Convention Of Elements in Single Icon with time down menu

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  1. #1
    sunfire197's Avatar Member
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    Convention Of Elements in Single Icon with time down

    I really don't like the 4 icons rotate version since I do only mind the highest element I need. So I implemented this based on the default plugin. Also, I added the Broken Promises buff to it because I couldn't find a useful one.
    The icon will show on the top of the players head and it will be pretty easy to target.

    TurboHUD Convention Of Elements single icon



    Desktop Screenshot 2018.07.15 - 18.51.44.66.jpg
    Last edited by sunfire197; 07-15-2018 at 06:01 PM.

    Convention Of Elements in Single Icon with time down
  2. Thanks ADV2015 (1 members gave Thanks to sunfire197 for this useful post)
  3. #2
    johnbl's Avatar Active Member
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    Hey sunfire197, can you post a screenshot?
    I also think that having all elements shown is not ideal, but I remember a wizard build that used 2 elements in a cycle, so maybe that could be configurable?

  4. Thanks Wackst3r (1 members gave Thanks to johnbl for this useful post)
  5. #3
    sunfire197's Avatar Member
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    Sure, I attached a screenshot to show the result. but don't know how to show it in the post.
    The convention of elements can only enhance 1 element in a cycle. so most of the usage of the ring is to wait for the best element and fire at the time. I added the countdown timer to display how long till next best element.

  6. Thanks johnbl (1 members gave Thanks to sunfire197 for this useful post)
  7. #4
    johnbl's Avatar Active Member
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    Originally Posted by sunfire197 View Post
    Sure, I attached a screenshot to show the result. but don't know how to show it in the post.
    The convention of elements can only enhance 1 element in a cycle. so most of the usage of the ring is to wait for the best element and fire at the time. I added the countdown timer to display how long till next best element.
    What meant was that in the original plugin you see all elements and the active one gets highlighted. Would it be possible to choose what elements you wanted displayed with a countdown for each one?
    For example have only lightning and fire, each with their respective cooldown.

  8. #5
    sunfire197's Avatar Member
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    Originally Posted by johnbl View Post
    What meant was that in the original plugin you see all elements and the active one gets highlighted. Would it be possible to choose what elements you wanted displayed with a countdown for each one?
    For example have only lightning and fire, each with their respective cooldown.
    what kind of build are you using? even u notice 2 elements but still have only 1 working. if you put 2 main skills with different elements it will waste a lot.

  9. #6
    daneriks1990's Avatar Member
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    how to install this one?

  10. #7
    Ashikaga's Avatar Member
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    yes, how to install?

  11. #8
    Levithan's Avatar Member
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    \plugins\wq\ConventionOfElementsAndBrokenPromissesBuffOnCenterPlugin.cs

  12. #9
    johnbl's Avatar Active Member
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    Originally Posted by sunfire197 View Post
    what kind of build are you using? even u notice 2 elements but still have only 1 working. if you put 2 main skills with different elements it will waste a lot.
    It was for this build back in the days. You needed the 2 elements.

  13. #10
    takayo72's Avatar Active Member
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    how could i adjust the size and position of the buff icon ?

  14. #11
    Baxnet's Avatar Member
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    hi, plugin still working for me but for some reason on bone spear necro it's counting down for cold even though my highest element is poison. anyone else have this problem know of a fix?

  15. #12
    interface75's Avatar Member
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    Same as Baxnet. Necro shows cold even tho I'm setup with Poison dmg %.

  16. #13
    Becks93's Avatar Member
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    yes same to me for poison necro any advice to change it?

  17. #14
    WillThisWork's Avatar Member
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    hey ya i need some help.

    Seems to be off by 4 seconds for most classes I have tested on.
    comparing the code with ConventionofElementsBuffListPlugin.cs that is under plugins/Default/BuffLists

    The script seems to find the classes elements fine but it kinda looks liek the timeleft is could be wrong.
    The COE script that comes with HUD has:
    if (best)
    info.Size *= 1.35f;
    if (best && orderIndex > 0)
    {
    info.TimeLeft = ((orderIndex - 1) * 4) + _ruleCalculator.PaintInfoList[0].TimeLeft;
    }
    else
    {
    info.TimeLeftNumbersOverride = false;
    }
    What i guess looks at the order then takes 1 element away then counts.

    this single icon script has
    private BuffPaintInfo GetElementPaintInfo() {
    var player = Hud.Game.Me;
    var classSpecificRules = GetCurrentRules(player.HeroClassDefinition.HeroClass);

    ruleCalculatorCoE.CalculatePaintInfo(player, classSpecificRules);

    if (ruleCalculatorCoE.PaintInfoList.Count == 0) return null;
    if (!ruleCalculatorCoE.PaintInfoList.Any(info => info.TimeLeft > 0)) return null;

    var buff = Hud.Game.Me.Powers.GetBuff(ConventionElementID);

    if ((buff == null) || (buff.IconCounts[0] <= 0)) return null;

    var bestElementIndex = LocateBestElement();
    var currentElementIndex = LocateCurrentElement();

    var paintInfo = ruleCalculatorCoE.PaintInfoList[currentElementIndex];

    if (bestElementIndex == currentElementIndex) {
    paintInfo.TimeLeftNumbersOverride = false;
    } else if(bestElementIndex > currentElementIndex) {
    paintInfo.TimeLeft += (bestElementIndex - currentElementIndex - 1) * 4;
    } else {
    paintInfo.TimeLeft += (ruleCalculatorCoE.PaintInfoList.Count - 1 - currentElementIndex + bestElementIndex) * 4;
    }
    return paintInfo;
    }
    Of course i very well could be looking in totaly the wrong place as i have no idea what im doing.
    Would love to get this plug in functioning. Can someone smarter than me fix it please.

  18. #15
    Razorfish's Avatar Contributor
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    Originally Posted by WillThisWork View Post
    if ((buff == null) || (buff.IconCounts[0] <= 0)) return null;
    What is the purpose of testing buff.IconCounts[0]?

    Originally Posted by WillThisWork View Post
    var bestElementIndex = LocateBestElement();
    var currentElementIndex = LocateCurrentElement();
    This is just a guess because I haven't used this plugin. There are at least two types of indices that you could be dealing with here, and it can be easy to confuse the two. There is the CoE element buff index, of which each class only cycles through a subset, and then there's the index in the subset of elements that the relevant class cycles through.

    Let's take the Necromancer as an example. It cycles through only 3 elements - cold, physical and poison. That corresponds with indices 2, 6, and 7 in the CoE buff object. The total time of this cycle is (3 elements) * 4 seconds. LocateBestElement and LocateCurrentElement return indices from the full 7 element cycle instead of the 3 element subset - and you want the index from the 3 element subset to get the correct duration from these formulas
    Code:
    else if(bestElementIndex > currentElementIndex) {
    paintInfo.TimeLeft += (bestElementIndex - currentElementIndex - 1) * 4;
    } else {
    paintInfo.TimeLeft += (ruleCalculatorCoE.PaintInfoList.Count - 1 - currentElementIndex + bestElementIndex) * 4;
    }
    Last edited by Razorfish; 03-16-2021 at 06:47 AM.

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