10-28-2024, 12:08 AM
I have to correct myself, and pleasantly so.
I looked at the code, and found I did include some content for the Lycan ABS, particularly a feature to test the passable system.. the system that permits/locks the 'large' event from moving between tight areas. But the passable system does more. With both the Lycan ABS and MrMo's system, it detects hits.
These shots were taken after I stripped down my older demo for MrMo's DVV demo, a system utilizing MrMo's v 4.5 ABS which, as he stated, was supposed to be his last version of his ABS system. I pasted Immense Events underneath for this result.
When I attacked this target, I did not attack the center area, but along the 'side'. Clumsy the calculations may be, but indeed, the enemy was in relative range based on the size of the sprite rather than the 32x32 square the target would have occupied were it normal sized.
The "Hit" animation that is applied to the target may appear within the center 32x32 tile, but the actual detection was not that tile at all.
I had not tested the ballistics with the MrMo system. However, I did keep the name of the main missile class the "Game_Ranged_Base", so it should work.
I looked at the code, and found I did include some content for the Lycan ABS, particularly a feature to test the passable system.. the system that permits/locks the 'large' event from moving between tight areas. But the passable system does more. With both the Lycan ABS and MrMo's system, it detects hits.
These shots were taken after I stripped down my older demo for MrMo's DVV demo, a system utilizing MrMo's v 4.5 ABS which, as he stated, was supposed to be his last version of his ABS system. I pasted Immense Events underneath for this result.
When I attacked this target, I did not attack the center area, but along the 'side'. Clumsy the calculations may be, but indeed, the enemy was in relative range based on the size of the sprite rather than the 32x32 square the target would have occupied were it normal sized.
The "Hit" animation that is applied to the target may appear within the center 32x32 tile, but the actual detection was not that tile at all.
I had not tested the ballistics with the MrMo system. However, I did keep the name of the main missile class the "Game_Ranged_Base", so it should work.