05-08-2014, 03:21 AM
Greetings,fellow readers, as it is now time for one more LYCAN BUMP to occur! Yes, two more things have changed to the system, and both repairs of diverse natures.
The first thing that was changed was within the Ballistics Code of the system. To be specific, the change occured on line #282 in the explode method of the Game_Ranged_Base class. The change performed properly centers the explosion animation at the point of impact.
Now you may see the code and wonder 'Why is the y value raised one tile?' To be honest, it is a visual factor as most targets are 'taller' than the normal 32x32 tile and this is an aesthetic decision which appears to work nicely.
The second thing that was changed was a bug fix, yet no one made any report. The fix relates to a feature called barriers, which is a skill effect where a battler can create a wall (be it a static wall of stone or a moving wall of fire). To affect the fix, the ABS Engine (General) page had to be edited. The change takes place on line #1584 in the animation_routine_skill method of the Game_ABS class. This change allows the system to properly read from the BARRIER_CUSTOM array when it was accidentally reading from the RANGE_SKILLS array by accident.
As popular the feature was with the game 'Diablo', I was surprised no one made any such bug report.
Meanwhile, the HELP file accompanying the demos had been given an update in the Q&A section for those curious about having a WASD system; credits to swickster for the inquiry.
The first thing that was changed was within the Ballistics Code of the system. To be specific, the change occured on line #282 in the explode method of the Game_Ranged_Base class. The change performed properly centers the explosion animation at the point of impact.
Code:
animation3 = Animation.new('tile',@x,@y-1,@animate_id, 1)
Now you may see the code and wonder 'Why is the y value raised one tile?' To be honest, it is a visual factor as most targets are 'taller' than the normal 32x32 tile and this is an aesthetic decision which appears to work nicely.
The second thing that was changed was a bug fix, yet no one made any report. The fix relates to a feature called barriers, which is a skill effect where a battler can create a wall (be it a static wall of stone or a moving wall of fire). To affect the fix, the ABS Engine (General) page had to be edited. The change takes place on line #1584 in the animation_routine_skill method of the Game_ABS class. This change allows the system to properly read from the BARRIER_CUSTOM array when it was accidentally reading from the RANGE_SKILLS array by accident.
Code:
suffix_img = Lycan::BARRIER_CUSTOM[skill_id][15]
As popular the feature was with the game 'Diablo', I was surprised no one made any such bug report.
* * *
Meanwhile, the HELP file accompanying the demos had been given an update in the Q&A section for those curious about having a WASD system; credits to swickster for the inquiry.