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Member
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?
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Legendary
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.
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Legendary
Update
Fix for bandit shrine
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Member
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?
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Legendary
Originally Posted by
ivy733
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
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Post Thanks / Like - 1 Thanks
Romanmas (1 members gave Thanks to RNN for this useful post)
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Member
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Member
Originally Posted by
RNN
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 !
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Member
So where do I add those lines?
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Legendary
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
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Member
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 ?
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Legendary
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.
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Member
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..
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Legendary
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.
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Member
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?
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Legendary
Code:
Hud.SceneReveal.MinimapClip = true;
Maybe you changed that value in PluginEnablerOrDisablerPlugin.cs or renamed RevealConfigurationExamplePlugin.txt to RevealConfigurationExamplePlugin.cs