks RNN (1 members gave Thanks to iThinkiWin for this useful post)
  14. #56
    RNN's Avatar Legendary
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    Yes, it would be another option.
    Currently, once the texts are defined, you can adjust the size of the pop-up window if you see some text sticking out of the margins, and if necessary, you can also adjust the position. What I like about this is that if several pop-ups appear, they are all aligned.
    With your method, the popup adjusts to the text automatically and that is an advantage, although in this case it is better that the x and y coordinate (or at least the x) corresponds to the center of the popup to avoid this:

    float x = Hud.Window.Size.Width * xPopup - w / 2
    float y = Hud.Window.Size.Height * yPopup - h / 2
    Thanks for the suggestion and the code. I don't finally know how I'll leave it. I think I will at least add pFontSize and modify x e y .
    I like the idea of ​​the icons, some will prefer to see it that way, they just have to modify the settings

  15. Thanks iThinkiWin (1 members gave Thanks to RNN for this useful post)
  16. #57
    RNN's Avatar Legendary
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    Update:

    Now the popup will automatically adjust its size to contain the text (thanks to iThinkiWin) , wPopup and hPopup have been removed
    xPopup and yPopup refer to the central position of the Popup. Default values: 0.5f and 0.81f
    Added FontSizePopup (size font for popup text). Default value 9f
    Last edited by RNN; 10-15-2019 at 02:44 PM.

  17. Thanks iThinkiWin (1 members gave Thanks to RNN for this useful post)
  18. #58
    FoxPox's Avatar Member
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    I have a couple of questions.
    How to add a message when a pylon is detected (yellow) ? "ShowPopup"
    how to set popup message lifetime ?

  19. #59
    RNN's Avatar Legendary
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    Originally Posted by FoxPox View Post
    How to add a message when a pylon is detected (yellow) ? "ShowPopup"
    When a pylon is detected it announces it through TTS and you will see a dashed orange line between you and the pylon, but it does not notify you with any other message.

    Originally Posted by FoxPox View Post
    how to set popup message lifetime ?
    Line 382 (Buff on)
    Code:
    	if (NotifyInTown || !Hud.Game.IsInTown)	{  Hud.Queue.AddItem( new PopupPylon(true, msg, new TimeSpan(0, 0, 0, 0, 3000)) );  }
    Line 407 (Buff Off)
    Code:
    	if (NotifyInTown || !Hud.Game.IsInTown)	{  Hud.Queue.AddItem(new PopupPylon(false, msg, new TimeSpan(0, 0, 0, 0, 3000)));  }
    Change that 3000 for the time you prefer, it's in milliseconds

    if you understand some coding, you could add some popup to notify the detection of a Pylon by copying a line similar to one of the latter after line 353, (you would have to choose between green or red text unless you make any more changes)
    Last edited by RNN; 10-16-2019 at 07:19 AM.

  20. #60
    RNN's Avatar Legendary
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    Update: pop-ups overlapped after the last update. Solved

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