Using a for loop, I don't have to write a million drawText line anymore. Got drawFace to draw. If it doesn't show up, you have to redraw everything. 'this.contents.clearRect(your window dimensions go here)' then have your draw method called after. Can be placed in your refresh method and then looped in your update method.
Damage can now be absorbed if the attacker is immune to the element. Implementation involved adding an Absorption Rate stat and having it scale with MDF then having half the target's damage by multiplied by that rate. Further more if the target and attacker share immunities, they will deal and receive normal damage. I'm too long winded for the character limit in this status box LOL.
The name of the world is the Arctic Queendom. There's no king that rules, only a Queen. The theme centered upon the element of ice with fire being the deadliest element. The main character is Arctica, the heir to the Queendom. The game will contain elements from some of my favorite RPGs, like this one:
Still nothing impressive since it's just abusing the drawText method, but this a template for the main menu I'm going for it. FF7 inspired.
Also, added 3 new armor slots(hands, legs and feet). Come to think of it, I haven't given any details as to what my game will be about. Been mostly changing menus and the battle system a bit because the default bugs me.
Nothing impressive, but was playing around with this. Side note - done with my main character's exclusive spells. As my username implies, my game will center around the arctic weather as well as the element ice.
Windows.. windows..windows. I can now display custom windows anywhere, but now it's a pain to get text to appear. Something to do with refreshes and updating. Simply making a refresh/update method isn't so cut and dry as the source files make it seem. The newest goal is to change the battle screen to that similar to FF7s'.
Alright, so if you ever wanna make a barrier spell that takes damage in the place of the player, just know that you have to account for what I call "spill over damage", that is, when the damage dealt will be greater than the barrier's remaining health. So you want the spill over damage to be directed at the player. This is kind of similar to FFXI's Stoneskin(you receive "spill over damage").
Finally getting somewhere now. I'm working on a barrier spell that will eventually replace HP until it incurs enough damage that it breaks. Achieving that part is still far away but progress is made on the implementation front. So far I can: Set the base wall hp's health, use it in a damage formula via a.wallHp, restrict its hp not go above the player's maxhp.
In one of my game projects, I am working on an arena where you can fight combatants or bet on monsters, and, man, it is taking so long, lmao. I do not think that it helps that I am using an evented combat system with a lot of things that I have to edit.