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Splatoon plugin is an accessibility tool for Final Fantasy XIV. It provides a custom waymark system and allows to create infinite grouped waymarks, labels and actor indicators with pixel precision, enabling player to see important objects and events easier and react to them faster.

License: GNU Affero General Public License v3.0

C# 100.00%
ffxiv dalamud-plugin

splatoon's Introduction

Splatoon

Splatoon plugin has been moved to the following github repository: https://github.com/PunishXIV/Splatoon

Note from developer

Notice of Splatoon project moving to a different repo Dear Splatoon users, I would like to inform you that in a collaboration with Puni.sh third party plugin hosting platform, from this day Splatoon plugin will be published there.

This collaboration will benefit Splatoon in long term and will enable the following possibilities:

  • Dedicated discord channels for community support and creation/enhancement of presets together. It was not feasible for me to moderate public channels but now they will become a thing with the help of Puni.sh administration. Channels will be launched shortly for patch 6.4!;
  • Integration with Puni.sh website, allowing more efficient presets organization in future such as wiki and in-game preset browser/autoloader;
  • More visibility to the plugin, allowing it's user base to expand even further.

What will not change:

  • I'm not transferring this project to another developer(s) or abandoning it. I will continue developing it just like before, without any changes in this regard;
  • You can still use this server or DM if you want a private support from me about any plugin, including Splatoon;

New third party repo URL for Splatoon is: https://love.puni.sh/ment.json. Please refer to these installation instructions if you are not sure how to add it: https://puni.sh/plugin/Splatoon

To ensure seamless transfer, Splatoon plugin will be published and updated in both repos for at least patch 6.4. However, for issues, pull requests or preset submissions, please use new github repo: https://github.com/PunishXIV/Splatoon.

Additionally, I invite you to check other plugins that are hosted at Puni.sh platform. There are many developers that you already know, and I have been developing some plugins over there as well - for example, AutoRetainer which is an all in one solution for managing your retainers.

Puni.sh website where you can browse available plugins: https://puni.sh/

Puni.sh discord where you can get community and developers support for these plugins, as well as receive announcements: https://discord.gg/Zzrcc8kmvy

Puni.sh github: https://github.com/PunishXIV/

splatoon's People

Contributors

archidog1998 avatar irisainsworth avatar kawashironitori avatar kshman avatar limiana avatar zesshi avatar zfxsquare avatar

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splatoon's Issues

Lines disappearing when not in LoS?

i've been noticing this issue for a while and i'm not sure if this is how it's meant to be working ๐Ÿ˜…
does it not draw the lines even if you're not facing the direction of the object you're looking for?

feature request: re-order elements within layout

as it is, the elements seem to render in layers top to bottom within the layout, leading to higher-listed shapes being covered by lower ones
image

I cannot find a way to change the order these are, and deleting/recreating the shape in question is inconsistent with changing the order

feature: simple triggers

  • show after X seconds
  • show between X and Y seconds
  • show after chat message(s)
  • show after chat message(s) for X seconds
  • hide after chat message
  • reset on combat exit
  • reset on territory change

A question about aplatoon

i am a chinese player so maybe my english is poor i try my best to ask this question
6.0 before i use 1.0.2.1 i use splatoon to keep a record about deep dungeon
but 6.0 after 1.0.2.1 is not support to use .so i change 1.0.3.3 ,i copy Splatoon.dll.config to 1.0.3.3โ€˜s โ€™document ,but new Marks are diffdifferent to old mark,can you help me solve this question mr Eternita-S?

Elements are disjointed from where they ought to be.

Splatoon's graphics do not correspond to the things or coordinates they are attached to. As pictured, the green circles are disjointed from their gathering nodes, and their tethers from myself.
These elements move strangely as I do, and apart from it being a little nauseating, it only gives me a "ball-park estimate" of where things are.
I expect in Raids and Extreme content, this would suck a whole lot.

In this example, the red circle is set to follow my position precisely. I am revolving a gathering point. It appears that the inter-relational position of elements is fine (the Locked-On gathering spot's element doesn't move all that much), but their relation to the world are off somewhere between "vaguely" and "horribly". The error increases proportional to distance.

