The Lycan ABS

Discussion in 'RGSS Scripts (RMXP)' started by DerVVulfman, Jan 29, 2015.

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  1. DerVVulfman

    DerVVulfman Resident Werewolf Veteran

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    It hasn't been long at all.  But it is now time to give The Lycan ABS a new...


    BUMP!
    to Version 11.7

    First, there is a fix I needed to make.  I never took into account the original movement type (fixed, random, etc) for the enemies prior to them detecting a target.  They wandered, even if I set them to be fixed in place.  That made specific positioning of an enemy haphazard if I wanted specific areas guarded.  I had already fixed an area which checks to see if the enemy is frozen in place by a status ailment.  Originally I named it 'update_enemy_event_movement_frozen?', it is now 'update_enemy_event_movement_type'.  


    In fact, the 'update_enemy_event_movement_type' method is a blessing as I added more than just the freeze state and predefined move type state.  If the enemy had fought and (possibly) lost track of a target (either killed it or just cannot see/hear it anymore), it may either return to its original movement style or switch to a wandering enemy mode.  In order to switch it to a wandering monster (aka RANDOM MOVEMENT), the game designer need only work with the 'Personality' comment already available.... just use Personality [9] ^_^.

    And... don't you hate it when you want some stupid guard event to walk up and down a corridor and he sees you for a time... but doesn't return to his original 'up and down the corridor' pattern?  Yeah... stupid guard.  Can't remember to walk the beat.  He can't even remember where his station even was!!!  Oh, wait.   Set a personality value of 10, and he will!  Yep, you can also just use Personality [10], and you can set up a guard or enemy event to return to their point of origin.  And to add a bit more panache, any event with a custom move route will restart from the beginning, so you don't have to worry about it trying to move left into a wall because your old custom move route said so!  It restart!  But... it does override the Personality [9] option, only going with the originally planned move route the event is designed to use.

    That being said, there is a new command to the Force Movement system which lets the game designer script out what an event does by using script commands in an actual map event.  This overlooked system in itself allows for a more painstakingly detailed bit of combat.  So yes, while you have been able to make events move and attack by literally using map events to control things, you can now make enemies move by use of the new $ABS.update_enemy_force_pathfind command.
     
    Last edited by a moderator: Oct 25, 2015
    #21
  2. DerVVulfman

    DerVVulfman Resident Werewolf Veteran

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    Whoops.  It's time I seriously came to make a


     


    BUMP


    to version 12.1





    The main page now offers the original story as it was presented when the Lycan ABS was first introduced, with the new Version 12software.  But at the same time, it now has a sequel.  Quite possibly a first in that any demo showing off a singular system actually has a continuing story arc.


    This version introduced some fixes into the pixelmovement system, particularly towards how it renders the Game_Party character as the player moves across the screen.  But while this worked fine for general movement controlled by the player, the character revealed a fairly humorous movement speed when controlled by the Map Event's 'Move Route' system as reported by swickster of Save-Point.Org.  To offset this, a pair of commands were created that lets the game developer temporarily disable and enable pixelmovement in their game.  Still, it is entertaining if you like DC Comics 'The Flash' or wanted to mimic a Soul Reaper's 'Flash Step' right out of the anime Bleach.


    It also includes accommodations for a revised version of Frank's MultiPose system which lets the character use more than 4 frames per pose or action.   The issue as detected by DrHouse93 was a conflict between both the paperdoll and the ability to use more than 4 frames at a time.  This has been fixed.  So not only was a fix made to the Lycan ABS, but to Frank's MultiPose.  As a bonus, the Lycan Paperdoll was altered in the way one actually sets up their spritesheets per item worn. And this version instituted a new option that was requested by ChickenFetus of Save-Point.Org, the ability to have enemies that had a dread fear of other enemies and kept distant from them when detected.  Dubbed the Phobia system, entries were added into the Configuration section's first page.


    Meanwhile, errors were fixed in regards to the Respawn system that initially required a non-existent Status ailment ID number.  To fix this, a new value was added to the Configuration section's first page under the Life/Death options header.  And other fixes were made to the system that creates 'scattergun' effects and properly controls gun recoils.  One of the gun issues was found by DrHouse93 of Save-Point.Org once again.


    At the same time, some of the additional systems have been upgraded to newer versions.


    With these changes and requests, I do wish to point out that both swickster and chickenfetus are now in the credits for version 12.1.
     
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