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  1. #1
    RNN's Avatar Legendary
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    [V9.0] [INTERNATIONAL] [RNN] OtherShrinePlugin

    Supported TurboHUD version: 9.x

    Decorate and Notify with voice (TTS, No repetitions) the shrines (pylons, sanctuaries, pools) found and also the buffs when the pylons/sanctuaries are taken ..
    Inspired by the plugins of Dark, Psycho and Resu


    Rectangle Orange (right): We should not take the pilon. We do not have nemesys equipped and other players in the group do.
    Without Rectangle (left): We can take the pylon. We have Nemesys equipped or nobody has it.


    Left: The places where pylons can appear are yellow if the Rift progression is less than 100 and we have not located the 4 pylons.
    Right: The places where pylons could appear are gray if the Rift progression is 100 or we have located the 4 pylons.


    If HiddenPylonUsed is false, we will see the gray pylons / sanctuaries if they were already used.
    If HiddenPylonUsed is true, no label will appear.


    If LabelsExchange is true, only the label will be shown on the map or on the minimap, depending on how close we are to the pylon.
    If LabelsExchange is false, both will be seen.


    If LineToPylon is true , Draw a yellow line on the minimap to the PoolOfReflection/Pylon/Sanctuary detected.


    If ShowPopup is true, Show a popup for 3 seconds when you receive a buff from a Pylon/Sanctuary and also when you lose it

    Download: OtherShrinePlugin.cs

    Installation: Place OtherShrinePlugin.cs in "plugins\RNN\OtherShrinePlugin.cs"

    Custom code (in Plugins\User\PluginEnablerOrDisablerPlugin.cs , it's not mandatory) :

    Code:
    Hud.GetPlugin<RNN.OtherShrinePlugin>().Enabled = true;
    
    Hud.RunOnPlugin<RNN.OtherShrinePlugin>(plugin =>
    {			
    	plugin.LabelHealingWells = "";		// Text on the minimap for HealingWells (null for namelocalized,"" for nothing)
    	plugin.LabelPoolOfReflection = "Pool";	// Text on the minimap for pools (null for namelocalized,"" for nothing)
    	plugin.LabelPossiblePylon = "Pylon?";	// Text for the labels of the places where possible pylons may appear
    	plugin.LabelPylonExchange = false;	// Exchange labels on map and mini map. If it is false they will always be shown      			
    		
    	plugin.NotifyInTown = false;		// Enable or disable TTS/Popup in Town		
    	plugin.TTSViewPylon = true;		// Notify with voice (TTS) the Pylons and Sanctuaries
    	plugin.TTSBuffPylon = true;		// Notify with voice (TTS) When you receive a buff (and lose) from a pylon/Sanctuary
    	plugin.TTSViewPoolText = "Pool";	// Notify with voice (TTS) the pools of Reflection, will read the indicated text. Set to "" (or null) for not TTS
    
    	plugin.HiddenPylonUsed = false;		// Hide or show (in gray) decorators for used pylons
    	plugin.LineToPylon = true;		// Draw a yellow line on the minimap to the PoolOfReflection/Pylon/Sanctuary detected
    	plugin.LineToPylonWidth = 2f;		// Line width
    	pluginLineToPylonRange = 500;		// Only draw the line if you are less than this distance
    
    	plugin.ShowPylonSpawn = true;		// Hide or not the decorators of the possible Pylons. In case someone uses another complement for it		
    	plugin.ShowPopup = true;		// Popup when you receive (or lose) a buff from a Pylon/Sanctuary
    		
    	plugin.xPopup = 0.5f;		// 0f ... 1f  Popup Coordinate x
    	plugin.yPopup = 0.81f;		// 0f ... 1f  Popup Coordinate y
    	plugin.FontSizePopup = 9f;	// Size font for popup text
    
    	plugin.Opacity = 0.75f;		// 0f..1f opacity for all textures(of pylons/shrines/pools/wells, other markers) on the map when they're not on screen
    
    	plugin.ShowMarkers = true;	// Show markers other than Pylons/Shrines/Pools/Wells. Assign the value "false" if you want to use another plugin for this
    	plugin.LineToMarkerRange = 500; // Only draw the line if you are less than this distance
    
    	plugin.NemesisAlert = true;
    		
    
    // If a pylon/sanc is not customized, default values: <Label Ground> = null, <Label Map> = null, <TTS view> = null, <TTS buff on> = "ShrineType Active", <TTS buff off> = "ShrineType Lost", <Popup buff> = "ShrineType"
    			
