Add circles for all necromancer pets for all other classes to see menu

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  1. #1
    googlemaster's Avatar Member
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    Add circles for all necromancer pets for all other classes to see

    Hi guys,

    I need some help with this. I want to be able to see the position for the necromancer pets when playing other class myself.

    Ty in advance.

    Add circles for all necromancer pets for all other classes to see
  2. #2
    knight84's Avatar Active Member
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  3. #3
    googlemaster's Avatar Member
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    Ty, but that's not what I need. I need to be able to see these circles when I play a different class, not necromancer. I want to see them on the necromancer in the party.

  4. #4
    UserRUS's Avatar Member
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    del. wrong topic
    Last edited by UserRUS; 12-05-2018 at 02:09 PM. Reason: wrong topic

  5. #5
    UserRUS's Avatar Member
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    del. wrong topic
    Last edited by UserRUS; 12-05-2018 at 02:08 PM. Reason: wrong topic

  6. #6
    hkjhkh's Avatar Member
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    Originally Posted by googlemaster View Post
    Ty, but that's not what I need. I need to be able to see these circles when I play a different class, not necromancer. I want to see them on the necromancer in the party.
    attached a modification of the plugin, to see all time all pets. It's a bit confused when you play rathma speed runs


    Code:
    namespace Turbo.Plugins.User
    {
        using Turbo.Plugins.Default;
        using System.Linq;
        using System.Text;
        using System.Collections.Generic;
    
        public class NecromancerSkeletonIndicatorPlugin : BasePlugin, IInGameWorldPainter, IInGameTopPainter
        {
            public WorldDecoratorCollection CommandSkeletonDecorator, SkeletonMageDecorator;
            public TopLabelDecorator CommandSkeletonCountLabel, SkeletonMageCountLabel, CombinedSkeletonCountLabel;
            public string CommandSkeletonLabel, SkeletonMageLabel;
            public int CommandSkeletonCount, SkeletonMageCount;
            public float barW, barH, barX, barY, cmb_barW, cmb_barH, cmb_barX, cmb_barY;
            public bool CommandSkeletonEnabled, SkeletonMageEnabled, CombinedCountEnabled;
    
            private static uint CommandSkeletonSkillSNO = 453801;
            public HashSet<uint> CommandSkeletonActorSNOs = new HashSet<uint>
            {
                473147, // CommandSkeleton - No Rune
                473428, // CommandSkeleton - Enforcer
                473426, // CommandSkeleton - Frenzy
                473420, // CommandSkeleton - Dark Mending
                473417, // CommandSkeleton - Freezing Grasp
                473418  // CommandSkeleton - Kill Command
            };
    
            private static uint SkeletonMageSkillSNO = 462089;
            public HashSet<uint> SkeletonMageActorSNOs = new HashSet<uint>
            {
                472275, // Skeleton Mage - No Rune
                472588, // Skeleton Mage - Gift of Death
                472769, // Skeleton Mage - Contamination
                472801, // Skeleton Mage - Archer
                472606, // Skeleton Mage - Singularity
                472715  // Skeleton Mage - Life Support
            };
    
    
            public NecromancerSkeletonIndicatorPlugin()
            {
                Enabled = true;
    
                // Modify this to make the count combined
                CombinedCountEnabled = false;
    
                // Enable both indicator or disable the indicator a specific skill
                CommandSkeletonEnabled = true;
                SkeletonMageEnabled = true;
    
                // Inits variables
                CommandSkeletonCount = 0;
                SkeletonMageCount = 0;
                CommandSkeletonLabel = "";
                SkeletonMageLabel = "";
            }
    
            public override void Load(IController hud)
            {
                base.Load(hud);
    
                // Unlike the old XML system where it draws x,y,w,h in terms of percentage of screen size, the new plugin uses actual pixel coordinates
                // To convert x,y,w,h sizes from the XML system to the new plugin system, multiply the screensize with percentage. ie. XML size of 2 => 0.02f * screensize
    
                // Display coordinated for non-combined indicators
                barW = Hud.Window.Size.Width * 0.013f;
                barH = Hud.Window.Size.Height * 0.0177f;
                barX = Hud.Window.Size.Width * 0.475f;
                barY = Hud.Window.Size.Height * 0.36f;
    
