Whoops, sorry, code #11, not that it really makes any difference to you. By the way bourne, do you mind if I look at the code to determine which scenarios give which objects? It's helpful because a lot of the time I would spend time trying to get codes (Earth Day scenario, for example) to be rewarded with nothing but trees. If you don't want me looking at the .txt files to do this, that's fine, it's just be nice to know if I am allowed to.
Well, I can't determine where to find bunnies just from that, I look at Objects.txt, find bunnies with object ID 55, then look for o55 in UnlockBundles, so when you say that, do you mean I'm allowed to look at Objects.txt too? If so, thanks!
Hey, bourne, I've just realized how it was so easy for you to tell who was cheating:
To get the rabbits you need to get at least 5 achievements in Airborne Defense, which is why it's so hard, and you can obviously tell whether a certain user has gotten the required amount by viewing their achievements. According to that, you should be the only user that has unlocked rabbits legit, although RUMMAKER and I are both only an achievement away.
I agree, but for every "like", you must store some sort of identification for that user of whose property you are liking. It would cut into the memory available under UserInfo quite a bit. I will think on it more to see if I can come up with anything. But there definitely would have to be a limit on how many likes you can give.
It gave me this: KTJFSZXJ
And deciding what unlocked what isn't that hard, as shrucis1 said, it's in the Objects.txt file you read from and the UnlockBundles.txt
It might be that he has already entered the code? Maybe instead of just saying that a code is invalid, it should specify that the item has already been unlocked?
@inigmo-drago-10, as I stated earlier, you get them from the pacman scenario.
Now I understand what you meant bourne, and I can tell you try to do a lot of them by theme, i.e, you get the ghosts from pacman because the enemies are ghosts, and you get the skeleton from isometric after you kill a skeleton, but you're right, deciding which would give whta does seem like it'd be hard, as a lot of your scenarios have somewhat similar themes.
As for Builderboy's idea, I agree that it is a good idea, although in the code it seems you just did that for convenience, bourne.
int ID = CodeGenerator.getID(inputtedCode)
if(ID == -1 || ID > maxCodes || ThisUser.hasUnlocked(ID))
Also, it sort of discourages cheaters, because if you've already put in some codes, then generate a whole bunch, it would be confusing telling which codes you haven't used.
There, I inputted the code again and it unlocked it this time. Maybe I had a typo earlier? Seems unlikely as I tried entering it several times earlier.
You can find out by looking at the text files. But part of it is barrels
A new version of this scenario was uploaded on Sat Jan 25 21:30:32 UTC 2014
New towns should appear correctly (when average population density is 7 or more). Entering a previous code no longer gives Invalid Code message. Bug fix: Window title should fit within the Sell Confirmation Window.
A new version of this scenario was uploaded on Fri Jan 31 20:51:09 UTC 2014
Added an in-scenario Help/Info Window that contains information from the orginal scenario description. (Accessed from the "Help" button at top of scenario)
A new version of this scenario was uploaded on Wed Feb 12 23:30:51 UTC 2014
More items/codes
A new version of this scenario was uploaded on Mon Mar 10 19:04:23 UTC 2014
Bug fix for entering a code you have already entered would increment number of unlocks (locally), and add the items to the item selections another time, within the property editor. Now entering a code you have already entered will still display the rewards without these side effects.
Ah, checking out this site after a long time away.
How do I buy a property? I don't see any sale signs anywhere, are all the plots already claimed?
What about the two other towns?
@drhorriblejr, Each town has 9 properties. One or two may be filled. On a less populated town you can scroll around on the map and find a property that has a sale sign.
Ah well it doesn't take forever to do that now... and I am going to add some stuff to my new property :D
A new version of this scenario was uploaded on Wed Mar 12 19:21:00 UTC 2014
Trying out bigger screen
A new version of this scenario was uploaded on Wed Mar 12 19:52:23 UTC 2014
Improved town rendering with bigger screen
A new version of this scenario was uploaded on Wed Mar 12 22:03:49 UTC 2014
Improvements on bigger screen. Bug fix for selling then claiming the same lot again, characters would not walk around.
Even though it seems that bourne isn't around here anymore, I couldn't help but mention that I managed to get 12/10 rooms. I got enough codes to unlock 10 rooms but I kept on typing in that same code and I was able to build more rooms. I then saved the new rooms that I built so that I built a total of 12 rooms when I should only be able to build 10.
There is no code (I'm assuming, unless this is on purpose) checking if a password was typed in already before saying that there are new things unlocked and adding them.
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