    // Format: plugin.ConfigAdd( <type pylon or sanc> , <Label Ground>, <Label Map> , <TTS view>, <TTS buff on>, <TTS buff off>, <Popup buff> );
    // 	a)	<LabelGround> 	Text for Label (Ground),	"" for not label,	null for Namelocalized, 
    // 	a)	<Label Map> 	Text for Label (Map),		"" for not label,	null for Namelocalized, 
    //	c)	<TTS view>	Speak Text TTS,			"" for not TTS,		null for namelocalized, 
    // 	d)	<TTS buff on>	Speak Text TTS,			"" for not TTS,		null for not TTS, 
    // 	e)	<TTS buff off>	Speak Text TTS,			"" for not popup,	null for not TTS, 
    // 	f)	<Popup buff>	Popup Text,			"" for not Popup,	null for not popup,
    
    	plugin.Config(ShrineType.PowerPylon,"POWER","PWR","Power","Active Power","Lost Power","[POWER]");
    	plugin.Config(ShrineType.ConduitPylon,"CONDUIT","COND","Conduit","Active Conduit","Lost Conduit","[CONDUIT]");
    	plugin.Config(ShrineType.ChannelingPylon,"CHANNELING","CHAN","Channeling","Active Channeling","Lost Channeling","[CHANNELING]");
    	plugin.Config(ShrineType.ShieldPylon,"SHIELD","SHLD","Shield","Active Shield","Lost Shield","[SHIELD]");
    	plugin.Config(ShrineType.SpeedPylon,"SPEED","SPD","Speed","Active Speed","Lost Speed","[SPEED]");
    		
    	plugin.Config(ShrineType.BlessedShrine,null,null,null,null,null,"Blessed");
    	plugin.Config(ShrineType.EnlightenedShrine,null,null,null,null,null,"Enlightened");
    	plugin.Config(ShrineType.FortuneShrine,null,null,null,null,null,"Fortune");
    	plugin.Config(ShrineType.FrenziedShrine,null,null,null,null,null,"Frenzied");
    	plugin.Config(ShrineType.EmpoweredShrine,null,null,"Empowered","Active Empowered","Lost Empowered","Empowered");
    	plugin.Config(ShrineType.FleetingShrine,null,null,null,null,null,"Fleeting");
    	plugin.Config(ShrineType.BanditShrine,null,null,"Bandit","ignored","ignored","ignored");	
    });
    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.

    If you liked the plugin, raise your thumb
    Last edited by RNN; 1 Day Ago at 02:21 PM. Reason: Added NemesisAlert

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  2. #2
    M1SHAKE's Avatar Member
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    Bro, u plugins are awesome.... Im using all of them, awesome job!

  3. #3
    M1SHAKE's Avatar Member
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    Any way to add text to pools at minimap?

  4. #4
    RNN's Avatar Legendary
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    Originally Posted by M1SHAKE View Post
    Bro, u plugins are awesome.... Im using all of them, awesome job!
    thank you
    Originally Posted by M1SHAKE View Post
    Bro, u plugins are awesome.... Im using all of them, awesome job!
    No, I did not add that possibility, I wanted to simplify to the maximum the configuration of the pools because I did not see it necessary, it is not like in the shrines, which are of different types.

    Anyway, I leave you here a version that does what you want (OtherShrinePlugin.cs), and I explain a little how it is done:

    To add a text (ex "Pool") the first thing is to change this line

    Code:
    if (ShowPoolOfReflection && shrine.DisplayOnOverlay) DecoratorPool.Paint(layer, shrine, shrine.FloorCoordinate, "");
    to
    Code:
    if (ShowPoolOfReflection && shrine.DisplayOnOverlay) DecoratorPool.Paint(layer, shrine, shrine.FloorCoordinate, "Pool");
    You still will not see anything, because this text will not be drawn. To do this, add GroundLabelDecorator or MapLabelDecorator to the definition of DecoratorPool . Said in a simplified way GroundLabelDecorator will show you the text on the map and MapLabelDecorator on the minimap.
    Change:

    Code:
    To do what you want you should make this change
    	DecoratorPool = new WorldDecoratorCollection(
    		new MapShapeDecorator(Hud)
                    {
                        Brush = Hud.Render.CreateBrush(255, 255, 255, 64, 2),
                        ShadowBrush = Hud.Render.CreateBrush(96, 0, 0, 0, 1),
                        Radius = 4.0f,
                        ShapePainter = new CircleShapePainter(Hud),
    		 } 
    	);
    to
    Code:
    	DecoratorPool = new WorldDecoratorCollection(
    		new MapShapeDecorator(Hud)
                    {
                        Brush = Hud.Render.CreateBrush(255, 255, 255, 64, 2),
                        ShadowBrush = Hud.Render.CreateBrush(96, 0, 0, 0, 1),
                        Radius = 4.0f,
                        ShapePainter = new CircleShapePainter(Hud),
                    },
                    new MapLabelDecorator(Hud)
                    {
                        LabelFont = Hud.Render.CreateFont("tahoma", 6f, 192, 255, 255, 55, false, false, 128, 0, 0, 0, true),
                        RadiusOffset = 5f,
                    }
    		);
    Instead of adding or removing GroundLabelDecorator or MapLabelDecorator , you can leave both and use ToggleDecorators to activate or deactivate one or both.

