10-07-2015, 11:36 PM
Hey, I figure you guys need a little heads-up.
First, I did get that diagonal shooting arrows working as you can see. But that was something overlooked in the base system. For diagonal-angled 8-pose graphics, you would need the Frank MultiPose script that is in the Paperdoll system. At least I remembered to put it in that script. Still, the newer demo for that version will have the proper updates when I get done.
Second, I went after the player vs companions motion system. That one was a bit more in-depth. Not only did I have to attack the sneak/dash system, but the status ailment on-map system, party rotation system and add some values to the Game_ABS and Game_Companions class so rotations and saved values were possible.
** Oh, companions that are dazzled or blinded... may suffer an optional movement ailment. Like... the player cannot see by being dazzled, but any companion dazzled acts as if confused and waddles about. Blinded players cannot see a darkened screen... but companions get slowed a lot. Sound like a plan? **
And, it was a simple fix to get companions to be fully solid at 255 opacity. My bad. Simple goof on my part... I must have trimmed something out during cleanup (and some things are needing cleaning still).
Now... um... Running my demo, I do not see the issues with Sneak allowing you to walk on impassable tiles such as water. The water around the entire swampland is impassable with sneak. HOWEVER... there may be something you are not aware. The CTRL key, by default, allows one to walk over impassable tiles when in test-play mode. Even the water-impassable system I added for Lycan allows the game developer to walk across them with the CTRL key when test playing. If you set your Sneak system to use the CTRL button, you'll walk on water in test play. BUT... it won't be an issue with an encrypted game.
Getting your companion to act as a bridge when they're dead? I don't know how you did that. Your companion shouldn't be able to cross impassable tiles either, so how did that happen? I mean, you can use $game_companions[index].moveto(x, y) to place them like tiles on the map, but that's about it. (It's covered in the help file under Additional Script Calls).
As to the rest... not yet tested/confirmed/identified/squashed.
Not bad for really getting to this in a day. BUT... I'll probably be tied up with the Weekly Gazette till Sunday. Forum Occupational Hazard. AND... I'll have to rewrite the CHM/HELP file a bit, and add to the credits.
First, I did get that diagonal shooting arrows working as you can see. But that was something overlooked in the base system. For diagonal-angled 8-pose graphics, you would need the Frank MultiPose script that is in the Paperdoll system. At least I remembered to put it in that script. Still, the newer demo for that version will have the proper updates when I get done.
Second, I went after the player vs companions motion system. That one was a bit more in-depth. Not only did I have to attack the sneak/dash system, but the status ailment on-map system, party rotation system and add some values to the Game_ABS and Game_Companions class so rotations and saved values were possible.
** Oh, companions that are dazzled or blinded... may suffer an optional movement ailment. Like... the player cannot see by being dazzled, but any companion dazzled acts as if confused and waddles about. Blinded players cannot see a darkened screen... but companions get slowed a lot. Sound like a plan? **
And, it was a simple fix to get companions to be fully solid at 255 opacity. My bad. Simple goof on my part... I must have trimmed something out during cleanup (and some things are needing cleaning still).
Now... um... Running my demo, I do not see the issues with Sneak allowing you to walk on impassable tiles such as water. The water around the entire swampland is impassable with sneak. HOWEVER... there may be something you are not aware. The CTRL key, by default, allows one to walk over impassable tiles when in test-play mode. Even the water-impassable system I added for Lycan allows the game developer to walk across them with the CTRL key when test playing. If you set your Sneak system to use the CTRL button, you'll walk on water in test play. BUT... it won't be an issue with an encrypted game.
Getting your companion to act as a bridge when they're dead? I don't know how you did that. Your companion shouldn't be able to cross impassable tiles either, so how did that happen? I mean, you can use $game_companions[index].moveto(x, y) to place them like tiles on the map, but that's about it. (It's covered in the help file under Additional Script Calls).
As to the rest... not yet tested/confirmed/identified/squashed.
Not bad for really getting to this in a day. BUT... I'll probably be tied up with the Weekly Gazette till Sunday. Forum Occupational Hazard. AND... I'll have to rewrite the CHM/HELP file a bit, and add to the credits.