Fixing Aaralon being invisible and missing __((replaces))__.txt (though it hasn't been filled out yet).
- New icons for shirts, back ribbon, back sheath, tops and a few others. Some are really ugly though.
Fixes: positioning guards properly in Creigh that were moved for testing, and updating to new SB2R.ini
Adding screen FX graphics for the new screen effects system, compressing a couple battlebacks.
Re-structuring folders, pt.4/32, cleaning up Data/, restoring caches, new code for screen effects.
Re-structuring folders, pt.3/32, trying to move Data/ folders.
Re-structuring folders, pt.2/32, testing climates move.
Re-structuring folders, pt.1/32: adding new folders.
Revamp : update to mountain maps
Tric's Battle Skills, version 0.1
Reverting some maps I accidentally overwrote, plus some changes in another.
Fixed some lingering .deep_clone calls to time, now replaced with .clone.
Graphics stuff:
Fixed some portraits
Hakuno Sprite for Nero Intro
Bugfix for secret revealing: when an actor has been sold, we can't check management decisions related to its brothel anymore.
Fixed some of the bugs reported by Dasneaky, improved error logging details for a couple others that we couldn't track, added API.time_between?, documented it, and significantly improved documentation for other time calls.
Commit to fix many of the issues recently revealed by TriC's work on extensions:
Revised Snap Bullet tech
Added Snap Bullet and Deceptive Step techs
Added Tric's extension
Effects/Physical.xml was updated to include "physical close" effect
Quite a lot of work:
removed maps sitting in wrong folder
forgot to export changes first for Valley of Fog and Dros Eisley Tavern
Added maps
First commit for Tric's work, three maps reactivated ( Aerith' house area).
Added missing map.
Fix for the octopus quest, which broke when the player interacted with the light from below instead of in front.
- Fixed and improved Asuna's scene, and cleaned up tavern backroom so it can be used for other purposes if ever needed. Tileset fixes included.
Quest and content improvements:
Fixing some simple bugs:
SVN folder config changes for future stuff.
Commit for some work in progress. Might not be the most stable thing ever.
Fixed half a dozen bugs recently reported by Dasneaky. Also added a couple new items that can be acquired in a chest in the labolds mine. Details:
Fix for extensions modifications. It was already written in a comment, waiting for it to be needed. Well, the day has come.
Bugfixes, event pics API calls, broken savefiles when adding stuff needed for event pics. Also changed some SVN properties and other minor stuff.
All the important documentation on golang DLLs, in a couple files (~40 lines of text total).
I don't think there's anything I haven't changed here...
Revising quests: changed quest steps to external scenes (except for the wells quest, as the external scene lines all say the same for many wells, but the effects and flags set are different everywhere), improved quest step and external scene section names, improved questlog hints, renamed some maps and made other minor changes (climates and map limits), etc. Many quests will probably be broken now, testing is due.
Many documentation updates. I was also working on quests, so some parts might be temporarily broken, and there are related map updates, some code bugfixes, and some untested new features, like scheduling quest flags to be set in the future. Also pending converting all quests to have quest steps on scenes.
Minor fixes for Orthel, his house and followers restoration that I didn't have time to clean up yesterday.
Starting to work on mountain main quest interviews. Added UI for API.join_team. Multiple improvements for the API, quest scenes, guides, maps. Talking with Orthel is still broken at the end, but I'll deal with it when I can. Old saves broken due to some work on $player data.
Lore, groups, characters.
Quite a few things:
A billion bugfixes and minor improvements (followers, text, preruns, questlogs, map climates, framing, tileset passabilities, decoration, guides, etc). For actual content: run options implemented, random messages when talking to girls, restoring the main mountain questline.
Magical stuff:
Fixes:
Completed conversion of David's backstory. Camera functionality can now be considered stable. Minor tileset changes, minor changes to adapt all other backstories from TIDs to API calls and minor changes for new macro formats (will crash on Creigh). Everything in the backstories just worked so the "new interpreter" is almost there too.
Warning: massive changes, unstable version (unconverted parts mostly, not shaky code). The game interpreter has been replaced by a system integrated directly with events. Some commands are still being reimplemented. Lots of temp variables for messages and interpreter hacks have been deleted (both original RMXP and later SB2R injected commands). Adapted API calls and external scenes to work with the new "interpreter" format. Game map events have also been restructured. Some macros have been ch...
Added the Karin sprite that Avlovin made. Completed all the required XML. Many improvements to external scenes. Still quite WIP, but we have support for anonymous events, camera movement, dynamic charsets and clothing modes, and a dozen improvements with new minor commands (screen shakes, flashes, opacity, etc.) and improvements over previous commands (be able to specify pitch and volume on sound effects, specify direction on charset change, more movement anchors, etc.). Also added some API f...
