10-17-2018, 03:10 AM
SUCCESS AND STUPIDITY can go hand in hand.
For some time, I've been working on adding a new feature for Animated Battlers. This feature has the battler take a step forward before he or she begins chanting a spell in which to use. This being different than the normal 'waves your hands' and THEN steps forward system as most are opt to use... because it is a hella lot easier to create.
I made immediate headway with this option with Cogwheel's RTAB system and his own Skill Delay system. However, the one that I wrote for the default battle-system was giving me issues. However, I made headway and have now tackled the hurdle of having the 'Casting-Step' option become cross-platform among battle-systems. But as I did succeed in making Animated Battlers recognize and work with my own Skill Delay script, it generated an odd error where any leftover casting might trigger an error.......
Assume you have a ghost being attacked by two FIRE-casting mages, and FIRE is a delayed skill. If the first fireball volley hits the ghost and kills it, the second fire volley may still be in the battle-system queue... and trigger an issue with a skill being applied to a NULL enemy (stage4_phase2), or the skill gets cast immediately by the mage the moment a new battle ensues. Both of these scenarios had to be handled if encountered... and now are. So... Skill Delay is getting upgraded too.
So now, after ensuring it works with these two battle-systems, I am now proceeding to have the Casting-Step' option work with ParaDog's system.
As to the stupidity... Remind me that ParaDog's skill delay system requires that I ADD A STUPID 'STATUS EFFECT' TO THE DATABASE FOR IT TO WORK!!!!!! I was going crazy trying to figure out what the hell I did wrong and why skills were not working.... *SIGH* I had to take a sabbatical and kill off about a dozen assassins in an Elder Scrolls campaign before it dawned on me that I was a moron. Skills and rudimentary skill delays are now working. I just gotta make them step forward properly now.
For some time, I've been working on adding a new feature for Animated Battlers. This feature has the battler take a step forward before he or she begins chanting a spell in which to use. This being different than the normal 'waves your hands' and THEN steps forward system as most are opt to use... because it is a hella lot easier to create.
I made immediate headway with this option with Cogwheel's RTAB system and his own Skill Delay system. However, the one that I wrote for the default battle-system was giving me issues. However, I made headway and have now tackled the hurdle of having the 'Casting-Step' option become cross-platform among battle-systems. But as I did succeed in making Animated Battlers recognize and work with my own Skill Delay script, it generated an odd error where any leftover casting might trigger an error.......
Assume you have a ghost being attacked by two FIRE-casting mages, and FIRE is a delayed skill. If the first fireball volley hits the ghost and kills it, the second fire volley may still be in the battle-system queue... and trigger an issue with a skill being applied to a NULL enemy (stage4_phase2), or the skill gets cast immediately by the mage the moment a new battle ensues. Both of these scenarios had to be handled if encountered... and now are. So... Skill Delay is getting upgraded too.
So now, after ensuring it works with these two battle-systems, I am now proceeding to have the Casting-Step' option work with ParaDog's system.
As to the stupidity... Remind me that ParaDog's skill delay system requires that I ADD A STUPID 'STATUS EFFECT' TO THE DATABASE FOR IT TO WORK!!!!!! I was going crazy trying to figure out what the hell I did wrong and why skills were not working.... *SIGH* I had to take a sabbatical and kill off about a dozen assassins in an Elder Scrolls campaign before it dawned on me that I was a moron. Skills and rudimentary skill delays are now working. I just gotta make them step forward properly now.