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  1. #61
    Saico's Avatar Active Member
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    Originally Posted by hakache View Post
    This is something I might consider for an update, I was actually kinda hesitating to add this while doing the module few weeks ago. Glad for you that changing the ExpandedHintMultiplier value fixed your issue



    I didnt put this as an option as the pin function is kinda one of the core function of LiveStats modules system for me. But as LiveStats is meant to be completely modulable and customizable, I can see that being a reasonable option to introduce, especially since I remember from old thread its not the first time someone is asking. I'll update the package plugin with the change as soon as Im done

    Done ! You will find a DisablePin option in the Customizer file. Enjoy !



    This warning has been fixed in the latest LiveStats version, download it and you'll be fine
    The Health Monitor module has been kinda tricky to initially make and once it was released and I started seeing exceptions popping randomly from time to time in multiplayer games, I was just in a hurry to fix it for everyone to fully enjoy LiveStats instead of taking my time. The latest version is perfectly working as far as I can tell so Im happy for now
    I got exception when I copied the LiveStatsCustomizer.cs to have the "DisablePin" function

    C:\Users\Desktop\asdfasdf\TURBO2\Plugins\LiveStats\LiveStatsCustomizer.cs(69,56) : error CS1061: 'LiveStatsPlugin' does not contain a definition for 'DisablePin' and no accessible extension method 'DisablePin' accepting a first argument of type 'LiveStatsPlugin' could be found (are you missing a using directive or an assembly reference?)
    Do I need to copy others plugins as well to work, or not ? Cause I only copied the .cs that you made the change (LiveStatsCustomizer.cs)
    Last edited by Saico; 09-27-2019 at 09:42 PM.

    LiveStats Plugin
  2. #62
    ak47.mobil's Avatar Member
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    Originally Posted by hakache View Post
    I didnt put this as an option as the pin function is kinda one of the core function of LiveStats modules system for me. But as LiveStats is meant to be completely modulable and customizable, I can see that being a reasonable option to introduce, especially since I remember from old thread its not the first time someone is asking. I'll update the package plugin with the change as soon as Im done

    Done ! You will find a DisablePin option in the Customizer file. Enjoy !
    heyhey, very nice of you. thank you <3

  3. #63
    RNN's Avatar Legendary
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    By the time you update, in LiveStats_RiftTracker.cs you must change one thing
    Search
    riftQuest.CreatedOn - Hud.Game.CurrentTimedEventStartTick
    and change it to
    riftQuest.CreatedOn - Hud.Game.CurrentTimedEventStartTick + Hud.Game.CurrentTimedEventEndTickMod
    It serves to correct the time of the rift when you play alone and die several times ( 5s * resurrections) . Hud.Game.CurrentTimedEventEndTickMod was introduced recently in TH (and It doesn't affect anything if you play in a group)

    The other alternative is to download again [C#] LiveStats_RiftTracker - Pastebin.com and introduce the last changes you made
    Last edited by RNN; 09-29-2019 at 05:35 PM.

  4. #64
    Saico's Avatar Active Member
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    A tracker (kinda of HealthMonitor) to track party deaths would be good to DeathTrackers too.

    It kind track people deaths like Uptime %

    Ex:
    Player1 - 30% (Percentage amount of Deaths related to party, 100%)
    Player2 - 20%
    Player3 - 10%
    Player4 - 40%

  5. #65
    User5981's Avatar First Dev On The Internet
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    I finally installed it,
    I'm again asking for a GitHub to help maintaining it :-)
    - free space in inventory should be autodisabled when bagspace helper is set to true.
    EDIT :
    Just an idea : Move the stats you don't need to see while fighting to the top bar and those you need to see while fighting to the bottom bar,
    then enable the top bar only in town.
    Last edited by User5981; 10-03-2019 at 12:57 AM.
    Supported version for all Resu plugins

  6. #66
    Saico's Avatar Active Member
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    Just a thing to improve XPTracker, the plugin is not turning off label on minimap ("Pool of Reflection") when you already got the pool and also, is not turning off marked pools (A1-Southern HIghlands XX Pools) in bottom stats after you already got the pool.

  7. #67
    hakache's Avatar Active Member
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    It is perfectly turning it off. I think what you're speaking about is that if you're in group and someone take the pool when its not in your HUD detection range, then the plugin cannot detect the pool has been taken so it still shows that the pool is there. Its a normal behavior/limitation.

    EDIT : I'll try to fix this behavior in a later update, there are some workarounds possible I think, but might be not 100% accurate anyway :s
    Last edited by hakache; 10-05-2019 at 09:04 PM.

