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Legendary
[RNN] OtherCoeBarSelectable & MyCoeBarSelectable
I'm redesigning my Coe plugins and I've reduced the number of versions to: MyCoeBarSelectable (for your character), OtherCoeBarSelectable (for all players) and maybe later the old MovableCoeBar plugin but removing resizing with mouse.
The most important change is that an element can be selected with the mouse and also according to the runes of the skills that are configured in the custom code. The priority will be:
Click Mouse > Skill rune > Best Element.

.Letter M => Element selected with the Mouse (Alt + Left Click). Configurable for each character (HeroId).
.Letter S => Element selected using the Rune of the Skill. Custom code required. If the skill is used without a rune, the chosen element will be the one indicated in the custom code (e.g. RNN.MyCoeBarSelectable.ElementNoRune.Fire for fire).
.Letter B => Best element. It is the one with the highest damage bonus and there is no other that matches it.
No letter => There is more than one element with the maximum damage bonus.
These letters will only be displayed in Town
If "Alert" is true and is playing a GR, higher level than "AlertLevelGR", a sound ("AlertFile") will play when there are "AlertTime" seconds left for the element with the most damage. You'll see a speaker symbol if the alert is active.

For OtherCoeBarSelectable:
The default character for the alert will be yours, but you can choose any other by pressing Alt+RCLick on their Coe. I've designed this function to have memory, so it will remember who you selected during the GR before the Boss and in the Boss, and it will switch between one and the other automatically in the successive GRs.
It can be useful especially for supports. Example: If you play Zbarb with a permanent party, you will only have to select the trashkiller with Alt+RClick when entering the first GR, and repeat the operation with the Bosskiller after the Boss appears. In the following GRs the plugin will automatically toggle the audible alert between the Trashkiller and Bosskiller depending on whether the percentage of the GR is <100 or 100 (Boss), without user intervention. It will only need to be reconfigured if you change the TrashKiller or the Bosskiller.
Important:
Alt+LClick would only work in Town and Alt+RClick will only work if you're on a GR Map, and both require you to be close to the character. A maximum of 1 click per second is detected. If you click on an already selected element/coe, it will be deselected.
There are two versions:
1- MyCoeBarSelectable : Coe exclusively for your character and that you can draw anywhere on the screen.
Download: plugins\RNN\MyCoeBarSelectable.cs
If you have installed . (Movable plugins system) (Movable plugins system) , download this file instead of the previous one
Custom code (Plugins\User\PluginEnablerOrDisablerPlugin.cs):
Code:
Hud.GetPlugin<RNN.MyCoeBarSelectable>().Enabled = true;
Hud.RunOnPlugin<RNN.MyCoeBarSelectable>(plugin =>
{
plugin.OffsetX_Me = 0.53f; // 0f..1f To set the x coordinate of the bar (Hud.Window.Size.Width * OffsetX_Me)
plugin.OffsetY_Me = 0.46f; // 0f..1f To set the y coordinate of the bar (Hud.Window.Size.Height * OffsetY_Me)
plugin.SizeMultiplier = 0.75f; // 0f..1f Size multiplier for icons
plugin.Opacity = 0.75f; // 0f..1f Opacity for icon texture
plugin.ShowInactiveRed = true; // Inactive elements show as red (active with yellow frame)
plugin.ProgressBarWidth = 2; // Width progressbar Coe (pixels)
plugin.Alert = false; // Alert With Sound (only playing GR)
plugin.AlertTime = 1.0f; // 1.0f .. 8.0f , Alert with these seconds in advance
plugin.AlertFile = "notification_4.wav"; // File to be played. It must be in the Sounds\ folder
plugin.AlertLevelGR = 100; // Alert only when you are playing a GR greater than (not equal to) this value
plugin.ShowBonusDamageInTown = true; // Enable Displaying Elemental Damage Bonuses in Town
plugin.SkillsWithJordanOnly = false; // The configured skills will be applied only if you have the Jordan ring equipped
plugin.ShowHint = true; // Show available hotkeys
plugin.SkillDefaultElement.Add((player) => player.Powers.UsedWizardPowers.Meteor, RNN.MyCoeBarSelectable.ElementNoRune.Fire); // read interface\data\player\powers (skill) // Arcane/Cold/Fire/Holy/Lightning/Physical/Poison (element for no rune)
plugin.SkillDefaultElement.Add((player) => player.Powers.UsedNecromancerPowers.DeathNova, RNN.MyCoeBarSelectable.ElementNoRune.Physical);
} );
To add another skill to SkillDefaultElement look at these examples:
a) plugin.SkillDefaultElement.Add((player) => player.Powers.UsedWizardPowers.Meteor, RNN.MyCoeBarSelectable.ElementNoRune.Fire);
If a player uses the meteor skill, the element selected will depend on the elemental damage of the rune. If you don't use any runes, the default element will be fire.
b) plugin.SkillDefaultElement.Add((player) => player.Powers.UsedNecromancerPowers.DeathNova,, RNN.MyCoeBarSelectable.ElementNoRune.Physical);
If a player uses the death nova skill, the element selected will depend on the elemental damage of the rune. If you don't use any runes, the default element will be Physical.
As you can see, it is only necessary to change the green and blue text
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2- OtherCoeBarSelectable : Coe for all players, is drawn next to the portrait.
