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  1. #1
    RunDMX's Avatar Member
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    Other Players Rotations

    Hi, in previous version i could see other players rotations right side of pictures. but with this update i cant see. I asked other friends they can see but i cant. I copied all plugins but still not working. Can you help me about to solve this please?

    Other Players Rotations
  2. #2
    Noobz's Avatar Member
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    Same here. All works well but can not see other people's CoE rotations.

    Noobz

  3. #3
    SeaDragon's Avatar Contributor
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    Edit your COE plugin with Notepad
    Search
    if (player.ActorId == 0) continue;
    Instead
    if (!player.HasValidActor) continue;
    Last edited by SeaDragon; 06-06-2018 at 12:00 PM.

  4. #4
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    which plugin?

    my ConventionOfElementsBuffListPlugin uses
    if (!player.HasValidActor) continue;
    properly instead of ActorId
    Do not send me private messages unless it is absolutely necessary or the content is sensitive or when I ask you to do that...

  5. #5
    SeaDragon's Avatar Contributor
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    Originally Posted by KillerJohn View Post
    which plugin?

    my ConventionOfElementsBuffListPlugin uses
    if (!player.HasValidActor) continue;
    properly instead of ActorId
    Some people use old modified COE plugin, such as me.

  6. #6
    afrojax's Avatar Member
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    i cant find this if (!player.HasValidActor) on my coe buffList Plugin

    I need help

  7. #7
    SeaDragon's Avatar Contributor
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    Originally Posted by afrojax View Post
    i cant find this if (!player.HasValidActor) on my coe buffList Plugin

    I need help
    change
    if (player.ActorId == 0) continue;
    to
    if (!player.HasValidActor) continue;

    Sorry for my English

  8. #8
    afrojax's Avatar Member
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    now i cant find this in my File

    look


    using System.Collections.Generic;
    using System.Linq;
    using System;
    using Turbo.Plugins.Default;

    namespace Turbo.Plugins.inferno.CoE
    {

    public class COEBuffListPlugin : BasePlugin, IInGameTopPainter
    {

    public bool HideWhenUiIsHidden { get; set; }
    public BuffPainter BuffPainter { get; set; }

    private BuffRuleCalculator _ruleCalculator;

    public COEBuffListPlugin()
    {
    Enabled = true;
    }

    public override void Load(IController hud)
    {
    base.Load(hud);

    HideWhenUiIsHidden = false;
    BuffPainter = new BuffPainter(Hud, true)
    {
    Opacity = 0.6f,
    TimeLeftFont = Hud.Render.CreateFont("tahoma", 8, 255, 255, 255, 255, true, false, 255, 0, 0, 0, true),
    };

    _ruleCalculator = new BuffRuleCalculator(Hud);
    _ruleCalculator.SizeMultiplier = 0.7f;

    _ruleCalculator.Rules.Add(new BuffRule(430674) { IconIndex = 1, MinimumIconCount = 0, DisableName = true }); // Arcane
    _ruleCalculator.Rules.Add(new BuffRule(430674) { IconIndex = 2, MinimumIconCount = 0, DisableName = true }); // Cold
    _ruleCalculator.Rules.Add(new BuffRule(430674) { IconIndex = 3, MinimumIconCount = 0, DisableName = true }); // Fire
    _ruleCalculator.Rules.Add(new BuffRule(430674) { IconIndex = 4, MinimumIconCount = 0, DisableName = true }); // Holy
    _ruleCalculator.Rules.Add(new BuffRule(430674) { IconIndex = 5, MinimumIconCount = 0, DisableName = true }); // Lightning
    _ruleCalculator.Rules.Add(new BuffRule(430674) { IconIndex = 6, MinimumIconCount = 0, DisableName = true }); // Physical
    _ruleCalculator.Rules.Add(new BuffRule(430674) { IconIndex = 7, MinimumIconCount = 0, DisableName = true }); // Poison
    }

    private IEnumerable<BuffRule> GetCurrentRules(HeroClass heroClass)
    {
    for (int i = 1; i <= 7; i++)
    {
    switch (heroClass)
    {
    case HeroClass.Barbarian: if (i == 1 || i == 4 || i == 7) continue; break;
    case HeroClass.Crusader: if (i == 1 || i == 2 || i == 7) continue; break;
    case HeroClass.DemonHunter: if (i == 1 || i == 4 || i == 7) continue; break;
    case HeroClass.Monk: if (i == 1 || i == 7) continue; break;
    case HeroClass.Necromancer: if (i == 1 || i == 3 || i == 4 || i == 5) continue; break;
    case HeroClass.WitchDoctor: if (i == 1 || i == 4 || i == 5) continue; break;
    case HeroClass.Wizard: if (i == 4 || i == 6 || i == 7) continue; break;
    }
    yield return _ruleCalculator.Rules[i - 1];
    }
    }

    public void PaintTopInGame(ClipState clipState)
    {
    if (clipState != ClipState.BeforeClip) return;
    if (HideWhenUiIsHidden && Hud.Render.UiHidden) return;

    foreach (var player in Hud.Game.Players)
    {
    if (player.IsMe)
    {
    var buff = player.Powers.GetBuff(430674);

