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Legendary
The idea is this:
Code:
foreach(var player in players)
{
Instructions
}
switch to ..
Code:
foreach(var player in players)
{
if (player.HeroClassDefinition.HeroClass != HeroClass.WitchDoctor ) continue;
Instructions
}
here foreach repeats a series of Instructions for each player and continue will allow you to skip them for a specific player (in this case for anyone other than a wd).
another way would be
Code:
foreach(var player in players)
{
if (player.HeroClassDefinition.HeroClass == HeroClass.WitchDoctor )
{
Instructions
}
}
To be more specific, you have to insert between lines 134-135 (OtherCoeBar) or 174-175 (OtherCoeBar2)
Code:
if (player.HeroClassDefinition.HeroClass != HeroClass.WitchDoctor) continue;
and replace HeroClass.WitchDoctor for one of these:
HeroClass.Necromancer
HeroClass.Barbarian
HeroClass.DemonHunter
HeroClass.Wizard
HeroClass.WitchDoctor
HeroClass.Crusader
HeroClass.Monk
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FoxPox (1 members gave Thanks to RNN for this useful post)
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Active Member
Originally Posted by
RNN
plugins\RNN\
OtherCoeBar.cs
Code:
Hud.GetPlugin<RNN.OtherCoeBar>().Enabled = true;
Hud.RunOnPlugin<RNN.OtherCoeBar>(plugin =>
{
plugin.OffsetX = 0.047f; // 0f..1f To set the x coordinate of the icon
plugin.OffsetY = 0.071f; // 0f..1f To set the y coordinate of the icon
plugin.MoveMyBar = false; // Change position of My Bar
plugin.OffsetX_Me = 0.46f; // 0f..1f To set the x coordinate of the icon for Me (MoveMyBar is true)
plugin.OffsetY_Me = 0.25f; // 0f..1f To set the y coordinate of the icon (MoveMyBar is true)
plugin.SizeMultiplier = 1.0f; // 0f..1f Size multiplier for icons
plugin.Opacity = 0.90f; // 0f..1f Opacity for icons and text
} );
It replaces the original Coe (it will be deactivated)
Experimental version:
Guess the COE status of a remote player (will draw a red bar)
Added SoThOr idea: CoE Highlights which element is currently active with yellow frame, inactive elements show as red
plugins\RNN\
OtherCoeBar2.cs
Code:
Hud.GetPlugin<RNN.OtherCoeBar2>().Enabled = true;
Hud.RunOnPlugin<RNN.OtherCoeBar2>(plugin =>
{
plugin.OffsetX = 0.047f; // 0f..1f To set the x coordinate of the icon
plugin.OffsetY = 0.071f;//0.1f; // 0f..1f To set the y coordinate of the icon
plugin.MoveMyBar = false; // Change position of My Bar
plugin.OffsetX_Me = 0.46f; // 0f..1f To set the x coordinate of the icon for Me (MoveMyBar is true)
plugin.OffsetY_Me = 0.25f; // 0f..1f To set the y coordinate of the icon (MoveMyBar is true)
plugin.SizeMultiplier = 1.0f; // 0f..1f Size multiplier for icons
plugin.Opacity = 1.0f; // 0f..1f Opacity for icons and text
plugin.GuessGROnly = false; // Guess only in GR the COE status of a remote player (Red Bar)
plugin.ShowInactiveRed = true; // inactive elements are shown with a red frame (active with yellow)
} );
hi rnn, how can i make my own coe icon bigger (from the offset)
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Member
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Legendary
Originally Posted by
knight84
hi rnn, how can i make my own coe icon bigger (from the offset)
plugin.SizeMultiplier = 1.0f; // 0f..1f Size multiplier for icons
The multiplier is common for everyone, if you are interested I could add a second multiplier for when plugin.MoveMyBar = true; , but until tomorrow I won't be able
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Active Member
I have a question, when I am with 2+ WD on party, whose Buffs plugin will show ?
