Request plugin to show distance at cursor menu

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  1. #1
    Gilavar's Avatar Member
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    Request plugin to show distance at cursor

    Is there a plugin to show the distance from me to the cursor point? (showing a number just at cursor above or below it)

    Request plugin to show distance at cursor
  2. #2
    popoiill's Avatar Member
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    using Turbo.Plugins.Default;

    namespace Turbo.Plugins.yin
    {
    public class DistanceToCursorPlugin : BasePlugin, IInGameTopPainter
    {
    public IFont TextFont { get; set; }

    public DistanceToCursorPlugin()
    {
    Enabled = true;
    }

    public override void Load(IController hud)
    {
    base.Load(hud);
    TextFont = Hud.Render.CreateFont("tahoma", 8, 255, 46, 204, 113, false, false, true);
    }

    public void PaintTopInGame(ClipState clipState)
    {
    if (Hud.Render.UiHidden) return;
    if (clipState != ClipState.BeforeClip) return;
    if (!Hud.Game.Me.IsInGame || Hud.Game.Me.IsInTown || !Hud.Game.Me.InGreaterRift) return;

    var coordinate = Hud.Window.CreateScreenCoordinate(Hud.Window.CursorX, Hud.Window.CursorY);
    TextFont.DrawText(coordinate.ToWorldCoordinate().XYDistanceTo(Hud.Game.Me.FloorC oordinate).ToString("F1") + "码",
    coordinate.Offset(0, -25));
    }
    }
    }
    try this, i'm using it now, wrote by myself.

    you can replace the "码" to your own lang.

  3. Thanks Gilavar (1 members gave Thanks to popoiill for this useful post)
  4. #3
    lordvane's Avatar Member
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    It didn't work for me.

    Originally Posted by popoiill View Post
    try this, i'm using it now, wrote by myself.

    you can replace the "码" to your own lang.
    I copied it into my User folder and changed the .yin to .User also deleted the extra space in FloorC oordinate. I do not get any exceptions, but there is nothing on my cursor.

    *Edit: I also did name it DistanceToCursorPlugin.cs

    Any suggestions?

  5. #4
    lordvane's Avatar Member
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    Nevermind. I got it to work! Whoo-Hoo!

  6. #5
    Gilavar's Avatar Member
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    Originally Posted by popoiill View Post
    try this, i'm using it now, wrote by myself.

    you can replace the "码" to your own lang.
    Thanks a lot. Working good !

  7. #6
    lordvane's Avatar Member
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    I am not an experienced coder but I expanded on the code popoiill wrote. I studied some of the plugins that came built into TurboHUD (specifically the Rift% Plugin) and came up with the code below. The code below places a small box under your character to display the distance the cursor is from your character (exactly like popoiill's, but the data is in the box as opposed to at the cursor). I am currently trying to figure out how to make just a small box at my cursor which will contain just the number + "y". Learning code is fun! ^-^

    PHP Code:
    using Turbo.Plugins.Default;
    using System.Globalization;

    namespace 
    Turbo.Plugins.User
    {
        
        public class 
    CharToCursorDistUnderChar BasePluginIInGameTopPainter
        
    {
            
            public 
    TopLabelWithTitleDecorator LabelDecorator getset; }
            
            public 
    CharToCursorDistUnderChar()
            {
                
    Enabled true;
            }
            
            public 
    override void Load(IController hud)
            {
                
    base.Load(hud);
                
                
    LabelDecorator = new TopLabelWithTitleDecorator(Hud)
                {
                    
    BorderBrush Hud.Render.CreateBrush(25545210225, -1),
                    
    BackgroundBrush Hud.Render.CreateBrush(2550000),
                    
    TitleFont Hud.Render.CreateFont("tahoma"725545210225truefalsefalse),
                    
    TextFont Hud.Render.CreateFont("tahoma"925545210225truefalsefalse),
                };
                