                // Display coordinated for combined indicators
                cmb_barW = Hud.Window.Size.Width * 0.0175f;
                cmb_barH = Hud.Window.Size.Height * 0.0175f;
                cmb_barX = (Hud.Window.Size.Width * 0.5f) - (cmb_barW * 0.5f);
                cmb_barY = Hud.Window.Size.Height * 0.33f;
    
                // Decorator under each sekeleton melee
                CommandSkeletonDecorator = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = Hud.Render.CreateBrush(240, 50, 200, 0, 1),
                        Radius = 0.5f,
                    },
                    new GroundLabelDecorator(Hud)
                    {
                        BackgroundBrush = Hud.Render.CreateBrush(220, 200, 200, 0, 0),
                        TextFont = Hud.Render.CreateFont("tahoma", 7, 255, 255, 255, 255, true, false, false)
                    },
                    new MapShapeDecorator(Hud)
                    {
                        ShapePainter = new RotatingTriangleShapePainter(Hud),
                        Brush = Hud.Render.CreateBrush(220, 200, 200, 0, 0),
                        Radius = 0f,
                        RadiusTransformator = new StandardPingRadiusTransformator(Hud, 250)
                    }
                );
    
                // Decorator under each sekeleton mages
                SkeletonMageDecorator = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = Hud.Render.CreateBrush(240, 200, 50, 0, 1),
                        Radius = 0.5f,
                    },
                    new GroundLabelDecorator(Hud)
                    {
                        BackgroundBrush = Hud.Render.CreateBrush(220, 200, 200, 0, 0),
                        TextFont = Hud.Render.CreateFont("tahoma", 7, 255, 255, 255, 255, true, false, false)
                    },
                    new MapShapeDecorator(Hud)
                    {
                        ShapePainter = new RotatingTriangleShapePainter(Hud),
                        Brush = Hud.Render.CreateBrush(220, 200, 200, 0, 0),
                        Radius = 0f,
                        RadiusTransformator = new StandardPingRadiusTransformator(Hud, 250)
                    }
                );
    
                // Label Decorator for non-combined indicator
                CommandSkeletonCountLabel = new TopLabelDecorator(Hud)
                {
                    TextFont = Hud.Render.CreateFont("tahoma", 8, 255, 255, 240, 0, false, false, false),
                    BackgroundTexture1 = Hud.Texture.Button2TextureBrown,
                    BackgroundTexture2 = Hud.Texture.BackgroundTextureOrange,
                    BackgroundTextureOpacity2 = 0.25f
                };
                SkeletonMageCountLabel = new TopLabelDecorator(Hud)
                {
                    TextFont = Hud.Render.CreateFont("tahoma", 8, 255, 255, 240, 0, false, false, false),
                    BackgroundTexture1 = Hud.Texture.Button2TextureBrown,
                    BackgroundTexture2 = Hud.Texture.BackgroundTextureOrange,
                    BackgroundTextureOpacity2 = 0.25f
                };
    
                // Label Decorator for combined indicator
                CombinedSkeletonCountLabel = new TopLabelDecorator(Hud)
                {
                    TextFont = Hud.Render.CreateFont("tahoma", 7, 255, 255, 240, 0, false, false, false),
                    BackgroundTexture1 = Hud.Texture.Button2TextureBrown,
                    BackgroundTexture2 = Hud.Texture.BackgroundTextureOrange,
                    BackgroundTextureOpacity2 = 0.25f
                };
            }
    
            public void PaintWorld(WorldLayer layer)
            {
                // Don't draw if not playing a Necromancer; don't draw if is in town
                //if (Hud.Game.Me.HeroClassDefinition.HeroClass != HeroClass.Necromancer || Hud.Game.IsInTown) return;
    			var monsters = Hud.Game.AliveMonsters;
    			foreach (var monster in monsters)
    		{
                // For Skeleton Melee, only when equipping the skill
                if (CommandSkeletonEnabled != null)
                {
                    // Iterate all the game actors, find out and count which are skeleton melees summoned by player
                    var CommandSkeletonActors = Hud.Game.Actors.Where(EachActor => CommandSkeletonActorSNOs.Contains(EachActor.SnoActor.Sno)); //&& // Find out which are skeleton melees actors
                                                //EachActor.SummonerAcdDynamicId == Hud.Game.Me.SummonerId); // Then find out if they are summoned by the player
                    CommandSkeletonCount = CommandSkeletonActors.Count(); // And then count how many are found
    