Splatoon version 2.1.1.0
Dalamud version 7.0.0.7 (I think - this was taken from the dropdown in /xldev)

Preset: Island Sanctuary Gathering Nodes

Short description: Exactly what it says on the tin. Displays the name of the node so you can more easily see what's available at a glance. It SHOULD have every node on it (except fish, haven't unlocked the ability to see them yet), let me know if I missed any.

~Lv2~{"Name":"Island Gathering","Group":"","ZoneLockH":[1055],"ElementsL":[{"Name":"Agave","type":1,"radius":0.77,"color":2852126975,"thicc":0.0,"overlayText":"Agave Plant","refActorName":"Agave Plant","onlyTargetable":true},{"Name":"Clay","type":1,"radius":0.77,"color":2852126975,"thicc":0.0,"overlayText":"Clay","refActorName":"Agave Plant","refActorNameIntl":{"En":"Mound of Dirt"},"onlyTargetable":true},{"Name":"Palm","type":1,"radius":0.77,"color":2852126975,"thicc":0.0,"overlayText":"Palm Tree","refActorName":"Agave Plant","refActorNameIntl":{"En":"Palm Tree"},"onlyTargetable":true},{"Name":"Copper","type":1,"radius":0.77,"color":2852126975,"thicc":0.0,"overlayText":"Copper Ore","refActorName":"Agave Plant","refActorNameIntl":{"En":"Bluish Rock"},"onlyTargetable":true},{"Name":"Parsnip","type":1,"radius":0.77,"color":2852126975,"thicc":0.0,"overlayText":"Parsnip","refActorName":"Agave Plant","refActorNameIntl":{"En":"Wild Parsnip"},"onlyTargetable":true},{"Name":"Cotton","type":1,"radius":0.77,"color":2852126975,"thicc":0.0,"overlayText":"Cotton","refActorName":"Agave Plant","refActorNameIntl":{"En":"Cotton Plant"},"onlyTargetable":true},{"Name":"Sap Tree","type":1,"radius":0.77,"color":2852126975,"thicc":0.0,"overlayText":"Sap Tree","refActorName":"Agave Plant","refActorNameIntl":{"En":"Mahogany Tree"},"onlyTargetable":true},{"Name":"Tin Sand","type":1,"radius":0.77,"color":2852126975,"thicc":0.0,"overlayText":"Tin Sand","refActorName":"Agave Plant","refActorNameIntl":{"En":"Submerged Sand"},"onlyTargetable":true},{"Name":"Sugar Cane","type":1,"radius":0.77,"color":2852126975,"thicc":0.0,"overlayText":"Sugar Cane","refActorName":"Agave Plant","refActorNameIntl":{"En":"Sugarcane"},"onlyTargetable":true},{"Name":"Popoto","type":1,"radius":0.77,"color":2852126975,"thicc":0.0,"overlayText":"Popotos","refActorName":"Agave Plant","refActorNameIntl":{"En":"Wild Popoto"},"onlyTargetable":true},{"Name":"Branch Tree","type":1,"radius":0.77,"color":2852126975,"thicc":0.0,"overlayText":"Branch Tree","refActorName":"Agave Plant","refActorNameIntl":{"En":"Tualong Tree"},"onlyTargetable":true},{"Name":"Rock","type":1,"radius":0.77,"color":2852126975,"thicc":0.0,"overlayText":"Rock","refActorName":"Agave Plant","refActorNameIntl":{"En":"Smooth White Rock"},"onlyTargetable":true},{"Name":"Apple Tree","type":1,"radius":0.77,"color":2852126975,"thicc":0.0,"overlayText":"Apple Tree","refActorName":"Agave Plant","refActorNameIntl":{"En":"Island Apple Tree"},"onlyTargetable":true},{"Name":"Pumpkin Seeds","type":1,"radius":0.77,"color":2852126975,"thicc":0.0,"overlayText":"Pumpkin Seeds","refActorName":"Agave Plant","refActorNameIntl":{"En":"Lightly Gnawed Pumpkin"},"onlyTargetable":true},{"Name":"Iron Ore","type":1,"radius":0.77,"color":2852126975,"thicc":0.0,"overlayText":"Iron Ore","refActorName":"Agave Plant","refActorNameIntl":{"En":"Rough Black Rock"},"onlyTargetable":true},{"Name":"Quartz","type":1,"radius":0.77,"color":2852126975,"thicc":0.0,"overlayText":"Quartz Crystal","refActorName":"Agave Plant","refActorNameIntl":{"En":"Quartz Formation"},"onlyTargetable":true},{"Name":"Granite","type":1,"radius":0.77,"color":2852126975,"thicc":0.0,"overlayText":"Granite Rock","refActorName":"Agave Plant","refActorNameIntl":{"En":"Speckled Rock"},"onlyTargetable":true},{"Name":"Salt Crystals","type":1,"radius":0.77,"color":2852126975,"thicc":0.0,"overlayText":"Salt Crystals","refActorName":"Agave Plant","refActorNameIntl":{"En":"Crystal-banded Rock"},"onlyTargetable":true},{"Name":"Laver","type":1,"radius":0.77,"color":2852126975,"thicc":0.0,"overlayText":"Laver","refActorName":"Agave Plant","refActorNameIntl":{"En":"Seaweed Tangle"},"onlyTargetable":true},{"Name":"Coral","type":1,"radius":0.77,"color":2852126975,"thicc":0.0,"overlayText":"Coral","refActorName":"Agave Plant","refActorNameIntl":{"En":"Coral Formation"},"onlyTargetable":true},{"Name":"Cabbage","type":1,"radius":0.77,"color":2852126975,"thicc":0.0,"overlayText":"Cabbage","refActorName":"Agave Plant","refActorNameIntl":{"En":"Partially Consumed Cabbage"},"onlyTargetable":true},{"Name":"Clam","type":1,"radius":0.77,"color":2852126975,"thicc":0.0,"overlayText":"Clam","refActorName":"Agave Plant","refActorNameIntl":{"En":"Large Shell"},"onlyTargetable":true}]}

