Torchlight II

Torchlight II

Target Bar Upgrade
21 Comments
doudley  [author] 14 Aug, 2024 @ 3:13am 
Access keyboard setting to apply a shortcut key for this mod.
Lategame 8 Aug, 2024 @ 10:55am 
How to enable in the game please?
doudley  [author] 6 Jul, 2018 @ 7:17pm 
if Attack Icon is blinking, it means that the enemy is capable of critical strike.

If Defense Icon is blinking, it means that the enemy has a breakable armor/shield.
Luzzifus 12 Mar, 2018 @ 12:17pm 
Hi, awesome mod, I especially like the overhead bar! :genki:
But what does it mean when the attack or defense icon is blinking?
doudley  [author] 1 Jan, 2018 @ 4:14pm 
A keybind will enable the enemy overhead bar. Check keyboard settings for its assignment.
KePe 1 Jan, 2018 @ 11:22am 
How can turn on the overhead bar @ enemys?
doudley  [author] 15 Jun, 2017 @ 9:42pm 
Thanks Fede. Although I wish I can make this to be more but without creating a new texture asset, I cannot sway away from the standard design and possible layouts.
Ings 15 Jun, 2017 @ 5:40pm 
You have my upvote, this has to be the best mod ever
doudley  [author] 26 May, 2017 @ 10:49am 
That's actually very true, I actually thought about it too before when I'm trying the weakness type system to work although I just settled with the weaknesses because these icons look neat and they are not being used by the game. If I'll ever incorporate strength types, I will have to summon my artistic side to create icons of those. ;)
*Yuki* 26 May, 2017 @ 6:53am 
talking about. Maybe, instead of "weaknesses", show actual defence type of enemies (e.g instead of "they are bad against X" show "they are good against Z")? Cuz most of them are "weak" for everything. Or it wont work?
*Yuki* 24 May, 2017 @ 9:13am 
np :ltshaggy: thank you for these fancy and usefull mods :Ageha:
doudley  [author] 24 May, 2017 @ 9:06am 
"overall - you may save space....."

Yes, I agree. It is something to ponder for sure. It will also give me an opportunity to explore other alternative for those spots. Thanks for this! :)
doudley  [author] 24 May, 2017 @ 9:03am 
"why do we ever need separate icons to indicate damage and defence? "

I like this comment of yours, it is possible to disregard the atk and def icons, or use it for other functions
doudley  [author] 24 May, 2017 @ 9:01am 
Oh sorry, I didn't know you have more comments.
doudley  [author] 24 May, 2017 @ 9:01am 
That's a great advice *Yuki*!

If I happen to work around this again, I may revamp overhead target bar.

But for now, what you can see, twas made mindfully on my extent. I designed it to be slim yet informative. It is true that its made by different parts but with practice, you'll see it as a whole. By impression it is critique-able but in my experience with it in-game, turns out to be the practical way to design it. Science to this is, making an in-your-face graphic is good if the layout is solid and crude but if you are doing a floaty-thingy on center screen, it is best to make it loose and thin as possible...makes an overall appearance to be non-intrusive among other elements. Well, that's my take on these stuff anyways.
*Yuki* 24 May, 2017 @ 8:46am 
overall - you may save space, used for attack and defence icons, by using damage and weakness instead of them (no need to say, that this way you wont need to place them twice)
*Yuki* 24 May, 2017 @ 8:45am 
btw - writing this whole wall of text made me think:
why do we ever need separate icons to indicate damage and defence?
I mean... you already made icon for damage type, so - it may be used also to indicate, that near will be listed points of damage dealt. Not sure, that weakness type may indicate defence, but probably there is something, I miss, that may make it look on its place
*Yuki* 24 May, 2017 @ 8:42am 
(in other words - you make one rectangle for whole UI part, with one style and such. Then split it on parts for different stats. This way, unlike how it works now, it will look like one thing, cuz each part will have same style and same size. Right now - as you can see, icons under health bar has less size, than it, plus damage and defence stats are shown completely away of that)
*Yuki* 24 May, 2017 @ 8:42am 
thats what I wanted to know, thanks.

Wont it be better to put stats in 3 lines, but make em shorter?
If someone could ask me, how to do that, I could:
1st line. Level and name, split from eachother with visuals (kinda like it looks in vanilla). Not sure about lvl, actually, cuz some names are way long and will consume all place by themself :/
2nd line. HP bar, with weaknesses and powers, like in your original lurker re-mod (Im about placement). E.g hp bar is a bit smaller (so - will require less refreshes), damage and weaknesses are indicated on sides from it.
3rd line. Damage and defence, split and highlighted by visuals.

Talking about visuals only - in my opinion, only problem of this mod is that this bar looks like its made with different parts, not as one thing. To make it look like better, you may give it same-styled corners and background, plus its all should be in one rectangle
doudley  [author] 24 May, 2017 @ 8:26am 
I'm afraid not, *Yuki*. The overhead display on targeted enemy is a per enemy basis, not to all enemies like in enemy detector mod... you still will need to drink your potion of insight to be able to do so
*Yuki* 24 May, 2017 @ 8:16am 
>Target bar can also be toggled by a keybind to switch it from HUD to overhead display on enemies.

Does it work like enemy detector, or you've found another way?