10-04-2018, 03:34 AM
Dear lord, I have some freakin' old software that needs updating. Sure, I am tackling Animated Battlers since it hadn't been touched since the start of Obama's second term. But I have HELLA old software that I wrote for it and the default battlesystem, some untouched for over a decade.
Let's see what I've been working on, shall we?
Skill Casting Delay
Wow, I guess I did ignore this for a while. Last worked on in 2007, this script actually allows the game developer to make skills that take 1 or more turns to fully cast. Seen in systems like RTAB, ParaDog's system or the like, this one actually works for the default turn-based system. It was extremely sloppy in design, using global variables throughout.
Advantages!
Last worked on in 2011, not much needed to be worked upon with this one other than some adaptions for the revised value used to handle flipped/mirrored battler screens.
Battle Animation 'Flip' Control
Another golden oldie from 2007, this script literally flips that battle animations horizontally. If you have an animation of a fireball going left-to-right, flipping it will show the same fireball going right-to-left! It was based on the work of Dust Wind at his Wind Messer Website... (good luck finding it now). Not much needed reworking other than changing the same revised value from Animated Battlers. What sucks is that most of it happens to be direct edits to default scripts... dangit. But, it works without Animated Battlers and can work in the fieldmap. ^_^
A.J.'s Missile Command
Pretty old in itself, it was a 2009 request from . In general, it allows you to THROW OBJECTS AT THE TARGET IN BATTLE!!! Yep, this works with the default battlesystem, but it also works with Animated Battlers. A total disaster when I first wrote it, all actions froze until the missiles hit their target or rebounded back to the attacker. Yes, you can have a boomerang. There were flaws in the system, such as having the missiles begin at the 'Screen_X' position of the attacker... stupid if he steps forward before throwing a fireball spell. The dang fireball would appear behind him before zooming off! Yeah, that's been fixed AND figured out that I only needed one stupid like to have animations continue while the missiles fly.
MORE to fix....
Let's see what I've been working on, shall we?
Skill Casting Delay
Wow, I guess I did ignore this for a while. Last worked on in 2007, this script actually allows the game developer to make skills that take 1 or more turns to fully cast. Seen in systems like RTAB, ParaDog's system or the like, this one actually works for the default turn-based system. It was extremely sloppy in design, using global variables throughout.
Advantages!
Last worked on in 2011, not much needed to be worked upon with this one other than some adaptions for the revised value used to handle flipped/mirrored battler screens.
Battle Animation 'Flip' Control
Another golden oldie from 2007, this script literally flips that battle animations horizontally. If you have an animation of a fireball going left-to-right, flipping it will show the same fireball going right-to-left! It was based on the work of Dust Wind at his Wind Messer Website... (good luck finding it now). Not much needed reworking other than changing the same revised value from Animated Battlers. What sucks is that most of it happens to be direct edits to default scripts... dangit. But, it works without Animated Battlers and can work in the fieldmap. ^_^
A.J.'s Missile Command
Pretty old in itself, it was a 2009 request from . In general, it allows you to THROW OBJECTS AT THE TARGET IN BATTLE!!! Yep, this works with the default battlesystem, but it also works with Animated Battlers. A total disaster when I first wrote it, all actions froze until the missiles hit their target or rebounded back to the attacker. Yes, you can have a boomerang. There were flaws in the system, such as having the missiles begin at the 'Screen_X' position of the attacker... stupid if he steps forward before throwing a fireball spell. The dang fireball would appear behind him before zooming off! Yeah, that's been fixed AND figured out that I only needed one stupid like to have animations continue while the missiles fly.
MORE to fix....