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.

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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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