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  1. #4741
    Stridemann's Avatar Contributor
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    Originally Posted by TehCheat View Post
    I changed it before your big merge, pretty sure the merge undid what I changed.
    Ok, I see, true.But GitExt said "TehCheat 33 days ago"
    Fixed.

    PoEHUD Overlay Updated
  2. #4742
    mirrorrorrim's Avatar Member
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    Is it possible to have a "Player AOE" option or a way to implement it?

    What i am really interested is Leap Slam range indicator so people wont be clicking outside of the range making character walk first and only then performing the movement skill.

  3. Thanks BloodMagic (1 members gave Thanks to mirrorrorrim for this useful post)
  4. #4743
    BloodMagic's Avatar Banned Authenticator enabled
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    i'm looking for that too.

  5. Thanks ilexgs (1 members gave Thanks to BloodMagic for this useful post)
  6. #4744
    Treasure_Box's Avatar Contributor
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    Chugging away at learning how to make the menu structure.

  7. Thanks Booshy, noneyatemp, toadskin (3 members gave Thanks to Treasure_Box for this useful post)
  8. #4745
    vovochka's Avatar Banned
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    Originally Posted by TehCheat View Post
    It doesn't exist anymore. vmv nuked it because he didn't have the time to support it.
    and where to get the old version?

  9. #4746
    dlr5668's Avatar Contributor
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    Originally Posted by Treasure_Box View Post
    Chugging away at learning how to make the menu structure.
    Not bad at all. Can you release quick version with just chicken ?

  10. #4747
    TehCheat's Avatar ★ Elder ★
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    Pushed an update that adds a notification when the breach lords spawn, and yes it plays the inception sound. You can just download the config/monster_name_alerts.txt file and replace the one in the HUD\config folder, as it's just a configuration file change.

  11. #4748
    Stridemann's Avatar Contributor
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    Originally Posted by Treasure_Box View Post
    Chugging away at learning how to make the menu structure.
    I made a system that allows to add menu items just by adding the Menu attribute, but submenu is not released yet.

    So I have 2 variants how to do it (better):

    The first idea was:
    by path:

    Code:
            [Menu("RootMenu")]
            public ToggleNode HPflask { get; set; }
    
            [Menu("Root Menu/SubMenu 1")] //Sub menu 1 of Root Menu
            public RangeNode<int> APHeal { get; set; }
            [Menu("Root Menu/SubMenu 2")] //Sub menu 2 of Root Menu
            public RangeNode<int> APHeal { get; set; }
    But in this case we should rename both sub menu after renaming the parent. Not conveniently.


    The second is:
    by indicies:

    [Menu("NameOfMenu")] //Simple menu
    [Menu("NameOfMenu", index)] //Can be a parent for some menu
    [Menu("NameOfMenu", index, parent index)]//Parent this menu to other by index of other

    Code:
            [Menu("Root Menu", 0)]
            public ToggleNode HPflask { get; set; }
    
            [Menu("SubMenu 1", 1, 0)] //Sub menu 1 of Root Menu 0
            public RangeNode<int> APHeal { get; set; }
            [Menu("SubMenu 2", 2, 0)] //Sub menu 2 of Root Menu 0
            public RangeNode<int> APHeal { get; set; }
    So we just write the name of menu, then index, then parent index.

    I think the second is better. True?



    Edit:
    So in your case it will looks like this:
    Code:
            [Menu("Auto Log HP Precent", 0)]
            public ToggleNode AutoLog { get; set; }
            [Menu("Auto Log HP Precent", 1, 0)]
            public RangeNode<int> ALPrecent { get; set; }
            
            [Menu("Auto Health Flask", 2)]
            public ToggleNode HPflask { get; set; }
            [Menu("Auto Health Flask", 3, 2)]
            public RangeNode<int> APHeal { get; set; }
            
            [Menu("Auto Mana Flask", 4)]
            public ToggleNode ManFlask { get; set; }
            [Menu("Auto Health Flask", 5, 4)]
            public RangeNode<int> APMana { get; set; }
    Last edited by Stridemann; 12-31-2016 at 12:47 PM.

  12. Thanks noneyatemp, Treasure_Box, toadskin (3 members gave Thanks to Stridemann for this useful post)
  13. #4749
    Stridemann's Avatar Contributor
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    Ok, seems it works fine:



    Code:
            [Menu("Test Root Menu 1", 1)]
            public ToggleNode TestRootMenu1 { get; set; }
    
            [Menu("Test Sub Menu 1-1", 2, 1)]
            public RangeNode<float> TestSubMenu11 { get; set; }
    
            [Menu("Test Sub Menu 1-2", 3, 1)]
            public ToggleNode TestSubMenu12 { get; set; }
    
            [Menu("Test Sub Menu 1-2-1", 4, 3)]
            public ToggleNode TestSubMenu13 { get; set; }
    
            [Menu("Test Sub Menu 1-2-1", 5, 4)]
            public ToggleNode TestSubMenu131 { get; set; }
    
            [Menu("Test Sub Menu 1-2-1-1", 6, 5)]
            public RangeNode<float> TestSubMenu1311 { get; set; }
    Note: Ony ToggleButton can have (draw) submenu's.