            }
            
            public 
    void PaintTopInGame(ClipState clipState)
            {
                if (
    Hud.Render.UiHidden) return;
                if (
    clipState != ClipState.BeforeClip) return;
                if (!
    Hud.Game.Me.IsInGame) return;
                
                var 
    title "Yards";
                var 
    coordinate Hud.Window.CreateScreenCoordinate(Hud.Window.CursorXHud.Window.CursorY);
                
                var 
    Hud.Window.Size.Height 0.05f;
                var 
    Hud.Window.Size.Height 0.04f;
                
                
    LabelDecorator.Paint((Hud.Window.Size.Width 0.5f) - (2), (Hud.Window.Size.Height 0.5f) - (2), whcoordinate.ToWorldCoordinate().XYDistanceTo(Hud.Game.Me.FloorCoordinate).ToString("F1"), title);
            }
            
        }
        


  8. #7
    popoiill's Avatar Member
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    Originally Posted by lordvane View Post
    I am not an experienced coder but I expanded on the code popoiill wrote. I studied some of the plugins that came built into TurboHUD (specifically the Rift% Plugin) and came up with the code below. The code below places a small box under your character to display the distance the cursor is from your character (exactly like popoiill's, but the data is in the box as opposed to at the cursor). I am currently trying to figure out how to make just a small box at my cursor which will contain just the number + "y". Learning code is fun! ^-^

    PHP Code:
    using Turbo.Plugins.Default;
    using System.Globalization;

    namespace 
    Turbo.Plugins.User
    {
        
        public class 
    CharToCursorDistUnderChar BasePluginIInGameTopPainter
        
    {
            
            public 
    TopLabelWithTitleDecorator LabelDecorator getset; }
            
            public 
    CharToCursorDistUnderChar()
            {
                
    Enabled true;
            }
            
            public 
    override void Load(IController hud)
            {
                
    base.Load(hud);
                
                
    LabelDecorator = new TopLabelWithTitleDecorator(Hud)
                {
                    
    BorderBrush Hud.Render.CreateBrush(25545210225, -1),
                    
    BackgroundBrush Hud.Render.CreateBrush(2550000),
                    
    TitleFont Hud.Render.CreateFont("tahoma"725545210225truefalsefalse),
                    
    TextFont Hud.Render.CreateFont("tahoma"925545210225truefalsefalse),
                };
                
            }
            
            public 
    void PaintTopInGame(ClipState clipState)
            {
                if (
    Hud.Render.UiHidden) return;
                if (
    clipState != ClipState.BeforeClip) return;
                if (!
    Hud.Game.Me.IsInGame) return;
                
                var 
    title "Yards";
                var 
    coordinate Hud.Window.CreateScreenCoordinate(Hud.Window.CursorXHud.Window.CursorY);
                
                var 
    Hud.Window.Size.Height 0.05f;
                var 
    Hud.Window.Size.Height 0.04f;
                
                
    LabelDecorator.Paint((Hud.Window.Size.Width 0.5f) - (2), (Hud.Window.Size.Height 0.5f) - (2), whcoordinate.ToWorldCoordinate().XYDistanceTo(Hud.Game.Me.FloorCoordinate).ToString("F1"), title);
            }
            
        }
        

    Learning code is fun! ^-^:shh:

  9. Thanks lordvane (1 members gave Thanks to popoiill for this useful post)
  10. #8
    JarJarD3's Avatar Contributor
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    For all you aspiring programmers, check this thread about using right tools for the work (Intellisense for plugins) if you don't have done it already!
    And if you fear that VS is too heavy or difficult, the try Visual Studio Code.

  11. #9
    LordCerberus's Avatar Member
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    Originally Posted by lordvane View Post
    Nevermind. I got it to work! Whoo-Hoo!
    Hi, im new to this and im a bit lost. can you tell me how did you manage to get it working? i did the same (placing it in the user folder, changing the .yin to .user and making it a .cs file. Thanks for the help.