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

    var classSpecificRules = GetCurrentRules(player.HeroClassDefinition.HeroClass);

    _ruleCalculator.CalculatePaintInfo(player, classSpecificRules);

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

    var highestElementalBonus = player.Offense.HighestElementalDamageBonus;

    for (int i = 0; i < _ruleCalculator.PaintInfoList.Count; i++)
    {
    var info = _ruleCalculator.PaintInfoList[0];

    if (info.TimeLeft <= 0)
    {
    _ruleCalculator.PaintInfoList.RemoveAt(0);
    _ruleCalculator.PaintInfoList.Add(info);
    }
    else break;
    }

    for (int orderIndex = 0; orderIndex < _ruleCalculator.PaintInfoList.Count; orderIndex++)
    {
    var info = _ruleCalculator.PaintInfoList[orderIndex];
    var best = false;

    switch (info.Rule.IconIndex)
    {
    case 1: best = player.Offense.BonusToArcane == highestElementalBonus; break;
    case 2: best = player.Offense.BonusToCold == highestElementalBonus; break;
    case 3: best = player.Offense.BonusToFire == highestElementalBonus; break;
    case 4: best = player.Offense.BonusToHoly == highestElementalBonus; break;
    case 5: best = player.Offense.BonusToLightning == highestElementalBonus; break;
    case 6: best = player.Offense.BonusToPhysical == highestElementalBonus; break;
    case 7: best = player.Offense.BonusToPoison == highestElementalBonus; break;
    }

    if (best) info.Size *= 1.35f;

    if (best && orderIndex > 0)
    {
    info.TimeLeft = (orderIndex - 1) * 4 + _ruleCalculator.PaintInfoList[0].TimeLeft;
    }
    else info.TimeLeftNumbersOverride = false;
    }

    var portraitRect = player.PortraitUiElement.Rectangle;

    var x = portraitRect.Right * 8.05f;
    var y = portraitRect.Top + portraitRect.Height * 2.05f;

    BuffPainter.PaintHorizontal(_ruleCalculator.PaintInfoList, x, y, _ruleCalculator.StandardIconSize, 0);

    break;
    }
    } // end foreach
    } // end PaintTopInGame
    } // end class
    }

  9. #9
    SeaDragon's Avatar Contributor
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    Originally Posted by afrojax View Post
    now i cant find this in my File

    look


    using System.Collections.Generic;
    using System.Linq;
    using System;
    using Turbo.Plugins.Default;

    namespace Turbo.Plugins.inferno.CoE
    {

    public class COEBuffListPlugin : BasePlugin, IInGameTopPainter
    {

    public bool HideWhenUiIsHidden { get; set; }
    public BuffPainter BuffPainter { get; set; }

    private BuffRuleCalculator _ruleCalculator;

    public COEBuffListPlugin()
    {
    Enabled = true;
    }

    public override void Load(IController hud)
    {
    base.Load(hud);

    HideWhenUiIsHidden = false;
    BuffPainter = new BuffPainter(Hud, true)
    {
    Opacity = 0.6f,
    TimeLeftFont = Hud.Render.CreateFont("tahoma", 8, 255, 255, 255, 255, true, false, 255, 0, 0, 0, true),
    };

    _ruleCalculator = new BuffRuleCalculator(Hud);
    _ruleCalculator.SizeMultiplier = 0.7f;

    _ruleCalculator.Rules.Add(new BuffRule(430674) { IconIndex = 1, MinimumIconCount = 0, DisableName = true }); // Arcane
    _ruleCalculator.Rules.Add(new BuffRule(430674) { IconIndex = 2, MinimumIconCount = 0, DisableName = true }); // Cold
    _ruleCalculator.Rules.Add(new BuffRule(430674) { IconIndex = 3, MinimumIconCount = 0, DisableName = true }); // Fire
    _ruleCalculator.Rules.Add(new BuffRule(430674) { IconIndex = 4, MinimumIconCount = 0, DisableName = true }); // Holy
    _ruleCalculator.Rules.Add(new BuffRule(430674) { IconIndex = 5, MinimumIconCount = 0, DisableName = true }); // Lightning
    _ruleCalculator.Rules.Add(new BuffRule(430674) { IconIndex = 6, MinimumIconCount = 0, DisableName = true }); // Physical
    _ruleCalculator.Rules.Add(new BuffRule(430674) { IconIndex = 7, MinimumIconCount = 0, DisableName = true }); // Poison
    }

