[request] Greater Rift pylon spawn chance % plug-in menu

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  1. #1
    flyingst's Avatar Member
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    [request] Greater Rift pylon spawn chance % plug-in

    Would be very helpful for pushes.

    When you get over certain percentages, you get more chances of getting a pylon.

    For example, 33% guaranteed a pylon. Every 25% you get more chances of pylon spawn.

    [request] Greater Rift pylon spawn chance % plug-in
  2. #2
    RealGsus's Avatar Contributor
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    I believe it's 1% chance as soon as you enter a rift and you gain 3% chance for pylonspawn for every 1% rift progress you make.
    Wanna customize THUD the easy way? Check out
    ..:: TCT | TurboHUD Customization Tool ::..
    in the TurboHUD Plugin Review Zone

  3. #3
    flyingst's Avatar Member
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    Originally Posted by flyingst View Post
    Would be very helpful for pushes.

    When you get over certain percentages, you get more chances of getting a pylon.

    For example, 33% guaranteed a pylon. Every 25% you get more chances of pylon spawn.
    Right. Would be very helpful if someone creates a plug-in like this.

  4. #4
    d2k2's Avatar Active Member
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    Such a plugin would only work correct for the player who discover the pylon

  5. #5
    WildReptile's Avatar Member
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    Would then be a useful plugin that would show what the pylons and what percentage of progresse already was.

  6. #6
    evan6944's Avatar Member
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    Originally Posted by WildReptile View Post
    Would then be a useful plugin that would show what the pylons and what percentage of progresse already was.
    Would you find something like this helpful?

    180830 pylonprob.jpg

  7. #7
    Noobz's Avatar Member
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    Yes that would be nice.

    Noobz

  8. #8
    evan6944's Avatar Member
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    Pylons with active/consumed and floor indicator

    Here you go. Drop it as a .cs file in \plugins\User.

    I modified the original plugin from GLQ (Pylon Check Plugin) to include a visual aid for when pylons have been consumed (grayed out) and the floor that each one was discovered. Active pylons remain purple and un-italicised. The floor that you are currently on will be enclosed with square brackets to make it easier to distinguish (useful when you are playing a class that needs to move to a previous floor for a pylon). Like the original plugin, this displays according to pylons found by you, so if you only see them after some time that they have actually been uncovered, it might not be accurate. As always, if you find bugs/ways to improve the plugin, I'll be very happy to update it.


  9. Thanks prrovoss, xiaoQin (2 members gave Thanks to evan6944 for this useful post)
  10. #9
    FoxPox's Avatar Member
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    Originally Posted by evan6944 View Post
    Here you go. Drop it as a .cs file in \plugins\User.

    I modified the original plugin from GLQ (Pylon Check Plugin) to include a visual aid for when pylons have been consumed (grayed out) and the floor that each one was discovered. Active pylons remain purple and un-italicised. The floor that you are currently on will be enclosed with square brackets to make it easier to distinguish (useful when you are playing a class that needs to move to a previous floor for a pylon). Like the original plugin, this displays according to pylons found by you, so if you only see them after some time that they have actually been uncovered, it might not be accurate. As always, if you find bugs/ways to improve the plugin, I'll be very happy to update it.
    I download you file, but nothing has changed, no square brackets, what am I doing wrong ?

  11. #10
    xiaoQin's Avatar Member
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    Originally Posted by evan6944 View Post
    Would you find something like this helpful?

    180830 pylonprob.jpg
    kindly give plugin

  12. #11
    xiaoQin's Avatar Member
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    plugin cannot use
    you upload wrong file?

    kindly i need before end

  13. #12
    prrovoss's Avatar Contributor
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    i didnt test it but i think the file should go in /plugins/glq/

  14. #13
    Silkdog569's Avatar Member
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    Evan6944 could you re-post your plugin. The one you uploaded is the original without any of your changes. Thanks.

  15. #14
    evan6944's Avatar Member
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    Derp, I must have replaced my modified one with the original from GLQ before posting (and thereby posting his original plugin).

    RIP, I didn't make a backup. I'll redo it and edit OP to have the modified one when I'm free. Thanks for the heads up!

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