  12. #10
    lordvane's Avatar Member
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    Originally Posted by LordCerberus View Post
    Hi, im new to this and im a bit lost. can you tell me how did you manage to get it working? i did the same (placing it in the user folder, changing the .yin to .user and making it a .cs file. Thanks for the help.
    I ended up not using the one with the box under the character, I like popoiill's better. I did make a few changes though. I commented out the portion of code that "turns it off" while in Town or not in a GR. Also, the code posted at the beginning of the thread has a typo, there is not supposed to be a space in (FloorC oordinate).

    Even though I did change the .yin to .User I did add a comment in the code that gives credit to yin.

    If you want the code that will always display the distance, even while in town and not in a GR, use the code below. (I changed the size slightly bigger, changed the color to cyan, made it bold, made it italicized, and gave the text a black boarder so it is easier to see when in a big group of monsters. All credit goes to popoiill, thank you a huge ton for this.

    I have //comments in the code for where I made changes and just notes for myself because I am learning to code (some of the notes may be completely wrong lol - I'm learning); go ahead and delete them if you don't want them in your file.

    note: Made sure you save the file DistanceToCursorPlugin.cs and make sure you're settings are set to view file extensions so you can make sure it is not DistanceToCursorPlugin.cs.txt

    PHP Code:
    // credit popoiill and or yin 

    // uses stuff from plugins\default folder 
    using Turbo.Plugins.Default; 

    // location of this file 
    namespace Turbo.Plugins.User 

        
    // DistanceToCursorPlugin class? and file name 
        
    public class DistanceToCursorPlugin BasePluginIInGameTopPainter 
        

            
    // calling for function to use? 
            
    public IFont TextFont getset; } 

            
    //enable this plugin 
            
    public DistanceToCursorPlugin() 
            { 
            
    Enabled true
            } 

            
    // call and load hud controller? + set TextFont config for IFont function
            
    public override void Load(IController hud
            { 
                
    // load hud?
                
    base.Load(hud); 
                
                
    /* (tahoma is font), (10 is font size), (255 opacity?), (70, 245, 20 is rgb color code cyan), (first true is bold), (second true is italics), (255 opacity or thickness of boarder?), (0, 0, 0, is rgb color code black), (no idea what the last true does). */
                
    TextFont Hud.Render.CreateFont("tahoma"102557024520truetrue255000true); 
            } 

            
    // call function to draw on screen 
            
    public void PaintTopInGame(ClipState clipState
            { 
                
    // if UI is hidden, exit function 
                
    if (Hud.Render.UiHidden) return; 
                
    // not quite sure about clip state, maybe cut scenes? 
                
    if (clipState != ClipState.BeforeClip) return; 
                
    // if not in game, exit function 
                
    if (!Hud.Game.Me.IsInGame) return; 
                
    // below exits function if in town or not in gr - currently disabled (remove /* and */ to enable) 
                /* if (Hud.Game.Me.IsInTown || !Hud.Game.Me.InGreaterRift) return; */ 

                // set variable 
                
    var coordinate Hud.Window.CreateScreenCoordinate(Hud.Window.CursorXHud.Window.CursorY); 
                
                
    // execute function 
                // changed (FloorC oordinate) to (FloorCoordinate) 
                
    TextFont.DrawText(coordinate.ToWorldCoordinate().XYDistanceTo(Hud.Game.Me.FloorCoordinate).ToString("F1") + "y"coordinate.Offset(0, -25)); 
            } 
        } 


  13. #11
    lordvane's Avatar Member
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    Originally Posted by JarJarD3 View Post
    For all you aspiring programmers, check this thread about using right tools for the work (Intellisense for plugins) if you don't have done it already!
    And if you fear that VS is too heavy or difficult, the try Visual Studio Code.
    That looks neat. I currently use notepad++
    I'll have to check that out. Definitely make things easier.

  14. #12
    LordCerberus's Avatar Member
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    Originally Posted by lordvane View Post
    I ended up not using the one with the box under the character, I like popoiill's better. I did make a few changes though. I commented out the portion of code that "turns it off" while in Town or not in a GR. Also, the code posted at the beginning of the thread has a typo, there is not supposed to be a space in (FloorC oordinate).

