[V9.0] [INTERNATIONAL] [RNN] BLueLines menu

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  1. #16
    HiFive's Avatar Member
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    very nice plugin thank you for sharing.

    i have a request if you are up for it.

    on solo push necro it would be nice to have a line from me to the mob that the command skeles are attacking maybe with yards away also can you add that?

    [V9.0] [INTERNATIONAL] [RNN] BLueLines
  2. #17
    RNN's Avatar Legendary
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    Sorry, but I can not help you, I have stopped creating plugins, at the most I will correct some of mine if I see it necessary. I no longer play D3, in fact I have it currently uninstalled.

  3. #18
    Saico's Avatar Active Member
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    Originally Posted by RNN View Post
    Sorry, but I can not help you, I have stopped creating plugins, at the most I will correct some of mine if I see it necessary. I no longer play D3, in fact I have it currently uninstalled.
    Unlucky you are not haveing fun w D3 anymore, your plugins are the ones of most important in community.

  4. #19
    RNN's Avatar Legendary
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    I came back for the season

    Updated: Optimizations
    Last edited by RNN; 09-07-2019 at 09:07 AM.

  5. Thanks saesch81 (1 members gave Thanks to RNN for this useful post)
  6. #20
    mr-13's Avatar Member
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    Hello, I cant see the bluelines when I in GR or not. I have these plugins:
    CB\MonsterCirclePlugin_Mod.cs not work
    glq\glq_spiritbarragephantasmplugin.cs worked
    RNN\BlueLines.cs not work
    RNN\BountiesTracking.cs worked
    RNN\DeathInMap.cs worked
    RNN\GlobesPlugin.cs worked not well
    RNN\GRPylonMaker.cs worked
    RNN\ICount.cs not work
    RNN\Materials.cs worked
    RNN\MyBuffs.cs not work
    RNN\MyCoeBar.cs worked
    RNN\OtherClassMarkers.cs no circles
    RNN\SpiritBarrageIcon.cs worked
    RNN\TimersRiftBar.cs worked

    TruboHUD version TurboHUD 20.3.9.0 (v9.1) STABLE for Diablo III 2.6.8.66666 (64 bit)

    Please help me.Thx. I think maybe you could publish a UI colleciton if possible.

  7. #21
    RNN's Avatar Legendary
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    Originally Posted by mr-13 View Post
    Hello, I cant see the bluelines when I in GR or not. I have these plugins:
    CB\MonsterCirclePlugin_Mod.cs not work
    glq\glq_spiritbarragephantasmplugin.cs worked
    RNN\BlueLines.cs not work
    RNN\BountiesTracking.cs worked
    RNN\DeathInMap.cs worked
    RNN\GlobesPlugin.cs worked not well
    RNN\GRPylonMaker.cs worked
    RNN\ICount.cs not work
    RNN\Materials.cs worked
    RNN\MyBuffs.cs not work
    RNN\MyCoeBar.cs worked
    RNN\OtherClassMarkers.cs no circles
    RNN\SpiritBarrageIcon.cs worked
    RNN\TimersRiftBar.cs worked
    BlueLines.cs and ICount.cs
    I can imagine why it doesn't work for you, download them again because I modified a part.

    MyBuffs.cs
    This plugin is not for "common" use, for now I don't think you need to use it. In its thread it is explained which keys must be pressed to activate it

    OtherClassMarkers.cs and GlobesPlugin.cs
    It seems a configuration problem, maybe you have not assigned the correct values ​​to some parameters. For example, in the OtherClassMarkers plugin set CircleGroundCenterOthers and MyCircle to true to see outer circles

    MonsterCirclePlugin_Mod.cs
    The screenshots were made with the HealthBarOnElitePlugin_Mod.cs plugin installed, maybe that's why you think it doesn't work, I recommend that you also download it (it's in the same thread)

  8. #22
    mr-13's Avatar Member
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    I tried. it worked. thx a lot.

  9. #23
    Ggod9012's Avatar Member
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    When trying to download this from pastebin : Error, this is a private paste or is pending moderation. If this paste belongs to you, please login to Pastebin to view it.

