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Bugs and sugestion

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发表于 2023-10-12 21:42:25 | 显示全部楼层
is this OK?
J42Etc/GMT-8GMT-8000000202310122142051542.png
J42Etc/GMT-8GMT-8000000202310122142179556.png
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发表于 2023-10-12 22:16:36 | 显示全部楼层
2023.10.12.1
1. Added favorite affixes and favorite dungeons filters for Nightmare sigil
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 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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发表于 2023-10-18 10:11:36 | 显示全部楼层
Bobg 发表于 2023-10-18 00:53
Thx for the Dridting shade add.

In the highlight border options. There is a slider to choose betw ...

They are different
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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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发表于 2023-10-19 05:09:41 | 显示全部楼层
Bobg 发表于 2023-10-19 02:33
Ha your message was hidden by the system. But yes is perfect !

-Silent chest map circle have a  ...

1. I hardly found any silent cheast, so I am unable to test it
2. I cannot determine if the monster is a objective
3. There is no more suitable location, but it does not completely covered the contracts, so I believe it can be accepted (I really don't like a or s, it's bad for non English users)

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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; 
                                } 
            } 
        }

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 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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发表于 2023-10-19 17:52:42 | 显示全部楼层
I'm sorry, because Blizzard has banned it, I am currently processing refunds for everyone and it will be stopped soon
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