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There are dozens of threads requesting enemy-health-bars, but there doesn't seem to be a way to add them yet. The closest anyone ever got was this mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=139248959&searchtext=floating
But it's also limited to showing the bar of the targeted enemy only.
great mod! keep up the good work!
Sliding Bar for transparency is out of the question, because we have no way of setting or reading values from most widgets. The default ones are handled by hard-coded controllers which cannot be modded or extended. Atm I set my variables through a labyrinth of logic-circuits, which evaluate my added stats, set the button-states accordingly and update the settings once the user has clicked on one of the checkboxes. Apparently there's no easier way, otherwise the slider would've been my choice as well. Plus, the transparency has to be set via a timeline for each value separately, because those are the only ones able to manipulate the properties of UI-Objects but can only take constants as values, not my stat-variables. Having a 0-100-slider would mean having 101 timelines instead of four, even if we were able to properly set and read the values of the widget. Shoving around existing stuff is easy but as soon as you're introducing new settings, it gets very messy. :/
I added an "always show"-option. :)
I won't change the image though, it would be incredibly clunky and would complicate the logic even more (see my answer to DarkXoa).
id love to see an option to make the bars perment
also a sliding bar for the transparency would be nice. i think id like somewhere between 50-75%, but this isnt quite as important
The transparency of the elements can now be configured via a new Options-menu, that can be brought up by pressing CTRL+N (default binding, configurable). This goes for the showing of the target bar as well. :)
Done (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=138527119)
I didn't bother to upload it because someone else alread made a Diablo-Font-mod. I didn't realize that he used a different font though.
@Forte
Yes, just tested it, this should be perfectly configurable via the alpha-parameters. But I still have to find a way to save persistent settings first :/
Yes, writing a mod removing the orbs should be incredibly easy to do, but would then of course influence other UI-Mods since I'd have to edit the hud.layout and pet_hud.layout-files to remove the elements there. I avoided that until now to ensure compatibility with possible hotbar-mods or whatnot. The other possibility would be to re-publish this mod a second time, but with those changes integrated. I don't like that option, because it sounds very invonvenient in the long run to maintain different mods with different settings. I have the same problem with the target-bar, which I would love to make optional once I find out how to add persistent settings to the game without "tainting" the character-save as "mod-only".
I don't really see why they should still be there
if you're able to do that, could you also include in the mod removing the health and mana next to the pet icon?
You can also remove foe's bar (or maybe a way to deactivate it via options or something, if its possible), as long as enemy's health is less relevant than yours and is taking a place in the screen when there is already shown on the top of the scren (in my opinion, enough visible)
I don't know, perhaps as an optional mod (which then just removes the orbs). Because otherwise you didn't have the option of using both this and another UI-mod anymore. They crammed every ingame-menu in ad single .LAYOUT-file, which means that if one mod tries to edit something in some menu, it automatically conflicts with mods modifiying ANY other ingame-ui-element. So the change you're asking for would mean not being able to use e.g. a hotbar-addon once you chose to use this hud. But I'll certainly add the numbers! :)