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argus [2020/01/27 23:52] – rikudou | argus [2021/07/14 21:11] (current) – rikudou | ||
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- | <html> | + | <WRAP center round alert 60%> |
- | <span style=" | + | This addon requires TensorCore! Make sure you have that installed from the Minion store. |
- | </html> | + | </WRAP> |
====== About ====== | ====== About ====== | ||
Argus is an advanced mechanic detection library that can be incorporated into other addons. Offers useful API that can detect various mechanics across fights. | Argus is an advanced mechanic detection library that can be incorporated into other addons. Offers useful API that can detect various mechanics across fights. | ||
- | Please join my discord if you require support, you can also view other addons created that use Argus here: https://discord.gg/bVABzBA | + | Please join my discord if you require support, you can also view other addons created that use Argus here |
+ | |||
+ | **If you are a new user, please watch this video first:** https://www.youtube.com/watch? | ||
Because the API Argus offers is so powerful, for safety reasons, Argus will not be updated immediately for new raid tiers. Here is how long each type of content will take to update: | Because the API Argus offers is so powerful, for safety reasons, Argus will not be updated immediately for new raid tiers. Here is how long each type of content will take to update: | ||
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====== Coming Soon ====== | ====== Coming Soon ====== | ||
- | Tether detection. Have the offsets reversed, just need to find a place where I can get tethers reliably and finish reversing the functions. | ||
- | |||
Persistent ground effect detection (like toxic vomit from brayflox dungeon) | Persistent ground effect detection (like toxic vomit from brayflox dungeon) | ||
- | ====== | + | ====== |
- | //italics// = type, __underline__ = optional | + | Cones - **cone arc angle** outside |
- | ===== Functions ===== | + | |
- | | + | |
- | | + | |
- | * **'' | + | |
- | * Returns //table DirectionalAOE// | + | |
- | * **'' | + | |
- | * Registers //func// into marker func list, and //func// will get called any time there is an overhead marker added to an entity. Function //func// should be defined with the following arguments: '' | + | |
- | * **'' | + | |
- | * Registers //func// into entity cast func list. This func will get called any time the **server** sends a successful entity cast packet to the client. This means that this function | + | |
- | * **'' | + | |
- | * Registers //func// into entity channel func list. This func will get called any time the **server** sends a packet to the client, that entity has begun channeling. This means that the function | + | |
- | * **'' | + | |
- | * returns //table// with keys '' | + | |
- | local rectWorld = { | + | Torus/ |
- | topleft = RenderManager: | + | |
- | bottomleft = RenderManager: | + | |
- | topright = RenderManager: | + | |
- | bottomright = RenderManager: | + | |
- | }</ | + | |
- | | + | |
- | * Draws a filled circle at **world coordinates** with the specified radius in radians. //U32 Color// can be retrieved from the function GUI: | + | |
- | * **'' | + | |
- | * Draws a filled cone at **world coordinates** an arc angle of //angle// radians and a radius of //radius// radians. //U32 Color// can be retrieved from the function GUI: | + | |
- | ===== Structures | + | ====== Documentation ====== |
- | * **'' | + | API Reference: [[argusdocs]] |
- | * '' | + | |
- | * Circle AOE. | + | |
- | * '' | + | |
- | * Directional Cone/arc AOE | + | |
- | * '' | + | |
- | * Directional Line AOE | + | |
- | * '' | + | |
- | * Cross AOE (new type to shadowbringers, | + | |
- | * '' | + | |
- | * Donut AOE | + | |
- | * **''// | + | |
- | * ''// | + | |
- | * x position of AOE | + | |
- | * ''// | + | |
- | * y position of AOE | + | |
- | * ''// | + | |
- | * z position of AOE | + | |
- | * ''// | + | |
- | * Animation/ | + | |
- | * ''// | + | |
- | * Radius in yalms of aoe | + | |
- | * ''// | + | |
- | * Name of AOE | + | |
- | * ''// | + | |
- | * Unique identifier of AOE | + | |
- | * ''// | + | |
- | * AOE cast type/shape. See Cast Types (above) for more info. | + | |
- | * **''// | + | |
- | * ''// | + | |
- | * x position of AOE | + | |
- | * ''// | + | |
- | * y position of AOE | + | |
- | * ''// | + | |
- | * z position of AOE | + | |
- | * ''// | + | |
- | * Animation/ | + | |
- | * ''// | + | |
- | * Direction the AOE is facing. | + | |
- | * ''// | + | |
- | * Length of AOE | + | |
- | * ''// | + | |
- | * Width of AOE, mostly used for Line AOES. **0 for cones and circles** | + | |
- | * ''// | + | |
- | * Name of AOE | + | |
- | * ''// | + | |
- | * Unique identifier of AOE | + | |
- | * ''// | + | |
- | * AOE cast type/shape. See Cast Types (above) for more info. | + | |
===== Known Overhead Marker Types ===== | ===== Known Overhead Marker Types ===== |