09-29-2012, 04:49 PM
Time for a Lycan ABS W.I.P. update:
Well, I re-included my weapon ammunition system into my ABS and did a bit of trimming to it. You can now use an assortment of 'arrows' for a single bow and have some that can explode on contact. Yes boys and girls, you can go 'RAMBO' and have his warhead tipped arrows. I haven't put in automatic weapons or my delay reaction system, but the weapon system works just fine. It even recognizes enemies you can walk through as viable targets rather than having the bullets fly through them. Actually, I had them go through... so one arrow killed 5 ghosts in a straight line, but I fixed that.
I had to work on the explosion system. Make it work a bit better so the central explosion used one animation effect for the blast while the guys in the blast took their own smaller animated hit. With that, I had to come up the math so everyone in the blast was knocked away from the center of the explosion. Of course, they were restricted by the impassable system I put in place so they don't cross impassable boundaries. Fun stuff.
I re-instituted my companion commands system so a pop-up dialog shows when you walk up to a companion to talk and give that one a particular order. It pretty much mirrors how I did it with MrMo's, so it has the same feel. Along with that, I added the companion PET system so you can have following pets (kitty cats... dragons... pikachu...). And you can set up the pets so some commands don't work with them. Like, your pets cannot be issued a 'destroy' command.
The system now works with Guillaume777's MultiSlot Equipment system, my own MultiSlots and even Fomar0153's Two Weapons system, so you can have your player perform attacks with two different weapons. The attack can be seen first with the weapon in the right hand, and then the next will be the left handed weapon. Along with the cosmetics, it also reads the type of damage from the second weapon. Again, this was a feature I wrote for MrMo's... and reinstituted.
And for those hoping it would be included, yes... MOUSIE support! Point n click on the location and you move there as long as you have it and Near Fantastica's v1 Pathfinding. Point-n-click movement only works with 4 directional movement (not 8 directional), and is only tile-based. So don't expect the player to move pixelbased with the mousie system even if you have pixel movement turned on. Pixel movement will work with if it is turned on while having mousie plugged in, but only works with the keyboard system.
Well, I re-included my weapon ammunition system into my ABS and did a bit of trimming to it. You can now use an assortment of 'arrows' for a single bow and have some that can explode on contact. Yes boys and girls, you can go 'RAMBO' and have his warhead tipped arrows. I haven't put in automatic weapons or my delay reaction system, but the weapon system works just fine. It even recognizes enemies you can walk through as viable targets rather than having the bullets fly through them. Actually, I had them go through... so one arrow killed 5 ghosts in a straight line, but I fixed that.
I had to work on the explosion system. Make it work a bit better so the central explosion used one animation effect for the blast while the guys in the blast took their own smaller animated hit. With that, I had to come up the math so everyone in the blast was knocked away from the center of the explosion. Of course, they were restricted by the impassable system I put in place so they don't cross impassable boundaries. Fun stuff.
I re-instituted my companion commands system so a pop-up dialog shows when you walk up to a companion to talk and give that one a particular order. It pretty much mirrors how I did it with MrMo's, so it has the same feel. Along with that, I added the companion PET system so you can have following pets (kitty cats... dragons... pikachu...). And you can set up the pets so some commands don't work with them. Like, your pets cannot be issued a 'destroy' command.
The system now works with Guillaume777's MultiSlot Equipment system, my own MultiSlots and even Fomar0153's Two Weapons system, so you can have your player perform attacks with two different weapons. The attack can be seen first with the weapon in the right hand, and then the next will be the left handed weapon. Along with the cosmetics, it also reads the type of damage from the second weapon. Again, this was a feature I wrote for MrMo's... and reinstituted.
And for those hoping it would be included, yes... MOUSIE support! Point n click on the location and you move there as long as you have it and Near Fantastica's v1 Pathfinding. Point-n-click movement only works with 4 directional movement (not 8 directional), and is only tile-based. So don't expect the player to move pixelbased with the mousie system even if you have pixel movement turned on. Pixel movement will work with if it is turned on while having mousie plugged in, but only works with the keyboard system.