For some reason after Getting all the up dated addons i don't see the globs even when i have it "true"
For some reason after Getting all the up dated addons i don't see the globs even when i have it "true"
It is conditional on you using the GruesomeFeast passive.
OMG Sorry RNN, forgot i was in solo spec well, TY for all these amazing plugins!!!
I found that the coe bar will disappear and re-appear during gr sometims
I deleted the previous comment, I thought you were talking about plugins that only show coe.
This one will not show the coe if the player is dead, or far. If it happens in another situation it will be a lag problem, but I'll be vigilant when i playing
Last edited by RNN; 05-27-2020 at 04:19 PM.
To make these icons 2x or 3x the size, what would I change? Tried below to 1.50, 5, 10, didn't seem to do anything.
PluginEnablerOrDisablerPlugin.cs
plugin.SizeMultiplier = 0.75f; // Size multiplier for icons
Do you have exceptions? if the answer is no , most likely, you have not correctly renamed the file where you must add the custom code: must be PluginEnablerOrDisablerPlugin.cs and not PluginEnablerOrDisablerPlugin.txt or PluginEnablerOrDisablerPlugin.cs.txt ( How to Show File Extensions in Windows 10 - YouTube )
It is also convenient that you have not include an "Order" in that file
If it still doesn't work, copy the file in pastebin or send it to me privately and I test it
Another option is to directly edit the values in the plugin (BuildsIconsAndCoe.cs) , line 120 :
Code:SizeMultiplier = 1.50f; // Size multiplier for icons
This is what that part of PluginEnablerOrDisablerPlugin.cs looks like. I was able to move the icons to the middle of the screen right around the character. I will try directly editing the file line 120 next.
//RNN
Hud.GetPlugin<RNN.BuildsIconsAndCoe>().Enabled = true;
Hud.RunOnPlugin<RNN.BuildsIconsAndCoe>(plugin =>
{
/* Necro */
plugin.Singularity = true; // Enable Icons Build Singularity
plugin.Nayr = true; // Enable Icons Build Nayr
/* WitchDoctor */
plugin.SpiritBarrage = true; // Enable Icons Build Spirit Barrage
plugin.SBWarning = 2.0f; // 9.0f...0f Text will take the color yellow when it reaches this value
plugin.ShowGlobes = true; // Health Globes Counter (floor)
plugin.ShowSoulHarvest = true; // Show SoulHarvest
plugin.ShowBigBadVoodoo = false; // Show Big Bad Voodoo
plugin.ShowSpiritWalk = false; // Show Spirit Walk
plugin.ShowLocust = false; // Locust Affected Monster Counters (Total \n Elites) at distance = YardsLocustHaunt
plugin.ShowHaunted = false; // Haunted Affected Monster Counters (Total \n Elites) at distance = YardsLocustHaunt
plugin.YardsLocustHaunt = 40; // Yards for Monsters Counters (Locust and Haunted)
/* Common */
plugin.Xpor = 0.45f; // To set the x coordinate of the icon
plugin.Ypor = 0.50f; // To set the y coordinate of the icon
plugin.SizeMultiplier = 0.75f; // Size multiplier for icons default= 0.75f
plugin.Opacity = 0.75f; // 0f..1f Opacity for icon texture
plugin.ShowMe = true; // Show for my character
plugin.ShowOthers = true; // Show for others character
plugin.OnlyGR = false; // Show in GR only
plugin.ShowNames = true; // Show players names
plugin.ShowCoe = true; // Show COE status
plugin.InactiveRedFrame = true; // Inactive elements (coe) are shown in red (active in yellow)
plugin.ProgressBarWidth = 2; // Width progressbar Coe (pixels)
} );
//RNN
If you modify plugin.Xpor or plugin.Ypor then it does change position but if you modify plugin.SizeMultiplier it doesn't change size? Maybe you have " Order = " at the beginning of the PluginEnablerOrDiablerPlugin file and you should remove the line
Hey RNN are yu going to fix this for the new NECRO>>>?? i notice nothing show up cause we don't use singularity mages anymore???
Probably when I look at what builds are used. I have not entered the PTR nor have I looked at classifications yet
So the problem with it "and the reason why it doesn't show the skills anymore "
You have it set as when you have "singularity mages" on the skill bar. It shows all the info ect.
Now the new shoulders give that rune, so people are using "life support mages" or a different skeletal mage rune.
modify line 274
toCode:if ((skill != null) && (skill?.Rune == 1))
or download this plugin againCode:if ( (skill != null) && (skill?.Rune == 1 || player.Powers.BuffIsActive(484311)) )