[V9.1] [INTERNATIONAL] [RNN] GRPylonMarker menu

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  1. #31
    takayo72's Avatar Active Member
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    BaiduShurufa_2019-9-28_10-51-12.png

    How to disable the 1. existing pylon info marker. i'm not sure which plugin is corresponding to
    And adjust 2. the gr progression % of trash , elites info when killed. I'm not sure which plugin too.

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  2. #32
    s4000's Avatar Contributor
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    Originally Posted by RNN View Post
    I thought about it, but I prefer not to do it, I don't want to make a plugin identical to that of s400 because yes, I will only incorporate ideas that I think are really useful. It is not that I think it is a bad idea to show that information, it just happens that I do not consider it "real". Blizzard has not reported the criteria for the appearance of pylons, they are only assumptions (more or less successful / well founded)
    ya, my chance calculation is base on "every progress % gives you 2% more chance", but the possible pylon decorator in different color give us an easier way to spawn the pylon (or force to disable it), rather than look at the progress of last pylon

  3. #33
    Silkdog569's Avatar Member
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    Takayo72 I believe the Elites Info plugin is in GLQ\monsterscountplugin
    Edit the plugin
    Change the Yheight value to 70 and it should push it down enough to be out of the way for pylon marker even after finding all 4
    XWidth = 0.84f;
    YHeight = 0.70f;
    //YHeight = 0.61f;

  4. #34
    RNN's Avatar Elite User
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    The value 1 is the time you have used in the rift, you are not interested in removing it, it also does not overlap the text of this plugin. It is possible to remove it by setting GreaterRiftTimerEnabled = false in Default\RiftPlugin.cs, or move it by editing that file.
    (examining that file I just noticed that there is a Hud.Game.CurrentTimedEventEndTickMod since version 19_08_21 to manage the time of your resurrections in gr )
    Last edited by RNN; 09-28-2019 at 06:10 AM.

  5. #35
    madbmax's Avatar Member
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    Hi! Thank you for the plugin, can you tell me how to reduce the gap?
    Безымянный.jpg
    Attached Thumbnails Attached Thumbnails [V9.1] [INTERNATIONAL] [RNN] GRPylonMarker-png  

  6. #36
    RNN's Avatar Elite User
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    Originally Posted by madbmax View Post
    Hi! Thank you for the plugin, can you tell me how to reduce the gap?
    Безымянный.jpg
    Update:
    The text will fit the custom names of the pylons.

    I have not been able to test thoroughly, but I think it works well. I will check it in 1h

  7. Thanks madbmax (1 members gave Thanks to RNN for this useful post)
  8. #37
    RNN's Avatar Elite User
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    Update:
    Added line spacing in text (Horizontal mode only). Allowed values: from 0.8f to 1.2f . Default value = 1.0f

    Update:
    Added PreSetSPname : if is true the text will be adjusted to the name of the pylons in a preset way, and not dynamically (as you find them)

    Update: optimized icon size

    Update: small changes
    Last edited by RNN; 09-30-2019 at 10:32 AM.

  9. Thanks BeeAntOS (1 members gave Thanks to RNN for this useful post)
  10. #38
    franehr's Avatar Member
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    Hi , i am using this awesome plugin , and i noticed during greater rift, when took all four possible pylons the mark "pylon?" still shows on mini map. Is there a way to disable "pylon?" mark when all 4 pylons are used/discovered in greater rift ?

  11. #39
    RNN's Avatar Elite User
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    You're getting confused with another plugin, this one doesn't show the text "pylon?"

  12. Thanks franehr (1 members gave Thanks to RNN for this useful post)
  13. #40
    franehr's Avatar Member
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    yeah , u are right, i mixed up two of similar plugins...

  14. #41
    LazyDruid's Avatar Member
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    Using this amazing plugin... just have one issue I would love to resolve.

    I don't seem to be able to find any object in the hud code within TurboHUD to distinguish if you are in a Neph rift.

    I see the indicator for in greater rift: Hud.Game.Me.InGreaterRift

    But i wanted to know if there is an object for detecting in regular neph rift.

    I specifically want to add the ability to enable the pylon text for Neph rifts as well as grifts... ( text and icon that shows level pylon / buff found on.. and keeps track of it... under the rift timer bar...) ..

    I see the code for it:

    Code:
    		public void OnNewArea(bool newGame, ISnoArea area)
    		{	
    			if (newGame || (MyIndex != Hud.Game.Me.Index) )   // Fix partialment the newGame limitation
    			{
    				MyIndex = Hud.Game.Me.Index;
    				InRift = false;	MapGR = false; 
    			}
    			if ((area.HostAreaSno == 288482) || (area.Sno == 288482)) 
    			{	
    				if (Hud.Game.Me.InGreaterRift) { MapGR = true; }		
    				if (!InRift) 		//Start New Rift (Nephalem o GR)
    				{ 
    					InRift = true; 					
    					if (Hud.Game.Me.InGreaterRift) 
    					{ 
    						if (!PreSetSPname) { SPname = 0; } 
    						PylonsFound.Clear(); 
    					}					
    				}
    			}
    			else { MapGR = false; }
     		}
    I'll play around with setting "else { MapGR = false; }" to true to see if it forces the info on all rifts... but that is just the lazy ass way.

    Wanted to add a true / false toggle to use the information in normal neph rifts as well.

    If this can be added to the code... and a toggle to enable or disable it for regular neph rifts... I would be overjoyed.

  15. #42
    RNN's Avatar Elite User
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    This plugin is designed to display information of pylons in GreaterRift. He will not work in Nephalem Rifts or with sanctuaries. It would be necessary to modify many lines of code, it is not enough to change the check if you are in a GR.
    Important issues that need to be resolved:
    - the buffs that give these sanctuaries should be added to the code,
    -.the information is currently linked to the progress bar for GR, which is different for the Nephalem Rift,
    -The nephalem Rift are sometimes played beyond 100%
    -In the nephalem rift you can also repeat sanctuaries / pylons and that complicates it a bit
    .. etc

  16. #43
    LazyDruid's Avatar Member
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    Gotcha ...

    Was wishful thinking.. but thanks for the hard work reviving this awesome plugin.

  17. #44
    Pe1a0's Avatar Member
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    have u considered adding the code for a "pylon chance" ?

  18. #45
    RNN's Avatar Elite User
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    Yes, but no, I'm going to incorporate that option, it is commented in posts #26 and #32. Yes, it is useful because visually you can get an approximate idea of ​​when a pylon can appear. Inconvenience: some people may think that it is a real criteria and it is not.
    There are many theories to predict the appearance of pylons. It is also said that the points of appearance of pylons must be considered, these increase the probability, not only does the %progress.
    Last edited by RNN; 12-14-2019 at 08:38 AM.

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