[INT] [Extended] TriunesWillPlugin menu

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  1. #16
    hakache's Avatar Active Member
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    Saico : For the customize not working, probably you have another plugin than PartyBuff that disables PlayerBottomBuffList. For the circles showing where it shouldnt, looking at the screenshot, I'm very confident that it's just the actor spawning in the walls/outside the map sometimes.

    RNN : Thanks for your advice about the distance check, and for the decorators I tried the same earlier and I think it looks way better ! Integrated those changes and credited you accordingly Did not integrate Oculus tho as I think it should be another plugin (I personally use a modified custom version of Zy OculusPlugin). EDIT : Done
    Last edited by hakache; 08-25-2019 at 07:37 AM.

    [INT] [Extended] TriunesWillPlugin
  2. #17
    RNN's Avatar Legendary
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    You could give the option to configure the radios. Whoever wants to see it as before would only have to assign values ​​10 and 9 in one place

    Edit :
    I have noticed that since the decorators are already defined, it does not work to modify the radius from PluginEnablerOrDisablerPlugin.cs , these must be edited in the plugin.

    These lines will do nothing.

    plugin.CircleRadius = 10.0f; // Change the radius of the circle decorator
    plugin.InsideRadius = 10.0f; // Change the radius of the additional "inside marker"
    Last edited by RNN; 08-25-2019 at 07:56 AM.

  3. #18
    ArnesMeyer's Avatar Member
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    hi,how put this in PluginEnablerOrDisablerPlugin.cs idk in what line.wher im put enywer insiad i have error and th not working

    Hud.RunOnPlugin<PlayerBottomBuffListPlugin>(plugin =>
    {
    plugin.RuleCalculator.Rules.Add(new BuffRule(483606) { IconIndex = 2, MinimumIconCount = 1, ShowTimeLeft = false, ShowStacks = false }); // Love (Damage)
    plugin.RuleCalculator.Rules.Add(new BuffRule(483606) { IconIndex = 8, MinimumIconCount = 1, ShowTimeLeft = false, ShowStacks = false }); // Creation (Cooldown)
    plugin.RuleCalculator.Rules.Add(new BuffRule(483606) { IconIndex = 5, MinimumIconCount = 1, ShowTimeLeft = false, ShowStacks = false }); // Determination (RCR)
    });

  4. #19
    Saico's Avatar Active Member
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    Originally Posted by RNN View Post


    You say a circle appears when it shouldn't?


    Ye, I was not clear, but it draws when should not (No Triune Buff in the the circle plugin)

    Gonna extract again TH build from zero to check if the code is having some conflict with actual plugins

  5. #20
    Saico's Avatar Active Member
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    Originally Posted by hakache View Post
    Saico : For the customize not working, probably you have another plugin than PartyBuff that disables PlayerBottomBuffList. For the circles showing where it shouldnt, looking at the screenshot, I'm very confident that it's just the actor spawning in the walls/outside the map sometimes.
    Oh, should be that, gonna da a clean install to check it, Ty.

  6. #21
    RNN's Avatar Legendary
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    as hakache told you sometimes the circle is drawn badly if it is near a wall or on the edge of the map

  7. #22
    Saico's Avatar Active Member
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    Originally Posted by RNN View Post
    as hakache told you sometimes the circle is drawn badly if it is near a wall or on the edge of the map
    Originally Posted by RNN View Post
    as hakache told you sometimes the circle is drawn badly if it is near a wall or on the edge of the map
    Oh it must be that.

    The problem that iconbuff from Triune was not showing was causing for that line I found in my customized.

    Hud.TogglePlugin<PlayerBottomBuffListPlugin>(false);
    I changed to true

    It was disabling another bottombuff codes I have in customize.

    Thank you so much RNN and hakache

  8. #23
    RNN's Avatar Legendary
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    Looking at another plugin ([glq] Cursor Monster) I have edited the file (post # 11) to be able to modify the circle radius within PluginEnablerOrDiablerPlugin.cs, check it out if you want to incorporate it.
    Last edited by RNN; 08-26-2019 at 07:13 AM.

  9. #24
    Kasztan100's Avatar Member
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    It's possible to show those circle on minimap??