    Even though I did change the .yin to .User I did add a comment in the code that gives credit to yin.

    If you want the code that will always display the distance, even while in town and not in a GR, use the code below. (I changed the size slightly bigger, changed the color to cyan, made it bold, made it italicized, and gave the text a black boarder so it is easier to see when in a big group of monsters. All credit goes to popoiill, thank you a huge ton for this.

    I have //comments in the code for where I made changes and just notes for myself because I am learning to code (some of the notes may be completely wrong lol - I'm learning); go ahead and delete them if you don't want them in your file.

    note: Made sure you save the file DistanceToCursorPlugin.cs and make sure you're settings are set to view file extensions so you can make sure it is not DistanceToCursorPlugin.cs.txt

    PHP Code:
    // credit popoiill and or yin 

    // uses stuff from plugins\default folder 
    using Turbo.Plugins.Default; 

    // location of this file 
    namespace Turbo.Plugins.User 

        
    // DistanceToCursorPlugin class? and file name 
        
    public class DistanceToCursorPlugin BasePluginIInGameTopPainter 
        

            
    // calling for function to use? 
            
    public IFont TextFont getset; } 

            
    //enable this plugin 
            
    public DistanceToCursorPlugin() 
            { 
            
    Enabled true
            } 

            
    // call and load hud controller? + set TextFont config for IFont function
            
    public override void Load(IController hud
            { 
                
    // load hud?
                
    base.Load(hud); 
                
                
    /* (tahoma is font), (10 is font size), (255 opacity?), (70, 245, 20 is rgb color code cyan), (first true is bold), (second true is italics), (255 opacity or thickness of boarder?), (0, 0, 0, is rgb color code black), (no idea what the last true does). */
                
    TextFont Hud.Render.CreateFont("tahoma"102557024520truetrue255000true); 
            } 

            
    // call function to draw on screen 
            
    public void PaintTopInGame(ClipState clipState
            { 
                
    // if UI is hidden, exit function 
                
    if (Hud.Render.UiHidden) return; 
                
    // not quite sure about clip state, maybe cut scenes? 
                
    if (clipState != ClipState.BeforeClip) return; 
                
    // if not in game, exit function 
                
    if (!Hud.Game.Me.IsInGame) return; 
                
    // below exits function if in town or not in gr - currently disabled (remove /* and */ to enable) 
                /* if (Hud.Game.Me.IsInTown || !Hud.Game.Me.InGreaterRift) return; */ 

                // set variable 
                
    var coordinate Hud.Window.CreateScreenCoordinate(Hud.Window.CursorXHud.Window.CursorY); 
                
                
    // execute function 
                // changed (FloorC oordinate) to (FloorCoordinate) 
                
    TextFont.DrawText(coordinate.ToWorldCoordinate().XYDistanceTo(Hud.Game.Me.FloorCoordinate).ToString("F1") + "y"coordinate.Offset(0, -25)); 
            } 
        } 

    That is amazing and working, thanks a LOT man.

  15. #13
    lordvane's Avatar Member
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    Originally Posted by LordCerberus View Post
    That is amazing and working, thanks a LOT man.
    Glad I could help get it working for ya, and again, I want to thank popoiill for the code

  16. #14
    iThinkiWin's Avatar Active Member
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    (selected monster) rarity, density, range. +minimap

    Code:
    using System.Linq;
    using System;
    using System.Collections.Generic;
    using Turbo.Plugins.Default;
    
