11-11-2012, 07:19 PM
It's the Ghost of the Lycan Updates!!!!
Sure, I posted The Lycan ABS, but I'm still looking into tweaks and cutting my code down to size. My last bump in its own thread boasted a little fix and that I got it to work with Charlie Fleed's CTB in the same project. That was just a matter of changing a couple of lines in the RPG::Sprite initialize method (for those of us scripters).
Now, I cut a good amount of code from my Game_Player code which relieves me of some problems I had with Forced Move flags generated by the 'Move Route' event command. Charlie Fleed's demo has a common event that gives certain actor characters a 'non animated' appearance while he doesn't need to alter the charset in any way. Previously, that froze my player if the game was set to the player could use pixelmovement. Now, that malady has been cured.
Just in case, I wanted to make sure that the player sprite still used tile-based movement if you used the 'Move Route' command, and reset it back to pixelmovement afterwards. So I needed to create a toggle within the code that turned it on/off, otherwise a pixelmovement move route player ran about the screen like The Flash on crack. Thankfully, my togglesystem works. It would so suck if using the 'Move Route' command turned it off and didn't reset it back.
Sure, I posted The Lycan ABS, but I'm still looking into tweaks and cutting my code down to size. My last bump in its own thread boasted a little fix and that I got it to work with Charlie Fleed's CTB in the same project. That was just a matter of changing a couple of lines in the RPG::Sprite initialize method (for those of us scripters).
Now, I cut a good amount of code from my Game_Player code which relieves me of some problems I had with Forced Move flags generated by the 'Move Route' event command. Charlie Fleed's demo has a common event that gives certain actor characters a 'non animated' appearance while he doesn't need to alter the charset in any way. Previously, that froze my player if the game was set to the player could use pixelmovement. Now, that malady has been cured.
Just in case, I wanted to make sure that the player sprite still used tile-based movement if you used the 'Move Route' command, and reset it back to pixelmovement afterwards. So I needed to create a toggle within the code that turned it on/off, otherwise a pixelmovement move route player ran about the screen like The Flash on crack. Thankfully, my togglesystem works. It would so suck if using the 'Move Route' command turned it off and didn't reset it back.