Feature request: cone element

Having a cone element where the user can define a radius and an angle, and has lines connected to the reference location to mark boss AOEs (i.e. Boss A does a 270 degree cleave, Boss B does a 350 degree cleave, where is it safe? I don't want to aggro this mob in Zadnor/Eureka/Deep Dungeon, where can it see?) and can account for rotation would be nice.

Currently this can be achieved clunkily with circle + multiple line elements, but it doesn't look very good.

API4?

Hello

Will this plugin be updated to API4 eventually?

Feature request:Stroke & Fill & Transparency

The display of the Splatoon waymaker is now somewhat blocked from the player's view. Hopefully the ability to customize the transparency of the warmaker's fill and stroke can be added, and they can all be edited individually. It would be nice to be able to change from one color to another over time to better demonstrate the AOE damage proc time.

[suggestion] Trigger from battle log

Im not sure if this is already something you can achieve with the trigger system you have implemented already, but I haven't been able to get it to work.

E.g. Battle log line reads 'Shiva readies Scythe Kick.' -> overlay 'E8 - Scythe Kick' is enabled.

I know you could probably achieve this with triggernometry and the HTTP API, but something backed in would be good to have.

Suggestion: distance to target as a trigger

Hello

Would be possible to implement distance to target as a trigger?
something like "show layout if at X yalms or closer to target, hide otherwise"

The idea is so it would be possible to color the player's hitbox based on different distances without needing to add rings
"X color on melee distance, Y color on AoE distance, Z color on ranged distance"

[Feature Request] Extend line to edge of hitbox

So one set of elements I've put together recently is 4 lines indicating the border between my target's front, flank, and rear arcs. Lines can only be defined at a specific size, however, which makes those lines extend well beyond the hitbox of smaller target, and end well within the hitbox of larger targets. It would be nice if I could define the angle of the line, either using a straight angle offset or via the existing x, y, z dimensions, but have the length of the line extend to the edge of the target's hitbox, plus or minus radii modifiers (such as adding 3y to it for melee, and possibly adding your own hitbox to it, so it terminates in a circle around the target indicating the target's maximum melee range, for example).

