gravestench
gravestench
txt files can have static or calculated values. here's an example of a calcstring (from skills.txt, column `EDmgSymPerCalc`): ``` (skill('Lightning Strike'.blvl)+skill('Lightning Bolt'.blvl)+skill('Charged Strike'.blvl)+skill('Lightning Fury'.blvl)) * par8 ``` here is a...
in `d2common/d2data/d2compression/huffman.go`: For compression type 0, `AdjustTree` should be called once for every value written, and only once (in `insertNode`). It's currently called twice (back to back) in `insertNode`
`d2common/d2debugutils` is currently coupled to ebiten, we should probably remove all references to ebiten and use interfaces for `ebiten.Image` and `ebiten.DrawImageOptions`
for struct `ObjectRecord`, we need to enumerate all object functions somewhere. the fields in `ObjectRecord` struct that use these are : ``` OperateFn int // what function is called when...
when hovering over map entities, the hover target (the rectangle you need to hover on) is offset in the y-axis, and so is the displayed text label
The composite animations currently use the default equipment for their respective classes when displayed in the character select screen. in `CharacterSelect.updateCharacterBoxes`, we need to - load the equipped items data...
Need to remove the `IsLoading` flag from `d2core/d2map/d2mapengine.MapEngine` This flag is currently used to prevent concurrent map read & write exceptions when joining a TCP game as a remote client....
currently, the map engine test only supports rendering a single region
We need to find a less-hackey way of unbinding input handlers for screens. "Unbinding" typically happens when we change screens, or remove screens at runtime (eg. switching from main menu...
related to #791. `InventoryItemFactory.loadHeroObjects` currently loads a bunch of random, hardcoded items into the player inventory. We need to load items from the character save file. EDIT: this also applies...