    namespace Turbo.Plugins.iWin
    {
        public class iWin_CursorOnMonster : BasePlugin, IInGameTopPainter, IInGameWorldPainter
        {
            public IFont RedTextFont { get; set; }
            public IFont YellowTextFont { get; set; }
            public IFont OrangeTextFont { get; set; }
            public IFont GreenTextFont { get; set; }
            public IFont PurpleTextFont { get; set; }
            public IFont distTextFont { get; set; }
            public WorldDecoratorCollection TrashDecorator { get; set; }
            public WorldDecoratorCollection ChampionDecorator { get; set; }
            public WorldDecoratorCollection RareMinionDecorator { get; set; }
            public WorldDecoratorCollection RareDecorator { get; set; }
            public WorldDecoratorCollection UniqueDecorator { get; set; }
            public WorldDecoratorCollection BossDecorator { get; set; }
            public WorldDecoratorCollection BaseDecorator { get; set; }
            public WorldDecoratorCollection inrangeDecorator { get; set; }
            private MapShapeDecorator minMapShapeDecorator;
            private IFont mcFont;
            public float minYard
            {
                get { return minMapShapeDecorator.Radius; }
                set { minMapShapeDecorator.Radius = value; }
            }
            private float _radius = -1;
            public float Radius
            {
                get { return _radius; }
                set
                {
                    if (value == _radius || value < -1)
                        return;
    
                    _radius = value;
                    InitDecorators();
                }
            }
    
            public iWin_CursorOnMonster()
            {
                Enabled = true;
            }
    
            public override void Load(IController hud)
            {
                base.Load(hud);
                InitDecorators();
            }
    
            public void PaintTopInGame(ClipState clipState)
            {
                if (clipState != ClipState.BeforeClip) return;
                if (Hud.Game.IsInTown) return;
    
                int inrange = 0;
                string mcText = "0";
                var cursorScreenCoord = Hud.Window.CreateScreenCoordinate(Hud.Window.CursorX, Hud.Window.CursorY);
                var CursorCoord = cursorScreenCoord.ToWorldCoordinate();
                var monstersinrange = Hud.Game.AliveMonsters.Where(m => ((m.SummonerAcdDynamicId == 0 && m.IsElite) || !m.IsElite) && m.FloorCoordinate.XYDistanceTo(CursorCoord) <= minYard);
                foreach (var monster in monstersinrange)
                {
                    inrange++;
                }
    
                if (inrange > 0){
                    mcText = inrange.ToString();
                }
    
                if (inrange >= 10d && Hud.Game.RiftPercentage != 100)
                {
                    if (inrange >= 10d && Hud.Game.RiftPercentage != 100) mcFont = YellowTextFont;
                    if (inrange >= 15d && Hud.Game.RiftPercentage != 100) mcFont = OrangeTextFont;
                    if (inrange >= 25d && Hud.Game.RiftPercentage != 100) mcFont = GreenTextFont;
                    if (inrange >= 30d && Hud.Game.RiftPercentage != 100) mcFont = PurpleTextFont;
                }
                else
                {
                    mcFont = RedTextFont;
                }
                var mcX = Hud.Window.CursorX + 15f;
                var mcY = Hud.Window.CursorY - 40f;
                if (inrange > 0){
                    mcFont.DrawText(mcText, mcX, mcY);
                }
                distTextFont.DrawText(cursorScreenCoord.ToWorldCoordinate().XYDistanceTo(Hud.Game.Me.FloorCoordinate).ToString("F1") + "Y", cursorScreenCoord.Offset(0, -25));
            }
    
            public void PaintWorld(WorldLayer layer)
            {
                if (Hud.Game.IsInTown) return;
    
                var cursorScreenCoord = Hud.Window.CreateScreenCoordinate(Hud.Window.CursorX, Hud.Window.CursorY);
                var CursorCoord = cursorScreenCoord.ToWorldCoordinate();
                
                BaseDecorator.Paint(layer, Hud.Game.Me, CursorCoord, null);
    
                var MyPos = Hud.Game.Me.FloorCoordinate.ToScreenCoordinate();
                var brush = Hud.Render.CreateBrush(50, 255, 255, 220, 3, SharpDX.Direct2D1.DashStyle.Dash, SharpDX.Direct2D1.CapStyle.Flat, SharpDX.Direct2D1.CapStyle.Flat);
                
                brush.DrawLine(MyPos.X, MyPos.Y, Hud.Window.CursorX, Hud.Window.CursorY);
                