Basic idea would probably be either an alternative line type, or a checkbox under the line options for "scale line length to target hitbox size", which then unlocks sliders for size relative to the target's hitbox (probably as a percentage), and then static size modifiers such as an add/subtract to radius, and then options to increase by your own hitbox size, similar to how circle dimensions can be adjusted.

Auto-attack range is actually 2.1, for preset

Just thought I'd mention this (I've confirmed it via testing), as this actually has come in handy for certain fights where I could just barely be in auto range. With the current preset, it'd show the safe zone as not being in auto attack range, but with 2.1 it shows it actually is (and I could confirm it because I could see the autos coming out). Not too big of a deal but it'd probably just be helpful for users who just copy the preset and don't adjust it.

Feature Request: Donut Element

Currently I'm resorting to drawing faint outer circles to indicate any kind of donut mechanic but being able to fill a donut shaped area would be a lot easier and look a lot nicer than just drawing concentric rings.

Preset: Mining nodes

Short description: Auto highlight mining nodes when miner

Mining Nodes~{"ZoneLockH":[],"Elements":{"1":{"type":1,"refX":-423.61624,"refY":404.81842,"refZ":37.41551,"radius":1.0,"refActorName":"Ephemeral Mineral Deposit","includeHitbox":true,"onlyTargetable":true},"2":{"type":1,"refX":-33.29177,"refY":187.68828,"refZ":46.19365,"radius":1.0,"refActorName":"Rocky Outcrop","includeHitbox":true,"onlyTargetable":true},"3":{"type":1,"refX":-41.830532,"refY":642.8633,"refZ":91.52211,"radius":1.0,"refActorName":"Mineral Deposit","includeHitbox":true,"onlyTargetable":true}},"JobLock":65536,"Triggers":[]}

Feature Request: Advanced Targeting Options

Specific Party Members: Allow to target P2, P3, P4 ... P8

ToT: Modulate targeting to target the original target's target (Eg. Select boss by name but actually target the tank that the boss is targeting)

Target by buff ID: Target all entities that currently have a buff ID matching the one entered. Not sure how practical this is as it may be quite resource intensive.

Preset: Botany Nodes

Short description: Auto highlight botany nodes when botanist

Botany Nodes~{"ZoneLockH":[],"Elements":{"1":{"type":1,"refX":-606.2402,"refY":587.7458,"refZ":-26.279226,"radius":1.0,"refActorName":"Ephemeral Lush Vegetation Patch","includeHitbox":true,"onlyTargetable":true},"2":{"type":1,"refX":20.260473,"refY":-486.41888,"refZ":82.827835,"radius":1.0,"refActorName":"Lush Vegetation Patch","includeHitbox":true,"onlyTargetable":true},"3":{"type":1,"refX":-274.63208,"refY":124.43802,"refZ":16.472086,"radius":1.0,"refActorName":"Mature Tree","includeHitbox":true,"onlyTargetable":true}},"JobLock":131072,"Triggers":[]}

Positioning is offset (usually)

As of today my friend started encountering this issue where it's like Splatoon thinks the world is some amount offset North West of where it actually is ... most of the time. Sometimes as he moves the layouts are correct, but most of the time they are now offset.

Apologies for the horrible censorship, but this is a very clear example.
The big blue arrow is where their character actually is, the small blue arrow is a layout that places a dot under him.
The big yellow arrow is the center of the arena, the small yellow arrow is where the topaz reflections layout drew it.
image

The odd thing is that he uses the same settings and almost identical layouts to me, so checking that it's still all the same, and the coordinates at the top of his -updated- splatoon are accurate ... it's just the layouts I guess.

Restarting the game, reinstalling splatoon, reinstalling splatoon with no config, replacing his config with my own, disabling xivalexander, none of this affected the issue.