  10. #25
    JarJarD3's Avatar Contributor
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    Originally Posted by Kasztan100 View Post
    It's possible to show those circle on minimap??
    Yes, you need to add a MapShapeDecorator for it. Example for my Oculus plugin.
    Code:
    var circleColor = Color.Gold;
    .
    .
    new MapShapeDecorator(Hud)
    {
        ShapePainter = new CircleShapePainter(Hud),
        Brush = Hud.Render.CreateBrush(255, circleColor.R, circleColor.G, circleColor.B, -1f, regularStyle),
        ShadowBrush = Hud.Render.CreateBrush(48, 0, 0, 0, 1),
        Radius = 10f,
    }
    Can not test it right now, maybe somebody can help?

  11. Thanks Kasztan100 (1 members gave Thanks to JarJarD3 for this useful post)
  12. #26
    RNN's Avatar Legendary
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    Until hakache updates its plugin, you can use this one, just add circles in the minimap


    Code:
    // TriunesWillPlugin
    // Ground Decorators & Timers for Triune's Will circles from Season 18 buff.
    // Additional Marker when you are in a circle (Thanks to JarJar & RNN !).
    
    using System.Linq;
    using Turbo.Plugins.Default;
    
    namespace Turbo.Plugins.Extended.Actors
    {
        public class TriunesWillPlugin : BasePlugin, IInGameWorldPainter
        {
    	public WorldDecoratorCollection LoveDecorator { get; set; }
    	public WorldDecoratorCollection DeterminationDecorator { get; set; }
    	public WorldDecoratorCollection CreationDecorator { get; set; }
    
    	public WorldDecoratorCollection LoveInsideDecorator { get; set; }
    	public WorldDecoratorCollection DeterminationInsideDecorator { get; set; }
    	public WorldDecoratorCollection CreationInsideDecorator { get; set; }
    
    	public float CircleRadius { get; set; }
    	public float InsideRadius { get; set; }
    
    	public bool EnableLove { get; set; }
    	public bool EnableDetermination { get; set; }
    	public bool EnableCreation { get; set; }
    	public bool EnableInsideMarker { get; set; }
    
    	public TriunesWillPlugin()
            {
    	    Enabled = true;
    
    	    EnableLove = true;		// Damage Circle
    	    EnableCreation = true;	// CDR Circle
    	    EnableDetermination = true;	// RCR Circle
    
    	    EnableInsideMarker = true;	// Additional Circle Decorator when you are in it
            }
    
    	public override void Load(IController hud)
            {
    	    base.Load(hud);
    
    	    CircleRadius = 10.0f; // Change the radius of the circle decorator
    	    InsideRadius = 10.0f; // Change the radius of the additional "inside marker"
    
    	    LoveInsideDecorator = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = Hud.Render.CreateBrush(255, 150, 0, 0, -2, SharpDX.Direct2D1.DashStyle.Dash), // 220, 0, 64
                        Radius = InsideRadius,
                    }
                    );
    
    	    CreationInsideDecorator = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = Hud.Render.CreateBrush(255, 0, 80, 150, -2, SharpDX.Direct2D1.DashStyle.Dash),
                        Radius = InsideRadius,
                    }
                    );
    
    	    DeterminationInsideDecorator = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = Hud.Render.CreateBrush(255, 120, 80, 0, -2, SharpDX.Direct2D1.DashStyle.Dash), // Dark Blue 0, 64, 255 - Gold 164, 100, 32
                        Radius = InsideRadius,
                    }
                    );
    
    	    LoveDecorator = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = Hud.Render.CreateBrush(255, 255, 0, 128, -2),
                        Radius = CircleRadius,
                    },
                    new GroundLabelDecorator(Hud)
                    {
                        CountDownFrom = 7,
                        TextFont = Hud.Render.CreateFont("tahoma", 11, 255, 255, 96, 255, true, false, 128, 0, 0, 0, true),
                    },
                    new GroundTimerDecorator(Hud)
                    {
                        CountDownFrom = 7,
                        BackgroundBrushEmpty = Hud.Render.CreateBrush(128, 0, 0, 0, 0),
                        BackgroundBrushFill = Hud.Render.CreateBrush(164, 192, 0, 0, 0),
                        Radius = 30,
                    },
    				new MapShapeDecorator(Hud)
    				{
    					ShapePainter = new CircleShapePainter(Hud),
    					Brush = Hud.Render.CreateBrush(255, 255, 0, 128, -1f),
    					ShadowBrush = Hud.Render.CreateBrush(48, 0, 0, 0, 1),
    					Radius = CircleRadius - 2,
    				}
                    );
    
