Now it looks like a "Deus Ex" game.

Spoiler:
Added to todo list. This will require some amount of rearranging the logics.vapidscum wrote:Intensive Ideas:
- Option to tie the base UI to the frame, or have that behavior without the frame, if that makes sense. Like, have the base move with entities like the frame, not static as it is now. X/Y offsets for that would be cool too.
The problem is, the monster name normally is not displayed when the monster is killed, so there is nothing to change color. The "Kill Confirmed" message is an exception, and it is displayed irregardless of the killed target is pointed at or not. I'd had to change the way how the mod works quite a lot to implement this option. I'll see what I can do - maybe sometimes in the future this will become possible.ate0ate wrote:...make the kill confirmation feature change the color of the monster name upon death?
ThanksDavidN wrote:Astonishing work - love this effect, and I'm beginning to feel something's missing if I'm playing without it
Code: Select all
pipSource = m8f_ts_String.Repeat(pip, 500);
emptyPipSource = m8f_ts_String.Repeat(emptyPip, 500);
Wow I'm really loving this new feature!m8f wrote:- added an option to display bars and info above and below target.
Bit late response, but nice you were able to fix thism8f wrote:thedeathrunner123 wrote:Changelog:
- LegenDoom Legendary monsters are no longer marked overhealed.