[Request] Decorators for Trials of the Tempest menu

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  1. #1
    Pe1a0's Avatar Member
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    [Request] Decorators for Trials of the Tempest

    Somehow tornados have decorators (think is because of Boss Skills plugin), but not the rest of the effects, is there's a way to add them? (Meteors, Firewall, SnowBall) ?

    [Request] Decorators for Trials of the Tempest
  2. #2
    Razorfish's Avatar Contributor
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    It seems as though TH is able to see their positions, the ActorSnoEnums are:
    Flame Wave (Log)
    p4_mysteriousHermit_firewave_projectile

    Meteors
    Belial_GroundBomb_Event_Pending
    Belial_GroundBomb_Event_Impact

    Snowball
    P69_Community_snowBoulder_projectile_roll

    I am a little too busy at the moment to guestimate the radius values and codify it at the moment but maybe someone else can quickly churn out some settings?

  3. #3
    Pe1a0's Avatar Member
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    Originally Posted by Razorfish View Post
    It seems as though TH is able to see their positions, the ActorSnoEnums are:
    Flame Wave (Log)
    p4_mysteriousHermit_firewave_projectile

    Meteors
    Belial_GroundBomb_Event_Pending
    Belial_GroundBomb_Event_Impact

    Snowball
    P69_Community_snowBoulder_projectile_roll

    I am a little too busy at the moment to guestimate the radius values and codify it at the moment but maybe someone else can quickly churn out some settings?
    Would be dope, specially for meteors, since they spawn a pre-landing location, that is kind of hard to see with regular display info.

  4. #4
    Saico's Avatar Active Member
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    I was talkin today with some friends about decorator for these, specially for snowball that is really difficult to track when there is so many trash and info at center, can`t really tell which direction are they running

  5. #5
    Stormreaver's Avatar Contributor
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    I added "Meteors" and "Snowball" to my theme. Maybe you can adapt them.

    -removed code- plz check below

    Mind you, FlameWave has an elongated shape, which is why a normal circle like the one above doesn't look good on it.
    I am working on a different method by drawing a "line" across it, but I am still tweaking the dimensions.
    I will post that once it's done and delete the circle deco above.

    Originally Posted by Saico View Post
    I was talkin today with some friends about decorator for these, specially for snowball that is really difficult to track when there is so many trash and info at center, can`t really tell which direction are they running
    Not sure what you mean. They can be tracked in TH like any other moving actor/object in game.
    Or do you mean it is hard to notice them without a decorator?
    Last edited by Stormreaver; 07-27-2020 at 07:43 PM.

  6. Thanks bygkarnana (1 members gave Thanks to Stormreaver for this useful post)
  7. #6
    bygkarnana's Avatar Member
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    Originally Posted by Stormreaver View Post
    I added "Meteors" and "Snowball" to my theme. Maybe you can adapt them.
    I couldn't find them in any pluggin in your theme, what should i do if i want a standalone file?

  8. #7
    Stormreaver's Avatar Contributor
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    Yeah, they are only added on my side atm.
    I will post a full plugin shortly. Just testing something

    EDIT: I am having difficulty drawing a line across Flamewave because of the changing axis it has .. hmmm
    Also, it takes so long waiting for it to spawn :/
    Last edited by Stormreaver; 07-26-2020 at 10:18 AM.

  9. #8
    Razorfish's Avatar Contributor
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    Originally Posted by Stormreaver View Post
    EDIT: I am having difficulty drawing a line across Flamewave because of the changing axis it has .. hmmm
    Also, it takes so long waiting for it to spawn :/
    Hah, yeah, I spent a really long time waiting for the right spawns too. Ended up just tabbing in periodically while working on the rest of the new plugin suite I'm trying to release asap.

    What I did for that *@#$! flame log was determine the trajectory (a line from its starting point to the current position), take its slope and compute the perpendicular line. Here's a pic of it implemented in my Tempest Tracker plugin:
    Last edited by Razorfish; 07-26-2020 at 12:50 PM.

