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  1. #16
    Pe1a0's Avatar Member
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    so, none of the current plugins will work untill everything is updated?

    Movable plugins system
  2. Thanks takayo72 (1 members gave Thanks to Pe1a0 for this useful post)
  3. #17
    Razorfish's Avatar Contributor
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    Originally Posted by Saico View Post
    Silly question, what is that heart at portrait and how do I move or remove it ?
    It's the extra life (cheat death gauge) display, just something I was playing around with. Set ShowExtraLives to false near the top of TurboHUD\plugins\Razor\Proc\PartyProcTracker.cs and it will disappear.

    Originally Posted by Saico View Post
    and how do I remove the ( ) Parentesis on char when immune ?
    Set ShowStyle to 0 near the top of TurboHUD\plugins\Razor\ImmunityIndicator.cs

  4. #18
    Razorfish's Avatar Contributor
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    Originally Posted by Pe1a0 View Post
    so, none of the current plugins will work untill everything is updated?
    Your plugins will work the same way they've been working before. It doesn't stop plugins from working, they just won't be movable and resizable in this system's Edit mode unless a plugin author decides to add the code to handle it.

  5. #19
    takayo72's Avatar Active Member
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    freaking cool

  6. #20
    takayo72's Avatar Active Member
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    Could to check F12 hotkey to Crtl-F12 ?

  7. #21
    Razorfish's Avatar Contributor
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    Originally Posted by takayo72 View Post
    Could to check F12 hotkey to Crtl-F12 ?
    All the hotkeys are defined in TurboHUD\plugins\Razor\Movable\MovableController.cs

    You can either edit the file itself (line 100), change from false to true where I've highlighted in red, or add a Customize plugin setting (plugin.ToggleEditMode = ...) for it
    Code:
    //CreateKeyEvent(bool isPressed, SharpDX.DirectInput.Key key, bool controlPressed, bool altPressed, bool shiftPressed);
    ToggleEditMode = Hud.Input.CreateKeyEvent(true, Key.F12, false, false, false); //F12
    OR

    For example, what the setting code would look like added to TurboHUD\plugins\User\PluginEnablerOrDisablerPlugin.cs's Customize function instead:
    Code:
    Hud.RunOnPlugin<Razor.Movable.MovableController>(plugin => {
    	plugin.ToggleEditMode = Hud.Input.CreateKeyEvent(true, SharpDX.DirectInput.Key.F12, false, false, false); //F12
    });

  8. Thanks takayo72 (1 members gave Thanks to Razorfish for this useful post)
  9. #22
    Saico's Avatar Active Member
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    Originally Posted by Razorfish View Post
    It's the extra life (cheat death gauge) display, just something I was playing around with. Set ShowExtraLives to false near the top of TurboHUD\plugins\Razor\Proc\PartyProcTracker.cs and it will disappear.


    Set ShowStyle to 0 near the top of TurboHUD\plugins\Razor\ImmunityIndicator.cs
    Oh, Thank you so much, gonna try it later

  10. #23
    xblade2k7's Avatar Active Member
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    moveable plugins is the THUD future. or Click on open/close plugins in screen. Awesome idea.

  11. #24
    takayo72's Avatar Active Member
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    Crtl-S hotkey to save config is not likely work.
    When I pressed crtl-s , it just opened the skill.
    I have checked in-game keybinding, there is no crtl-s was assigned on any in-game function

  12. #25
    d3snorter's Avatar Member
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    Hi - how can I make the player circle under the feet a fixed size?

    ie. so it is the same size for each class and ignores buffs etc.

    oops - this is for PartyHealthTracker
    Last edited by d3snorter; 07-29-2020 at 09:58 PM.

  13. #26
    Razorfish's Avatar Contributor
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    Originally Posted by takayo72 View Post
    Crtl-S hotkey to save config is not likely work.
    When I pressed crtl-s , it just opened the skill.
    I have checked in-game keybinding, there is no crtl-s was assigned on any in-game function
    Do you have S assigned to open the skills panel? Diablo might still trigger S when you press Ctrl+S. It will also still try to trigger the save, but remember that TurboHUD won't save any config (log) files when you are in a game of difficulty higher than Torment 1, or are in a special area (such as rifts or challenge hub) - an anti-automation measure that was added in the most recent version of TH.

  14. #27
    eTDsuckit's Avatar Member
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    Originally Posted by d3snorter View Post
    Hi - how can I make the player circle under the feet a fixed size?

    ie. so it is the same size for each class and ignores buffs etc.

    oops - this is for PartyHealthTracker
    same question...

  15. #28
    Razorfish's Avatar Contributor
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    Originally Posted by d3snorter View Post
    Hi - how can I make the player circle under the feet a fixed size?

    ie. so it is the same size for each class and ignores buffs etc.
    I would recommend that you disable the arc feature in PlayerHealthTracker.cs and instead consider using plugins for arcs like these:
    dia...arcplugin.html
    https://www.ownedcore.com/forums/dia...-life-arc.html

    I specifically made them that way because those different sizes represent the collision area at which you will trigger area effects. For example, you won't have Inner Sanctuary or Oculus buff unless that specific size of collision circle (which is different for different classes) intersects with those ground effect circles. I find that to be really valuable for quick evaluation of where I have to be and whether or not everyone else is where they need to be.

    You can disable my spin on arc display by setting the ShowArcs and ShowArcSelf variables to false in TurboHUD\plugins\Razor\PlayerHealthTracker.cs (lines 21-22). ShowClassIcon and ShowClassIconSelf should also be set to false (icons don't quite work right yet anyways).

    To remove all the buffs, comment out all the lines in the Load function that look like this:
    Code:
    ShownBuffsLeft.Rules.Add(new BuffRule(...)) //lines 145 to 153
    ShownBuffsRight.Rules.Add(new BuffRule(...)) //lines 166 to 168
    Last edited by Razorfish; 07-29-2020 at 10:08 PM.

  16. Thanks d3snorter, eTDsuckit (2 members gave Thanks to Razorfish for this useful post)
  17. #29
    eTDsuckit's Avatar Member
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    im trying to understand this... a barb on wotb circle gets bigger than a wizard who has a smaller circle so because of the 'specific size of collision circle (which is different for different classes)'... does that mean a wizard has to stand closer to Oculus buff circle than a barb does ? i thought it was all the same like 5 yard radius ? i didnt know about the 'specific size of collision circle (which is different for different classes). learned something new
    Last edited by eTDsuckit; 07-29-2020 at 10:31 PM.

  18. #30
    Razorfish's Avatar Contributor
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    Originally Posted by eTDsuckit View Post
    does that mean a wizard has to stand closer to Oculus buff circle than a barb does ? i thought it was all the same like 5 yard radius ?
    From my testing from about a month ago, with Inner Sanctuary (11 yds) and using different classes, I triggered the sanc buff only when this circle size (which is the character radius that TH indicates) intersected with the sanc circle. There were times that it looked like I was on one of the spokes of the sanc visual effect, but not within the circle, and the buff icon didn't show up. So yeah, I think that the wiz does have to be a little closer. There are some things that are equal distances for all classes, but not that.

  19. Thanks d3snorter (1 members gave Thanks to Razorfish for this useful post)
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