10-11-2018, 04:12 AM
WOOHOO... The preliminary tests with the TRICKSTER battle-systems is DONE. After all I've done with Animated Battlers prior to this stage, nothing needed to be altered! His ATB system is working sweet as long as you turn one of the switches controlling delayed action on. The Turned-Based systems all work fine. Of the systems, only his TRTAB system can be buggy as hell because he made no allowances to pause for battler actions. I did have a switch in Animated Battlers to help with this, but it only goes so far.
Did I mention that the attackers rush forward to where their target is on the map... and not where they're placed at the start? This means that a ghost might be running to Aluxes to attack him while Gloria runs straight up and WHAPS the ghost with her Rod before the ghost can retreat! Yeah, I forgot to mention that, didn't I?
Well, the STEP FORWARD feature is now in the works. And of the working systems, it is functional with both the RTAB system by Cogwheel and my own Skill Delay system for the default battle-system. It was a struggle to discern what was needed between the two systems, and how to force the battler to step forward at the required time, or not to step forward as the case may be. I did have to modify my setmove function to include a new condition, one I felt was definitely necessary.
Odd though. I encountered a (shh... it's not a bug.... call it ) ... NEW DESIGN FEATURE! YEAH, THAT'S WHAT IT IS!!!
*COUGH* Yeah. If the final blow comes from a battler who used the 'STEP FORWARD' chant system, it negates the Victory Poses altogether. Not cool, man. Not cool. So that's something I need to track down.
But later. I have a number of battle-systems to test with Animated Battlers' new feature. Charlie Fleed's CTB is gonna be a bit interesting to work with as his is built straight into the main system. Sure, that could be the same Insofar as Trickster's collection, but do one and you do them all. All of his battle-systems use completely identical methods and values to control skill delays. Of course I'd have one last system to mention, and that would belong to ParaDog for the skill delay script he crafted, the "ATB Option - Spell Delay".
Still wondering if anyone has thoughts about a replacement name for the system.........
Did I mention that the attackers rush forward to where their target is on the map... and not where they're placed at the start? This means that a ghost might be running to Aluxes to attack him while Gloria runs straight up and WHAPS the ghost with her Rod before the ghost can retreat! Yeah, I forgot to mention that, didn't I?
Well, the STEP FORWARD feature is now in the works. And of the working systems, it is functional with both the RTAB system by Cogwheel and my own Skill Delay system for the default battle-system. It was a struggle to discern what was needed between the two systems, and how to force the battler to step forward at the required time, or not to step forward as the case may be. I did have to modify my setmove function to include a new condition, one I felt was definitely necessary.
Odd though. I encountered a (shh... it's not a bug.... call it ) ... NEW DESIGN FEATURE! YEAH, THAT'S WHAT IT IS!!!
*COUGH* Yeah. If the final blow comes from a battler who used the 'STEP FORWARD' chant system, it negates the Victory Poses altogether. Not cool, man. Not cool. So that's something I need to track down.
But later. I have a number of battle-systems to test with Animated Battlers' new feature. Charlie Fleed's CTB is gonna be a bit interesting to work with as his is built straight into the main system. Sure, that could be the same Insofar as Trickster's collection, but do one and you do them all. All of his battle-systems use completely identical methods and values to control skill delays. Of course I'd have one last system to mention, and that would belong to ParaDog for the skill delay script he crafted, the "ATB Option - Spell Delay".
Still wondering if anyone has thoughts about a replacement name for the system.........