[8.0] UpgradeRareRecipe menu

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  1. #1
    JarJarD3's Avatar Contributor
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    [8.0] UpgradeRareRecipe

    Plugin to show rare items that are eligible for Upgrade Rare Item Canai's Cube recipe.

    Core logic relies on the fact that rare level 70 "item code" is same as upgraded legendary "item code".
    To see which "item code" to use, I replaced default THUD HoveredItemInfoPlugin with logic to print "item code" instead of item level etc.

    UI code has been patched up from different THUD default plugins or my own I don't remember exactly where.

    Changes:
    2019-01-31 Initial version, should be ok now.

    DOWNLOAD:
    [C#] UpgradeRareRecipe rev 915 - Pastebin.com updated 2019-01-31

    [C#] UpgradeRareRecipe rev 913 - Pastebin.com updated 2019-01-31

    INSTALL:
    Create folder JarJar under plugins folder and save downloaded plugin there.

    Requires configuring using following code example in your PluginEnablerOrDisablerPlugin.cs!
    Code:
    Hud.RunOnPlugin<Turbo.plugins.JarJar.DefaultUI.UpgradeRareRecipe>(plugin =>
    {
        plugin.ItemTypes = new string[] {
            "MightyWeapon1H",
            "MightyWeapon2H",
            "Sword",
            "Sword2H",
        };
    });
    See source code for details and configuration.
    Last edited by JarJarD3; 01-31-2019 at 10:55 AM. Reason: New version 915

    [8.0] UpgradeRareRecipe
  2. Thanks johnbl, Razzko (2 members gave Thanks to JarJarD3 for this useful post)
  3. #2
    Saah's Avatar Member
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    640 exceptions (errors)

  4. #3
    JarJarD3's Avatar Contributor
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    Originally Posted by Saah View Post
    640 exceptions (errors)
    Yeah, I noticed that if you do not configure it you get exceptions.
    That will be fixed soon.
    But without a configuration it will show nothing, as It can not guess what items somebody wants to see.

  5. #4
    Saah's Avatar Member
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    yes, it worked, now i can see it working as intended.

    One minor thing i noticed, it does display the border around an item in inventory, (especially visible for non-keep grayed items, which is fine, as i can enable that item in pickit as well), but that yellow border is not displayed for items in the stash, it works only for items that are in the inventory. Personally, i dont rely on that border, because pickit's keep not graying it, which is enough. but it is cool, so i know, why exactly it is picked up - for the crafting, because of a border, so it became a bit more advanced plugin. I like it, thanks.

  6. #5
    JarJarD3's Avatar Contributor
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    For leveling process somebody might actually keep rare yellow items in stash, I can imagine for example for new players.

    For me those items that are going to be cubed are processed quite soon and most important marker is the highlighted border to remind not to salvage them (after you have picket them up).
    I never put them into stash, or if I do so there will be no mistake why there are yellow items in my stash.
    But it is easy to highlight them in stash as well and I try to add an option for that soon...

  7. #6
    Razzko's Avatar Active Member
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    Since you're also trying to optimize your crafting material usage via pickup... do you think it's possible to mark certain rare items on the gameview/map/minimap? This is something I've thought about for a while but no idea how to code it or whether it's possible.

    The bigger problem with picking up yellow items for me is choosing which ones to pick up. Picking up everything isn't really an option since I don't want to TP twice in a rift ever, I just never pick up yellow items instead. But with a marker for them, I would.

  8. #7
    JarJarD3's Avatar Contributor
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    I will try to investigate it, there is a lot of code how to highlight items in minimap...

    EDIT: It seems that I have already coded that, you just have to configure it like below.
    This example only shows rare Mighty 1h/2h weapons and 1h/2h swords in minimap and in inventory.
    Code:
    Hud.RunOnPlugin<Turbo.plugins.JarJar.DefaultUI.UpgradeRareRecipe>(plugin =>
    {
        plugin.ItemTypes = new string[] {
            "MightyWeapon1H",
            "MightyWeapon2H",
            "Sword",
            "Sword2H",
        };
    });
    Is there a problem with configuration, I just thought that "item.SnoItem.SnoItemType" is the thing that distinguishes item types A-OK.

    Without configuration it highlights everything to show that it (kind of) works!!!
    Last edited by JarJarD3; 02-08-2019 at 04:10 AM.

  9. Thanks Razzko (1 members gave Thanks to JarJarD3 for this useful post)
  10. #8
    Razzko's Avatar Active Member
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    Oh yeah, I just noticed those little pulsing yellow dots on the minimap are actually for the rare items I have configured it for. They don't come up on the big tab map though, but this is already cool as is (now that I know it's there, at least).

    Perhaps this is a feature worth advertising, though

  11. #9
    JarJarD3's Avatar Contributor
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    This plugin works using same principles as original THUD ItemsPlugin.
    Item "visibility" seems to be about 50 yards, so they disappear from the map if you move farther away.

    You can play with RareKeepDecorator configuration if you want different map shape.
    Currently it uses the same pulsing CircleShapePainter as ItemsPlugin.
    There is also at least RotatingTriangleShapePainter that is more prominent.
    And you can have item label under it as well.

    Example of LegendaryDecorator from ItemsPlugin.
    Code:
    LegendaryDecorator = new WorldDecoratorCollection(
        new GroundCircleDecorator(Hud)
        {
            Brush = Hud.Render.CreateBrush(192, 235, 120, 0, -2),
            Radius = 1.5f,
        },
        new GroundLabelDecorator(Hud)
        {
            BackgroundBrush = Hud.Render.CreateBrush(160, 0, 0, 0, 0),
            BorderBrush = Hud.Render.CreateBrush(0, 0, 0, 0, 0),
            TextFont = Hud.Render.CreateFont("tahoma", 7, 255, 235, 120, 0, true, false, false)
        },
        new MapShapeDecorator(Hud)
        {
            ShapePainter = new RotatingTriangleShapePainter(Hud),
            Brush = Hud.Render.CreateBrush(255, 255, 160, 0, 3),
            ShadowBrush = Hud.Render.CreateBrush(96, 0, 0, 0, 1),
            Radius = 8,
            RadiusTransformator = new StandardPingRadiusTransformator(Hud, 333),
        }
        );

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