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Bugs and sugestion

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发表于 2023-10-12 05:32:25 | 显示全部楼层 |只看大图 回帖奖励 |倒序浏览 |阅读模式
Hi,

Bugs:

- Aspect not showing in the Off-Hand (Sorcerer/Focus)

Sugestion:

- Ability to gray out all elements that do not match any filter. Like with the JackCeparou plugin Troubadour.
- For the sigils, the same thing as the blacklist but for our favorites.  Like highlighting the one you choose in a list without any bad afix from the blacklist. Those have 0 match with all list remain normal. Which will allow them to be checked manually.

Otherwise, for the moment everything is working fine!

Thanks

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沙发
 楼主| 发表于 2023-10-12 13:24:49 | 显示全部楼层
need to added a 'Positive' list as their favorite?Just like the following


Yes and by their name exactly same as the blacklist plugin. My idea is more to be able to sort the sigils by their farming tier. Example of a tier list in maxroll.gg "https://maxroll.gg/d4/tierlists/nightmare-dungeon-tier-lists#solo-experience-farming-header".

For example to highlight the T1 and T2 dungeons without bad afix.

This will allow us to differentiate which sigils we need to dismantle and which ones need to be keep more quickly.

So do exactly like the blacklist plugin with all the dungeon names but to choose the favorites one.  Display with an colored border on the sigils in the inventory or with an specific icon.



In writing this:

"My idea is more to be able to sort the sigils by their farming tier. Example of a tier list in maxroll.gg "https://maxroll.gg/d4/tierlists/nightmare-dungeon-tier-lists#solo-experience-farming-header"

This gave me the idea to add an option to display the tier letter directly on the sigils in the inventory. In the same way as the ILVL.





Do you mean item filters?
Yes, the logic explened "https://raw.githubusercontent.com/JackCeparou/Troubadour/main/_Core/Extensions/InventoryGreyOut.cs"

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板凳
 楼主| 发表于 2023-10-12 16:59:26 | 显示全部楼层
In the "NightmareSigil" plugin, in the list of the afixes, I think "Resource Burn" can be removed because it was deleted during the season.

For the highlight sigil you cant just use the same code of the "Dungeon blacklist" plugin ? And for the Render.GetTexture use another SupportedTextureId.

Sigil check
if favorite = 1
if aflix blacklist = 0 & dungeon blacklist = 0
render


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地板
 楼主| 发表于 2023-10-12 17:50:37 | 显示全部楼层
本帖最后由 Bobg 于 2023-10-12 18:06 编辑

Highlight the positive sigil by its dungeon name and not by the affix.

Like highlighting this one, if there is no blacklisted affix in it: Domhainne Tunnels, Hoarfrost Demise, Immortal Emanation, Mariner's refuge, Sarat's Lair, Uldur's Cave.Or juste delete the blacklist by name and replace it with a favorite list. Because personally I don't blacklist any dungeon names. Just the affixes.
There is no reason to blacklist specific dungeons. On the other hand, there is a prioritized dungeon meta



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5#
 楼主| 发表于 2023-10-17 06:09:22 | 显示全部楼层
本帖最后由 Bobg 于 2023-10-17 09:22 编辑
TurboHUD 发表于 2023-10-12 22:16
2023.10.12.1
1. Added favorite affixes and favorite dungeons filters for Nightmare sigil

Thanks you ! Works like a charms.

Its possible to add the afix "Drifting Shade" the the TrapAndHazardHighlight ? On ground and on map.
A nice thing to add too, especially with the new patch which automatically dismantles objects. An option to display dismantle drops on the map and the world. Like the veilled crystal or what you want

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 楼主| 发表于 2023-10-18 00:53:32 | 显示全部楼层
Thx for the Dridting shade add.

In the highlight border options. There is a slider to choose between 5 border line presets.
Is it possible to use it for texture? For example changing between different textures of a plugin option on the map or on the ground.
If yes, it would be possible to share an example of your actual line script usable in user script for some test ?
Thanks you! Time to Season2!

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 楼主| 发表于 2023-10-19 02:33:06 | 显示全部楼层

Ha your message was hidden by the system. But yes is perfect !

-Silent chest map circle have a wrong xyz:


-Is it possible for the MonsterByRarity plugin to add another categprie of mobs. So that the objective monsters are differentiable. For example for the Slay all monster mission or even the objectives in the open world where you have to kill X number of a specific mobs. In the game they are marked in red on the map.

-The position of the ItemPower ilvl needs to be changed because it hides important information.


-It is possible to add the option of adding an "a" or an "s" in front of ancestral or sacred objects. For colorblind people like me.

