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  1. #106
    ivy733's Avatar Member
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    In Resu's previous Deluxeshrine plugin it was able to show ==Bandit Shrine== in red text. Is it possible to add this back in? Currently it is the only Shrine that isn't be shown with a name and has no indication of what it is. Could it be possible to have it show something semi flashy for when the map is opened we have a better idea of what it is?

    [V9.0] [INTERNATIONAL] [RNN] OtherShrinePlugin
  2. #107
    RNN's Avatar Legendary
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    In this plugin you can indicate a name for the map and a different one for the ground, and currently it does not use different colors. Actually I have not verified that it detects them well because the time I was playing since the beginning of the season I did not see any
    I do not plan on making changes except fixing bugs.
    Last edited by RNN; 08-10-2020 at 08:42 AM.

  3. #108
    RNN's Avatar Legendary
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    Update
    Fix for bandit shrine

  4. #109
    ivy733's Avatar Member
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    I appreciate you adding back the bandit shrine. Is there away to change the color of the text to red and add make it more noticeable?

  5. #110
    RNN's Avatar Legendary
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    Originally Posted by ivy733 View Post
    I appreciate you adding back the bandit shrine. Is there away to change the color of the text to red and add make it more noticeable?
    for testing:

    plugins\RNN\OtherShrinePlugin.cs

    Add to Custom Code (examples):
    Code:
    	plugin.ModifyShrineDecorator(ShrineType.BanditShrine,7f,6f,255,255,0,0);  	// Type , SizeFont Ground , SizeFont Map, Opacity, Red, Green, Blue
    	plugin.ModifyShrineDecorator(ShrineType.PowerPylon,7f,6f,255,50,255,50);
    	plugin.ModifyShrineDecorator(ShrineType.ConduitPylon,7f,6f,255,50,150,255);
    Last edited by RNN; 08-26-2020 at 06:59 AM. Reason: moved to first post

  6. Thanks Romanmas (1 members gave Thanks to RNN for this useful post)
  7. #111
    ivy733's Avatar Member
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    Thanks again.

  8. #112
    Romanmas's Avatar Member
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    Originally Posted by RNN View Post
    for testing:

    plugins\RNN\OtherShrinePlugin.cs

    Add to Custom Code (examples):
    Code:
    	plugin.ModifyShrineDecorator(ShrineType.BanditShrine,7f,6f,255,255,0,0);  	// Type , SizeFont Ground , SizeFont Map, Opacity, Red, Green, Blue
    	plugin.ModifyShrineDecorator(ShrineType.PowerPylon,7f,6f,255,50,255,50);
    	plugin.ModifyShrineDecorator(ShrineType.ConduitPylon,7f,6f,255,50,150,255);
    You are the best !

  9. #113
    ivy733's Avatar Member
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    So where do I add those lines?

  10. #114
    RNN's Avatar Legendary
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    Add them to the rest of the lines of the custom code in PluginEnablerOrDisablerPlugin.cs
    Code:
    Hud.GetPlugin<RNN.OtherShrinePlugin>().Enabled = true;
    Hud.RunOnPlugin<RNN.OtherShrinePlugin>(plugin =>
    {			
    	.....
    	.......	
    	....
    
    	// examples of how to use ModifyShrineDecorator
    	plugin.ModifyShrineDecorator(ShrineType.BanditShrine,7f,6f,255,255,0,0);	// Type , SizeFont Ground , SizeFont Map, Opacity, Red, Green, Blue  
    	plugin.ModifyShrineDecorator(ShrineType.PowerPylon,7f,6f,255,50,255,50);
    	plugin.ModifyShrineDecorator(ShrineType.ConduitPylon,7f,6f,255,50,150,255);
    });
    updated the first post

  11. #115
    wad1532's Avatar Member
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    SO I REDL this plugin for the updates it work with no exceptions tell I add the custom code?????
    All other custom codes in ALL your other plugin work. and i know before this update i had the custom code in ?

  12. #116
    RNN's Avatar Legendary
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    Sorry, I can't understand what you're asking me (I don't know English and I always use google translator). Install this plugin, and if it works, configure it later with the custom Code. Most of my plugins will not work properly if you use "Order" in PluginEnablerOrDisablerPlugin.cs. (The SRJ Theme! For example uses it: Order SRJ Theme = 90000, Order this plugin = 30001. Change Order for my plugin to 90001 , line 218)
    Last edited by RNN; 12-01-2020 at 11:35 AM.

  13. #117
    Bs4237's Avatar Member
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    Is There an easy way to disable the Audio for Shrines only in adventure mode?

    Would like to keep Pylons in GR and Pools in adventure mode. but that's all..

  14. #118
    RNN's Avatar Legendary
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    You could replace line 550

    Code:
    	if (shrineName != string.Empty)
    with this other line

    Code:
    	if ((shrineName != string.Empty) && (marker.IsPoolOfReflection || (Hud.Game.Me.InGreaterRiftRank > 0)))
    --

    If you do not want to keep the pools in Nephalems Rifts, an additional condition should be added

    Code:
    	if ((shrineName != string.Empty) && ((Hud.Game.Me.InGreaterRiftRank > 0) ||(marker.IsPoolOfReflection && Hud.Game.Me.SnoArea.HostAreaSno != 288482) && (Hud.Game.Me.SnoArea.Sno != 288482)))
    Another "valid" code that fails under certain conditions would be this:

    Code:
    	if ((marker.IsPylon && (Hud.Game.SpecialArea == SpecialArea.GreaterRift)) || (marker.IsPoolOfReflection && (Hud.Game.SpecialArea != SpecialArea.Rift)))
    I would use the first option
    Last edited by RNN; 11-12-2020 at 07:07 AM.

  15. #119
    Joker3060's Avatar Member
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    Thanks a lot for the awesome plugin.
    I'm trying for the first time to customize stuff - and I'm struggling to figure out why the minimap is no longer bound to the square in the top right corner...
    Is it possible to enable this again?

  16. #120
    RNN's Avatar Legendary
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    Code:
    Hud.SceneReveal.MinimapClip = true;
    Maybe you changed that value in PluginEnablerOrDisablerPlugin.cs or renamed RevealConfigurationExamplePlugin.txt to RevealConfigurationExamplePlugin.cs

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