In this picture he and I are standing on top of each other, but that white dot that should be under us is off to the side:
image

Whereas my -exact same- layout draws it correctly:
image


Here, we're even in the exact same spot according to the coordinates at the top, and our settings are the same:
image
image

Fixes for previous Presets and some new ones

Sanctity DRK Tether: Slightly better timing and fixed Display Condition

DSR Sanctity DRK Tether~{"ZoneLockH":[968],"DCond":5,"Elements":{"1":{"type":1,"radius":0.0,"color":3372158208,"thicc":5.0,"refActorName":"Ser Zephirin","onlyVisible":true,"tether":true}},"UseTriggers":true,"Triggers":[{"TimeBegin":100.5,"Duration":12.5}],"Phase":2}

Sequential Quake Marker: Better timings, fixed Display Condition and added a tether to help locate Ser Guerrique

DSR Strength Quake 1~{"ZoneLockH":[968],"DCond":5,"Elements":{"1":{"type":1,"radius":6.0,"color":4278190335,"thicc":4.0,"refActorName":"Ser Guerrique","includeRotation":true,"onlyUnTargetable":true},"2":{"type":1,"radius":0.0,"thicc":5.0,"refActorName":"Ser Guerrique","tether":true}},"UseTriggers":true,"Triggers":[{"TimeBegin":35.0,"Duration":8.0}],"Phase":2}
DSR Strength Quake 2~{"ZoneLockH":[968],"DCond":5,"Elements":{"1":{"type":1,"radius":12.0,"color":4278190335,"thicc":4.0,"refActorName":"Ser Guerrique","includeRotation":true,"onlyUnTargetable":true}},"UseTriggers":true,"Triggers":[{"TimeBegin":41.5,"Duration":4.0}],"Phase":2}
DSR Strength Quake 3~{"ZoneLockH":[968],"DCond":5,"Elements":{"1":{"type":1,"radius":18.0,"color":4278190335,"thicc":4.0,"refActorName":"Ser Guerrique","includeRotation":true,"onlyUnTargetable":true}},"UseTriggers":true,"Triggers":[{"TimeBegin":43.5,"Duration":4.0}],"Phase":2}
DSR Strength Quake 4~{"ZoneLockH":[968],"DCond":5,"Elements":{"1":{"type":1,"radius":24.0,"color":4278190335,"thicc":4.0,"refActorName":"Ser Guerrique","includeRotation":true,"onlyUnTargetable":true}},"UseTriggers":true,"Triggers":[{"TimeBegin":45.5,"Duration":2.0}],"Phase":2}

P1 Knockback Tether: Tethers Adelphel when he jumps to help locate where the knockback is coming from

DSR P1 Knockback Tether~{"ZoneLockH":[968],"DCond":5,"Elements":{"1":{"type":1,"radius":0.0,"thicc":5.0,"refActorName":"Ser Adelphel","tether":true}},"UseTriggers":true,"Triggers":[{"TimeBegin":53.0,"Duration":15.0}],"Phase":1}

Marker Placement Helper: Puts lines through the cardinals and intercardinals, a ring around the targeted enemy and a ring in the center of arena to help with placing markers.
Note: Works perfectly in DSR and some other random Savage instances that I tested but I doubt it works in every instance.

Markers~{"DCond":2,"Elements":{"N/S":{"type":2,"refX":100.0,"refY":200.0,"refZ":-3.8146973E-06,"offX":100.0,"radius":0.0,"color":4244635903,"thicc":5.0},"E/W":{"type":2,"refX":200.0,"refY":100.0,"refZ":-3.8146973E-06,"offY":100.0,"radius":0.0,"color":4261413119,"thicc":5.0},"NE/SW":{"type":2,"refX":200.0,"refZ":-3.8146973E-06,"offY":200.0,"radius":0.0,"color":4278190335,"thicc":5.0},"NW/SE":{"type":2,"refZ":-3.8146973E-06,"offX":200.0,"offY":200.0,"radius":0.0,"color":4278190335,"thicc":5.0},"Center":{"refX":100.0,"refY":100.0,"radius":10.0,"thicc":5.0}},"UseTriggers":true,"Triggers":[{"Type":1}]}

Issue: transforming off-screen world coordinates to screen coordinates can result in invalid values

Unfortunately there is a bug in the game function that splatoon relies on which creates big obstacles when it comes to custom shapes, including cones and rectangles. This is also why polygons are not and thing yet and why lines with radius will be distorted when they are crossing corner of the screen.

