Shadelight
Queen Bee
Development has been cancelled years ago due to severe burnout. I'd delete the thread completely, but there's no option to do so from what I can see.
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Thanks, but I doubt it'll be released anytime soon. As mentioned above, it's very bare-bones currently. And since it's a solo project, it's gonna take a while.I hope you will get it to working & release soon™
The problem about me is that I have really unique ideas most of the time, but kinda suck at making them real. Surprisingly, I've managed to make the first mob (Astral Sentinel, sprite displayed in the original post) pretty much flawlessly. I have a small problem which is that I can still see his name and health by mousing over him even if I don't see him (aka don't have any lens equipped) - from what I know, there's no way to prevent this from appearing. If I'll find a way, however, I'll use it.This is a VERY unique concept. I am going to keep my eyes on this. Looks awesome so far
You could try to temporarily hide the "Mouse Over" interface layer when the player hovers over the NPC.The problem about me is that I have really unique ideas most of the time, but kinda suck at making them real. Surprisingly, I've managed to make the first mob (Astral Sentinel, sprite displayed in the original post) pretty much flawlessly. I have a small problem which is that I can still see his name and health by mousing over him even if I don't see him (aka don't have any lens equipped) - from what I know, there's no way to prevent this from appearing. If I'll find a way, however, I'll use it.
Hmmm... elaborate please.You could try to temporarily hide the "Mouse Over" interface layer when the player hovers over the NPC.
Here, I figured it out:Hmmm... elaborate please.
namespace SomeMod
{
public class SomeMod: Mod
{
public override void ModifyInterfaceLayers(List<GameInterfaceLayer> layers)
{
bool hideText = false;
//These rects are from Main.DrawMouseOver()
Rectangle MouseRect = new Rectangle((int)Main.MouseWorld.X, (int)Main.MouseWorld.Y, 1, 1);
for (int k = 0; k < Main.npc.Length; k++)
{
if (Main.npc[k].type == NPCID.Bunny)
{
Rectangle NPCRect = new Rectangle((int)Main.npc[k].Bottom.X - Main.npc[k].frame.Width / 2, (int)Main.npc[k].Bottom.Y - Main.npc[k].frame.Height, Main.npc[k].frame.Width, Main.npc[k].frame.Height);
if (MouseRect.Intersects(NPCRect))
{
hideText = true;
break;
}
}
}
if(hideText)
{
layers.Find(x => x.Name == "Vanilla: Mouse Over").Active = false;
}
}
}
}
Hm... how close should the bunny be to the player to hide all text? Or does it not work that way?Here, I figured it out:
This will hide the hover text for every bunny. Of course you could easily change it to use a different condition. It does have side effects though. If the player is hovering over a sign for instance, when a hidden enemy walks by, the sign text will disappear.Code:namespace SomeMod { public class SomeMod: Mod { public override void ModifyInterfaceLayers(List<GameInterfaceLayer> layers) { bool hideText = false; //These rects are from Main.DrawMouseOver() Rectangle MouseRect = new Rectangle((int)Main.MouseWorld.X, (int)Main.MouseWorld.Y, 1, 1); for (int k = 0; k < Main.npc.Length; k++) { if (Main.npc[k].type == NPCID.Bunny) { Rectangle NPCRect = new Rectangle((int)Main.npc[k].Bottom.X - Main.npc[k].frame.Width / 2, (int)Main.npc[k].Bottom.Y - Main.npc[k].frame.Height, Main.npc[k].frame.Width, Main.npc[k].frame.Height); if (MouseRect.Intersects(NPCRect)) { hideText = true; break; } } } if(hideText) { layers.Find(x => x.Name == "Vanilla: Mouse Over").Active = false; } } } }
It hides the text if the cursor is over the bunny. I pretty much just copied the npc finding logic from the vanilla code. If there is text, it will be hidden.Hm... how close should the bunny be to the player to hide all text? Or does it not work that way?
I don't think it's that bad of a tradeoff. Like, who will try to line up the cursor, the mob and a sign/chest/whatever else?It hides the text if the cursor is over the bunny. I pretty much just copied the npc finding logic from the vanilla code. If there is text, it will be hidden.
Alright, thanks, that worked. With this implemented, it's as if the enemy isn't there at all without the lens equipped! This is perfect.It hides the text if the cursor is over the bunny. I pretty much just copied the npc finding logic from the vanilla code. If there is text, it will be hidden.
Ty! Working on it as we speak~Looks promising. Keep up the good work. It'll be interesting to try this out.
I personally don't want to. Other mods add more slots already, I don't want to have less compatibility with them.can you give the Dimensional Lens it's own slot
you could may be ask the person who created the wings slot mod.
I will have multi-dimensional interactions in some enemies, no worries. That also applies to bosses. (when I'll actually start making them, eek)could you add a multi-dimensional black dog monster please?
the black dog could go between terrarian and astral planes.
Hehe, I like the way you think. Similarly to me, actually. There will be placeables that will reveal nearby creatures, as well as an early-Hardmode potion that gives the ability to see into the hidden dimension for 4 minutes. Dunno about a set, we'll see.This seems pretty cool. Like, really cool, actually. Might be nice if as the player dives into the astral progression, they get some new options for how to interact with the unseen world, though. Things like placeable tiles that reveal things in a certain radius, a helmet/armor set that gives the ability to see, and/or a pet that will reveal things...but not everything. Another cool idea might be if there was more than one "other dimension", with different lenses to see into each. That would also open up the possibility of multidimensional enemies (bosses) and items that have different looks and effects depending on the lens used.
Eh...it's your idea, I'm just rambling.