09-20-2012, 05:37 AM
Action Battle System update # 1242-whatever.
The Lycan ABS is proceeding okay. And before you ask, yep... missile attacks are already 8 directionally possible. I first wanted to touch up the knock-back jump system. One thing that most of them in ABSs do is they forget that you may jump back off a cliff and into another passable area on the map. Well, I got a start on that. In fact, the system will now take how far you are supposed to be knocked back and stop you if you hit a wall. Likewise, I re-introduced my recoil system, so you shoot a gun and you get knocked back yourself.
For the Ranged missile system, I added the boomerang feature for both Spells and Weapons. Boomerangs are fun, and making a fireball that returns? Hahaha. If the target tries to dodge it and moves back... BOOM! Not saying the enemy will, but it's possible. THEN... I reintroduced the weapon spread system to ranged attacks. That means you can have a gun that sprays out more than one shot and they spread out. Think.... Shotguns. Or a magic missile system that fires a good wide spread into multiple targets. After that, I worked for some time to re-introduce the explosion system. Unlike MrMo's, I did not make a separate Skill_Explode class. Most of the work is still within Game_Range_Base. Hell, it was almost nothing! Actually, my rewriting a lot of this made it smaller in size than MrMo's was from the beginning, and it was fairly easy now I've studied and redesigned it.
After all was said and done, I finally decided to re-add the Ranged ITEMS system I created as an add-on for MrMo's ABS back some time ago. Obviously, it's a mirror system to the Ranged Skills system, so it didn't take long to code. About 30 minutes to copy/paste the entire Range_Skills class, change every instance of skill to item and apply damage with the effect_item method rather than effect_skills. Remade the Scene_Item class modeled after Scene_Skill, and of course adding item hotkeys. Again... a lot of code basically cut n paste and altered. But didn't take long in the whole scheme of things so you can have thrown grenades or exploding ranged potion effects.
The Lycan ABS is proceeding okay. And before you ask, yep... missile attacks are already 8 directionally possible. I first wanted to touch up the knock-back jump system. One thing that most of them in ABSs do is they forget that you may jump back off a cliff and into another passable area on the map. Well, I got a start on that. In fact, the system will now take how far you are supposed to be knocked back and stop you if you hit a wall. Likewise, I re-introduced my recoil system, so you shoot a gun and you get knocked back yourself.
For the Ranged missile system, I added the boomerang feature for both Spells and Weapons. Boomerangs are fun, and making a fireball that returns? Hahaha. If the target tries to dodge it and moves back... BOOM! Not saying the enemy will, but it's possible. THEN... I reintroduced the weapon spread system to ranged attacks. That means you can have a gun that sprays out more than one shot and they spread out. Think.... Shotguns. Or a magic missile system that fires a good wide spread into multiple targets. After that, I worked for some time to re-introduce the explosion system. Unlike MrMo's, I did not make a separate Skill_Explode class. Most of the work is still within Game_Range_Base. Hell, it was almost nothing! Actually, my rewriting a lot of this made it smaller in size than MrMo's was from the beginning, and it was fairly easy now I've studied and redesigned it.
After all was said and done, I finally decided to re-add the Ranged ITEMS system I created as an add-on for MrMo's ABS back some time ago. Obviously, it's a mirror system to the Ranged Skills system, so it didn't take long to code. About 30 minutes to copy/paste the entire Range_Skills class, change every instance of skill to item and apply damage with the effect_item method rather than effect_skills. Remade the Scene_Item class modeled after Scene_Skill, and of course adding item hotkeys. Again... a lot of code basically cut n paste and altered. But didn't take long in the whole scheme of things so you can have thrown grenades or exploding ranged potion effects.