[V9.1] [RNN] BuildsIcons&Coe menu

User Tag List

Page 3 of 8 FirstFirst 1234567 ... LastLast
Results 31 to 45 of 108
  1. #31
    wad1532's Avatar Member
    Reputation
    7
    Join Date
    Mar 2019
    Posts
    94
    Thanks G/R
    11/6
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    For some reason after Getting all the up dated addons i don't see the globs even when i have it "true"

    [V9.1] [RNN] BuildsIcons&Coe
  2. #32
    RNN's Avatar Legendary
    Reputation
    810
    Join Date
    Sep 2018
    Posts
    1,051
    Thanks G/R
    103/773
    Trade Feedback
    0 (0%)
    Mentioned
    15 Post(s)
    Tagged
    0 Thread(s)
    It is conditional on you using the GruesomeFeast passive.

  3. #33
    wad1532's Avatar Member
    Reputation
    7
    Join Date
    Mar 2019
    Posts
    94
    Thanks G/R
    11/6
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    OMG Sorry RNN, forgot i was in solo spec well, TY for all these amazing plugins!!!

  4. #34
    takayo72's Avatar Active Member
    Reputation
    17
    Join Date
    Jan 2018
    Posts
    203
    Thanks G/R
    43/15
    Trade Feedback
    0 (0%)
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    I found that the coe bar will disappear and re-appear during gr sometims

  5. #35
    RNN's Avatar Legendary
    Reputation
    810
    Join Date
    Sep 2018
    Posts
    1,051
    Thanks G/R
    103/773
    Trade Feedback
    0 (0%)
    Mentioned
    15 Post(s)
    Tagged
    0 Thread(s)
    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.

  6. #36
    bobbydigital12's Avatar Member
    Reputation
    2
    Join Date
    Mar 2017
    Posts
    13
    Thanks G/R
    59/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    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

  7. #37
    RNN's Avatar Legendary
    Reputation
    810
    Join Date
    Sep 2018
    Posts
    1,051
    Thanks G/R
    103/773
    Trade Feedback
    0 (0%)
    Mentioned
    15 Post(s)
    Tagged
    0 Thread(s)
    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

  8. Thanks bobbydigital12 (1 members gave Thanks to RNN for this useful post)
  9. #38
    bobbydigital12's Avatar Member
    Reputation
    2
    Join Date
    Mar 2017
    Posts
    13
    Thanks G/R
    59/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    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

  10. #39
    RNN's Avatar Legendary
    Reputation
    810
    Join Date
    Sep 2018
    Posts
    1,051
    Thanks G/R
    103/773
    Trade Feedback
    0 (0%)
    Mentioned
    15 Post(s)
    Tagged
    0 Thread(s)
    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

  11. Thanks bobbydigital12 (1 members gave Thanks to RNN for this useful post)
  12. #40
    bobbydigital12's Avatar Member
    Reputation
    2
    Join Date
    Mar 2017
    Posts
    13
    Thanks G/R
    59/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by RNN View Post
    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
    That was it, I would have never figured that out on my own. Thank you!
    // Order = 90000; // higher makes plugin load last to override other plugins, giving this precedence.

  13. #41
    wad1532's Avatar Member
    Reputation
    7
    Join Date
    Mar 2019
    Posts
    94
    Thanks G/R
    11/6
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    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???

  14. #42
    RNN's Avatar Legendary
    Reputation
    810
    Join Date
    Sep 2018
    Posts
    1,051
    Thanks G/R
    103/773
    Trade Feedback
    0 (0%)
    Mentioned
    15 Post(s)
    Tagged
    0 Thread(s)
    Probably when I look at what builds are used. I have not entered the PTR nor have I looked at classifications yet

  15. #43
    wad1532's Avatar Member
    Reputation
    7
    Join Date
    Mar 2019
    Posts
    94
    Thanks G/R
    11/6
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by RNN View Post
    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.

  16. #44
    RNN's Avatar Legendary
    Reputation
    810
    Join Date
    Sep 2018
    Posts
    1,051
    Thanks G/R
    103/773
    Trade Feedback
    0 (0%)
    Mentioned
    15 Post(s)
    Tagged
    0 Thread(s)
    modify line 274
    Code:
    if ((skill != null) && (skill?.Rune == 1))
    to
    Code:
    if ( (skill != null) && (skill?.Rune == 1 || player.Powers.BuffIsActive(484311)) )
    or download this plugin again

  17. #45
    wad1532's Avatar Member
    Reputation
    7
    Join Date
    Mar 2019
    Posts
    94
    Thanks G/R
    11/6
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by RNN View Post
    modify line 274
    Code:
    if ((skill != null) && (skill?.Rune == 1))
    to
    Code:
    if ( (skill != null) && (skill?.Rune == 1 || player.Powers.BuffIsActive(484311)) )
    or download this plugin again
    HMMM, i did change it. still not showing up. Only show up when i have singularity rune.

    it does say if (!Singularity) continue; right below that???
    Last edited by wad1532; 06-26-2020 at 09:51 AM.

Page 3 of 8 FirstFirst 1234567 ... LastLast

Similar Threads

  1. [V9.0] [INTERNATIONAL] [RNN] Icount
    By RNN in forum TurboHUD Community Plugins
    Replies: 21
    Last Post: 1 Week Ago, 04:48 AM
  2. [V9.0] [INTERNATIONAL] [RNN] OtherShrinePlugin
    By RNN in forum TurboHUD Community Plugins
    Replies: 137
    Last Post: 2 Weeks Ago, 04:25 PM
  3. [V9.0] [INTERNATIONAL] [RNN] LogChat
    By RNN in forum TurboHUD Community Plugins
    Replies: 19
    Last Post: 01-08-2021, 09:14 AM
  4. [V9.1] [RNN] Singularity & Coe
    By RNN in forum TurboHUD Community Plugins
    Replies: 1
    Last Post: 03-27-2020, 09:33 AM
  5. [V9.1] [INTERNATIONAL] [RNN] Spirit Barrage && COE
    By RNN in forum TurboHUD Community Plugins
    Replies: 60
    Last Post: 03-27-2020, 09:29 AM
All times are GMT -5. The time now is 04:02 AM. Powered by vBulletin® Version 4.2.3
Copyright © 2024 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2024 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search