Many changes in many areas: added Couram's new dynamic sprite for May and adjusted everything to work, added belt bag and tight shorts equipment types, fixed availability tag for items and materials, added Rarity and Source tags for materials, Rarity for books, allowed omiting price for items and equipment and added automatic price calculations, including a new adjust_to(n) method (e.g: 1227.adjust_to(10) => 1230), and added rank calculations for equipment, weapons and abilities.
Fix for a couple of issues in the last commit.
Improvements on pathfinding, follower organizations, completion and documentation of follower API calls, some aesthetic improvements for maps, some new decorative tiles added to main mountain tileset, and restored variables and switches analyzers for dev hacks.
Followers following might be good enough now. Changed pathfinding to always return a path to the closest target, alongside a bool that indicates whether the target is the original target or not... though maybe it should return the distance to target directly. Anyway.
Fixed follower-fighting on pathfinding and also disabled moves that will get us away from our main target, even when they are started due to receiving pushes by other characters or other special cases. I'm not 100% sure this won't cause some deadlocks at some point, but I guess we will have to wait and see.
Re-introducing team following. Now you can set followers to follow the MC or other followers, and they have custom entities and a reasonable place in the codebase. This still needs a lot of work, and there are some major bugs, but at least we know what they are and how to fix them (mostly follower-fighting due to lack of priorities among followers). The technical concept is proven though, and now we just need to put some hours into polishing everything.
Changed virgin handling in Characterbuilder
Converted Food Wars characters to Revamp and fixed Ryuko Matoi compilation errors
Added body templates to CharacterBuilder, fixed ID-generation
Audio file named per convention.
Quite a mix: reorganized mountain region maps, added battle indicator with (code and graphics), set up tile tags, paths and map battles for Creigh's crossroad, converted battleback, adjusted some events, cleaned up bee enemies, added a new skill for them (a couple of new animations too), changed battle skill XMLs to allow HpCost to kill the caster if we want that, added honeycomb scrap drop for bees, some flavor text for their actions on battle, and a few other random fixes in the codebase.
Quickfix for turn(DIR::NONE) causing trouble everywhere.
turn_dir quickfix
Mostly fixes related to problems caused by the recent rewrite of GameEntity and others: fixed jumps, jump2mc, broken ladders, API.first_interaction?, etc. Also merged quick battle mode, added shaking effect and mini-jumps, and documented that on the guides with a new Move Route Scripts page.
Worked on the mountain gate. Not finished.
Worked on the mountain gate. Not finished.
Fixed game root path
Added SimpleCharacterBuilder tool
Added Ryuko Matoi [Kill la Kill]
Quick-fix for a relationships crash.
Tons of documentation improvements and new guides.
Adding the TileTags file that I missed on the last update, causing deadly crashes to innocent players, and finished implementation of tile tags. Now they work with MapBattles, and we have $game_map.tile_tags or $game_map.tile_data to integrate easily wherever else we might need it.
Fixed a crashing bug when clearing sprite graphics and added UI for tile tags edition through devHacks.
So, first commit again after a couple months. Rewrote Game_Character, Sprite_Character, part of Game_Player and GameEvent, organized a bit the Interpreter code, and basically prepared all those core classes for the movement / pathfinding updates yet to come. The changes are massive and affect even the way events are triggered, so expect some unstability. I've also created named constants for move routes, added non-linear speeds for characters, removed a linear algorithm to setup new events an...
Mountain path south - wood needs to be added as item from the trees.
Mountain path south - wood needs to be added as item from the trees.
Mountain path south - wood needs to be added as item from the trees.
couple of fixes for kwingm first revamp map
Mountain realm crossroad, there are some quest related things that I haven't touched on this map.
Revamp Update :
Minor dialogue update to include new technical specifications.
Dialogue additions.
Big update to Angelica vs. Filia quest.
Dialogue updates
Heavy update:
Hotfix for bug on Tifa's quest, which was missing a "wait move end" right before the battle, which would leave her in a bad position and block the guard that comes afterwards.
Maybe not an insane amount of progress, but we have done an insane amount of work in the last days:
Improving the guides.
Done rewriting alter state systems, and changing pretty much every XML, because almost all of them had something with alt states.
testing movement aid
Minor ideas:
Maurice rescue is now possible. More or less:
Progress from this last week (there are quite a few things very unstable right now):
small bugfix statbalancer
updated StatBalancer.exe
reworked statbalancer according to feedback
mostly bugfixes this time:
Removed obsolete 'context' macros and fixed bug with 'require' macros.
tech goes like: