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  1. #1
    JarJarD3's Avatar Contributor
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    AlternateSkillBar

    Alternate skill bar implementation that is located in near "selected monster health bar" and has data presented in a bit different way that I like.

    Skill duration (active time), cooldown time, stacks and charges are displayed in plain (colored) numbers.

    Download:
    >>>>> AlternateSkillBar.cs <<<<<
    Install:
    save as plugins/JarJar/AlternateSkillBar.cs

    Example image collection.

    Full screen capture with Necro Cusrses (CurseMeter) utility plugin.
    Last edited by JarJarD3; 08-21-2019 at 06:34 AM. Reason: version update

    AlternateSkillBar
  2. Thanks a1dlez (1 members gave Thanks to JarJarD3 for this useful post)
  3. #2
    greetree's Avatar Member
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    thanks, and how to download? i could not find a link

  4. #3
    RNN's Avatar Legendary
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  5. Thanks JarJarD3 (1 members gave Thanks to RNN for this useful post)
  6. #4
    Saico's Avatar Active Member
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    Seems great plugin, unfortunately got 1 exception

    Plugins\JarJar\DefaultUI\AlternateSkillBar.cs(136,17) : error CS0117: 'BuffPainter' does not contain a definition for 'UseAlternateStyleWhenBuffIsAlmostGone'

    what it could be ?

  7. #5
    JarJarD3's Avatar Contributor
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    Originally Posted by Saico View Post
    Seems great plugin, unfortunately got 1 exception

    Plugins\JarJar\DefaultUI\AlternateSkillBar.cs(136,17) : error CS0117: 'BuffPainter' does not contain a definition for 'UseAlternateStyleWhenBuffIsAlmostGone'

    what it could be ?
    You are not using not the latest THUD 9.1 series (see changelog.txt).
    But now it does not matter as we have to wait for new patch from KJ.

  8. #6
    Saico's Avatar Active Member
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    Originally Posted by JarJarD3 View Post
    You are not using not the latest THUD 9.1 series (see changelog.txt).
    But now it does not matter as we have to wait for new patch from KJ.
    I was using 9.1 version Screenshot_2.png
    anyway we have to wait for new patch version now

    I have a question, this plugin overlays or substitutes DAV_PartyCDPlugin that displays just a bit above this one ? I gonna check them better as soon new TH build arrives

  9. #7
    JarJarD3's Avatar Contributor
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    Originally Posted by Saico View Post
    I was using 9.1 version Screenshot_2.png
    anyway we have to wait for new patch version now

    I have a question, this plugin overlays or substitutes DAV_PartyCDPlugin that displays just a bit above this one ? I gonna check them better as soon new TH build arrives
    Unfortunately screen estate is limited resource and the best place to get your attention is just about where me and Dav (s4000) have placed the graphics. My 60%/5% vs. 55%/10%.
    You have to customize either or both to make them visible at the same time with a bit different location.
    DAV_PartyCDPlugin "grows" down so it is better to place it under Alternate SkillBar.

    This might do it, but can not test now.
    Code:
    public void Customize()
    {
        var nextY = 0f;
        Hud.RunOnPlugin<JarJar.DefaultUI.AlternateSkillBar>(plugin =>
        {
            // Move to top of screen
            plugin.offsetX = 0.625f;
            plugin.offsetY = 0.001f;
            nextY = plugin.offsetY + plugin.IconSize + (plugin.IconSpacing * 2f);
        });
        Hud.RunOnPlugin<DavPlayer.DAV_PartyCDPlugin>(plugin =>
        {
            plugin.StartXPos = 0.625f;
            plugin.StartYPos = nextY;
        });
    }

  10. #8
    Saico's Avatar Active Member
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    I just downloaded latest TH build (9.1) for patch 2.6.6 and still got exception =(

    error while initializing plugins
    2019.08.21 08:15:13.268 19.8.21.0 C:\Users\Me\Desktop\TURBO\Plugins\JarJar\DefaultUI\AlternateSkillBar.cs(136,17) : error CS0117: 'BuffPainter' does not contain a definition for 'UseAlternateStyleWhenBuffIsAlmostGone'

  11. #9
    JarJarD3's Avatar Contributor
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    Originally Posted by Saico View Post
    I just downloaded latest TH build (9.1) for patch 2.6.6 and still got exception =(
    I look at this ASAP.

  12. #10
    JarJarD3's Avatar Contributor
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    Originally Posted by JarJarD3 View Post
    I look at this ASAP.
    Uploaded new version. Removed reference to BuffPainter that is not used here.

    But it is weird, I downloaded latest THUD, created folder plugins/JarJar and copied AlternateSkillBar and it worked and Visual Studio thinks that BuffPainter.UseAlternateStyleWhenBuffIsAlmostGone is valid. But if it works now, everybody should be happy :-)

  13. #11
    RNN's Avatar Legendary
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    Originally Posted by JarJarD3 View Post
    But it is weird, I downloaded latest THUD, created folder plugins/JarJar and copied AlternateSkillBar and it worked
    The same here, I do not think it is a problem with this plugin, the cause of the problem must be that you are dragging the buffpainter.cs from an earlier version for having copied the "Default" folder.