    	    CreationDecorator = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = Hud.Render.CreateBrush(255, 64, 200, 144, -2),
                        Radius = CircleRadius,
                    },
                    new GroundLabelDecorator(Hud)
                    {
                        CountDownFrom = 7,
                        TextFont = Hud.Render.CreateFont("tahoma", 11, 255, 96, 230, 196, true, false, 128, 0, 0, 0, true),
                    },
                    new GroundTimerDecorator(Hud)
                    {
                        CountDownFrom = 7,
                        BackgroundBrushEmpty = Hud.Render.CreateBrush(128, 0, 0, 0, 0),
                        BackgroundBrushFill = Hud.Render.CreateBrush(164, 0, 192, 192, 0),
                        Radius = 30,
                    },
    				new MapShapeDecorator(Hud)
    				{
    					ShapePainter = new CircleShapePainter(Hud),
    					Brush = Hud.Render.CreateBrush(255, 64, 200, 144, -1f),
    					ShadowBrush = Hud.Render.CreateBrush(48, 0, 0, 0, 1),
    					Radius = CircleRadius - 2,
    				}
                    );
    
    	    DeterminationDecorator = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = Hud.Render.CreateBrush(255, 164, 164, 32, -2), // Dark Blue 0, 64, 255
                        Radius = CircleRadius,
                    },
                    new GroundLabelDecorator(Hud)
                    {
                        CountDownFrom = 7,
                        TextFont = Hud.Render.CreateFont("tahoma", 11, 255, 200, 200, 96, true, false, 128, 0, 0, 0, true), // Dark Blue 96, 96, 255
                    },
                    new GroundTimerDecorator(Hud)
                    {
                        CountDownFrom = 7,
                        BackgroundBrushEmpty = Hud.Render.CreateBrush(128, 0, 0, 0, 0),
                        BackgroundBrushFill = Hud.Render.CreateBrush(164, 164, 164, 0, 0), // Dark Blue 0, 0, 192
                        Radius = 30,
                    },
    				new MapShapeDecorator(Hud)
    				{
    					ShapePainter = new CircleShapePainter(Hud),
    					Brush = Hud.Render.CreateBrush(255, 164, 164, 32, -1f),
    					ShadowBrush = Hud.Render.CreateBrush(48, 0, 0, 0, 1),
    					Radius = CircleRadius - 2,
    				}
                    );
    
            }
    
    	public void PaintWorld(WorldLayer layer)
            {
    	    if (Hud.Game.IsInTown) return;
    
    	    bool Inside = false;
    			
    	if (EnableLove) {
    	    var love = Hud.Game.Actors.Where(x => x.SnoActor.Sno == ActorSnoEnum._generic_proxy && x.GetAttributeValueAsInt(Hud.Sno.Attributes.Power_Buff_1_Visual_Effect_None, 483606) == 1).OrderBy(d => d.CentralXyDistanceToMe);
    	    if (EnableInsideMarker && Hud.Game.Me.Powers.BuffIsActive(483606, 2)) { Inside = true; }
    	    foreach (var actor in love)
    	    {
    		LoveDecorator.Paint(layer, actor, actor.FloorCoordinate, null);
    		if (Inside) { LoveInsideDecorator.Paint(layer, actor, actor.FloorCoordinate, null); Inside = false; }
    	    }
    	}
    
    	if (EnableCreation) {
                var creation = Hud.Game.Actors.Where(x => x.SnoActor.Sno == ActorSnoEnum._generic_proxy && x.GetAttributeValueAsInt(Hud.Sno.Attributes.Power_Buff_7_Visual_Effect_None, 483606) == 1).OrderBy(d => d.CentralXyDistanceToMe);
    	    if (EnableInsideMarker && Hud.Game.Me.Powers.BuffIsActive(483606, 8)) { Inside = true; }
                foreach (var actor in creation)
                {
    		CreationDecorator.Paint(layer, actor, actor.FloorCoordinate, null);
    		if (Inside) { CreationInsideDecorator.Paint(layer, actor, actor.FloorCoordinate, null); Inside = false; }
                }
    	}
    
    	if (EnableDetermination) {
                var determination = Hud.Game.Actors.Where(x => x.SnoActor.Sno == ActorSnoEnum._generic_proxy && x.GetAttributeValueAsInt(Hud.Sno.Attributes.Power_Buff_6_Visual_Effect_None, 483606) == 1).OrderBy(d => d.CentralXyDistanceToMe);
    	    if (EnableInsideMarker && Hud.Game.Me.Powers.BuffIsActive(483606, 5)) { Inside = true; }
                foreach (var actor in determination)
                {
    		DeterminationDecorator.Paint(layer, actor, actor.FloorCoordinate, null);
    		if (Inside) { DeterminationInsideDecorator.Paint(layer, actor, actor.FloorCoordinate, null); Inside = false; }
                }
    	}
    
