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BltItemName - Printable Version +- Mirage Source (https://mirage-engine.uk/forums) +-- Forum: Mirage Source (Nostalgia) (https://mirage-engine.uk/forums/forumdisplay.php?fid=61) +--- Forum: Archive (2006-2011) (https://mirage-engine.uk/forums/forumdisplay.php?fid=18) +---- Forum: Resources (https://mirage-engine.uk/forums/forumdisplay.php?fid=49) +---- Thread: BltItemName (/showthread.php?tid=2182) |
BltItemName - DarkX - 24-09-2008 Tested on: MS3.0.3, MS3.0.7, & MSE Build 1 and works Ok I liked the way Diablo 2 did the item system, once it's on the ground it has a name highlighted over it. Well, a Item does not techniquely have a moving postion, so there is no need for the xoffset or yoffset, because the item does not actually move on it's own so here is the code for the bltItemCode In modGameLogic, at the bottom add: Code: Sub BltMapItemName(ByVal Index As Long) Code: ' Lock the backbuffer so we can draw text and names Code: 'Draw Item Names Re: BltItem - Mattyw - 24-09-2008 Tested, works on 3.53. =-p Re: BltItem - GIAKEN - 24-09-2008 Why use CLng? Instead you should use CByte. Re: BltItem - DarkX - 24-09-2008 I just used what I am used to with 3.0.3 and MSEBuild1, feel free to modiy or add the blt on hover thing. Re: BltItem - Nean - 24-09-2008 What would be cool, is if when you pushed ALT, the names showed up... ![]() Re: BltItem - Rezeyu - 24-09-2008 So add it, it's easy. Re: BltItem - DarkX - 24-09-2008 Wouldn't finding a the ke code for it then have a check in the gameloop before the code for blting, have it process it if not then continue without Re: BltItemName - Blodyavenger - 25-09-2008 Actualy that additions is realy great. You can add that view in options as well... Re: BltItemName - DarkX - 25-09-2008 I am not aroud my visual basic so do not qoute me on this, but it might work( you do have to make them a public const before you can use them Code: 'Draw Item Names |