  10. #24
    Glex's Avatar Member
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    Originally Posted by Ggod9012 View Post
    When trying to download this from pastebin : Error, this is a private paste or is pending moderation. If this paste belongs to you, please login to Pastebin to view it.
    It works again

    BLueLines ([V9.0] [INTERNATIONAL] [RNN] BLueLines)

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

    BlueLines.cs

    Code:
    using Turbo.Plugins.Default;
    using System.Linq;
    using System.Collections.Generic;
    
    namespace Turbo.Plugins.RNN
    {
        public class BlueLines : BasePlugin, INewAreaHandler, IInGameWorldPainter
        {
    		private List<IWorldCoordinate> CoordElites { get; set; } = new List<IWorldCoordinate>();
    		private Dictionary<IMonsterPack,int> PackColor { get; set;} = new Dictionary<IMonsterPack,int>();
    		private IBrush[] ListBrush { get; set; }
    		private IBrush BlueBrush { get; set; }	
    		private bool MapGR { get; set; } = false;
    		
    		public bool InGR_On { get; set; }
    		public bool OutGR_On { get; set; }
    		
            public BlueLines()
            {
                Enabled = true;
            }
    
            public override void Load(IController hud)
            {
                base.Load(hud);
    			Order = -50;
    
    			InGR_On = true; 	// Draw in GR 
    			OutGR_On = true;	// Draw out GR
    							
    			BlueBrush = Hud.Render.CreateBrush(200, 0, 0, 0, 2, SharpDX.Direct2D1.DashStyle.Solid, SharpDX.Direct2D1.CapStyle.Flat, SharpDX.Direct2D1.CapStyle.Triangle);		
    			ListBrush = new IBrush[]   //lista de colores que se asignarán a los packs azules
    			{
    				Hud.Render.CreateBrush(200, 0, 50, 250, 2, SharpDX.Direct2D1.DashStyle.Solid, SharpDX.Direct2D1.CapStyle.Flat, SharpDX.Direct2D1.CapStyle.Triangle),	
    				Hud.Render.CreateBrush(200, 0, 250, 50, 2, SharpDX.Direct2D1.DashStyle.Solid, SharpDX.Direct2D1.CapStyle.Flat, SharpDX.Direct2D1.CapStyle.Triangle),
    				Hud.Render.CreateBrush(200, 250, 150, 50, 2, SharpDX.Direct2D1.DashStyle.Solid, SharpDX.Direct2D1.CapStyle.Flat, SharpDX.Direct2D1.CapStyle.Triangle),
    				Hud.Render.CreateBrush(200, 220, 50, 220, 2, SharpDX.Direct2D1.DashStyle.Solid, SharpDX.Direct2D1.CapStyle.Flat, SharpDX.Direct2D1.CapStyle.Triangle),
    				Hud.Render.CreateBrush(200, 250, 0, 0, 2, SharpDX.Direct2D1.DashStyle.Solid, SharpDX.Direct2D1.CapStyle.Flat, SharpDX.Direct2D1.CapStyle.Triangle)	// se pueden seguir añadiendo colores sin tocar el resto del código		
    
    			};
    		}
    
    		public void OnNewArea(bool newGame, ISnoArea area)
    		{	
    			MapGR = ( Hud.Game.Me.InGreaterRift && (area.HostAreaSno == 288482 || area.Sno == 288482) ) ? true : false;
     		}
    		
    		// Método estricto para intentar conservar colores asignados. Devuelve un valor entre 0 y (numero de elementos de ListBrush - 1)
    		private int GETBRUSHn(IMonsterPack pack, ref IEnumerable<IMonsterPack> packs) 
    		{  
    			int c = -1;
    			if (PackColor.ContainsKey(pack)) { c = PackColor[pack]; }  // Si es un pack ya registrado le seguimos asignando el mismo color
    			else {  // Aquí solo entrará ocasionalmente, cuando se detecte un pack nuevo u otro pack que ya no tiene ningún color asignado (porque lo dejamos atrás y se liberó el color que usaba)		
    
    				List<int> lc1 = new List<int>(); 	// para obtener la lista de colores que no usa ningun pack registrado
    				List<int> lc2 = new List<int>();	// para obtener la lista de colores que no usa ningun pack cercano
    				int j = ListBrush.Count(); 
    				for ( int i = 0; i < j ; i++ )	{	lc1.Add(i); lc2.Add(i);	}
    				