Using world to screen function on points behind the screen results in such points being calculated to invalid coordinates. Like this:
https://imgur.com/a/4pkgiYL
This is what happens if point of a line is behind the screen. For recording this example I've disabled workaround that fixes this issue, you shouldn't be able to recreate it.
However when it comes to shapes more complex than line I don't know how to transform them to be within visible boundaries. This is what majorly prevents further development of the plugin - even if it is possible to do transformation like this, I don't yet know how.
Example of transformations that needs to be done:
image
On a positive note going just a bit behind the screen does not results in any problems, only relatively far distances will cause problems.

Additional problem is that the transformation must be done with game coordinates, before they have been converted to screen coordinates. So basically we need to transform in-game coordinates that way so when they are converted to screen coordinates they would result correctly cut shape.

Again, at this point of time I don't know how to approach this problem. It would be really good if someone could help me with algorithm.

Auto-Attack range preset is incorrect (or describing the wrong thing).

The preset that displays Auto-Attack range is set to 2.1 yalms. Player Auto-Attack range is 3.1 yalms (as seen in pictures) and has been for quite some time (was changed sometime in HW or SB if I remember correctly).

2.1 Yalm Ring
image

3.1 Yalm Ring
image

However, displaying a ring at 2.1 yalms can still be useful for tanks as that is the Auto-Attack range of most melee enemies and can be used to tell the distance at which an enemy will start moving when you move away from them.

Preset: Multiple presets in one issue because I'm lazy

Short description: 20yalm ring around target for melee gap closers

20y Ring~{"ZoneLockH":[],"DCond":4,"Elements":{"20y Ring":{"type":1,"refX":-588.177,"refY":-840.44836,"refZ":30.110699,"radius":20.0,"refActorType":2,"includeHitbox":true,"includeOwnHitbox":true}},"JobLock":158916411392,"Triggers":[]}

Short description: 3yalm ring around target for GCD range and a 2yalm ring around the target for auto attack range (auto attacks are a large portion of your damage, don't lose them)

Melee Range~{"ZoneLockH":[],"Elements":{"Auto Attack":{"type":1,"refX":-584.84045,"refY":-842.6976,"refZ":30.110699,"radius":2.0,"refActorType":2,"includeHitbox":true,"includeOwnHitbox":true},"GCD Range":{"type":1,"refX":-584.7163,"refY":-842.6814,"refZ":30.110699,"radius":3.0,"refActorType":2,"includeHitbox":true,"includeOwnHitbox":true},"pixel perfect":{"type":1,"Enabled":false,"refX":-594.2895,"refY":-836.6198,"refZ":30.07,"radius":0.0,"refActorType":1}},"Triggers":[]}

Short description: Ground markers for Hydaelyn Ex's Sword attack where you go in intercardinals

Hydaelyn~{"ZoneLockH":[996],"DCond":5,"Elements":{"Cross Marks":{"type":3,"refY":10.0,"offY":-10.0,"radius":0.0,"color":1677721855,"refActorType":2,"includeHitbox":true,"includeRotation":true},"Cross Horizontal":{"type":3,"refY":10.0,"offY":-10.0,"radius":0.0,"color":1677721855,"refActorType":2,"includeHitbox":true,"includeRotation":true,"AdditionalRotation":1.5707964}},"UseTriggers":true,"Triggers":[{"Type":2,"Duration":4,"Match":"gains the effect of heros"}]}

Short description: Marks a 5yalm ring around the adds in Zodiark so that you can find the aoe sweet spot to hit all 4 adds easily

Zodiark~{"ZoneLockH":[993],"Elements":{"Roiling Darkness":{"type":1,"refX":-603.3536,"refY":-842.1655,"refZ":30.019999,"radius":5.0,"refActorName":"Roiling Darkness","includeHitbox":true}},"Triggers":[]}

Feature Request: Freeze Element

Freeze element at time in combat and Freeze element at log message: This would freeze the elements within the layout as they are when this trigger is fired rather than removing them. Would be especially useful with the new cone element.

Preset: DSR Strength Sequential Quake Marker

Displays the Quake markers sequentially instead of all at once. Requires multiple layouts due to all elements appearing when a trigger fires.