    private IEnumerable<BuffRule> GetCurrentRules(HeroClass heroClass)
    {
    for (int i = 1; i <= 7; i++)
    {
    switch (heroClass)
    {
    case HeroClass.Barbarian: if (i == 1 || i == 4 || i == 7) continue; break;
    case HeroClass.Crusader: if (i == 1 || i == 2 || i == 7) continue; break;
    case HeroClass.DemonHunter: if (i == 1 || i == 4 || i == 7) continue; break;
    case HeroClass.Monk: if (i == 1 || i == 7) continue; break;
    case HeroClass.Necromancer: if (i == 1 || i == 3 || i == 4 || i == 5) continue; break;
    case HeroClass.WitchDoctor: if (i == 1 || i == 4 || i == 5) continue; break;
    case HeroClass.Wizard: if (i == 4 || i == 6 || i == 7) continue; break;
    }
    yield return _ruleCalculator.Rules[i - 1];
    }
    }

    public void PaintTopInGame(ClipState clipState)
    {
    if (clipState != ClipState.BeforeClip) return;
    if (HideWhenUiIsHidden && Hud.Render.UiHidden) return;

    foreach (var player in Hud.Game.Players)
    {
    if (player.IsMe)
    {
    var buff = player.Powers.GetBuff(430674);

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

    var classSpecificRules = GetCurrentRules(player.HeroClassDefinition.HeroClass);

    _ruleCalculator.CalculatePaintInfo(player, classSpecificRules);

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

    var highestElementalBonus = player.Offense.HighestElementalDamageBonus;

    for (int i = 0; i < _ruleCalculator.PaintInfoList.Count; i++)
    {
    var info = _ruleCalculator.PaintInfoList[0];

    if (info.TimeLeft <= 0)
    {
    _ruleCalculator.PaintInfoList.RemoveAt(0);
    _ruleCalculator.PaintInfoList.Add(info);
    }
    else break;
    }

    for (int orderIndex = 0; orderIndex < _ruleCalculator.PaintInfoList.Count; orderIndex++)
    {
    var info = _ruleCalculator.PaintInfoList[orderIndex];
    var best = false;

    switch (info.Rule.IconIndex)
    {
    case 1: best = player.Offense.BonusToArcane == highestElementalBonus; break;
    case 2: best = player.Offense.BonusToCold == highestElementalBonus; break;
    case 3: best = player.Offense.BonusToFire == highestElementalBonus; break;
    case 4: best = player.Offense.BonusToHoly == highestElementalBonus; break;
    case 5: best = player.Offense.BonusToLightning == highestElementalBonus; break;
    case 6: best = player.Offense.BonusToPhysical == highestElementalBonus; break;
    case 7: best = player.Offense.BonusToPoison == highestElementalBonus; break;
    }

    if (best) info.Size *= 1.35f;

    if (best && orderIndex > 0)
    {
    info.TimeLeft = (orderIndex - 1) * 4 + _ruleCalculator.PaintInfoList[0].TimeLeft;
    }
    else info.TimeLeftNumbersOverride = false;
    }

    var portraitRect = player.PortraitUiElement.Rectangle;

    var x = portraitRect.Right * 8.05f;
    var y = portraitRect.Top + portraitRect.Height * 2.05f;

    BuffPainter.PaintHorizontal(_ruleCalculator.PaintInfoList, x, y, _ruleCalculator.StandardIconSize, 0);

    break;
    }
    } // end foreach
    } // end PaintTopInGame
    } // end class
    }
    GLQ_ConventionOfElementsBuffListPlugin.cs - Pastebin.com
    Try my revised version

  10. Thanks afrojax (1 members gave Thanks to SeaDragon for this useful post)
  11. #10
    RunDMX's Avatar Member
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    I found much easier way to fix for people like me who has no idea about coding when you copying older plugins folder to new one do not select replace option. just select skip. this worked for me. Thank you for all replies. All you are doing so great works. y the way KJ, you got many thanks but one more from me to you. You are making our gaming life easier and fun (and also Enigma). Many thanks!

  12. #11
    DysfunctionaI's Avatar Member
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    player.actorID being depreciated confused me as well, I wish that was listed in the changelog.

    Code:
    uint ActorId { get; } // deprecated
    Thanks for the replacement SeaDragon.

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