MXL Sigma: Screenshot Thread

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whist
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Stealthmaster wrote:Btw, whist, does creating new class-specific items mean that all sets now will be restricted to an appropriate class only e.g. all classes except an assassin won't have a chance to use
Witchhunter's Hood
Witchhunter's Hood
Cap (Sacred)

Defense: (2136 - 2611) to (2161 - 2642)
Required Level: 90
Required Strength:
250
Item Level: 1
+(80 to 120)% Enhanced Defense
10% to Strength
10% to Dexterity
Maximum Elemental Resists +1%
Elemental Resists +(31 to 40)%
Physical Resist 5%
(16 to 20)% Bonus to Defense
Requirements -50%
Socketed (4)

Witchhunter's Attire
(Assassin Claw Set)
anymore?


Well, that's a possibility, that's all up to Marco. What I do is coding in functionalities, Marco is the one who's going to put them in real use for the mod release in 95% of cases.
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iwansquall
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hmm, i remembered that laz said something like "you can only code 3 weapons for active skill weapon requirement"


It is still the case?

At least I knew there was some problem with affix or RW.
Something "like warp blade is a crystal sword, but it is not a sword, thus cant use urada RW"
Shank1t
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That's epic!
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BlackZ
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Whist's style fits my taste so hard...
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BlackZ wrote:Whist's style fits my taste so hard...


That statement...
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whist
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Exactly one month without any screenshot, been a little busy :)

Anyways, currently working on the mon desc code. The unit hover code has been finished for a while, except for the mon desc part. Time to finish this. So here we can see the new lifebar style, along with immunities displayed on individual lines (although monsters with more than one immunity are quite rare)
Image

It also gets compacted into one string in the case of immune to all monsters (to avoid un-necessary amount text). There's a little mistake here, the name doesn't display in gold, but whatever.
Image

Anyways this one should have a "boss fight" style bar, so here we go
Image

Also, stuff such as elites, heroics, uber monsters, etc, all have their name colored automatically (this is all set in monstats3.txt). We also have the possibility to define a color for custom monsters or whatever. (still all in monstats3.txt)
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Goddamnit whist, want to play now!
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suchbalance
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Nice looks cool. Also god damn that dunc screen with the 1024x768 res... such an awesome increase to the field of view.

Question: when the res is higher in Sigma does that mean that the sprite limit will be reached more easily, as there is more stuff for the engine to draw per frame?
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whist
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A special hardcoded case for Judgement day quest. This will also tell you whether both avatars are summoned for the bonus quest as a plus.
Image

suchbalance wrote:Question: when the res is higher in Sigma does that mean that the sprite limit will be reached more easily, as there is more stuff for the engine to draw per frame?

In a way yes, but it doesn't seem to happen much more from my tests (it doesn't make that big of a difference).
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Somnus
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It's a stupid question but I'm a bit worried about the lag/max sprites, will it be fixed? (I believe it was all because d2-limited engine, right?)