Torchlight II

Torchlight II

Active Pause
41 Comments
Nicknick 29 Sep, 2021 @ 7:03pm 
This does not work as I expected. Perhaps this is unintended and a bug, but mobs continue to roam around and animations continue if already started. Mobs will ignore the player, but any current projectiles/skills in play will damage the player and minions, even though the player/minions cannot move. I expected this mod to work exactly like the pause during the options menu/ESC key.
doudley  [author] 21 Aug, 2017 @ 6:47pm 
You need to test it for you to understand.
烟花绽放之刻 21 Aug, 2017 @ 1:27am 
暂停
doudley  [author] 12 Jul, 2017 @ 4:02am 
I truly don't know but if it does, I'm not sure how it actually would work since no pausing happens when in multiplayer mode, I think.
Slycan 12 Jul, 2017 @ 12:20am 
Hey great concept, I will have to try this later! Does this work on multiplayer?
doudley  [author] 18 Apr, 2017 @ 11:40am 
Published v.5

Active Pause button will now move to the center of the screen to allow toggling while menu panel(s) is/are opened

Pressing Left/Right Mouse button or any of the quick bar keys can deactive/unpause the Active Pause function
doudley  [author] 14 Apr, 2017 @ 5:23am 
I'll see what I can, next week.
*Yuki* 12 Apr, 2017 @ 6:30am 
You can do some research, if you wish - nobody stops you :grenny:
And then release it with some guidelines for modders about how to add such support in their own UI mods (I think, such behaviour may be handy not only for that mod).
But, if its way complex - nobody forces you, obviosly :ltshaggy:
doudley  [author] 11 Apr, 2017 @ 7:08pm 
Quick Action bar are linked to their respective hotkeys, so yeah, we can capture those keybinds but like you've said, it won't be recognized if the slot is empty or if it is a skill or not. If there's a trick to verify the slots, I think the only way to capture those are by modifying the actual UI (would make this mod to conflict UI mods that modifies Quick Action Bar and is part of the main HUD interface). In a way, you are right, it can be recognized but for a price. I could take a look at it if you want but I'm pretty sure this would mean other players who uses mods with added quick action slots and mods that made changes with the main HUD, won't be able to benefit on this mod.

The logic on to this would be:
Slot is not empty? If true=enable keybind capture. If false=disable keybind capture.
*Yuki* 11 Apr, 2017 @ 9:48am 
hmh... can you give 2 functions for same button?

Just like... we can give same function (unpause game, for example) to few buttons. And these buttons shouldnt only unpause game , but may do anything else .

In other words:
You bind "unpause" function to buttons, that activate skills on hotbar. So - when you press, for example 1, to activate "rush" - it also unpauses game. And, when you rebind keys in settings - you rebind not just button, related to slot in hotbar, but also button, that will unpause game.
Possible problems: buttons, related to empty hotbar slots, may still trigger unpause. But wait, pressing key, when there is no skill/item inside this hotbar slot, does nothing in vanilla game! Maybe there is a trick to verify, if hotbar slot is empty or constains anything?

Or it wont work?
doudley  [author] 11 Apr, 2017 @ 8:40am 
Yup, like i've said. We can only capture UI related elements. A character casting a spell or a monster closing-in, these are live/battle mechanics that are not read by the User Interfaces. Exclusion to this, are defined stats, where game broadcast universally. Example of these stats are Health Points, Charge percentages, Status Ailments, etc...there are also user defined stats that can be called upon by a custom skill, but I think its getting too complicated for the question that you asked.
*Yuki* 11 Apr, 2017 @ 8:13am 
about pausing - I mean:
>You open inventory/press pause key
@
>Now game is paused
@
>Tries to cast any skill on anyone (attack someone/buff uself/summon something)
@
>Game automatically unpauses and skill casts
doudley  [author] 11 Apr, 2017 @ 8:10am 
What do you mean? We can only capture UI related elements like keybinds and menus. Although skill defined dynamic stat can be recognized too by the UI (Active Pause system)
*Yuki* 11 Apr, 2017 @ 8:07am 
btw - can you please reupload it? Booted game now, got old version with cycled esc and such. Unsubscribed, removed mod files, restarted steam, subscribed. Now download of mod is stuck on 0 of 15.6 Kbytes
*Yuki* 11 Apr, 2017 @ 7:14am 
thx so much!

Btw. Is it possible to auto-unpause if any skill being used?
doudley  [author] 11 Apr, 2017 @ 2:41am 
Published v.4

During Quest and Event Dialogue scene, the mod will automatically pauses just like when opening inventory panels.
*Yuki* 10 Apr, 2017 @ 11:18am 
ya, auto-pausing during dialogues should be handy :D
doudley  [author] 10 Apr, 2017 @ 10:37am 
I most probably will implement it because you wouldn't know if the button is on pause or on play without the button on-screen...I made the button's visuals to be hidden on quest, event, and options menus...
doudley  [author] 10 Apr, 2017 @ 10:34am 
Quest windows/dialouges are menus too but they are not menu panels, so best to toggle the active pause button with its hotkey if the button is unclickable or is hidden. I can make this mod to auto pause on quest/event dialogues too if you want.
*Yuki* 10 Apr, 2017 @ 10:09am 
Do quest windows count as menus either? Coz Im planning to free my loadout of safe dialogs ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=139270460 ) now, since this mod exist, but not sure, if it will work :D
doudley  [author] 10 Apr, 2017 @ 8:01am 
Published v.3

The mod will now automatically pause whenever a menu panel is on-screen, whether is on the left side or the right or even if both sides are open. Un-pauses if all of the panels are closed.