    Code:
    		DecoratorPool.ToggleDecorators<MapLabelDecorator>(true);  // true -> enabled , false -> disabled
    		//DecoratorPool.ToggleDecorators<GroundLabelDecorator>(false);  //this one is not in the example
    		if (ShowPoolOfReflection && shrine.DisplayOnOverlay) DecoratorPool.Paint(layer, shrine, shrine.FloorCoordinate, "Pool");
    Setting both to false has the same result as giving an empty string ("") to the DecoratorPool instead of a text ("Pool")

    Look at the contents of the file to understand it better
    Last edited by RNN; 04-03-2019 at 09:26 AM.

  5. #5
    M1SHAKE's Avatar Member
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    Working perfect, i like to see the pool on map... Thanks dude, u rocks!

  6. #6
    RNN's Avatar Legendary
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    It could be added, but I do not see much sense to do it, there are maps where there are plenty of places where pylons can appear.
    The right place to put a sound warning is in this line

    Code:
    if ((Hud.Game.RiftPercentage < 100) && (PGRn < 4)) { HayPylon = true; DecoratorDefault = DecoratorPylon; }
    It should be added between "DecoratorDefault = DecoratorPylon;" and "}", the most complicated thing is to avoid repeating the warning without stopping.
    I leave only that guidance on how to do it, at least for now.

  7. #7
    RNN's Avatar Legendary
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    Minor update: Draw a yellow line on the minimap to the PoolOfReflection/Pylon/Sanctuary detected if LineToPylon is true
    Last edited by RNN; 04-05-2019 at 06:40 AM.

  8. #8
    yucan's Avatar Member
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    Can i change gr possible pylon spot's shape(square) to circle?

  9. #9
    RNN's Avatar Legendary
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    Originally Posted by yucan View Post
    Can i change gr possible pylon spot's shape(square) to circle?
    Download this file: OtherShrinePlugin


    In addition, I made some modifications to the code to facilitate those variants.

  10. #10
    yucan's Avatar Member
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    Thx for your great jobs. have a good day

  11. #11
    RNN's Avatar Legendary
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    Update:
    I realized that I did not give the option to change the text that is pronounced when you see a pylon, now it is possible to do so. NotifyViewPool will now be the text to be read, not true or false

  12. Thanks FredDurst (1 members gave Thanks to RNN for this useful post)
  13. #12
    FredDurst's Avatar Member
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    I was trying to adjust the volume of the TTS portion of this plugin and found that the only way to increase the volume is to increase the Effects volume in game. Is there a way to code this so we can use our system volume to control the volume of the TTS? Make sense?

    Or point me to where I can change the volume of TTS globally?
    Last edited by FredDurst; 04-07-2019 at 03:51 PM.

  14. #13
    RNN's Avatar Legendary
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    Originally Posted by FredDurst View Post
    I was trying to adjust the volume of the TTS portion of this plugin and found that the only way to increase the volume is to increase the Effects volume in game. Is there a way to code this so we can use our system volume to control the volume of the TTS? Make sense?

    Or point me to where I can change the volume of TTS globally?

    I recommend putting these lines in the file User\PluginEnablerOrDisablerPlugin.cs

    Hud.Sound.VolumeMode = VolumeMode.Constant;
    Hud.Sound.ConstantVolume = 80; //0 .. 100

    With this the Value does not depend on the volume of D3, only of the central volume in Windows
    Last edited by RNN; 04-07-2019 at 04:15 PM.

  15. Thanks FredDurst, van9999 (2 members gave Thanks to RNN for this useful post)
  16. #14
    FredDurst's Avatar Member
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    Originally Posted by RNN View Post
    I recommend putting these lines in the file User\PluginEnablerOrDisablerPlugin.cs

    Hud.Sound.VolumeMode = VolumeMode.Constant;
    Hud.Sound.ConstantVolume = 80; //0 .. 100

    With this the Value does not depend on the volume of D3, only of the central volume in Windows
    This worked perfectly for what I was wanting thanks RNN!!!

  17. #15
    RNN's Avatar Legendary
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    Update:
    Show a popup for 3 seconds when you receive a buff from a pylon/Sanctuary

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