#blacklbr display correct icon
1 messages · Page 1 of 1 (latest)
i don't see in the code how it "show to the player".
i only see building a list of active skills
slots is the history of all active skills?
uh huh. contActive is never reset to zero, could be a problem.
ok. so you have a list of available skills and a list of active skills.
the five active skills are the ones being applied and shown on screen.
and at some point the available skills get upgraded and should show a better icon
like... rage enough, rage level goes up.
ok, but the active skill list already has the icons
why make a new list?
i don't see why you need it.
ok, so let's imagine we have only the five skills the player selected.
inside any given skill there is some kind of dictionary<level number, feature list> and the feature list could be more stuff like <power,+1> and <icon,new sprite> ?
yes, as long as they have unique keys.
maybe to keep it simpler you have an dictionary of <level number, icon> and then in code when a level changes you check if there's an icon change at the new level.
that way an artist can assign new icons at any level and can skip the ones where nothing chnages.