10-09-2012, 04:07 AM
Actually, it's one to split a party into smaller parties. Take for example the default party you get with RPGMaker XP. The script can let you split the party in twain, and have two parties: One of Aluxes and Gloria while the other is of Basil and Hilda. You should be able to toggle between the parties with a key unless that feature is disabled or turned off. And both parties would normally be able to use all items in the ITEM list. One of the original versions was posted by RPG Advocate and is in this forum.
Surely a better version could be made. However, I find that it's a little cheat that both parties can use all the items in the item bag. I mean party 1 finds a blessed blade and you switch to party 2, only so the hero in party 2 can equip the blade. The only way I see it working properly (without cheating like that) was if every actor has his/her own personal grab bag. But that would mean a lot o' code so each player has their own '$game_actor.gain_item(id,number) command.
In the meantime, another Lycan update.
One of the things I did with MrMo's ABS Ultimate was to enhance the visual accuracy of the characters when making an attack. This is a system I just coded back into the LycanABS.
In most ABSs made with the RPGMaker series, the player presses an attack key and the actual 'hit' takes place on the target. But at that same time the player character's animation only just begins. But it doesn't look right if the character only just started his swing but the target was already hit and knocked back. Hence, my delay system. It lets you put in a small timer value into the attacks so you press attack and the character begins his swing. After a little 'cycling' (hopefully timed to co-incide with the animations), the actual strike occurs.
Of course, there are default values if you don't want to bother, and setting the values to '0' lets it act like it would before I added the feature.
The next thing I did was to reintroduce compatibility and functionality of Near Fantastica's View Range system, or at least from Version 2 Beta that I worked on up. This lets the enemies see you as long as you're not behind a barrier like a wall. They will only see you if they're facing you and not hidden behind something solid enough to impede their vision. However, this feature can be disabled 'per enemy' so some enemies may ignore this feature altogether. It makes individual enemies visually detect their targets slower but more accurately, so adding an on/off switch for this was planned WAY ahead. ^_^
And one more thing added today was the friendly fire system. I had to make it work slightly different from the way I did it with MrMo's ABS because I included individual companion IDs into the hate group system. But now it's built into the Update_Hit method I created so ... one method rules them all. Works fine. If a player hits an enemy target that wasn't aggressive to the player because the player wasn't in the hate group, the player will find himself IN the enemy's hate group and now a viable target. Same goes for the companions.
Fun stuff.
Now I don't know what next to add. Treasure drop redux? Wall of flame effects? Automatic weapons? Splatter and gore?
Surely a better version could be made. However, I find that it's a little cheat that both parties can use all the items in the item bag. I mean party 1 finds a blessed blade and you switch to party 2, only so the hero in party 2 can equip the blade. The only way I see it working properly (without cheating like that) was if every actor has his/her own personal grab bag. But that would mean a lot o' code so each player has their own '$game_actor.gain_item(id,number) command.
In the meantime, another Lycan update.
One of the things I did with MrMo's ABS Ultimate was to enhance the visual accuracy of the characters when making an attack. This is a system I just coded back into the LycanABS.
In most ABSs made with the RPGMaker series, the player presses an attack key and the actual 'hit' takes place on the target. But at that same time the player character's animation only just begins. But it doesn't look right if the character only just started his swing but the target was already hit and knocked back. Hence, my delay system. It lets you put in a small timer value into the attacks so you press attack and the character begins his swing. After a little 'cycling' (hopefully timed to co-incide with the animations), the actual strike occurs.
Of course, there are default values if you don't want to bother, and setting the values to '0' lets it act like it would before I added the feature.
The next thing I did was to reintroduce compatibility and functionality of Near Fantastica's View Range system, or at least from Version 2 Beta that I worked on up. This lets the enemies see you as long as you're not behind a barrier like a wall. They will only see you if they're facing you and not hidden behind something solid enough to impede their vision. However, this feature can be disabled 'per enemy' so some enemies may ignore this feature altogether. It makes individual enemies visually detect their targets slower but more accurately, so adding an on/off switch for this was planned WAY ahead. ^_^
And one more thing added today was the friendly fire system. I had to make it work slightly different from the way I did it with MrMo's ABS because I included individual companion IDs into the hate group system. But now it's built into the Update_Hit method I created so ... one method rules them all. Works fine. If a player hits an enemy target that wasn't aggressive to the player because the player wasn't in the hate group, the player will find himself IN the enemy's hate group and now a viable target. Same goes for the companions.
Fun stuff.
Now I don't know what next to add. Treasure drop redux? Wall of flame effects? Automatic weapons? Splatter and gore?