DSR Strength Quake 1~{"ZoneLockH":[968],"Elements":{"1":{"type":1,"radius":6.0,"color":4278190335,"refActorName":"Ser Guerrique","includeRotation":true,"onlyUnTargetable":true},"2":{"type":1,"radius":0.0,"thicc":5.0,"refActorName":"Ser Guerrique","tether":true}},"UseTriggers":true,"Triggers":[{"TimeBegin":38.0,"Duration":4.0}],"Phase":2}
DSR Strength Quake 2~{"ZoneLockH":[968],"Elements":{"1":{"type":1,"radius":12.0,"color":4278190335,"refActorName":"Ser Guerrique","includeRotation":true,"onlyUnTargetable":true}},"UseTriggers":true,"Triggers":[{"TimeBegin":42.0,"Duration":2.0}],"Phase":2}
DSR Strength Quake 3~{"ZoneLockH":[968],"Elements":{"1":{"type":1,"radius":18.0,"color":4278190335,"refActorName":"Ser Guerrique","includeRotation":true,"onlyUnTargetable":true}},"UseTriggers":true,"Triggers":[{"TimeBegin":44.0,"Duration":2.0}],"Phase":2}
DSR Strength Quake 4~{"ZoneLockH":[968],"Elements":{"1":{"type":1,"radius":24.0,"color":4278190335,"refActorName":"Ser Guerrique","includeRotation":true,"onlyUnTargetable":true}},"UseTriggers":true,"Triggers":[{"TimeBegin":46.0,"Duration":2.0}],"Phase":2}

feature request/bug?: screenshot visibility

Not sure if this is an XIV, Dalamud, or Splatoon thing, but I would like to take HUD-less screenshots with the elements drawn by Splatoon being visible to help make visual guides for friends. Currently, taking an XIV screenshot does not capture the splatoon elements (though the elements appear on the PrtSc grab as expected -- other plugins, like JobBars, can appear in native XIV screenshots). Similarly, going into HUD-less mode removes all drawn splatoon elements, which then can't be captured in any way.

If possible, it'd be nice to be able to force splatoon to draw elements while in HUD-less mode (toggle on/off?). That way PrtSc can grab a capture of the screen that can then be used for guides and such. If any of the below are possible, I think it'd be a nice boon.

  • splatoon elements appear in hud-less mode (PrtSc capture)
  • splatoon elements can be captured by native XIV screenshot
  • splatoon elements appear in hud-less mode and can be captured by native XIV screenshots

Also Splatoon is like my favorite plugin, thanks for the hard work! ๐Ÿ˜ƒ

Preset: DSR Sanctity DRK Tether

Locates the DRK (Ser Zephirin) with a tether during Sanctity of the Ward for use with the DRK Relative strat

DSR Sanctity DRK Tether~{"ZoneLockH":[968],"Elements":{"1":{"type":1,"radius":0.0,"color":3372158208,"thicc":5.0,"refActorName":"Ser Zephirin","onlyVisible":true,"tether":true}},"UseTriggers":true,"Triggers":[{"TimeBegin":102.0,"Duration":10.0}],"Phase":2}

ground-relative width option for `line between two fixed coordinates`

for a given line relative to object position there is 2 ways to configure the width of the line:

  • thickness is camera-relative, meaning that the line always has the same width on screen, regardless of the perspective from which you look at the line. this is useful for visibility
  • radius is ground-relative, meaning that the line looks like a rectangle painted on the ground. this is useful for precise positioning

would be nice if we could have a ground-relative width option for line between two fixed coordinates as well

feature: add option to zone lock elements

zone locking elements might be a nice feature to have? i was trying to set up a layout for fishing locations and created a element for the kholusian legendary fish which was fine, but when i went to the tempest to setup the marker for the legendary lancetfish i noticed that it was still placing the kholusia marker somewhere in tempest so i would need to make multiple zone locked layouts but i dont really want to have to make multiple layouts for each element that is in different zones so the option to zone lock each element would be nice for this. i know what i was trying to do is a bit extra and not needed but this might be nice in other situations too but i have no idea how hard it would be to add this while still allowing the ability to zone lock a whole layout.

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