  14. #12
    Saico's Avatar Active Member
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    Originally Posted by JarJarD3 View Post
    Unfortunately screen estate is limited resource and the best place to get your attention is just about where me and Dav (s4000) have placed the graphics. My 60%/5% vs. 55%/10%.
    You have to customize either or both to make them visible at the same time with a bit different location.
    DAV_PartyCDPlugin "grows" down so it is better to place it under Alternate SkillBar.

    This might do it, but can not test now.
    Code:
    public void Customize()
    {
        var nextY = 0f;
        Hud.RunOnPlugin<JarJar.DefaultUI.AlternateSkillBar>(plugin =>
        {
            // Move to top of screen
            plugin.offsetX = 0.625f;
            plugin.offsetY = 0.001f;
            nextY = plugin.offsetY + plugin.IconSize + (plugin.IconSpacing * 2f);
        });
        Hud.RunOnPlugin<DavPlayer.DAV_PartyCDPlugin>(plugin =>
        {
            plugin.StartXPos = 0.625f;
            plugin.StartYPos = nextY;
        });
    }
    JarJar, where do I put this Public void Customize code ? PluginEnablerorDisabler ? I got an error when entered the Public void there

    Edit: Oh, nvm, Found it =)

    Just repositioned both plugin with your customized code, just changed some presets

    var nextY = 5f;
    Hud.RunOnPlugin<JarJar.DefaultUI.AlternateSkillBar>(plugin =>
    {
    // Move to top of screen
    plugin.offsetX = 0.625f;
    plugin.offsetY = 0.080f;
    nextY = plugin.offsetY + plugin.IconSize + (plugin.IconSpacing * 2f);
    });
    Hud.RunOnPlugin<DavPlayer.DAV_PartyCDPlugin>(plugin =>
    {
    plugin.StartXPos = 0.625f;
    plugin.StartYPos = 0.001f;
    });
    Hud.RunOnPlugin<JarJar.DefaultUI.CurseMeter>(plugin =>
    {
    // below Alternate Skill Bar
    plugin.offsetX = 0.625f;
    plugin.offsetY = 0.140f;
    });
    Screenshot_2.png

    Oh, now it fits pretty good, Thanks JarJar
    Attached Thumbnails Attached Thumbnails AlternateSkillBar-screenshot_3-png  
    Last edited by Saico; 08-21-2019 at 09:20 AM.

  15. #13
    JarJarD3's Avatar Contributor
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    My formulas were totally screwed.
    Better to use "absolute percent positions"!
    Code:
    Hud.RunOnPlugin<DefaultUI.AlternateSkillBar>(plugin =>
    {
        // Move AlternateSkillBar to almost top of screen.
        plugin.offsetX = 0.600f;
        plugin.offsetY = 0.025f;
    });
    Hud.RunOnPlugin<DefaultUI.CurseMeter>(plugin =>
    {
        // Move CurseMeter under AlternateSkillBar.
        plugin.offsetX = 0.600f;
        plugin.offsetY = 0.075f;
    });

  16. #14
    Saico's Avatar Active Member
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    Originally Posted by JarJarD3 View Post
    My formulas were totally screwed.
    Better to use "absolute percent positions"!
    Code:
    Hud.RunOnPlugin<DefaultUI.AlternateSkillBar>(plugin =>
    {
        // Move AlternateSkillBar to almost top of screen.
        plugin.offsetX = 0.600f;
        plugin.offsetY = 0.025f;
    });
    Hud.RunOnPlugin<DefaultUI.CurseMeter>(plugin =>
    {
        // Move CurseMeter under AlternateSkillBar.
        plugin.offsetX = 0.600f;
        plugin.offsetY = 0.075f;
    });
    I gonna try these later but I corrected already the position of these 3 plugins just I screenshoted above. =)

    btw, found a problem with bar when Archon skill is popped Screenshot_3.png it changes wrong it should be Screenshot_4.png and with Vyr set should displays all Archon skills

    With Vyr set Screenshot_5.png should display Screenshot_6.png
    Last edited by Saico; 08-21-2019 at 10:19 AM.

  17. #15
    takayo72's Avatar Active Member
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    is there any exposed attribute to resize the icon size to make the bar smaller ultimately?

    ----------------------
    I got it.
    we can customize the icon size by variable IconSize

    Then it raised out another issue.
    The font is hard-coded as 10. I want to resize the font as reference of the icon size
    by default the scale factor is aprrox 5.5 (icon size 55, font 10)

    I added few lines of code in public XDAV_SkillPainter(IController hud) method

    var temp = Math.Ceiling(Hud.IconSize/5.5);

    and the font size is reference the temp variable
    CooldownFont = Hud.Render.CreateFont("tahoma", temp, 255, color.R, color.G, color.B, true, false, 255, 0, 0, 0, true);

    However there is an exception,

    DefaultUI\alternateskillbar.cs(119,41) : error CS1061: 'IController' does not contain a definition for 'IconSize' and no accessible extension method 'IconSize' accepting a first argument of type 'IController' could be found (are you missing a using directive or an assembly reference?)

    How to access the IconSize public variable within another class method ?

    I dont know much about C Sharp programming.
    Last edited by takayo72; 08-21-2019 at 07:17 PM.

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