10-12-2015, 12:25 AM
After suffering a crash needing me to buy a new PC, and encountering over 2GB of updates (on dialup, I'm Back in the game !
Oh, I've done some RPGMaker help here and there, recently fixing up a script of mine to work with Charlie Fleed's CTB. I'm more experienced with it than Atoa's... though I try. But with recent bug reports coming in about my Lycan ABS system, I just CRAMMED in some new work. I still cannot believe my last update was Christmas. However... I did wish its initial release to be a Halloween release. I may have this new update ready by then.
For those who read the thread, there were issues regarding the diagonal missiles and the sharing of status ailments among the whole party (which sucks if you're fighting and your party member gets 'stoned').
Obviously, I worked on that. The status ailments that affected the movement rates of the heroes will now apply to the individual heroes. If Freddy gets stoned, Ginger will not. If Jason was slowed, Freddy won't be. True, the player controls the dash/sneak system. So pressing dash will make everyone try to run. But if someone in the party had been slowed... sucks for that one guy. Not everyone will be slowed down anymore!
But I didn't stop there. Enemies on the map were lacking this. You could venom them... But you had no ability to slow them down with a status ailment. I just made up for that today. BUT... (cringe)... they could be hasted too. Man, would totally suck if an enemy gets hasted while you're trying to run away, right? Hehehe...
And the enemies were too single minded. If they focused on the player, it never occurred to them to attack someone else. Sure, they'll readily attack a companion if attacked. But if you hid behind one, they just looked at you and said 'Duuuuuhhhh!". A new refresh option allows you to make your enemies a bit smarter. Hide behind someone, they'll look at your allies and say "He'll do." and start hacking at THEM now.
I logged about every method I altered and added. Gotta go through that before updating my help file and stuff. And doublecheck a few plugins I wrote to make sure they're still compatible. Fun fun fun.
Oh, I've done some RPGMaker help here and there, recently fixing up a script of mine to work with Charlie Fleed's CTB. I'm more experienced with it than Atoa's... though I try. But with recent bug reports coming in about my Lycan ABS system, I just CRAMMED in some new work. I still cannot believe my last update was Christmas. However... I did wish its initial release to be a Halloween release. I may have this new update ready by then.
For those who read the thread, there were issues regarding the diagonal missiles and the sharing of status ailments among the whole party (which sucks if you're fighting and your party member gets 'stoned').
Obviously, I worked on that. The status ailments that affected the movement rates of the heroes will now apply to the individual heroes. If Freddy gets stoned, Ginger will not. If Jason was slowed, Freddy won't be. True, the player controls the dash/sneak system. So pressing dash will make everyone try to run. But if someone in the party had been slowed... sucks for that one guy. Not everyone will be slowed down anymore!
But I didn't stop there. Enemies on the map were lacking this. You could venom them... But you had no ability to slow them down with a status ailment. I just made up for that today. BUT... (cringe)... they could be hasted too. Man, would totally suck if an enemy gets hasted while you're trying to run away, right? Hehehe...
And the enemies were too single minded. If they focused on the player, it never occurred to them to attack someone else. Sure, they'll readily attack a companion if attacked. But if you hid behind one, they just looked at you and said 'Duuuuuhhhh!". A new refresh option allows you to make your enemies a bit smarter. Hide behind someone, they'll look at your allies and say "He'll do." and start hacking at THEM now.
I logged about every method I altered and added. Gotta go through that before updating my help file and stuff. And doublecheck a few plugins I wrote to make sure they're still compatible. Fun fun fun.