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Unauthorized App #3

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Shadowless422 opened this issue Nov 13, 2023 · 5 comments
Open

Unauthorized App #3

Shadowless422 opened this issue Nov 13, 2023 · 5 comments

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@Shadowless422
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When trying to install the build in Overwolf, it stops me from doing that since the app comes from an unauthorized source.

@ntsd
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ntsd commented Nov 13, 2023

Hi @Shadowless422 ,

I am trying to publish this to the store it's under review by the Overwer team.

To install any non-store app you need to get a whitelist as a developer. Then you can Load the app as "unpacked extension".

Read more about getting whitelist: https://overwolf.github.io/start/getting-started/sdk-introduction#get-whitelisted-as-a-developer

Read more about loading unpacked extension: https://overwolf.github.io/start/basic-app/sample-app#5-load-the-app-as-unpacked-extension

@Shadowless422
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Thank you, can’t wait for it to be on Overwolf!

I take this opportunity to ask you the things I wanted to test myself:

  1. What happens if you ping something multiple times?
  2. Does the timer start if your teammates ping an enemy’s summoner spell or ult? I don’t think this would break Overwolf’s or Riot’s TOS since there are other extensions that sync timers between people who have them installed, and this is something similar.

@ntsd
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ntsd commented Nov 14, 2023

Thank you for your interest in this project.

  1. What happens if you ping something multiple times?

Right now it will reset to be full cool down.

  1. Does the timer start if your teammates ping an enemy’s summoner spell or ult? I don’t think this would break Overwolf’s or Riot’s TOS since there are other extensions that sync timers between people who have them installed, and this is something similar.

It will have the same logic no matter whether your teammate or you ping the spells because it reads from chat.

However, I will be waiting for the user feedback to improve the logic so feel free to discuss and tell me what you want for the plugin.

@Shadowless422
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Well, about the behavior when a spell gets pinged multiple times, I think that it would be better if the timer wouldn’t get reset everytime, but only if, say, 30 seconds or less are left because you or others could have pinged the spell after a teamfight, or in general after some time, or maybe the enemy has some source of CD.

Others suggestion I could give you (which ofc are just my personal opinions) are:

  1. When a spell gets pinged, the timer starts 5 seconds in (i.e. Flash 295s instead of 300s). This because there’s generally a delay between the actual activation of the spell and the ping (and it’s better to see it off CD when it’s not than see it still in CD when it’s ready)
  2. On the overlay, it would be nice to lower the timer. Maybe clicking with the left mouse button could lower the timer by 1s, while clicking with the right button could reset the timer (to restart it, you could click again on it after resetting or just ping the spell again).
  3. (In the future, or never, since this would be really complex to do) adjusting the cooldown based on the enemy runes and items. For this to be worth adding there should be at least a way to automatically gather the needed info about the current items and runes (and not update a json by hand every time a rune or item gets updated).

@ntsd
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ntsd commented Nov 14, 2023

@Shadowless422 Thank you for the suggestion I will improve that once the store is approved.

The 1 and 2 are possible.

for the opponent rune, I didn't see an API to get it.

I think just an estimate timer is fine because the ping is not gonna be the accurate time.

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