  8. #68
    Saico's Avatar Active Member
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    Originally Posted by hakache View Post
    It is perfectly turning it off. I think what you're speaking about is that if you're in group and someone take the pool when its not in your HUD detection range, then the plugin cannot detect the pool has been taken so it still shows that the pool is there. Its a normal behavior/limitation.
    Oh, must be that, did not pay attention to this limitation from Hud. Thx f explanation

  9. #69
    User5981's Avatar First Dev On The Internet
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    LiveStatsPlugin.cs file with a little modification :

    line 8 : using System.Windows.Forms;

    line 493 : if (!Hud.Input.IsKeyDown(Keys.LButton) && !Hud.Input.IsKeyDown(Keys.RButton)) PaintExpandUpLabels(selectedLabel, selectedX, y, w2, h);

    line 535 : if (!Hud.Input.IsKeyDown(Keys.LButton) && !Hud.Input.IsKeyDown(Keys.RButton)) PaintExpandDownLabels(selectedTopLabel, selectedtopX, y2, w, h);

    if mouse right click or left click is pressed and the cursor is over a label, the label won't expand, this prevents the label from expanding when navigating of fighting.

    here's the file : LiveStatsPlugin.zip

    Enjoy!
    Last edited by User5981; 10-18-2019 at 03:02 PM.
    Supported version for all Resu plugins

  10. Thanks iThinkiWin, hakache, xratedownz, RNN (4 members gave Thanks to User5981 for this useful post)
  11. #70
    RNN's Avatar Legendary
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    and to further minimize the inconvenience: && !Hud.Game.AliveMonsters.Any()
    If you want to check data, the screen must be free of monsters that can attack you
    Last edited by RNN; 10-19-2019 at 06:22 AM.

  12. Thanks xratedownz (1 members gave Thanks to RNN for this useful post)
  13. #71
    User5981's Avatar First Dev On The Internet
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    Originally Posted by RNN View Post
    and to further minimize the inconvenience: && !Hud.Game.AliveMonsters.Any()
    If you want to check data, the screen must be free of monsters that can attack you
    yes i added & tested, it's a very good idea :

    && !Hud.Game.AliveMonsters.Where(m => m.IsOnScreen).Any()

    the modified file :

    LiveStatsPlugin.zip
    Supported version for all Resu plugins

  14. Thanks xratedownz (1 members gave Thanks to User5981 for this useful post)
  15. #72
    Vern1701's Avatar Active Member
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    Does this package need an update? I would appreciate one before the season starts next week.

  16. #73
    knight84's Avatar Active Member
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    nope its wortking fine (for me)

  17. #74
    hakache's Avatar Active Member
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    Indeed, everything is working fine, no update is required for the new season ! The plugin set is in a stable situation now I included the latest change from Resu in the package (Thanks !).

    A new module is coming during S19. I made it during S18 but didn't publish due to its very meta oriented design. I will (hopefully) update it for S19, make some improvements and publish it.

  18. #75
    lro's Avatar Member
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    If I were to add Uptime Trackers for these 3 passives, how would I go about doing so?
    Berserker Rage
    Brawler
    Ruthless

    I tried using their SNO names, but as they are passives alone I didn't find a good chunk of code to copy and use as base for each new one. All others I saw were based on either an item or skill being worn/equipped/used.
    Like for example the one I tried for Berserker Rage passive.

    Code:
                //track Berserker Rage Passive uptime
                Watching.Add(new UptimeRule()
                {
                    IsRelevant = () => Hud.Game.Me.Powers.UsedSkills.Any(s => s.SnoPower.Sno == Hud.Sno.SnoPowers.Barbarian_Passive_BerserkerRage.Sno), //sim skill is on the action bar
                    IsUp = () => IsInRift() && Hud.Game.Me.InCombat && Hud.Game.Me.Powers.BuffIsActive(Hud.Sno.SnoPowers.Barbarian_Passive_BerserkerRage.Sno),
                    IsWatching = () => IsInRift() && Hud.Game.Me.InCombat,
                    Description = Hud.Sno.SnoPowers.Barbarian_Passive_BerserkerRage.NameLocalized + " " + TextUptime,
                    Uptime = Hud.Time.CreateWatch(),
                    TotalTime = Hud.Time.CreateWatch(),
                    //BgBrush = Hud.Render.CreateBrush(200, 107, 3, 3, 0),
                    Font = Hud.Render.CreateFont("tahoma", 7, 255, 255, 60, 60, false, false, true),
    What's the correct way of adding it?
    Last edited by lro; 12-06-2019 at 06:40 PM.

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