I think I remember that in the Diablo 2 not randomly generated maps, but had the same map made in various ways, and then He selected randomly 1 for example:
Durance of Hate Level 1-1
Durance of Hate Level 1-2
Durance of Hate Level 1-3
Durance of Hate Level 1-4
Durance of Hate Level 1-5
It generates a random number from 1 to 5, the number that decides which map out Durance of Hate Level 1 is loaded in the game.
Obviously would have many types of map, but I remember that on more than one occasion I've run into the same map (same structure)
how I can increase the value of menu-> inv-> currency MenuStash from a button? In MenuStash.h i put class MenuManager and in private
I put in the header (MenuStash.h) and the necessary classes and corresponding header in MenuStash.cpp.
It gives me error or warning in the compilation, but when I press the button to increase the value of the game breaks, it must be because you lack something yet to add to MenuStash or so it seems.
If, too, but I mean apart by the above, in hardcore only have one life, if you die, your game is over, you can die instead softcore 10 times to try to kill an enemy and get your drop, if that drop you share in the stash, Have any valor for the hardcore character?
So I put it in separate stashs, being two different game types, I think the characters should have their own hardcore and softcore stash their own independent stash.
I use Visual C + + 2010 Express, you moved the files. H libs to compiler include folder?
I use libs(SDL,SDL_main,SDL_image,SDL_mixer and SDL_ttf) for 32-bit architecture (x86), I don`t know because the 64 bit do not work.
I too use Windows 7 64-bit.
I tried with that, but doesn't work, because loadTitles catch title "Brute" for Physical Stat primary. When i deleted titles.txt it worked
I think I remember that in the Diablo 2 not randomly generated maps, but had the same map made in various ways, and then He selected randomly 1 for example:
Durance of Hate Level 1-1
Durance of Hate Level 1-2
Durance of Hate Level 1-3
Durance of Hate Level 1-4
Durance of Hate Level 1-5
It generates a random number from 1 to 5, the number that decides which map out Durance of Hate Level 1 is loaded in the game.
Obviously would have many types of map, but I remember that on more than one occasion I've run into the same map (same structure)
i can add this "patch", you can close the thread :)
Good idea!
Yes, i,m trying add gold storage in stash, only for test new adds to source, here i have one ss
Works this way:
- Add "currency" to stash.txt
- 2 WidgetButton, X Green Withdraw gold storage and add gold to inventory currency and X Blue Deposit gold of inventory to stash
- 1 WidgetInput (Here i need one to get integers and set integers)
But it is only a test, I want to see how they would work these things, I like to "touch" in the code and see what new things come out xD
P.D: Good idea saved money into form of gems
how I can increase the value of menu-> inv-> currency MenuStash from a button? In MenuStash.h i put class MenuManager and in private
I put in the header (MenuStash.h) and the necessary classes and corresponding header in MenuStash.cpp.
It gives me error or warning in the compilation, but when I press the button to increase the value of the game breaks, it must be because you lack something yet to add to MenuStash or so it seems.
If, too, but I mean apart by the above, in hardcore only have one life, if you die, your game is over, you can die instead softcore 10 times to try to kill an enemy and get your drop, if that drop you share in the stash, Have any valor for the hardcore character?
So I put it in separate stashs, being two different game types, I think the characters should have their own hardcore and softcore stash their own independent stash.
Greetings!
I am not registered in Github, if you can add it manually if you want in the next version of my perfect :)
mods/fantasycore/engine/font_colors.txt
# hardcore color name
hardcore_color_name=255,64,64 (I like more this Red (menu_penalty XD))
GameStateLoad.cpp
label_name[slot]->set(label.x, label.y, name_pos.justify, name_pos.valign, stats[slot].name, font->getColor("hardcore_color_name"), name_pos.font_style);
is so much better, thanks for the idea :)
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