  10. Thanks bygkarnana (1 members gave Thanks to Razorfish for this useful post)
  11. #9
    Stormreaver's Avatar Contributor
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    Originally Posted by Razorfish View Post
    Hah, yeah, I spent a really long time waiting for the right spawns too. Ended up just tabbing in periodically while working on the rest of the new plugin suite I'm trying to release asap.
    What I did for that *@#$! flame log was determine the trajectory (a line from its starting point to the current position), take its slope and compute the perpendicular line. Here's a pic of it implemented in my Tempest Tracker plugin:
    ooof that looks awesome. I don't think I know how to do that :confused: I suck at cs
    PS: I would also change the color to something yellow for contrast!

    Here is the plugin I made for the effects so far, but I deleted the Flamewall code from PaintWorld as I did not know how to implement it properly.
    Not sure if you can plug your FW part into this. If you have a full script, then I'll delete this.

    Code:
    // SR
    
    namespace Turbo.Plugins._SR.Actors
    {
    	using SharpDX;
            using SharpDX.Direct2D1;
            // using System;
            using System.Collections.Generic;
    	// using System.Globalization;
            using System.Linq;
            using Turbo.Plugins.Default;
    	
    	
    	// Tracks S21 Trials Of Tempests buff actors
    	
       public class SR_ToT_TrackerPlugin : BasePlugin, IInGameWorldPainter
        {
            
            public Dictionary<ActorSnoEnum, WorldDecoratorCollection> SnoMapping { get; set; }
    
    		
            public SR_ToT_TrackerPlugin()
            {
                Enabled = true;
            }
    		
            public override void Load(IController hud)
            {
                base.Load(hud);
    			
                SnoMapping = new Dictionary<ActorSnoEnum, WorldDecoratorCollection>();
    			
    			
                // add ground circle to S21 Trials Of Tempests skills
    			
                // credits to Razorfish for ActorSnoEnums
    			
                // Meteors
                // _belial_groundbomb_event_pending // 185255
                // _belial_groundbomb_event_impact // 185254
                var ToT_Meteors = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud) {
                        Radius = 12,
                        Brush = Hud.Render.CreateBrush(180, 50, 255, 50, 0.8f, DashStyle.Dash)
                    });
                SnoMapping.Add((ActorSnoEnum)185255, ToT_Meteors);
                SnoMapping.Add((ActorSnoEnum)185254, ToT_Meteors);
    			
                // Snowball
                // _p69_community_snowboulder_projectile_roll // 484427
                var ToT_Snowball = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud) {
                        Radius = 4.5f,
                        Brush = Hud.Render.CreateBrush(180, 255, 0, 0, 3.5f, DashStyle.Dash)
                    });
                SnoMapping.Add((ActorSnoEnum)484427, ToT_Snowball);
            }
    		
    	
            public void PaintWorld(WorldLayer layer)
            {
                var monsterSkills = Hud.Game.Actors.Where(a => SnoMapping.ContainsKey(a.SnoActor.Sno));
                foreach (var skill in monsterSkills)
                {
                    SnoMapping[skill.SnoActor.Sno].Paint(layer, skill, skill.FloorCoordinate, string.Empty);
                }
            }
        }
    }
    Last edited by Stormreaver; 07-27-2020 at 07:29 PM.

  12. #10
    Pe1a0's Avatar Member
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    Originally Posted by Stormreaver View Post
    ooof that looks awesome. I don't think I know how to do that :confused: I suck at cs
    PS: I would also change the color to something yellow for contrast!

    Here is the plugin I made for the effects so far, but I deleted the Flamewall code from PaintWorld as I did not know how to implement it properly.
    Not sure if you can plug your FW part into this. If you have a full script, then I'll delete this.