    				List<IMonsterPack> TmpList = new List<IMonsterPack>();  // lista de packs que no están cerca
    				foreach (var p in PackColor.Keys) 
    				{     
    					int a = PackColor[p];
    					if (lc1.Contains(a)) { lc1.Remove(a); }
    					if (!packs.Contains(p)) { TmpList.Add(p); }
    					else  if (lc2.Contains(a)) { lc2.Remove(a); }					
    				}
    				if (lc1.Count() > 0) c = lc1[0] ;  //si hay algún color no usado en los pack registrados, asignaremos primero éste
    				else if  (lc2.Count() > 0) 		// si hay colores que no son usados por ningún pack cercano			
    				{  			
    					TmpList = TmpList.OrderByDescending(x => x.LastActive.ElapsedMilliseconds).ToList(); 
    					foreach (var p in TmpList) 	
    					{
    						int a1 = PackColor[p];
    						if (lc2.Contains(a1)) 
    						{
    							if (c == -1) c = a1;  // Color no usado por un parck cercano
    							if (c == a1) { PackColor.Remove(p); }   // Eliminamos del diccionario  los packs que tuvieran asignado ese color. Como el número de colores es limitado pueden estar repetidos
    						}											// Está Hecho de forma genérica por si cambio el criterio para asignar colores repetidos
    					}											
    				}
    				else { c = j - 1; } 														// Se repetirá con el color j-1 cuando no haya colores libres disponibles, podría elegirse uno al azar
    				if (c == -1) { c = j - 1 ; /* Hud.Sound.Speak( "Bug en BlueLines" ); */ }  // Por Precaución , no debería llegar aquí
    				PackColor.Add(pack,c);	// Hud.Sound.Speak( "Asignado "  + c);			
    			}	
    			return c;
    		}
    		
            public void PaintWorld(WorldLayer layer)
            {
                if (layer != WorldLayer.Ground) return;			
    			if (!Hud.Game.IsInGame) return;			
    			if (Hud.Game.IsInTown) return;
    			
    			if ( MapGR ? InGR_On : OutGR_On ) 
    			{		
    				var packs = Hud.Game.MonsterPacks.Where(x => x.MonstersAlive.Any() && x.IsFullChampionPack); 
    				
    				foreach(IMonsterPack p in packs) {					
    					foreach (IMonster m in p.MonstersAlive)
    					{	// if (m.SummonerAcdDynamicId == 0) It is not enough, I added extra check to patch error when I take pylon and a Champion is near: Minions (rare) are occasionally assigned to the blue pack
    						if ( (m.Rarity == ActorRarity.Champion) && (m.SummonerAcdDynamicId == 0)) 
    						{ 	
    							CoordElites.Add(m.FloorCoordinate);													
    						}					
    					}
    					var n = CoordElites.Count(); 
    					if (n > 1)
    					{
    						if (n > 2)
    						{
    							CoordElites = CoordElites.OrderBy(x => x.ToScreenCoordinate().X).ToList();
    						}
    						BlueBrush = ListBrush[GETBRUSHn(p, ref packs)];				
    						for (var i = 1; i < n ; i++) 
    						{							
    							BlueBrush.DrawLineWorld(CoordElites[i-1],CoordElites[i]);
    						}
    					}
    					if (n != 0) CoordElites.Clear();											
    				}
    			}			
            }
        }
    }

  11. #25
    ProfessionalUberlabCarry's Avatar Member
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    Boys with Rats beeing popular again this season can you make this so there is a line from your character to the zNec? Would be giga awsome as you need to follow him all day

  12. #26
    RNN's Avatar Legendary
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    LinesToPlayers Plugin

    Draw (in-game) lines between you and the follower or other players

    Press control + shift + number (1 ,2 ,3 or 4) to make a line appear/disappear between you and the player whose portrait is in the number position. Pressing control + shift + 1 will create a line between your character and your follower (if accompanying you). If the same combination of keys is pressed again, the line with the corresponding player will be deactivated

    When a Line is created, it is linked to the HeroID so it is not affected by new games or by changing the position of the players' portrait.

    Pressing control + shift + "+" (numpad) increases the thickness of the last created line
    Pressing control + shift + "-" (numpad) decreases the thickness of the last created line

    Use DefaultDashStyle to change the line style.

    If we limit the minimap (Hud.SceneReveal.MinimapClip = true) the lines will not exceed the edges of it.

    I've been working on a plugin with more configuration options (for example that allows to change the style of the ingame line). I haven't decided yet whether to finish that plugin or even share it.

    Download: LinesToPlayers.cs

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

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


    Code:
    	
    	Hud.GetPlugin<RNN.LinesToPlayers>().Enabled = true;
    	Hud.RunOnPlugin<RNN.LinesToPlayers>(plugin => 					
    	{		
    		plugin.ShowInTown = true;	// Show Lines in Town
    		plugin.OnlyGR = false;		// Show Lines only when you play GR
    		plugin.ShowGround = true;	// Show Lines in Ground
    		plugin.ShowMap = true;		// Show Lines in Map
    	
    		plugin.DefaultStrokeWidth = 3.0f;  // Default Width for the Line ( press Shift + Control + ("+" or "-") to modify ingame )
    		plugin.DefaultDashStyle = SharpDX.Direct2D1.DashStyle.Dash; // SharpDX.Direct2D1.DashStyle.Dash, SharpDX.Direct2D1.DashStyle.Solid, SharpDX.Direct2D1.DashStyle.DashDot, SharpDX.Direct2D1.DashStyle.DashDotDot
    		