    
            }
        }
    }

  13. Thanks xratedownz, Kasztan100, johnbl (3 members gave Thanks to RNN for this useful post)
  14. #27
    d3lak's Avatar Active Member
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    Very color blind person here XD. Can we put labels inside the oculus for example if it's CDR have a CDR label if its resource have a RSR label. Would massively appreciate if someone could do this =)

  15. #28
    RNN's Avatar Legendary
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    Originally Posted by d3lak View Post
    Very color blind person here XD. Can we put labels inside the oculus for example if it's CDR have a CDR label if its resource have a RSR label. Would massively appreciate if someone could do this =)


    Code:
    // TriunesWillPlugin
    // Ground Decorators & Timers for Triune's Will circles from Season 18 buff.
    // Additional Marker when you are in a circle (Thanks to JarJar & RNN !).
    
    using System.Linq;
    using Turbo.Plugins.Default;
    
    namespace Turbo.Plugins.Extended.Actors
    {
        public class TriunesWillPlugin : BasePlugin, IInGameWorldPainter
        {
    	public WorldDecoratorCollection LoveDecorator { get; set; }
    	public WorldDecoratorCollection DeterminationDecorator { get; set; }
    	public WorldDecoratorCollection CreationDecorator { get; set; }
    
    	public WorldDecoratorCollection LoveInsideDecorator { get; set; }
    	public WorldDecoratorCollection DeterminationInsideDecorator { get; set; }
    	public WorldDecoratorCollection CreationInsideDecorator { get; set; }
    
    	public float CircleRadius { get; set; }
    	public float InsideRadius { get; set; }
    
    	public bool EnableLove { get; set; }
    	public bool EnableDetermination { get; set; }
    	public bool EnableCreation { get; set; }
    	public bool EnableInsideMarker { get; set; }
    
    	public IFont DescriptionText1 { get; set; }
    	public IFont DescriptionText2 { get; set; }	
    	public bool EnableDescription { get; set; }
    
    	public TriunesWillPlugin()
            {
    	    Enabled = true;
            }
    
    	public override void Load(IController hud)
            {
    	    base.Load(hud);
    		
    		
    	    EnableLove = true;		// Damage Circle
    	    EnableCreation = true;	// CDR Circle
    	    EnableDetermination = true;	// RCR Circle
    
    	    EnableInsideMarker = true;	// Additional Circle Decorator when you are in it
    		EnableDescription = true;
    
    	    CircleRadius = 10.0f; // Change the radius of the circle decorator
    	    InsideRadius = 10.0f; // Change the radius of the additional "inside marker"
    		
    		DescriptionText1 = Hud.Render.CreateFont("tahoma", 9f, 255,255,255,255, false, false, 128, 0, 0, 0, true) ;
    		DescriptionText2 = Hud.Render.CreateFont("tahoma", 5f, 255,255,255,255, false, false, 128, 0, 0, 0, true) ;
    
    	    LoveInsideDecorator = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = Hud.Render.CreateBrush(255, 150, 0, 0, -2, SharpDX.Direct2D1.DashStyle.Dash), // 220, 0, 64
                        Radius = InsideRadius,
                    }
                    );
    
    	    CreationInsideDecorator = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = Hud.Render.CreateBrush(255, 0, 80, 150, -2, SharpDX.Direct2D1.DashStyle.Dash),
                        Radius = InsideRadius,
                    }
                    );
    
    	    DeterminationInsideDecorator = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = Hud.Render.CreateBrush(255, 120, 80, 0, -2, SharpDX.Direct2D1.DashStyle.Dash), // Dark Blue 0, 64, 255 - Gold 164, 100, 32
                        Radius = InsideRadius,
                    }
                    );
    