    Code:
    // SR
    
    namespace Turbo.Plugins._SR.Actors
    {
    	using SharpDX;
            using SharpDX.Direct2D1;
            // using System;
            using System.Collections.Generic;
    	/ using System.Globalization;
            using System.Linq;
            using Turbo.Plugins.Default;
    	
    	
    	// Tracks S21 Trials Of Tempests buff actors
    	
       public class SR_ToT_TrackerPlugin : BasePlugin, IInGameWorldPainter
        {
            
            public Dictionary<ActorSnoEnum, WorldDecoratorCollection> SnoMapping { get; set; }
    
    		
            public SR_ToT_TrackerPlugin()
            {
                Enabled = true;
            }
    		
            public override void Load(IController hud)
            {
                base.Load(hud);
    			
                SnoMapping = new Dictionary<ActorSnoEnum, WorldDecoratorCollection>();
    			
    			
                // add ground circle to S21 Trials Of Tempests skills
    			
                // credits to Razorfish for ActorSnoEnums
    			
                // Meteors
                // _belial_groundbomb_event_pending // 185255
                // _belial_groundbomb_event_impact // 185254
                var ToT_Meteors = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud) {
                        Radius = 12,
                        Brush = Hud.Render.CreateBrush(180, 50, 255, 50, 0.8f, DashStyle.Dash)
                    });
                SnoMapping.Add((ActorSnoEnum)185255, ToT_Meteors);
                SnoMapping.Add((ActorSnoEnum)185254, ToT_Meteors);
    			
                // Snowball
                // _p69_community_snowboulder_projectile_roll // 484427
                var ToT_Snowball = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud) {
                        Radius = 4.5f,
                        Brush = Hud.Render.CreateBrush(180, 255, 0, 0, 3.5f, DashStyle.Dash)
                    });
                SnoMapping.Add((ActorSnoEnum)484427, ToT_Snowball);
            }
    		
    	
            public void PaintWorld(WorldLayer layer)
            {
                var monsterSkills = Hud.Game.Actors.Where(a => SnoMapping.ContainsKey(a.SnoActor.Sno));
                foreach (var skill in monsterSkills)
                {
                    SnoMapping[skill.SnoActor.Sno].Paint(layer, skill, skill.FloorCoordinate, string.Empty);
                }
            }
        }
    }
    Dunno how to implement that into an actual functioning plug-in, but i think noone is woried about FlameWave, is the most useless effect in the rotation.

  13. Thanks bygkarnana (1 members gave Thanks to Pe1a0 for this useful post)
  14. #11
    RNN's Avatar Legendary
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    plugins\User\TrialsOfTempestsDecorators
    I leave this code here in case someone wants to complete it, improve it or change the decorators. Is functional.

  15. Thanks d3snorter, bygkarnana, Stormreaver (3 members gave Thanks to RNN for this useful post)
  16. #12
    bygkarnana's Avatar Member
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    Originally Posted by Pe1a0 View Post
    Dunno how to implement that into an actual functioning plug-in, but i think noone is woried about FlameWave, is the most useless effect in the rotation.
    There is a slash to little in "/ using System.Globalization;" should be "// using System.Globalization;" then place it in plugins/_SR/Actors/

  17. #13
    Stormreaver's Avatar Contributor
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    Ty bygkarnana. I fixed it now.
    I must have removed that one / by mistake while I was fixing indentation on the site here.
    Copy/pasting code in here always leaves indentation all messed up :/

    It is a full plugin. As he said, just place it in: plugins/_SR/Actors/.
    Or just change "namespace Turbo.Plugins._SR.Actors" into whatever path you want and place it there.

    Mine does the basic job, but honestly, RNN is an amazing dev, so I am sure his plugn is far superior
    Last edited by Stormreaver; 07-27-2020 at 07:41 PM.

  18. #14
    s4000's Avatar Contributor
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    How to detect the angle the wave? Want to apply on the Wall but no idea how to detect the angle of it.

    Originally Posted by Razorfish View Post
    Hah, yeah, I spent a really long time waiting for the right spawns too. Ended up just tabbing in periodically while working on the rest of the new plugin suite I'm trying to release asap.

    What I did for that *@#$! flame log was determine the trajectory (a line from its starting point to the current position), take its slope and compute the perpendicular line. Here's a pic of it implemented in my Tempest Tracker plugin:

  19. #15
    Mundzso's Avatar Member
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    Originally Posted by RNN View Post
    plugins\User\TrialsOfTempestsDecorators
    I leave this code here in case someone wants to complete it, improve it or change the decorators. Is functional.
    How can I turn off the twister timers?
    I have them duplicated ( guessing from another plugin).

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