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Legendary
In this version, the pylons / shrines / pools / wells "are also markers", this makes other plugins show it on the ground and on the map, they will have to adapt (eg AdvancedMarkerPlugin, AriadnesThreadPlugin, etc)
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Member
Hey RNN, I'm pretty sure I have, to date, been using an incredibly outdated version of your plugin I'd butchered and CPR'd to life over time, rather than just getting an updated version, I also additionally think I had bastardised your plugin by crossing it with others to have it operate and look the way I wanted. I'm looking to edit it again, but it's been a year or so since I touched any plugins, and have no coding experience so a lot of what I do is uh... questionable. I'm looking to have circles on the Shrines and Pylons, which I believe the older version of your plugin had a long time ago, as well as fix an issue where the shrines/pools do not disappear from being drawn even when leaving the bounds of the minimap, and even when they have been consumed.
If you're able to find an old version (I don't trust any of my old versions because of their bastardisations) that had the circles on the pylons, I'd appreciate it if you could get the code necessary to have it work for me so I can further bastardise this new version :P
As well as provide a fix for pylons not disappearing, as it's particularly annoying when heading NE as the pylons end up in the center of my screen.
(Btw yes I tested this with only THUD and your plugin)
1.JPG
An example of the issue regarding the minimap.
It's also possible I fucked something up somehow, if you think that's the case lemme know <3
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Legendary
Textures are always shown, by the way, although you could change this by moving or conditioning the lines " MapTextureShrines.Paint(null,marker.FloorCoordinate,""); "
To not show the texts on the used pylons, set HiddenPylonUsed = true;
To see circles or rectangles locate the lines "DecoratorXXXXXXXX.ToggleDecorators<MapShapeDecorator>(texture == null);"
and change them to "DecoratorXXXXXXXX.ToggleDecorators<MapShapeDecorator>(true);"
by default they are not shown if textures are available
Last edited by RNN; 06-25-2020 at 03:57 PM.
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Member
Hi RNN.
This lines are correct to customise the line types using PluginEnablerOrDisable?
Code:
Hud.GetPlugin<RNN.OtherShrinePlugin>().LinePylon.Brush = Hud.Render.CreateBrush(255, 255, 150, 50, LineToPylonWidth,SharpDX.Direct2D1.DashStyle.Dash);
Hud.GetPlugin<RNN.OtherShrinePlugin>().LinePool.Brush = Hud.Render.CreateBrush(255, 255, 255, 0, LineToPylonWidth,SharpDX.Direct2D1.DashStyle.Dash);
That your plugin is really amazin. I don't know why I hadn't included him before in my top 5!
For me there are 2 D3: before RNN' plugins / after RNN' plugins.
Obviusly none of this would be possible without KJ' TH!!!
Thx guys.
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Legendary
They are those lines but you should not modify them from PluginEnablerDisablerPlugin in this case (they are redefined in the Customize of the plugin and that complicates it. In addition, the scope of LinePylon and LinePool is private and should be changed to public).
You will have to edit the file directly, lines 364 and 371
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LittleDez13 (1 members gave Thanks to RNN for this useful post)
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Active Member
RNN do you know if this square box on pylons with the name of the player who has Nemesis is yours plugin or Resu ? Don`t remember clearly :confused:
It got larger in latest build, I would like to remove or resize it
Screenshot_4.png
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Legendary
In the first post you have an image.
Both my plugin and the plugin resu show a rectangle on the pylons indicating that someone has nemesis. The difference is that in my plugin you will only see the rectangle if you must leave the pylon to another player and the names of all the players who have nemesis will be shown. Therefore, if you have Nemesis (regardless of whether other players have it), or nobody has it, no rectangle will appear.
When you see the rectangle interpret it as an alert: don't take me
Last edited by RNN; 06-26-2020 at 12:49 PM.
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Active Member
Originally Posted by
RNN
In the first post you have an image.
Both my plugin and the plugin resu show a rectangle on the pylons indicating that someone has nemesis. The difference is that in my plugin you will only see the rectangle if you must leave the pylon to another player and the names of all the players who have nemesis will be shown. Therefore, if you have Nemesis (regardless of whether other players have it), or nobody has it, no rectangle will appear.
When you see the rectangle interpret it as an alert: don't take me
Oh sure, it is yours, I just tested, I am searching where do I resize this box, it was not so big, any help where do I change to resize rectangle ?
Thx in advance
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Legendary
When there is only one name I add a line, maybe that's why you see it as big. I've commented that line (578), try to do just that:
Code:
//if(players.Count() == 1) PylonNemesys = PylonNemesys + "\n";
If you want to reduce it even more, edit line 580
Code:
DecoratorPylonNemesys.Paint(marker.FloorCoordinate.ToScreenCoordinate().X - (int) (l.Metrics.Width * 0.75) , marker.FloorCoordinate.ToScreenCoordinate().Y , l.Metrics.Width * 1.5f, l.Metrics.Height * 1.4f, HorizontalAlign.Center);
and reduce those colored values (1.5f , 1.4f)
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Active Member
Originally Posted by
RNN
In the first post you have an image.
Both my plugin and the plugin resu show a rectangle on the pylons indicating that someone has nemesis. The difference is that in my plugin you will only see the rectangle if you must leave the pylon to another player and the names of all the players who have nemesis will be shown. Therefore, if you have Nemesis (regardless of whether other players have it), or nobody has it, no rectangle will appear.
When you see the rectangle interpret it as an alert: don't take me
Actually I put in an older version of your othershrineplugin.cs and it was ok and centered
1.jpg
But in the newer version it was bigger and at bottom
2.jpg
I resized but how can I have it centered and not under *POWER* text ?
Thx again, gonna try your modify above since I get home.
Last edited by Saico; 06-26-2020 at 03:51 PM.
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Active Member
Originally Posted by
RNN
When there is only one name I add a line, maybe that's why you see it as big. I've commented that line (57
, try to do just that:
Code:
//if(players.Count() == 1) PylonNemesys = PylonNemesys + "\n";
If you want to reduce it even more, edit line 580
Code:
DecoratorPylonNemesys.Paint(marker.FloorCoordinate.ToScreenCoordinate().X - (int) (l.Metrics.Width * 0.75) , marker.FloorCoordinate.ToScreenCoordinate().Y , l.Metrics.Width * 1.5f, l.Metrics.Height * 1.4f, HorizontalAlign.Center);
and reduce those colored values (1.5f , 1.4f)
Oh, the size is pretty good right now, but still not centered on pylon, how can I move it ? Did not find any xpor/ypor coords.
Screenshot_1.jpg << Under PylonNameText
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Legendary
You are right, download it again, it will now be shown above
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Saico (1 members gave Thanks to RNN for this useful post)
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Active Member
Originally Posted by
RNN
You are right, download it again, it will now be shown above
Holy Shit, right on the spot !! You are a plugin god RNN. Ty
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Legendary
Update 1
Various fixes
Update 2
Changed ShowOtherMarker to ShowMarkers to prevent confusions.
Included features of AdvancedMarkerPlugin (Xenthalon). If you want to disable it and use another plugin for this, set ShowMarkers = false;
Added LineToMarkerRange
Update 3
Added Opacity : opacity for all map textures(of pylons/shrines/pools/wells, other markers) when they're not on screen.
Last edited by RNN; 06-27-2020 at 06:13 AM.
Reason: update
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BeeAntOS,
mois (2 members gave Thanks to RNN for this useful post)
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Legendary
Update
Possible bug detected with a coordinate issue affecting the detection of used shrines (sanctuaries), fixed. I recommend updating.
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