05-16-2014, 05:39 AM
Time for a
BUMP!
to Version 6.6
BUMP!
to Version 6.6
First off, I performed some cleanup and changes to all six classes within the Ballistics section. Not much was changed save for some cleanup and the creation of new methods within the Game_Ranged_Base class which are used throughout most of the other classes. If it weren't for the extensive amount of comments within, the page would be even smaller than it is now.
While nearly all methods within still have the same names, only six of note were changed, mainly for naming conventions. Two of these were the methods 'abs_through_target' (now 'is_through_target?') and 'abs_dead_companion?' (now 'is_dead_companion?') from the Game_Ranged_Base class, It was done this way to give a more standardized look as it is inquiring if a companion was dead or etc. The 'get_all_explode' method in both Game_Ranged_Base and Game_Landmine has now become the 'explode_all_object_range' method, aptly renamed as it is only used to detect objects in an explosive radius. And the 'set_engaged' method was renamed 'set_engaged_enemy' as a matching ''set_engaged_actor' method was created. Finally, the 'blow' method in Game_Landmine was renamed to 'explode' to mimic the name of a like method within Game_Ranged_Base.
Ballistics Code Changes
After that, I began tackling the code in the Game ABS engine code once again. Like before, this was to make some of the methods cleaner by subdividing them with smaller components. Like I did with the ballistics section, I added a routine into the page that handles most general routines (aka Pg 1, General Routines). This routine is called 'update_range_attack?' and is a method used in various enemy and player melee and skill attack systems. It checks to ensure that the attacker is facing his target and that the target is in range of his attack.
The section that covers enemy handling systems had the coward checking and respawn systems made smaller by having it execute subroutines themselves. These separate routines cycle through enemies and companions for their related check and delay systems. Meanwhile, I altered some methods that handled some of the enemy behavior routines. They weren't changed bigtime, but had marginal changes to make the methods appear cleaner and more concise.
For the Player control section, I altered the attack melee routine that actually performs strikes upon enemies and companions by creating two new smaller routines that handles their strikes.
ABS Engine Changes
And though it is not within the actual ABS Engine code, a new method was added within the Game_ABS_Companion class, a part of the Game Code page. This method, update_melee_attack_decision, performs in the same way as the 'update_range_attack?' method in the Game Engine. However, it doesn't have to check facing. Before each attack, the companion always turns to face the target. Automatics are nice.
However, two methods were lightly touched to make them appear cleaner. They handle traps and scouting actions.
Game Code Changes
And that's it!