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Legendary
Is designed to display data from all WDs, arranged vertically
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Member
Plugin is useful, thank you
I wish I had a necromancer plugin like this plugin
Poison Stack and Coe Necromancer Wish I could see zbaba
It is essential for supporter Baba play
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Legendary
Originally Posted by
wtfdc
RNN, what is the red number next to Gruesome Feast icon ? In your picture it , the number is 2 in a solid read circle...
I don't currently play necro, I'll see what build is played
Update
SoulHarvest and GruesomeFeast icons will not appear if the skill/passive is not used
Phantasm duration will be 10 or 5 depending on whether the item Gazing Demise is equipped (not required, if not equipped the skill rune 2 is checked)
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BeeAntOS (1 members gave Thanks to RNN for this useful post)
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Legendary
Originally Posted by
hoyamix
I wish I had a necromancer plugin like this plugin
Poison Stack and Coe Necromancer Wish I could see zbaba
Try this :
plugins\RNN\NayrAndCoe
Code:
Hud.GetPlugin<RNN.NayrAndCoe>().Enabled = true;
Hud.RunOnPlugin<RNN.NayrAndCoe>(plugin =>
{
plugin.OffsetX = 0.75f; // To set the x coordinate of the icon
plugin.OffsetY = 0.05f; // To set the y coordinate of the icon
plugin.SizeMultiplier = 1.0f; // Size multiplier for icons
plugin.ShowCoe = true; // Show COE status for WD
plugin.InactiveRedFrame = true; // Inactive elements (coe) are shown in red (active in yellow)
plugin.OnlyMe = false; // Show only for my character
plugin.OnlyGR = false; // Show in GR only
plugin.Opacity = 1f; // 0f..1f Opacity for icon texture
} );
Last edited by RNN; 03-19-2020 at 02:12 PM.
Reason: It will show a second timeleft indicating when the next poison stack will expire
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BeeAntOS (1 members gave Thanks to RNN for this useful post)
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Member
Originally Posted by
RNN
Try this :
plugins\RNN\NayrAndCoe
Code:
Hud.GetPlugin<RNN.NayrAndCoe>().Enabled = true;
Hud.RunOnPlugin<RNN.NayrAndCoe>(plugin =>
{
plugin.OffsetX = 0.75f; // To set the x coordinate of the icon
plugin.OffsetY = 0.05f; // To set the y coordinate of the icon
plugin.SizeMultiplier = 1.0f; // Size multiplier for icons
plugin.ShowCoe = true; // Show COE status for WD
plugin.InactiveRedFrame = true; // Inactive elements (coe) are shown in red (active in yellow)
plugin.OnlyMe = false; // Show only for my character
plugin.OnlyGR = false; // Show in GR only
plugin.Opacity = 1f; // 0f..1f Opacity for icon texture
} );
Wow that is the perfect plugin I really wanted
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Active Member
Greetings @RNN...
Can these "NayrAndCoe" and "SpiritBarrageAndCoe" plugins be used together at the same time?..
If they can be used together, would it be enough to change the screen layout coordinates of one of them?
"When you reach the top, get ready to drop!"
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Legendary
Yes, they can be used at the same time, it would only be necessary to change the coordinates if we play with a wd (spirit barrage) and a necro (Nayr). If OnlyGR = true, in at least one of them, it will be strange that it happens
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BeeAntOS (1 members gave Thanks to RNN for this useful post)
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Legendary
Update
Removed SBGrouped ("always = false").
Other players' phantasm timers were not displaying. Solved
If a phantasm is created when your character is close and you move away from phantasm, and after a few seconds you back, the phantasm timer is reset (you will see again 10/5 seconds again). Solved.
Known limitation: if the phantasm is created and your character is far away. and then you get closer to the phantasm, the timer will start from that moment (10/5 seconds). I don't know of any solution for this.
Last edited by RNN; 03-20-2020 at 09:54 AM.
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BeeAntOS (1 members gave Thanks to RNN for this useful post)
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Member
Originally Posted by
RNN
You must assign OfssetX and OffsetY a value between 0 and 1 (-4 and 4 are not valid, it will show it off screen)
To show it above your character, try values close to 0.5f
Hello i try it and some other location but it doesn't move :s