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Elemental exposure passive
Any plugin who shows how many stacks u have?
Any way to know it?? Im testing some wiz variations and i cant really know about it..
Ty any progress!!
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Member
I will also be grateful if someone will help with this question
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Contributor
Originally Posted by
M1SHAKE
Any plugin who shows how many stacks u have?
To my understanding there is no global "Elemental Exposure" stacks to check for, only one for each affected enemy (the one you have hit with one or more "thing" that have elemental damage on it):
"The amount of stacks is actually visible on the target: each affected enemy will be highlighted with up to four glowing orbs above their head, color of the orbs corresponding to the damage type."
Check Elemental Exposure article.
And "Tal Rasha" stacks and rotation is different thing not to be confused with "Elemental Exposure" stacks.
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M1SHAKE (1 members gave Thanks to JarJarD3 for this useful post)
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Member
If anyone does want to make a plugin to check monsters for elemental exposure stacks, it can be done:
Code:
uint mod = Hud.Sno.SnoPowers.Wizard_Passive_ElementalExposure.Sno;
uint arcane = monster.GetAttributeValueAsUInt(Hud.Sno.Attributes.Power_Buff_1_Visual_Effect_None, mod, 0);
uint cold = monster.GetAttributeValueAsUInt(Hud.Sno.Attributes.Power_Buff_2_Visual_Effect_None, mod, 0);
uint fire = monster.GetAttributeValueAsUInt(Hud.Sno.Attributes.Power_Buff_3_Visual_Effect_None, mod, 0);
uint lightning = monster.GetAttributeValueAsUInt(Hud.Sno.Attributes.Power_Buff_4_Visual_Effect_None, mod, 0);
uint stacks = arcane + cold + fire + lightning;
Since each stack only lasts 5 seconds, you're pretty much spamming all the skills anyway, so I'm not sure how useful a plugin like this would be.
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RNN (1 members gave Thanks to esix for this useful post)
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Member
Can be alot because some wizard variations of lon 32 use it... But im not sure how effective is the elemental exposure instead the astral presence, thats what i want to see and confirm.
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Contributor
Here's little plugin for testing: [C#] ElementalExposure - Pastebin.com.
I hope it fulfill your needs. I tested it only with modified Meteor build to have at most 3 different elemental exposure at the same time.
The colors are crude, but you can "easily" change them :-D
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RNN (1 members gave Thanks to JarJarD3 for this useful post)
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Contributor
The numbers are from left to right:
- # of monsters affected with given elemental exposure
- total # of stacks (quite irrelevant) and would be 4 * monster count if all monsters are affected by all 4 different elemental exposure
- # of monsters seen and calculated
- # of stacks 5% is one stack, 10% is two stacks etc.
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Member
Originally Posted by
JarJarD3
Here's little plugin for testing:
[C#] ElementalExposure - Pastebin.com.
I hope it fulfill your needs. I tested it only with modified Meteor build to have at most 3 different elemental exposure at the same time.
The colors are crude, but you can "easily" change them :-D
Where do we place this plugin? Which folder
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Active Member
Originally Posted by
mystik_khmer
Where do we place this plugin? Which folder
Plugins>User
To check where to put any plugin, open it and check namespace
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JarJarD3 (1 members gave Thanks to Saico for this useful post)
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Member
Huge number of exceptions when selecting and entering level 1 characters.
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Legendary
Replace line 42
Code:
var hasElementalExposure = Hud.Game.Me.Powers.PassiveSlots.Any(x => x.Sno == Hud.Sno.SnoPowers.Wizard_Passive_ElementalExposure.Sno);
for this:
Code:
var hasElementalExposure = Hud.Game.Me.Powers.PassiveSlots.Any(x => x?.Sno == Hud.Sno.SnoPowers.Wizard_Passive_ElementalExposure.Sno);
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Member
Hello Guys,
How can i modify the plugin, to work only when i play wizard?
ATM show "No Elemental Exposure passive" with other classes.
Ty
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Member
Originally Posted by
PoHoS
Hello Guys,
How can i modify the plugin, to work only when i play wizard?
ATM show "No Elemental Exposure passive" with other classes.
Ty
line 30ff, will also disable it in town
Code:
public void PaintWorld(WorldLayer layer)
{
if (!Hud.Game.IsInGame)
return;
if (Hud.Game.IsInTown)
return;
var player = Hud.Game.Me;
if (player.HeroClassDefinition.HeroClass != HeroClass.Wizard)
{
return;
}
if (TextFont != null)
{
var text = checkForElementalExposure(out var index);
TextFont[index].DrawText(text, TextX, TextY);
}
}