Download: plugins\RNN\OtherCoeBarSelectable.cs
If you have installed . (Movable plugins system) , download this file instead of the previous one
Custom code (Plugins\User\PluginEnablerOrDisablerPlugin.cs) :
Code:
Hud.GetPlugin<RNN.OtherCoeBarSelectable>().Enabled = true;
Hud.RunOnPlugin<RNN.OtherCoeBarSelectable>(plugin =>
{
plugin.OffsetX = 0.047f; // 0f..1f To set the x coordinate of the bar (player.PortraitUiElement.Rectangle.X + Hud.Window.Size.Width * OffsetX)
plugin.OffsetY = 0.071f; // 0f..1f To set the y coordinate of the bar (player.PortraitUiElement.Rectangle.Y + Hud.Window.Size.Height * OffsetY)
plugin.HideMyBar = false; // No CoeBar for Me
plugin.MoveMyBar = false; // Change position of My Bar (if HideMyBar = false)
plugin.OffsetX_Me = 0.46f; // 0f..1f To set the x coordinate of the bar for Me (MoveMyBar is true) (Hud.Window.Size.Width * OffsetX_Me)
plugin.OffsetY_Me = 0.25f; // 0f..1f To set the y coordinate of the bar (MoveMyBar is true) (Hud.Window.Size.Height * OffsetY_Me)
plugin.SizeMultiplier = 0.65f; // 0f..1f Size multiplier for bar
plugin.Opacity = 1.0f; // 0f..1f Opacity for icons and text
plugin.ShowInactiveRed = false; // inactive elements show as red (active with yellow frame)
plugin.GuessGROnly = false; // Guess only in GR the COE status of a remote player (Red Bar)
plugin.ProgressBarWidth = 2; // Width progressbar Coe (pixels)
plugin.Alert = false; // Alert With Sound (only playing GR)
plugin.AlertTime = 1.0f; // 1.0f .. 8.0f , Alert with these seconds in advance
plugin.AlertFile = "notification_4.wav"; // File to be played. It must be in the Sounds\ folder
plugin.AlertLevelGR = 100; // Alert only when you are playing a GR greater than (not equal to) this value
plugin.ShowBonusDamageInTown = true; // Enable Displaying Elemental Damage Bonuses in Town
plugin.SkillsWithJordanOnly = false; // The configured skills will be applied only if you have the Jordan ring equipped
plugin.ShowHint = true; // Show available hotkeys
plugin.SkillDefaultElement.Add((player) => player.Powers.UsedWizardPowers.Meteor, RNN.OtherCoeBarSelectable.ElementNoRune.Fire); // read interface\data\player\powers (skill) // Arcane/Cold/Fire/Holy/Lightning/Physical/Poison (element for no rune)
plugin.SkillDefaultElement.Add((player) => player.Powers.UsedNecromancerPowers.DeathNova, RNN.OtherCoeBarSelectable.ElementNoRune.Physical);
} );
Last edited by RNN; 04-18-2025 at 11:10 AM.
Reason: ShowHint fix
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Post Thanks / Like - 9 Thanks
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Member
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Legendary
sorry, I don't plan to do it, if you want that function you will have to use its plugin
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Active Member
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Legendary
In GR a support will not have coe. It would only be necessary to rearrange the bars in one position of the screen (vertically for example). Also, the bk is usually crusader, i could show the Crusader if progress = 100 and the/others dps if progress <100, or make it optional
ok i just saw the picture
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Legendary
Update
MyCoeBar mistakenly disable the original coe, solved
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BeeAntOS (1 members gave Thanks to RNN for this useful post)
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Legendary
Last edited by RNN; 10-02-2024 at 01:38 PM.
Reason: no support
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BeeAntOS,
mois (2 members gave Thanks to RNN for this useful post)
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Active Member
I have tested the SupportCoeBar.cs. It worked flawlessly.
However there is an minior "issue". is it possible to add one more condition to check if im playing support barb?
When I play dps barb with coe the coe barb of other dps in party is still shown up.
How could THUD will know it is a support barb ? damage in char's profile less than say 10K or vitality greater than 200K
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Legendary
I have updated it several times, maybe you are using the first version (Initially, to test it, I only checked if the character is Barb).
To verify if you are support, the plugin uses this line (167):
Code:
if ((Hud.Game.Me.HeroClassDefinition.HeroClass != HeroClass.Barbarian) || (Hud.Game.Me.Offense.SheetDps > 1000000) || (Hud.Game.Me.Defense.HealthMax < 1000000) ) return;
If you are not a Barb, or you have more than 1kk dps (SheetDps) or less than 1kk of health (HealthMax) , nothing will be displayed
(I advise everyone to download it again)
Last edited by RNN; 03-26-2020 at 06:59 PM.
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takayo72 (1 members gave Thanks to RNN for this useful post)
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Member
Hi, plugin is beautiful, can someone point out to me where do i change position and where i zoom it in a little(i want it little bit bigger in size.. i tried to sniff the positions by myself in .cs file but cant recognize it.
Last edited by franehr; 03-29-2020 at 07:51 AM.
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Legendary
Size multiplier for icons:
SizeMultiplier
To set the x,y coordinates:
OffsetX and OffsetY
or
OffsetX_Me and OffsetY_Me
or
Xpor and Ypor
Last edited by RNN; 03-29-2020 at 08:26 AM.
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Active Member
great thank u for update .)
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Member
Hi RNN!
Is it possible to adjust to hide this plugin "supportcoebar" after the boss's death?
LittleDez13...
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Legendary
Originally Posted by
LittleDez13
Is it possible to adjust to hide this plugin "supportcoebar" after the boss's death?
Update
SupportCoeBar will be enabled until the boss dies and only in the GR
I have adjusted, in all plugins, the base size of the icons so that they don't vary as much from one resolution to another. It may be necessary to re-adjust SizeMultiplier (0.65 - 0.75 normally)
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BeeAntOS (1 members gave Thanks to RNN for this useful post)
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Member
Hi RNN!
Thank you!
Is it possible to make one more adjustment, in case there is no cruzader / rgk in the group, the dps bar remains visible on the boss? That would do a lot for me, also in push 3men and 2men.
Hugs.