    	    LoveDecorator = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = Hud.Render.CreateBrush(255, 255, 0, 128, -2),
                        Radius = CircleRadius,
                    },
                    new GroundLabelDecorator(Hud)
                    {
                        CountDownFrom = 7,
                        TextFont = Hud.Render.CreateFont("tahoma", 11, 255, 255, 96, 255, true, false, 128, 0, 0, 0, true),
                    },
                    new GroundTimerDecorator(Hud)
                    {
                        CountDownFrom = 7,
                        BackgroundBrushEmpty = Hud.Render.CreateBrush(128, 0, 0, 0, 0),
                        BackgroundBrushFill = Hud.Render.CreateBrush(164, 192, 0, 0, 0),
                        Radius = 30,
                    },
    				new MapShapeDecorator(Hud)
    				{
    					ShapePainter = new CircleShapePainter(Hud),
    					Brush = Hud.Render.CreateBrush(255, 255, 0, 128, -1f),
    					ShadowBrush = Hud.Render.CreateBrush(48, 0, 0, 0, 1),
    					Radius = CircleRadius - 2,
    				}
                    );
    
    	    CreationDecorator = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = Hud.Render.CreateBrush(255, 64, 200, 144, -2),
                        Radius = CircleRadius,
                    },
                    new GroundLabelDecorator(Hud)
                    {
                        CountDownFrom = 7,
                        TextFont = Hud.Render.CreateFont("tahoma", 11, 255, 96, 230, 196, true, false, 128, 0, 0, 0, true),
                    },
                    new GroundTimerDecorator(Hud)
                    {
                        CountDownFrom = 7,
                        BackgroundBrushEmpty = Hud.Render.CreateBrush(128, 0, 0, 0, 0),
                        BackgroundBrushFill = Hud.Render.CreateBrush(164, 0, 192, 192, 0),
                        Radius = 30,
                    },
    				new MapShapeDecorator(Hud)
    				{
    					ShapePainter = new CircleShapePainter(Hud),
    					Brush = Hud.Render.CreateBrush(255, 64, 200, 144, -1f),
    					ShadowBrush = Hud.Render.CreateBrush(48, 0, 0, 0, 1),
    					Radius = CircleRadius - 2,
    				}
                    );
    
    	    DeterminationDecorator = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = Hud.Render.CreateBrush(255, 164, 164, 32, -2), // Dark Blue 0, 64, 255
                        Radius = CircleRadius,
                    },
                    new GroundLabelDecorator(Hud)
                    {
                        CountDownFrom = 7,
                        TextFont = Hud.Render.CreateFont("tahoma", 11, 255, 200, 200, 96, true, false, 128, 0, 0, 0, true), // Dark Blue 96, 96, 255
                    },
                    new GroundTimerDecorator(Hud)
                    {
                        CountDownFrom = 7,
                        BackgroundBrushEmpty = Hud.Render.CreateBrush(128, 0, 0, 0, 0),
                        BackgroundBrushFill = Hud.Render.CreateBrush(164, 164, 164, 0, 0), // Dark Blue 0, 0, 192
                        Radius = 30,
                    },
    				new MapShapeDecorator(Hud)
    				{
    					ShapePainter = new CircleShapePainter(Hud),
    					Brush = Hud.Render.CreateBrush(255, 164, 164, 32, -1f),
    					ShadowBrush = Hud.Render.CreateBrush(48, 0, 0, 0, 1),
    					Radius = CircleRadius - 2,
    				}
                    );
    
            }
    
    		public void PaintWorld(WorldLayer layer)
    		{
    			if (Hud.Game.IsInTown) return;
    
    			bool Inside = false;
    			float CoordX, CoordY; 
    					
    			if (EnableLove) {
    				var love = Hud.Game.Actors.Where(x => x.SnoActor.Sno == ActorSnoEnum._generic_proxy && x.GetAttributeValueAsInt(Hud.Sno.Attributes.Power_Buff_1_Visual_Effect_None, 483606) == 1).OrderBy(d => d.CentralXyDistanceToMe);
    				if (EnableInsideMarker && Hud.Game.Me.Powers.BuffIsActive(483606, 2)) { Inside = true; }
    				foreach (var actor in love)
    				{
    				LoveDecorator.Paint(layer, actor, actor.FloorCoordinate, null);
    				if (EnableDescription) 
    				{
    					DescriptionText1.DrawText(DescriptionText1.GetTextLayout("DMG"),actor.FloorCoordinate.ToScreenCoordinate().X - 15 ,actor.FloorCoordinate.ToScreenCoordinate().Y + 30);
    					Hud.Render.GetMinimapCoordinates(actor.FloorCoordinate.X, actor.FloorCoordinate.Y, out CoordX, out CoordY);
    					DescriptionText2.DrawText(DescriptionText2.GetTextLayout("DMG"),CoordX - 8 , CoordY + 7);
    				}
    				if (Inside) { LoveInsideDecorator.Paint(layer, actor, actor.FloorCoordinate, null); Inside = false; }
    				}
    			}
    