                    // Paint circle decorator under each skeleton melee 
                    foreach (var EachActor in CommandSkeletonActors)
                    {
                        var text = string.IsNullOrWhiteSpace(CommandSkeletonLabel) ? EachActor.SnoActor.NameLocalized : CommandSkeletonLabel;
                        CommandSkeletonDecorator.Paint(layer, EachActor, EachActor.FloorCoordinate, text);
                    }
                }
                else
                {
                    CommandSkeletonCount = 0;
                }
            }
    			foreach (var monster in monsters)
    		{
                // For Skeleton Mages, only when equipping the skill
                if (SkeletonMageEnabled != null)
                {
                    // Iterate all the game actors, find out and count which are skeleton mages summoned by player
                    var SkeletonMageActors = Hud.Game.Actors.Where(EachActor => SkeletonMageActorSNOs.Contains(EachActor.SnoActor.Sno)); //&& // Find out which are skeleton mages actors
                                             //EachActor.SummonerAcdDynamicId == Hud.Game.Me.SummonerId); // Then find out if they are summoned by the player
                    SkeletonMageCount = SkeletonMageActors.Count(); // And then count how many are found
    
                    // Paint circle decorator under each skeleton melee
                    foreach (var EachActor in SkeletonMageActors)
                    {
                        var text = string.IsNullOrWhiteSpace(SkeletonMageLabel) ? EachActor.SnoActor.NameLocalized : SkeletonMageLabel;
                        SkeletonMageDecorator.Paint(layer, EachActor, EachActor.FloorCoordinate, text);
                    }
                }
    			
                else
                {
                    SkeletonMageCount = 0;
                }
            }
    		}
    
            public void PaintTopInGame(ClipState clipState)
            {
    					 
    			
    			// Don't draw if not playing a Necromancer; don't draw if is in town
                //if (Hud.Game.Me.HeroClassDefinition.HeroClass != HeroClass.Necromancer || Hud.Game.IsInTown) return;
                if (clipState != ClipState.BeforeClip) return;
    
    			
                if (CombinedCountEnabled)
                {               
    				
    				// Drawing for combined count indicator
                    string CommandSkeletonCountText = (CommandSkeletonEnabled && CommandSkeletonCount != 0) ? CommandSkeletonCount.ToString() : "";
                    string SkeletonMageCountText = (SkeletonMageEnabled && SkeletonMageCount != 0) ? SkeletonMageCount.ToString() : "";
                    string ConcatText = (CommandSkeletonCountText != "" && SkeletonMageCountText != "") ? CommandSkeletonCountText + "+" + SkeletonMageCountText : CommandSkeletonCountText + SkeletonMageCountText;
    
                    if (ConcatText != "")
                    {
                        CombinedSkeletonCountLabel.TextFunc = () => ConcatText.ToString();
                        CombinedSkeletonCountLabel.Paint(cmb_barX, cmb_barY, cmb_barW, cmb_barH, HorizontalAlign.Center);
                    }				
    				
    			}
                else
                {
                    
    				// Drawing for non-combined count indicator
                    if (CommandSkeletonEnabled && CommandSkeletonCount != 0)
                    {
                        CommandSkeletonCountLabel.TextFunc = () => CommandSkeletonCount.ToString();
                        CommandSkeletonCountLabel.Paint(barX, barY, barW, barH, HorizontalAlign.Center);
                    }
    
                    if (SkeletonMageEnabled && SkeletonMageCount != 0)
                    {
                        SkeletonMageCountLabel.TextFunc = () => SkeletonMageCount.ToString();
                        SkeletonMageCountLabel.Paint(Hud.Window.Size.Width - barX - barW, barY, barW, barH, HorizontalAlign.Center);
                    }
    				
    			}
            }
        }
    }

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