01-10-2018, 10:36 PM
(01-10-2018, 09:47 PM)DerVVulfman Wrote: I've been busy working on reconstructing Animated Battlers with a new configuration system.
The way I am handling all the individual pose and frame systems will be more uniform. In this, every feature is going to be keyed (or identified) by the actor or enemy ID itself. For example, I used to have an advanced poses system keyed by the individual skills, but was broken down by each actor. It looked sorta like this:
Code:# Set Skill 61 to use pose 6
MNK_POSES_CASTED = {61 => 6}
# Set Skill 61: Actor #2 uses pose 4, Actor #3 uses pose 5
MNK_POSES_CASTED_A = {61 => {{2 =>4}, {3 => 5}}, 62 => {{2 => 5}} }
This is a MESS!!!
But the new idea is that every pose or frame in the system is based on the actor or enemy ID, and then may branch off to the skills instead. Below is a variation I am considering:
Code:P_CASTED[2] = [ [61,4], [62,5], [63,4], [64,8] ]
This is a lot cleaner and is specific to actor #2. Here, we can see all four skills he gets (from 61-64) which he receives by default as he levels, and shows the pose each receives in a [Skill, Pose ] combination.
The fun part is to ensure I don't 'BREAK' stuff. I mean, Animated Battlers works already.
Oh, and the prime routine that grabs the correct pose value has now been cut down to just 1/3rd of its size due to the new standards I'm employing. I just wish I could trim the rest down by that much.
this looks awesome! can't wait to see it in action!
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