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  1. #1
    h0meb0y's Avatar Member
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    Change Primal color?

    Hi,

    is there a way to change the color for primal items? I want them to show up in a diffrent color when they drop.
    Or can i at least add a sound if a primal drops?

    Regards
    Last edited by h0meb0y; 06-12-2019 at 04:20 PM.

    Change Primal color?
  2. #2
    s4000's Avatar Contributor
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    the code I am currently using in PluginEnablerOrDisablerPlugin.cs, hope you will like it

    Hud.RunOnPlugin<ItemsPlugin>(plugin => {
    plugin.EnableSpeakPrimal = true;
    plugin.EnableSpeakPrimalSet = true;

    // Show ancient and primal items on mini map.
    plugin.AncientDecorator.Decorators.Add(new MapLabelDecorator(Hud) {
    LabelFont = Hud.Render.CreateFont("tahoma", 6, 255, 235, 120, 0, true, false, false),
    RadiusOffset = 14,
    Up = true,
    });

    plugin.AncientSetDecorator.Decorators.Add(new MapLabelDecorator(Hud) {
    LabelFont = Hud.Render.CreateFont("tahoma", 6, 255, 0, 170, 0, true, false, false),
    RadiusOffset = 14,
    Up = true,
    });

    plugin.PrimalDecorator.Decorators.Add(new MapLabelDecorator(Hud) {
    LabelFont = Hud.Render.CreateFont("tahoma", 7, 255, 240, 20, 0, true, false, false),
    RadiusOffset = 14,
    Up = true,
    });

    plugin.PrimalSetDecorator.Decorators.Add(new MapLabelDecorator(Hud) {
    LabelFont = Hud.Render.CreateFont("tahoma", 7, 255, 240, 20, 0, true, false, false),
    RadiusOffset = 14,
    Up = true,
    });
    });

  3. Thanks lun471k, h0meb0y (2 members gave Thanks to s4000 for this useful post)
  4. #3
    Vern1701's Avatar Active Member
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    Use the Code modifier when using code:

    Code:
     Hud.RunOnPlugin<ItemsPlugin>(plugin =[> 
    plugin.EnableSpeakPrimal = true;
    plugin.EnableSpeakPrimalSet = true;
    
    // Show ancient and primal items on mini map.
    plugin.AncientDecorator.Decorators.Add(new MapLabelDecorator(Hud) {
    LabelFont = Hud.Render.CreateFont("tahoma", 6, 255, 235, 120, 0, true, false, false),
    RadiusOffset = 14,
    Up = true,
    });
    
    plugin.AncientSetDecorator.Decorators.Add(new MapLabelDecorator(Hud) {
    LabelFont = Hud.Render.CreateFont("tahoma", 6, 255, 0, 170, 0, true, false, false),
    RadiusOffset = 14,
    Up = true,
    });
    
    plugin.PrimalDecorator.Decorators.Add(new MapLabelDecorator(Hud) {
    LabelFont = Hud.Render.CreateFont("tahoma", 7, 255, 240, 20, 0, true, false, false),
    RadiusOffset = 14,
    Up = true,
    });
    
    plugin.PrimalSetDecorator.Decorators.Add(new MapLabelDecorator(Hud) {
    LabelFont = Hud.Render.CreateFont("tahoma", 7, 255, 240, 20, 0, true, false, false),
    RadiusOffset = 14,
    Up = true,
    });
    });
    It looks much nicer.

    If OP is talking about the ingame red beam, sorry, but that can't be fixed.
    Last edited by Vern1701; 06-13-2019 at 02:17 AM.

  5. #4
    lun471k's Avatar Member
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    I'll give this a try. I'll take screenshots of the results too and report back here if some people are wondering what it looks like.
    Thank you S4000 !

  6. #5
    h0meb0y's Avatar Member
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    Thanks @s4000.

  7. #6
    lun471k's Avatar Member
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    Here's a couple of screenshots. You can see the item name (ie: Ancient Set ...) and on the minimap and map, there's an animated triangle breathing (growing and shrinking).
    thud1.jpg
    thud2.jpg

    Higher resolution available here: Ancient/Primal visual cue THUD. - Album on Imgur

  8. #7
    hurrikane's Avatar Member
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    But how far can you see the item name? On the whole map or do you have to be near it?

  9. #8
    s4000's Avatar Contributor
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    Originally Posted by hurrikane View Post
    But how far can you see the item name? On the whole map or do you have to be near it?
    you need to near it so that thud can detect it

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