    			if (EnableCreation) {
    				var creation = Hud.Game.Actors.Where(x => x.SnoActor.Sno == ActorSnoEnum._generic_proxy && x.GetAttributeValueAsInt(Hud.Sno.Attributes.Power_Buff_7_Visual_Effect_None, 483606) == 1).OrderBy(d => d.CentralXyDistanceToMe);
    				if (EnableInsideMarker && Hud.Game.Me.Powers.BuffIsActive(483606, 8)) { Inside = true; }
    				foreach (var actor in creation)
    				{
    					CreationDecorator.Paint(layer, actor, actor.FloorCoordinate, null);
    					if (EnableDescription) 
    					{
    						DescriptionText1.DrawText(DescriptionText1.GetTextLayout("CDR"),actor.FloorCoordinate.ToScreenCoordinate().X - 15 ,actor.FloorCoordinate.ToScreenCoordinate().Y + 30);
    						Hud.Render.GetMinimapCoordinates(actor.FloorCoordinate.X, actor.FloorCoordinate.Y, out CoordX, out CoordY);
    						DescriptionText2.DrawText(DescriptionText2.GetTextLayout("CDR"),CoordX  - 8 , CoordY + 7 );
    					}
    					if (Inside) { CreationInsideDecorator.Paint(layer, actor, actor.FloorCoordinate, null); Inside = false; }
    				}
    			}
    
    			if (EnableDetermination) {
    				var determination = Hud.Game.Actors.Where(x => x.SnoActor.Sno == ActorSnoEnum._generic_proxy && x.GetAttributeValueAsInt(Hud.Sno.Attributes.Power_Buff_6_Visual_Effect_None, 483606) == 1).OrderBy(d => d.CentralXyDistanceToMe);
    				if (EnableInsideMarker && Hud.Game.Me.Powers.BuffIsActive(483606, 5)) { Inside = true; }
    				foreach (var actor in determination)
    				{
    					DeterminationDecorator.Paint(layer, actor, actor.FloorCoordinate, null);
    					if (EnableDescription) 
    					{
    						DescriptionText1.DrawText(DescriptionText1.GetTextLayout("RSR"),actor.FloorCoordinate.ToScreenCoordinate().X - 15 ,actor.FloorCoordinate.ToScreenCoordinate().Y + 30);
    						Hud.Render.GetMinimapCoordinates(actor.FloorCoordinate.X, actor.FloorCoordinate.Y, out CoordX, out CoordY);
    						DescriptionText2.DrawText(DescriptionText2.GetTextLayout("RSR"),CoordX - 8 , CoordY + 7 );
    					}
    					if (Inside) { DeterminationInsideDecorator.Paint(layer, actor, actor.FloorCoordinate, null); Inside = false; }
    				}
    			}
    
    		}
    	}
    }

  16. Thanks hakache, TobiaSBooN, johnbl, van9999 (4 members gave Thanks to RNN for this useful post)
  17. #29
    d3lak's Avatar Active Member
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    Awesome that helps so much! Thank you for putting that together it works great! If I wanted to make the text inside more bold or a larger font, which number do I adjust?

  18. #30
    RNN's Avatar Legendary
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    You can change some properties of the text on the lines Lines 52 and 53 (font, size, color, bold, italic, shadow ..). The first applies to the text of the Ground and the second to the Map (minimap)

    Code:
    		DescriptionText1 = Hud.Render.CreateFont("tahoma", 9f, 255,255,255,255, false, false, 128, 0, 0, 0, true) ;
    		DescriptionText2 = Hud.Render.CreateFont("tahoma", 5f, 255,255,255,255, false, false, 128, 0, 0, 0, true) ;
    Reference:
    IFont CreateFont(string fontFamily, float size, int a, int r, int g, int b, bool bold, bool italic, int shadowA, int shadowR, int shadowG, int shadowB, bool shadowIsHeavy);

    "tahoma" is the type of font used, 9f and 5f the size of the text, the first number 255 opacity, the following 3 numbers are the red/green/blue color components ( 255,255,255 corresponds to white -> RGB COlor Codes Chart )
    the parameters in front of the word int, expect a value between 0 and 255

    You could also modify the text: look in the final part "CDR" "RSR" "DMG" and you will see that they are repeated, it is possible to use a different text for ground and map. For example, an alternative would be to use "C", "R", "D" in Map and place each letter in the center of its corresponding circle.
    Last edited by RNN; 09-01-2019 at 08:07 AM.

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