    I'm gona release it.

    PS. Also I optimise the functions calling in external plugins.


    Edit: Released.
    Last edited by Stridemann; 12-31-2016 at 03:32 PM.

  14. Thanks Treasure_Box, toadskin (2 members gave Thanks to Stridemann for this useful post)
  15. #4750
    Stridemann's Avatar Contributor
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    I add a new type of node: EmptyNode. It can be used when we only need to make a sub-group of options and don't use ToggleNode that can confuse some users why it doesn't disable some functionality:



    Code:
        public sealed class MySettings : SettingsBase
        {
            public MySettings()
            {
                Enable = true;
    
                SubMenu1 = false;
                SubMenu2 = new RangeNode<int>(0, 0, 10);
                SubMenu3 = new ColorNode(Color.Green);
            }
    
            [Menu("Simple Menu Holder", 0)]
            public EmptyNode MenuHolder { get; set; }
    
            [Menu("Sub Menu 1", 1, 0)]
            public ToggleNode SubMenu1 { get; set; }
    
            [Menu("Sub Menu 1", 2, 0)]
            public RangeNode<int> SubMenu2 { get; set; }
    
            [Menu("Sub Menu 1", 3, 0)]
            public ColorNode SubMenu3 { get; set; }
        }
    Note: No need to initialise EmptyNode, it can be null.

  16. Thanks Treasure_Box, toadskin (2 members gave Thanks to Stridemann for this useful post)
  17. #4751
    Treasure_Box's Avatar Contributor
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    @Stridemann

    Hey thanks, after i pmed you i started to look at PoeHUD.Menu to see what i could do with "child" menus,
    but from what I'm reading this would be bad practice, something about spaghetti code (classes interfacing with methods outside of their scope).
    Last edited by Treasure_Box; 12-31-2016 at 09:17 PM.

  18. #4752
    misterhacker's Avatar Member
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    Happy New Year cheaters.
    I want to thank all those who, through their efforts, contributed to the game looks much more interesting,easy for play.
    If i may ask,whether you are planning in the near future to make PoEHUD x86, DirectX 9 with the same parameters, with the same modes like in PoEHUD x64 DirextX 11?
    PoEHUD x64 have a lot of really great new stuff,but unfortunately,on x64 client version on game,we cant run Path of Exile Autoflask & AutoQuit,because there is no version for x64 client,there is only version Autoflask for x32 version client of games.
    In the hope that someone will answer on my question,i thank in advance
    Sorry for my bad English,English is not my national language

  19. #4753
    gca8NsoK1Fo5XSKvTv7D's Avatar Member
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    Originally Posted by snowhawk View Post
    Did something change that forces all breaches to show up in the preload alerts in all zones (including hideout)? Using the latest public x64 build run from a clean directory.

    Attachment 47638
    You are seeing all the breach preload alerts because you have Vaal Breach equipped.

  20. Thanks TehCheat (1 members gave Thanks to gca8NsoK1Fo5XSKvTv7D for this useful post)
  21. #4754
    TehCheat's Avatar ★ Elder ★
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    Originally Posted by misterhacker View Post
    Happy New Year cheaters.
    I want to thank all those who, through their efforts, contributed to the game looks much more interesting,easy for play.
    If i may ask,whether you are planning in the near future to make PoEHUD x86, DirectX 9 with the same parameters, with the same modes like in PoEHUD x64 DirextX 11?
    PoEHUD x64 have a lot of really great new stuff,but unfortunately,on x64 client version on game,we cant run Path of Exile Autoflask & AutoQuit,because there is no version for x64 client,there is only version Autoflask for x32 version client of games.
    In the hope that someone will answer on my question,i thank in advance
    Sorry for my bad English,English is not my national language
    I don't see the reason to put in the effort to do so. x86 version won't be around forever and it's silly, imo, to put development time into it. I'll keep the offsets, and simple things to port over (like the preload alerts sounds and Breachlord proximity alerts), updated, but I see no reason to put actual development time into it.

    Also, I pushed out an update to the master (x86) branch. I've added all of the Breachlord preloads, new alert sounds, Breachlord proximity alerts, and Breach chest icons. There was some code change, so you'll need to update the exe and grab the files from the config folder to get everything. Or you can just download the full thing and start fresh. Link in signature.

  22. Thanks toadskin, noneyatemp, tsm-evo (3 members gave Thanks to TehCheat for this useful post)
  23. #4755
    misterhacker's Avatar Member
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    Ty TehCheat,i really whish you all the best in new 2017.

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