10-11-2012, 03:49 AM
Whoops. My bad. I just remembered that bit when someone else asked about party splitting and you helped out by mentioning that system. And I sure agree that individual bags per member would be good. Gotta set up a way to transfer from member to member though, right? Fun....
Now for the Lycan ABS update for the week. Yeaah.... like I'm likely to only talk about it once a week. It took a lot of effort to split up my ABS system so triggers and reactions have a scheduled delay. It may be pointless for those who wish to use it and not want a delay. Meh, they can just set the delay values to '0' if they want. I think the delay works great. If done right, it gives the game a more professional feel.
I added the Splatter and Gore feature that GI Jim / UnrivaledNeo requested some time ago. Now a blood spray can issue from a monster, greenish black blood spray from a zombie or dull white shards from a skeleton. On top of that, a ghost can die and leave a puddle of ectoplasm behind for a time. Oooo... pretty.
My enhanced treasure drop system has also been readded. Now an enemy can leave a corpse for you to search when it dies, or it drops off individual trinkets around where it dies. My personal favorite is how they drop from above like how the treasure drops in the old PC game, Diablo.
I finally added the automatic weapon system. It isn't much... but it's so much fun to fire 50 bullets in 5 seconds!
After that, I had an issue. I wanted to add my auto-attack system. This enabled you to click on an enemy to attack, and after he moves to the target... he starts to attack automatically until either the enemy or you die, or the enemy moves away from the attack. I wrote it initially for MrMo's and that used SDK version 1.5 But before you ask.... I am not switching over to the SDK. I... uh... just snagged the Game_Player class from it for a bit of a basis. It's hardly a big change to the Game_Player class code I wrote, but my code for Game_Player is pretty big for the pixelmovement system anyway.
And lastly, I started working on the Spell Barriers system today. It's an interesting system for those who don't know. If you want to throw up a wall of stone in front of you so dangerous foes have to wait, you can. You can also throw out a wave of flaming death and send it in front of you if you want to clean out a hallway full of ghouls. Whether the barrier is static or moving forward, whether it is solid or the player can walk through it, it is a difficult system to re-introduce. Well... not THAT hard. But I'm being careful and I'm trying to use a cleaner bit of coding than I had before.
Not bad, eh?
Now for the Lycan ABS update for the week. Yeaah.... like I'm likely to only talk about it once a week. It took a lot of effort to split up my ABS system so triggers and reactions have a scheduled delay. It may be pointless for those who wish to use it and not want a delay. Meh, they can just set the delay values to '0' if they want. I think the delay works great. If done right, it gives the game a more professional feel.
I added the Splatter and Gore feature that GI Jim / UnrivaledNeo requested some time ago. Now a blood spray can issue from a monster, greenish black blood spray from a zombie or dull white shards from a skeleton. On top of that, a ghost can die and leave a puddle of ectoplasm behind for a time. Oooo... pretty.
My enhanced treasure drop system has also been readded. Now an enemy can leave a corpse for you to search when it dies, or it drops off individual trinkets around where it dies. My personal favorite is how they drop from above like how the treasure drops in the old PC game, Diablo.
I finally added the automatic weapon system. It isn't much... but it's so much fun to fire 50 bullets in 5 seconds!
After that, I had an issue. I wanted to add my auto-attack system. This enabled you to click on an enemy to attack, and after he moves to the target... he starts to attack automatically until either the enemy or you die, or the enemy moves away from the attack. I wrote it initially for MrMo's and that used SDK version 1.5 But before you ask.... I am not switching over to the SDK. I... uh... just snagged the Game_Player class from it for a bit of a basis. It's hardly a big change to the Game_Player class code I wrote, but my code for Game_Player is pretty big for the pixelmovement system anyway.
And lastly, I started working on the Spell Barriers system today. It's an interesting system for those who don't know. If you want to throw up a wall of stone in front of you so dangerous foes have to wait, you can. You can also throw out a wave of flaming death and send it in front of you if you want to clean out a hallway full of ghouls. Whether the barrier is static or moving forward, whether it is solid or the player can walk through it, it is a difficult system to re-introduce. Well... not THAT hard. But I'm being careful and I'm trying to use a cleaner bit of coding than I had before.
Not bad, eh?