-
Legendary
Originally Posted by
rogue00722
if (t < 10)
-> if (t < 5)
if (SoundEnabledLast10 && t > 9 && TicksLast10 < Hud.Game.CurrentGameTick && Hud.Game.Me.InGreaterRiftRank > 0) // 1s=60 ticks. Highly recommended add check t>(1...9)
-> if (SoundEnabledLast10 && t > 4 && TicksLast10 < Hud.Game.CurrentGameTick && Hud.Game.Me.InGreaterRiftRank > 0) // 1s=60 ticks. Highly recommended add check t>(1...9)
yes you should make those changes exactly (lines 226 and 233) .
Last edited by RNN; 07-27-2020 at 05:49 AM.
-
Legendary
Originally Posted by
ciscobass
I am new to programming. Can you please let me know how to get the X/Y offset number using the above example. Many thanks
plugin.OffsetX = -0.175f;
plugin.OffsetY = +0.374f;
By the way, what is the "f" after the number mean?
the f represents that it is a Real number of float type
Floating-point numeric types - C# reference | Microsoft Docs
Code:
plugin.OffsetX = -0.175f; // To modify the position of the icon. Reference point: character
plugin.OffsetY = +0.374f;
OfssetX and OffsetY will be used to indicate what percentage of the screen size you want to move the icon. You must assign a value less than 1
ex. OffsetY = +0.25f will move the icon down, 25% of the screen.
ex. OffsetX = -0.25f will move the icon to the left, 25% of the screen.
The most common thing is to use the upper left corner of the screen as Origin /Reference point, but here I have specified that I would use the position of your character. If you look at the screenshot:
0.500 + (-0.175) = 0.325
0.470 + (+0.374) = 0.844
Last edited by RNN; 07-27-2020 at 06:37 AM.
-
Post Thanks / Like - 1 Thanks
rogue00722 (1 members gave Thanks to RNN for this useful post)
-
Member
Originally Posted by
RNN
the f represents that it is a Real number of float type
Floating-point numeric types - C# reference | Microsoft Docs
Code:
plugin.OffsetX = -0.175f; // To modify the position of the icon. Reference point: character
plugin.OffsetY = +0.374f;
OfssetX and OffsetY will be used to indicate what percentage of the screen size you want to move the icon. You must assign a value less than 1
ex. OffsetY = +0.25f will move the icon down, 25% of the screen.
ex. OffsetX = -0.25f will move the icon to the left, 25% of the screen.
The most common thing is to use the upper left corner of the screen as Origin /Reference point, but here I have specified that I would use the position of your character. If you look at the screenshot:
0.500 + (
-0.175) = 0.325
0.470 + (
+0.374) = 0.844
Many thanks... the info. is very useful...much appreciated.
-
Contributor
That is a smart idea for determining the xy.
On my side I made "InGameBottomHudUiElement" as reference point instead of player floorcoordinates so my offsets would be different
EDIT:
I just tried your MouseCircle plugin using different reference points and calculating the difference. It does save a lot of time! Thanks.
EDIT 2:
One issue I found was icon size.
Changing "plugin.SizeMultiplier = 0.75f;" value did not seem to have much effect, maybe because of the way the icon size is being calculated, or am I missing something?
Last edited by Stormreaver; 07-27-2020 at 09:09 PM.
-
Legendary
You will have the same problem with several (many) of my plugins
My recomendation:
Remove Order from \Plugins\_SR\Root\SR_CustomizerPlugin.cs (maybe you don't want to do this)
Another possible solution:
Increase the value of Order in my plugin, it must be higher than the one used in SR_Customizer (for example: 90001)
Explanation:
This plugin will assign an initial value of 0.75 to SizeMultiplier, and later, when the Customize method is processed, it will calculate the size of the icons and the font based on the value that SizeMultiplier has at the moment.
If SR_CustomizerPlugin.cs (or "PluginEnablerOrDisablerPlugin.cs") does not include Order, or has a lower value than my plugin, then you can change the value of SizeMultiplier BEFORE my plugin calculates final sizes
Last edited by RNN; 07-28-2020 at 12:12 AM.
-
Contributor
hmmmmm I think I had some misunderstanding regarding this :/
I thought that if my customizer had a higher order, it will load last and therefore have precedence and my SizeMultiplier will be the one used.
I guess that part is only partly true, since the actual calculation is already done with your SizeMultiplier by the time my customizer loads.
Thanks again for the help
-
Legendary
Update1
Added version adapted to Movable plugins system
In this version you can change the position of the icon of your character, and also the size but in this case it will also affect the rest of the players.
Update2
Fixed bug when resizing the icon
Last edited by RNN; 07-30-2020 at 02:02 PM.
-
Member
Is it possible to show 10sec left before buff in green color and playing sound not for MY character but the lowest countdown number value of all 4 members in my party. For example if bk got 10 seconds left and me (barb) has 30sec then sound should play and BK's countdown digits shown in green.
-
Legendary
if SoundEnabledLast10 = true , a sound will be played when one of the players has reached 10 seconds (9-10). Only works in GR
The remaining times will be green if they are less than 10 seconds, and the portrait of the character with the shortest time will have a green frame.
By default it does not consider far players for frame or sound, surely you are interested in changing the line ~ 276
Code:
if (Search && player.HasValidActor) // use "if (Search)" to consider the far players for the green frame and the sound (last 10s)
to
I have no plans to make major modifications to this plugin, I stopped playing this season and cannot sufficiently test those modifications.
-
Post Thanks / Like - 1 Thanks
Gilavar (1 members gave Thanks to RNN for this useful post)
-
Member
Can anyone please tell me if possible to add Player name on the Snowball to tracks which one is which in a 4 player party?
Thanks
-
Member
Why would you even need that?
-
Contributor
Originally Posted by
Bs4237
Can anyone please tell me if possible to add Player name on the Snowball to tracks which one is which in a 4 player party?
Thanks
Code:
_p69_community_snowboulder_projectile_roll P69_Community_snowBoulder_projectile_roll Invalid
attr Projectile_Detonate_Time -1 29805
The Summoned_By_ACDID attribute was not found in dump
-
Member
Originally Posted by
Gilavar
Why would you even need that?
Playing 4-Man, sometimes not all players have full stacks, nice to know which is the full damage snowball. or is it not possible?
-
Member
Originally Posted by
SeaDragon
Code:
_p69_community_snowboulder_projectile_roll P69_Community_snowBoulder_projectile_roll Invalid
attr Projectile_Detonate_Time -1 29805
The Summoned_By_ACDID attribute was not found in dump
Does this mean it is not possible?
Last edited by Bs4237; 08-30-2020 at 12:52 PM.
-
Legendary
Originally Posted by
Bs4237
Does this mean it is not possible?
yes, it doesn't seem like it's possible