                var monster = Hud.Game.SelectedMonster2 ?? Hud.Game.SelectedMonster1;
                if (monster == null) {
                    if (Hud.Game.SpecialArea == SpecialArea.GreaterRift) inrangeDecorator.Paint(layer, Hud.Game.Me, CursorCoord, null);
                    return;
                }
                if (monster.SummonerAcdDynamicId != 0 && monster.IsElite) return;
                if (!monster.Invisible && !monster.IsElite && (monster.SnoMonster.Priority != MonsterPriority.goblin) && (monster.SnoMonster.Priority != MonsterPriority.boss) && (monster.SnoMonster.Priority != MonsterPriority.keywarden))
                {
                    TrashDecorator.Paint(layer, monster, monster.FloorCoordinate, monster.SnoMonster.NameLocalized);
                }
                if (monster.Rarity == ActorRarity.Unique)
                {
                    UniqueDecorator.Paint(layer, monster, monster.FloorCoordinate, monster.SnoMonster.NameLocalized);
                }
                if (monster.SnoMonster.Priority == MonsterPriority.boss)
                {
                    BossDecorator.Paint(layer, monster, monster.FloorCoordinate, monster.SnoMonster.NameLocalized);
                }
                if (monster.Rarity == ActorRarity.Champion)
                {
                    ChampionDecorator.Paint(layer, monster, monster.FloorCoordinate, monster.SnoMonster.NameLocalized);
                }
                if (monster.Rarity == ActorRarity.RareMinion)
                {
                    RareMinionDecorator.Paint(layer, monster, monster.FloorCoordinate, monster.SnoMonster.NameLocalized);
                }
                if (monster.Rarity == ActorRarity.Rare)
                {
                    RareDecorator.Paint(layer, monster, monster.FloorCoordinate, monster.SnoMonster.NameLocalized);
                }
                if ((monster.Rarity == ActorRarity.Unique) && (monster.SnoMonster.Priority < MonsterPriority.keywarden))
                {
                    UniqueDecorator.Paint(layer, monster, monster.FloorCoordinate, monster.SnoMonster.NameLocalized);
                }
                if (monster.SnoMonster.Priority == MonsterPriority.boss)
                {
                    BossDecorator.Paint(layer, monster, monster.FloorCoordinate, monster.SnoMonster.NameLocalized);
                }
            }
    
            private void InitDecorators()
            {
                RedTextFont = Hud.Render.CreateFont("tahoma", 8, 255, 255, 0, 0, false, false, 250, 0, 0, 0, true);
                YellowTextFont = Hud.Render.CreateFont("tahoma", 10, 255, 180, 147, 109, false, false, 250, 0, 0, 0, true);
                OrangeTextFont = Hud.Render.CreateFont("tahoma", 12, 255, 255, 128, 0, false, false, 250, 0, 0, 0, true);
                GreenTextFont = Hud.Render.CreateFont("tahoma", 14, 255, 0, 255, 0, false, false, 250, 0, 0, 0, true);
                PurpleTextFont = Hud.Render.CreateFont("tahoma", 16, 255, 224, 20, 224, false, false, 250, 0, 0, 0, true);
                distTextFont = Hud.Render.CreateFont("tahoma", 10, 255, 255, 255, 0, false, false, 250, 0, 0, 0, true);
    
                int stroke = (Radius == -1) ? 0 : 5;
    
                var TrashGroundBrush = Hud.Render.CreateBrush(90, 200, 200, 200, stroke);
                TrashDecorator = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = TrashGroundBrush,
                        Radius = Radius
                    },
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = Hud.Render.CreateBrush(150, 200, 200, 200, 3),
                        Radius = Radius
                    }
                );
    
