how to change the color LineToPylon in the minimap ?
the color is barely to see it. I want to change another more sharp color
how to change the color LineToPylon in the minimap ?
the color is barely to see it. I want to change another more sharp color
edit Line 246
you can replace it for example with this one:Code:Brush = Hud.Render.CreateBrush(120, 180, 180, 0, 1,SharpDX.Direct2D1.DashStyle.Dash),
250 -> opacity , maxvalue 255Code:Brush = Hud.Render.CreateBrush(250, 255,255, 0, 1,SharpDX.Direct2D1.DashStyle.Dash),
255,255,0 -> rgb
1 -> width line
in future versions it will be set up like this
Last edited by RNN; 09-27-2019 at 06:56 AM.
setting the line width to 2 is much much better
thanks for this plugin, its really nice!
Is there a way to also announce when the buff is lost? I.e the shrine ends?
I like the idea. I plan to review this plugin soon, I will consider including it. Thanks for the suggestion
Last edited by RNN; 09-29-2019 at 06:22 AM.
what other plugin have pylon chance on minimap? now i have cyrcles and squares, how to disable the cyrcles? thanks
There are several, from authors like Dark, Psycho, Resu y also the default plugin (Default\Actors\ShrinePlugin.cs)
dia...elsplugin.html
https://www.ownedcore.com/forums/dia...elsplugin.html
Last edited by RNN; 09-29-2019 at 08:36 AM.
i have only the ShrinePlugin.cs, changed
public ShrinePlugin()
{
Enabled = false;
}
but still have two signs on the minimap cyrcles in squares. Any idea?
no, temporarily disable other plugins until you find it
Update:
Many changes to the configuration. I recommend not taking advantage of the previous one and setting it from scratch.
Added the possibility of being notified when you lose the buff of the pylon/sanc.
Nice updates, RNN, I have a question, is there a way to make label for pylon in minimap longer ? It kind of disappears from minimap at certain distance away and also if I get too close.
and where do I change to modify color for pylon text and size in minimap ?
last thing, is there a way to configure TTS only to notify Pylons ? and turn off Shrines ? a bool to choose true/false between them would be great.
ty
nothing can be done here
LabelPylonExchange = false;
line 200
line 221 for pylon used (gray)Code:LabelFont = Hud.Render.CreateFont("tahoma", 6f, 192, 255, 255, 55, false, false, 128, 0, 0, 0, true),
Code:LabelFont = Hud.Render.CreateFont("tahoma", 6f, 200, 155, 155, 155, false, false, 128, 0, 0, 0, true),
using plugin.Config, , example for Blessedsrhine: Label yes (namelocalized) , no TTS and no Popup
plugin.Config(ShrineType.BlessedShrine,null,"","","","");
Last edited by RNN; 10-04-2019 at 03:17 PM.
Hm nice, thanks RNN. One more thing, Searched all the main plugin and custom code and did not found text string for Shrines Labels like ( "Frenzied Shrine" ) I would like to modify text labels, for ground and minimap decorators if possible.
Ex: I have these in another plugin and would like to do it in yours.
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] = "* ESCUDO *";
ShrineCustomNames[ShrineType.SpeedPylon] = "* SPEED *";
ShrineCustomNames[ShrineType.BanditShrine] = "..:: BANDIT ::..";
ShrineCustomNames[ShrineType.PoolOfReflection] = "";
ShrineCustomNames[ShrineType.HealingWell] = "";
Last edited by Saico; 10-04-2019 at 04:56 PM.
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");
Last edited by RNN; 10-04-2019 at 05:09 PM.