Started work on new update
Added some small new map generation features Added "NPCs" and "Quests" (atleast a first experiment for them) Added magic compass to make search for stairs leass annoying Added mostly visual season and weather effects
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19 changed files with 1324 additions and 253 deletions
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@ -183,6 +183,9 @@ char* getItemName(int itemID, int countLevel){
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case ITEM_WIZARD_SUMMON: sprintf(currentName,"%d Wizard Summon", countLevel); return currentName;
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case ITEM_DRAGON_EGG: sprintf(currentName,"%d Dragon Egg", countLevel); return currentName;
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case ITEM_DRAGON_SCALE: sprintf(currentName,"%d Dragon Scale", countLevel); return currentName;
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case ITEM_BOOKSHELVES: sprintf(currentName,"%d Bookshelves", countLevel); return currentName;
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case ITEM_MAGIC_DUST: sprintf(currentName,"%d Magic Dust", countLevel); return currentName;
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case ITEM_COIN: sprintf(currentName,"%d Coins", countLevel); return currentName;
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case TOOL_BUCKET:
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switch(countLevel){
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case 1: return "Water Bucket";
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@ -190,6 +193,7 @@ char* getItemName(int itemID, int countLevel){
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default: return "Empty Bucket";
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}
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case TOOL_BOW: return "Bow";
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case TOOL_MAGIC_COMPASS: return "Magic Compass";
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default: return ""; // null
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}
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}
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@ -287,8 +291,11 @@ char* getBasicItemName(int itemID, int countLevel){
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case ITEM_BONE: return "Bone";
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case ITEM_DUNGEON_KEY: return "Dungeon Key";
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case ITEM_WIZARD_SUMMON: return "Wizard Summon";
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case ITEM_DRAGON_EGG: return "%d Dragon Egg";
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case ITEM_DRAGON_SCALE: return "%d Dragon Scale";
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case ITEM_DRAGON_EGG: return "Dragon Egg";
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case ITEM_DRAGON_SCALE: return "Dragon Scale";
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case ITEM_BOOKSHELVES: return "Bookshelves";
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case ITEM_MAGIC_DUST: return "Magic Dust";
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case ITEM_COIN: return "Coin";
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case TOOL_BUCKET:
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switch(countLevel){
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case 1: return "Water Bucket";
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@ -296,6 +303,7 @@ char* getBasicItemName(int itemID, int countLevel){
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default: return "Empty Bucket";
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}
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case TOOL_BOW: return "Bow";
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case TOOL_MAGIC_COMPASS: return "Magic Compass";
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default: return ""; // null
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}
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