Alexander Egorov
Alexander Egorov
- [x] Make the labels highlightable with mouse hover - [x] Implement clicking behavior on the labels (the same as clicking on loot directly) - [x] Layout the labels so...
- [x] attack and weapon - [x] get hit - [x] death - [x] init - [x] taunt - [ ] neutral - [ ] footsteps
- [ ] trigger footstep sound periodically, disregard animation timeline - [ ] take into account dt1 sound index - [ ] depends on the unit and equip
Currently, resources required to build the world are loaded lazily during the act building process (WorldBuilder, LevelBuilder classes). The goal is to split the process into two steps: - Load...
Currently, whole world is simulated every frame. It's not feasible to compute when all levels will be created. Also, CollisionMap will not fit into the memory. Need to do: -...
Grouped description : If the property has a value in dgrp that indicate a group it is in, there is 2 groups : 1) all attributes (STR / ENE /...
- [ ] Use descPositive in `Item.DescribeProperty` (descFunc 15). - [ ] Use descPositive in `Item.DescribeProperty` (descFunc 13). cc @giviz
Currently, magic affixes are selected just randomly from a list of available affixes. But each affix has a frequency. The real issue is that some affixes have a frequency of...
Otherwise, an item can have both affixes in the same group and something like `Fox` and `Mammoth` so `+31 to Life` and `+11 to Life`. Those affixes are mutually exclusive...