vincent0955 / visual-metronome Goto Github PK
View Code? Open in Web Editor NEWvisual metronome plugin for runelite
License: BSD 2-Clause "Simplified" License
visual metronome plugin for runelite
License: BSD 2-Clause "Simplified" License
It'd be great if we had the ability to play musical note on each color's tick.
For example the following melody can be used for 1.5t woodcutting: https://music-grid.surge.sh/#2048-0-256-0-0-512-0-1024-0-2048-0-256-0-0-512-0-1024-0-&300&classic
This could also support the ability to play sounds in more complex patterns (2 notes in 1t). Don't think this is currently available in any of the other metronome plugins.
All of this would be kinda odd in a plugin called Visual metronome however this currently is the best metronome implementation.
So we can have multiple different timers? Also ability to increase tick number size on each metronome?
Create a visual metronome above an NPC based on it's ID. For instance above Xarpus I'd want a 4 tick visual metronome. Over another NPC I would want a 5 tick visual metronome. etc. This would maybe require a new plugin but would be heavily requested by many.
I was wondering if its possible to have the visual metronome true tile overlay be compatible with improved tile indicators, or to have it render under the character without overlapping the model, thank you!
Title. I'm not a fan of bright/flashy/cluttery visuals, so I'd love to minimize the clutter by making the tiles' borders/outlines 100% transparent and use transparent fill color in tiles instead. Right now that's possible only for all of 'tick', 'tock', '3rd' -tiles etc., so as of rn I'm unable to see true tile changing color but fill only.
Hi,
Love the plugin, just wondering if a keybind for resetting the tick to 1 (aka the "tick") is possible?
Thanks
Title; Currently the true tile metronome indicator renders in front of the player model. Add a configurable option (or make it the default) to render it behind the player model.
Great plugin, really easy to use and very useful! It would be even more useful if it had more ticks to choose from beyond 4 as end game weapons and content often are 5 or 7 ticks.
Default colors of course would get less distinct if a greyscale is used. Personally if support for more ticks were added I would do "light blue, dark blue, light green, dark green, light red, dark red, black". I don't have any form of colorblindness so I don't know how it would work for that but I think users will be able to set up colors that work for them as the plugin makes it very easy to change the colors of the ticks.
10 ticks is the most of I know for any cycle but for me 7 ticks is large enough spread as if I need to count to 10 I can count to 5 two times.
Hi! Love this mod!
I've noticed, however, that if you increase the tick count to any number above 1 (eg. 3), the number will count from [0, 1, -1] and then return.
Also, it might be nice if the count started at '1' instead of '0'.
Ability to create multiple metronomes would be very nice
Hi there,
Love the plugin! Just wondering if it would be possible to add a feature where the tick counter increases every X ticks, instead of on every tick. My specific use case for this would be for counting olm's attacks which happen in a four tick cycle. So every four ticks the counter would increase to 1...then 2, etc. up to a max number then reset.
Let me know what you think, thanks!
Following on from orlp's request for a enable/disable checkbox, having a checkbox in the configuration is actually slower than just disabling the plugin from the plugins list.
Would you consider adding a button on the sidebar, similar to World Switcher, or Grand Exchange?
I'm not sure if everyone likes having more clutter on their sidebar, but I know that I personally have to search for the plugin regularly to enable/disable it.
Hi, thanks for making the plugin. I was wondering if it was possible to add numbers in/on top of the box indicating which tick of the cycle you're on (e.g. 1 for tick/white, and 2 for tock/black). I work much better with numbers than with colors, and I'd assume it'd help color blind people who prefer a visual metronome as well.
Hi, this seems to have started with today's update (April 17 2024).
When "Show tick number above player" is checked, the counter is now rendered underneath the overhead prayer, making it difficult to read. Verified via recordings from a few days ago where the tick number was being rendered on top of the overhead prayer.
Hey, love the plugin, the Runelite true tile overlay now has a border width option, could visual-metronome respect that setting, or duplicate it in its own settings?
"Show tick number above player" overlaps (numbers are on top of eachother) with attack timer metronome plugin, could this be moveable slightly to combat this?
Title. I'd rather have it go 4 3 2 1 than 1 2 3 4.
I'd like to toggle a setting in "True Tile Overlay Settings" to replace the tile indicator for the true tile metronome with the Corner Tile indicator like the one provided by the hub plugin with the same name
Hey, I like the True Tile Overlay metronome, but I'm not a huge fan of ugly rectangular box sitting there.
Would it be possible to add an option to enable/disable the box similar to how there's an option to enable/disable the true tile overlay?
I'm learning how to 1.5t woodcut teaks at the moment. I feel like adding an option to show half ticks would be useful.
Would it be possible to add configuration to adjust size of metronome above player head.
This should be similar to TOB qol plugin insatnce timers.
https://imgur.com/KZlTyD1
Basically I'd like to be able to have the visual metronome happen on my character's true tile, as in changing its colors every tick isntead of being an infobox I drag around.
Having a hotkey to turn the visual metronome on and off would be useful. Doing TOB, I use it for certain bosses and having a hotkey to turn it on and off would be useful. Or even a hotkey to change profiles from for example a 4 tick to a 7 tick.
Add the ability to quick change the tick metronoome either by a hotkey, or by adding a infobox to the side.
If you lower the number of colors and your tickCounter is greater than your colorCycle / number of colors, the plugin will go to the 10th tick color and get stuck until you disable and re-enable the plugin.
Taking a quick peek, I'm guessing you can alter the if check here , but maybe catching the config change and resetting the tickCounter would be a cleaner long term solution
For example, if I have Tick Count set to 4, the overhead counter will count to for, and the true tile overlay will swap every 4 ticks.
With separate Tick Count variables, one for overhead and one for true tile, I can have the over head count to 4 while maintaining a 1 tick cycle for the true tile.
When you use the tick cycle reset hotkey, along with show metronome tick number, pressing the reset hotkey sets the number back to tick "0" instead of tick "1".
I don't know if there's a specific reason for this. But a case of where going directly to 1 would be useful is for Jad. He attacks every 8 ticks. When he starts the attack animation, it would be ideal to reset the cycle (if you have # of colors set to 8). This would allow you to align the beginning of the animation with the beginning of the metronome cycle. This would make it easier to count the ticks until you have to turn on your overhead.
Hey,
Currently, when you increase the size of the box, it doesn't increase the size of the number. It would be nice if we could increase the size of the number aswell.
It would be greatly beneficial to have two copies of this plugin active at the same time. Or perhaps just allow a 2nd metronome to be created via infobox. Basically mid raid I need to modify the metronome from 4 ticks to 7 ticks and it would be nice to do this is via a hotkey. Or simply have another metronome available.
This is a 2 part suggestion.
1: Split out the Tick-Count between the text/color changes.
Could name these like Text_Tick_Count and Color_Tick_Count
(EG be able to have alternating colors black/white each tick, but the ticks count up to Tick_Count)
2: Be able to set an animation ID that would reset the tick cycle, not just a hotkey
(EG: If currentAnimation = swampPaste+herbMix then reset to 1)
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