    		plugin.HeroBrush[HeroClass.Barbarian] =		new int[] {255,237, 20, 20}; 	// { opacity , Red, Green , Blue }
    		plugin.HeroBrush[HeroClass.Crusader] =		new int[] {255,255,204,  0};
    		plugin.HeroBrush[HeroClass.DemonHunter] = 	new int[] {255,  0,168,255};
    		plugin.HeroBrush[HeroClass.Monk] = 		new int[] {255, 35,225,  6};
    		plugin.HeroBrush[HeroClass.WitchDoctor] =	new int[] {255,255,132,  0};
    		plugin.HeroBrush[HeroClass.Wizard] = 		new int[] {255,220,150,255};
    		plugin.HeroBrush[HeroClass.Necromancer] =	new int[] {255, 64,192,176};		
    		plugin.HeroBrush[HeroClass.None] =		new int[] {255,255,255,255};	// For Follower	
    		
    	}	);
    Last edited by RNN; 03-10-2022 at 01:39 PM.

  13. #27
    LittleDez13's Avatar Member
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    Originally Posted by RNN View Post
    LinesToPlayers Plugin

    Draw (in-game) lines between you and the follower or other players

    Press control + shift + number (1 ,2 ,3 or 4) to make a line appear/disappear between you and the player whose portrait is in the number position. Pressing control + shift + 1 will create a line between your character and your follower (if accompanying you). If the same combination of keys is pressed again, the line with the corresponding player will be deactivated

    When a Line is created, it is linked to the HeroID so it is not affected by new games or by changing the position of the players' portrait.

    Pressing control + shift + "+" (numpad) increases the thickness of the last created line
    Pressing control + shift + "-" (numpad) decreases the thickness of the last created line

    Use DefaultDashStyle to change the line style.

    If we limit the minimap (Hud.SceneReveal.MinimapClip = true) the lines will not exceed the edges of it.

    I've been working on a plugin with more configuration options (for example that allows to change the style of the ingame line). I haven't decided yet whether to finish that plugin or even share it.

    Download: LinesToPlayers.cs

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

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


    Code:
    	
    	Hud.GetPlugin<RNN.LinesToPlayers>().Enabled = true;
    	Hud.RunOnPlugin<RNN.LinesToPlayers>(plugin => 					
    	{		
    		plugin.ShowInTown = true;	// Show Lines in Town
    		plugin.OnlyGR = false;		// Show Lines only when you play GR
    		plugin.ShowGround = true;	// Show Lines in Ground
    		plugin.ShowMap = true;		// Show Lines in Map
    	
    		plugin.DefaultStrokeWidth = 3.0f;  // Default Width for the Line ( press Shift + Control + ("+" or "-") to modify ingame )
    		plugin.DefaultDashStyle = SharpDX.Direct2D1.DashStyle.Dash; // SharpDX.Direct2D1.DashStyle.Dash, SharpDX.Direct2D1.DashStyle.Solid, SharpDX.Direct2D1.DashStyle.DashDot, SharpDX.Direct2D1.DashStyle.DashDotDot
    		
    		plugin.HeroBrush[HeroClass.Barbarian] =		new int[] {255,237, 20, 20}; 	// { opacity , Red, Green , Blue }
    		plugin.HeroBrush[HeroClass.Crusader] =		new int[] {255,255,204,  0};
    		plugin.HeroBrush[HeroClass.DemonHunter] = 	new int[] {255,  0,168,255};
    		plugin.HeroBrush[HeroClass.Monk] = 		new int[] {255, 35,225,  6};
    		plugin.HeroBrush[HeroClass.WitchDoctor] =	new int[] {255,255,132,  0};
    		plugin.HeroBrush[HeroClass.Wizard] = 		new int[] {255,220,150,255};
    		plugin.HeroBrush[HeroClass.Necromancer] =	new int[] {255, 64,192,176};		
    		plugin.HeroBrush[HeroClass.None] =		new int[] {255,255,255,255};	// For Follower	
    		
    	}	);
    Hi RNN.

    I can't do the download of your new plugin. The website don't open...

    Thx for your help.

  14. #28
    RNN's Avatar Legendary
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    You will have blocked pastebin. I upload it as an attachment
    Attached Files Attached Files

  15. #29
    LittleDez13's Avatar Member
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    Originally Posted by RNN View Post
    You will have blocked pastebin. I upload it as an attachment
    Thx for your help RNN!

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