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 楼主| 发表于 2023-10-19 10:48:35 | 显示全部楼层
本帖最后由 Bobg 于 2023-10-19 15:09 编辑
TurboHUD published on 2023-10-19 05:09
1. I hardly found any silent cheast, so I am unable to test it
2. I cannot determine if the monst ...
Need to remove the backround of the regen per second on the glob life. it hides the top of life.
[url=https://ibb.co/xgYf5SD][/url ]

For the Ilvl I found it more readable with the old font (And all the lower tier low tier now be auto dismentle). For the location normally you could just add +X pixel to move it up to the top of the yellow improvement diamonds. Or maybe a few pixels lower. To try.

For the chest the bug was present on free h4d and I fixed it like that:

[C#] 纯文本查看 复制代码
 public ILineStyle SilentChestLineStyle { get; } = Render.GetLineStyle(200, 255, 255, 0); 
        public ITexture SilentChestIcon { get ; } = Render.GetTexture(SupportedTextureId.UIStash_4029005773, 128); 


//* *******// 


    public float SilentChestSize { get; set; } = 4.0f; / / Silent Chest - Icon size on map 
    public float SilentChestWorldCircleSize { get; set; } = 1f; // Silent Chest - World Overlay Circle Size 
    public float SilentChestMapCircleSize { get; set; } = 30f; // silent chest - Minimap circle radius size 
    public bool SilentChestOnMap { get; set; } = true; // Silent Chest - Check box to turn on/off the Map icone and circle 
    public bool SilentChestOnGround { get; set; } = true; // Silent chest - Check box to turn on/off the Ground Circle 
                        
                                
//** ******// 


                _resplendentChestOnMap = AddFeature(nameof(_resplendentChestOnMap), "Resplendent chest on map") 
            .AddBooleanResource(nameof(ResplendentChestOnMap), "Icon on map on/off" , 
                () => ResplendentChestOnMap, v => ResplendentChestOnMap = v) 
            .AddFloatResource(nameof(ResplendentChestSize), "Icon size on map ", 
                1.0f, 11.0f, () => ResplendentChestSize, v => ResplendentChestSize = v) 
            .AddFloatResource (nameof(ResplendentChestMapCircleSize), "Map circle radius size", 
                1.0f, 100f, () => ResplendentChestMapCircleSize, v => ResplendentChestMapCircleSize = v) 
            .AddFloatResource(nameof(ResplendentChestMapCircleStrokeSize), "Map circle stroke size", 
                1.0f, 1 00f , () => ResplendentChestMapCircleStrokeSize, v => ResplendentChestMapCircleStrokeSize = v) 
            .AddBooleanResource(nameof(ResplendentChestOnGround), "Circle on ground on /off", 
                () => ResplendentChestOnGround, v => ResplendentChestOnGround = v) 
            .AddFloatResource(nameof(Resplen dentChestWorldCircleSize ), "Icon size on ground", 
                1.0f, 11.0f, () => ResplendentChestWorldCircleSize, v => ResplendentChestWorldCircleSize = v ); 
                                
                                
//********// 


                if (_resplendentChestOnMap.Enabled && layer == GameWorldLayer.Map) 
                {
            var chests = Game .GizmoActors.Where(x => x.World.WorldSno == Map.MapWorldSno && x.GizmoType == GizmoType.Chest && x.ActorSno.NameEnglish is "Resplendent Chest"); 
            var size = Game.WindowHeight / 100f * ResplendentChestSize; 
            foreach (var chest in chests) 
            { 
                switch (layer) 
                { 
                    case GameWorldLayer.Ground when ResplendentChestOnGround: 
                        if (!chest.Coordinate.IsOnScreen) 
                            continue; 
                                                
                        ResplendentChestLineStyle.DrawWorldEllipse(ResplendentChestWorldCircleSize, -1, chest.Coordinate, strokeWidthCorrection : ResplendentChestWorldCircleSize); 
                                                ResplendentChestIcon.Draw(chest.Coordinate.MapX - ( size / 2), chest.Coordinate.MapY - (size / 2), size, size, sharpen: false); break; 
                                                case 
                                GameWorldLayer.Map: 
                        if ( !chest.Coordinate.IsOnMap) 
                            continue; 

                        ResplendentChestLineStyle.DrawEllipse(chest.Coordinate. MapX, chest.Coordinate.MapY, ResplendentChestMapCircleSize, ResplendentChestMapCircleSize, strokeWidthCorrection: ResplendentChestMapCircleStrokeSize); 
                        ResplendentChestIcon.Draw(chest.Coordinate. MapX - (size / 2), chest.Coordinate.MapY - (size / 2), size, size, sharpen : false); 
                        break; 
                                } 
            } 
        }

J07Etc/GMT-8GMT-8000000202310191507408156.png (16.14 KB, 下载次数: 131)

J07Etc/GMT-8GMT-8000000202310191507408156.png

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9#
 楼主| 发表于 2023-10-19 15:31:39 | 显示全部楼层
For the font Finally, the contrast is correct. It is only for non sacred or ancestral gear that the font is not glow. I just didn't notice
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