                var EliteChampionGroundBrush = Hud.Render.CreateBrush(90, 64, 128, 255, stroke);
                ChampionDecorator = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = EliteChampionGroundBrush,
                        Radius = Radius
                    },
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = Hud.Render.CreateBrush(150, 64, 128, 255, 3),
                        Radius = Radius
                    }
                );
                var EliteMinionGroundBrush = Hud.Render.CreateBrush(90, 255, 216, 160, stroke);
                RareMinionDecorator = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = EliteMinionGroundBrush,
                        Radius = Radius
                    },
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = Hud.Render.CreateBrush(150, 255, 216, 160, 3),
                        Radius = Radius
                    }
                );
                var EliteLeaderGroundBrush = Hud.Render.CreateBrush(90, 255, 148, 20, stroke);
                RareDecorator = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = EliteLeaderGroundBrush,
                        Radius = Radius
                    },
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = Hud.Render.CreateBrush(150, 255, 148, 20, 3),
                        Radius = Radius
                    }
                );
                var EliteUniqueGroundBrush = Hud.Render.CreateBrush(90, 255, 140, 255, stroke);
                UniqueDecorator = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = EliteUniqueGroundBrush,
                        Radius = Radius
                    },
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = Hud.Render.CreateBrush(150, 255, 140, 255, 3),
                        Radius = Radius
                    }
                );
                var BossGroundBrush = Hud.Render.CreateBrush(90, 255, 96, 0, stroke);
                BossDecorator = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = BossGroundBrush,
                        Radius = Radius
                    }
                );
                var BaseLineBrush = Hud.Render.CreateBrush(150, 255, 255, 255, 1, SharpDX.Direct2D1.DashStyle.Dash, SharpDX.Direct2D1.CapStyle.Flat, SharpDX.Direct2D1.CapStyle.Flat);
                var BaseBrush = Hud.Render.CreateBrush(150, 255, 255, 255, 1);
                var BaseGroundBrush = Hud.Render.CreateBrush(90, 200, 200, 200, stroke);
                BaseDecorator = new WorldDecoratorCollection(
                    new MapShapeDecorator(Hud)
                    {
                        Brush = BaseLineBrush,
                        ShapePainter = new LineFromMeShapePainter(Hud),
                        Radius = 2
                    },
                    new MapShapeDecorator(Hud)
                    {
                        Brush = BaseBrush,
                        ShapePainter = new PlusShapePainter(Hud),
                        Radius = 2
                    },
                    new MapShapeDecorator(Hud)
                    {
                        Brush = BaseBrush,
                        ShapePainter = new PlusShapePainter(Hud),
                        Radius = 10
                    },            
                    new MapShapeDecorator(Hud)
                    {
                        Brush = BaseBrush,
                        ShapePainter = new CircleShapePainter(Hud),
                        Radius = 5
                    },
                     new GroundCircleDecorator(Hud)
                    {
                        Brush = BaseGroundBrush,
                        Radius = Radius
                    },
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = Hud.Render.CreateBrush(150, 200, 200, 200, 3),
                        Radius = Radius
                    }
                );
                inrangeDecorator = new WorldDecoratorCollection(
                    new GroundShapeDecorator(Hud)
                    {
                        Brush = Hud.Render.CreateBrush(150, 255, 55, 55, 3),
                        ShadowBrush = Hud.Render.CreateBrush(96, 0, 0, 0, 1),
                        ShapePainter = WorldStarShapePainter.NewCross(Hud),
                        Radius = 3.5f
                    },
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = Hud.Render.CreateBrush(150, 255, 55, 55, 3),
                        Radius = 3.5f
                    }
                );
                minMapShapeDecorator = new MapShapeDecorator(Hud)
                {
                    Brush = Hud.Render.CreateBrush(150, 180, 147, 109, 1),
                    ShapePainter = new CircleShapePainter(Hud),
                    Radius = 17
                };
            }
        }
    }
    Last edited by iThinkiWin; 08-07-2019 at 01:43 AM.

  17. Thanks lordvane, RNN, BeeAntOS (3 members gave Thanks to iThinkiWin for this useful post)
  18. #15
    lordvane's Avatar Member
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    Originally Posted by iThinkiWin View Post
    (selected monster) rarity, density, range. +minimap
    Thanks! Definitely going to play around with this!

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