No more simulated hotkeys of "In-game options" and "Close All Panels".

Modder's note: I finally pinpointed the issues regarding ESC and SPACE keybinds not activating while all panels are closed. When making a non-visual UI , make sure that you set the menu definition's properties into <BOOL>Pinned:True
*Yuki* 9 Apr, 2017 @ 8:01am 
oh, thats cool :D
doudley  [author] 9 Apr, 2017 @ 8:01am 
There's a translation system in the game that only needs to know which description to be replaced. No need to edit existing files or what not. To include the translations, the file was only given to me by Galandrix, no extra work for me on my part at all. xD
*Yuki* 9 Apr, 2017 @ 7:39am 
ya, I've retyped my comment twice, coz forgot to ctrl+c :/

Btw. Is it hard to make multi-language mods? Browsed your stuff and found, that warbound already avalaible in 2 languages. Did it double your work, or guts has built-in functional for multiple languages?
doudley  [author] 9 Apr, 2017 @ 7:29am 
I get errors posting my comments
*Yuki* 9 Apr, 2017 @ 7:23am 
thanks (steam is really laggy today, for some reason)
doudley  [author] 9 Apr, 2017 @ 7:22am 
Okay, I should do that! :)
*Yuki* 9 Apr, 2017 @ 7:18am 
I didnt call it bad. Moreover - I like this auto-auto-pause. But... For example - if your button is under minimap on right side and you open inventory - you cant see pause button either. Same for very left side.

Maybe its better to auto-pause game ever if only one window opened?
doudley  [author] 9 Apr, 2017 @ 7:10am 
No, nothing like that. I just added that feature, because I thought that if both panels are opened we cannot see the floating button anyway, so why not just make it auto-pause...I can remove it if you want?
*Yuki* 9 Apr, 2017 @ 6:43am 
by the way - why auto-activate only if both panels opened? Did it cause any issues if auto-pausing started to work with each opened window?
doudley  [author] 8 Apr, 2017 @ 11:44pm 
Published v.2

Improved simulated "Close All Panel" and "In-game Options" hotkeys. They will function as intended (just don't tap them rapidly)

Added colored text filter on "Move Active Pause Button" tooltip

Improved mod screenshots/previews :)

*Please be reminded that opening both left and right panels will automatically trigger the active pause function, closing them will disable it.

**Note for other modders: Using a draggable frame will render ESC and SPACE keybind useless if no menu panel is opened.
doudley  [author] 7 Apr, 2017 @ 11:43pm 
You mean the floating/draggable function? Yes, it is possible, there are also text field/form in the UI editor.
Aherin 7 Apr, 2017 @ 4:38pm 
Man this is cool. I had no idea this was possible with GUTS!
doudley  [author] 7 Apr, 2017 @ 9:11am 
I'll probably add that info about the draggable area...no need to thank me, I can't do this without your assistance.
doudley  [author] 7 Apr, 2017 @ 9:09am 
I'll see what I can do. The esc and space has been simulated due to the use of a controller named UI State. If all panels are closed, the simulated esc and space will function and if not, the regular esc and space will function, so the in-game options menu is not a panel but a message box...that could have caused the repetition, I'll investigate on this much further for the next update. Let me know if there's anything you find.
*Yuki* 7 Apr, 2017 @ 9:05am 
yeah, it moves now, ty so much
*Yuki* 7 Apr, 2017 @ 8:59am 
oh, thanks for answer, will try asap. Sorry, wrote wall of text and wasnt able to refresh page :v
*Yuki* 7 Apr, 2017 @ 8:59am 
Suggestions:
1. Im not sure, if its possible, but it may be cool to automatically unpause on usage of potions/skills/scrolls either. E.g - you pause game, select enemy and press skill button. Right now, doing so will affect nothing - time will still be frozen. But, this way, instead of ignoring so, game will be unpaused and your character will cast selected skill or use potion or get hurt by enemies, whatever.
*Yuki* 7 Apr, 2017 @ 8:59am 
At 1st - thanks again, this mod has great potential! Now going to bug reports and suggestions.
Bugs:
1. For some reason, with this mod enabled, "esc" button starts to act as pause button. So - if you normally use it to open and close pause menu (and close other menus), now it will constatly loop pause menu, when pressed (e.g if you have opened pause menu and press "esc" again - it will refresh, but not close. Also usage of esc will trigger pause menu instead of clothing inventory and such either).

Weirds:
1. I have no idea why, but it wasnt possible to move its icon. Am I doing it wrong?
2. When active pause inside of swarm of mobs, it looks not like pause, but like you went invisible for them. E.g they keep moving away and may run for enough distance from you. Which is kinda strange, coz, while pet keeps his animations either, it freezes on place (like if its pinned). Dunno again, is it bug or feature
doudley  [author] 7 Apr, 2017 @ 8:46am 
Before you hover your mouse to the center of play/pause button...a tooltip will appear and tells you "Move Active Pause Button". Basically, the draggable areas are the outer border of the button.
*Yuki* 7 Apr, 2017 @ 3:50am 
thanks! will try as fast as I can, to write my feedback