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Let's Draw!

  • Red_Nova
  • 11/15/2015 04:59 PM
  • 4666 views
Alternate title: You can't tell me what works and what doesn't, Nessy! >:D

Thanks to GreatRedSpirit's help (and by help, I mean him throwing out 80% of my n00b code and doing it properly!) we were able to get Yanfly's Command Equip to function with the Luna Engine! So this mean you'll be able to change your equips in battle:


A picture of the new, full command list. Magic is added when a character equips a Relic that grants a spell.

Now, you can't change around your armor or relics (hold on a second, bloodthirsty abomination while I change my outfit!), but the main hand and off hand items (which affect 90% of your Drives) can now be changed to give you more flexibility in combat.

This means so much to this project! With the ability to change around your weapon and offhand item, battles can afford to have more specialized strategies to clear! Originally, enemies couldn't have too much variation in stats and attack patterns in the (very likely) chance that you just didn't have the correct weapon equipped at the time to deal with it. In the prologue, for example, enemies couldn't have very high Attack stats if you just didn't have Amalie's Stinger equipped to give you En Garde. Now this can, so this mean more dynamic and engaging!

While changing equips doesn't cost one of your three actions, each character can only rearm themselves once per turn. Sorry, but no equipping a high attack weapon, performing an attack, and switching to another weapon that boosts defense.

The one exception to this is Aeyr once he becomes a Revenant. When he uses Soulfire Drain, his offhand equipment changes into a piece of Soulfire. Because this is necessary for his other abilities, his offhand equipment will be locked until he can get rid of it in some way. The same is true when he weaponizes the Soulfire.

Admittedly, not much would change to the prologue's battles considering you don't have a plethora of weapons/offhand items available, but moving forward into the main campaigns, this is gonna be a game-changer!

Speaking of main campaigns, I'll be talking about them in the next blog. Thanks so much for the feedback so far, everyone! I'm taking it all to heart and trying to improve the prologue to be as best as I can make it before moving on to the game proper. In addition to the new Draw Weapon function, there's a few technical fixes, such as a load function added to the main menu, stopping the game from crashing if Aeyr uses Soulfire drain with no offhand item equipped, and various typos corrected. Keep it coming, as I'm always happy to receive feedback!

By the way, if you wanna snag the compatibility patch for yourself, you can get it here.

Posts

Pages: 1
unity
You're magical to me.
12540
That's amazing! Looking great, Red ^_^
Marrend
Guardian of the Description Thread
21781
Being able to swap equipment mid-battle without using an action (the once-per-turn limit is pretty fair) is certainly a great idea! Though, the one question that comes to mind is if something like this can still occur with an F12 reset?
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
author=Malandy
YEAH! AWESOME!


My thoughts exactly!

author=unity
That's amazing! Looking great, Red ^_^


Thanks! It's so satisfying to finally be able to get these two to work together!

author=Marrend
Being able to swap equipment mid-battle without using an action (the once-per-turn limit is pretty fair) is certainly a great idea! Though, the one question that comes to mind is if something like this can still occur with an F12 reset?


Yeah, that's next on the list of tech issues. If I'm looking at this right, it SHOULD be the same problem that kept the Command Equip from looking good. If I apply this same fix...
NeverSilent
Got any Dexreth amulets?
6280
Wow, that looks like a really big change in gameplay right there. I'm already curious to see what influence these new functions will have on the balancing in general and my own playstyle in particular. Nicely done, Red_Nova and GRS!
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
author=NeverSilent
Wow, that looks like a really big change in gameplay right there. I'm already curious to see what influence these new functions will have on the balancing in general and my own playstyle in particular. Nicely done, Red_Nova and GRS!

Thanks, NS! Yeah, this is a literal game-changer. I'm super excited to be utilizing this new function to its fullest!

So I tried to fix the F12 reset issue, but I think Luna Engine makes some other modifications that cause the error Marrend mentioned. Unfortunately, that's going too deep into the code (as there's no function to overwrite that I can see, since F12 is hardcoded into the program itself), so for now I'm just going to disable F12. Sorry!
unity
You're magical to me.
12540
Forgive my ignorance, but what does pressing F12 usually do in VX Ace?
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
It immediately resets you to the title screen.

EDIT: The problem that Marrend is reporting is that the windows open at the time of pressing F12 don't seem to close. I've combed up and down the script to try to find the method that handle F12 inputs, but since the function is absent from script editor, I can only assume this kind of function is hardcoded into the program itself, and can only rely on scripts that disable any f12 input.
unity
You're magical to me.
12540
Ah. I always just quit to the titlescreen from the menu, but that's a neat trick to know for other games.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Yeah, it's pretty convenient. Though with the issues for this project, all I can do now is just make the Load function more available.
Marrend
Guardian of the Description Thread
21781
I use F12 to reset to the title screen waaaaay to often for my own good, probably. Especially when I'm testing events, and stuff like that. However, I can understand where you're coming from in disabling it.
nhubi
Liberté, égalité, fraternité
11099
F12 is my default when I've done something idiotic in the game and I need to go back to my last save. It's just quick, one button rather than access menu, arrow down to exit (if that is even an option, some devs remove it) to get back to the title screen and then hit continue. Without F12 functionality, Load in the menu is vital.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Version 0.2 has gone live! Check the download link for a (quite extensive) breakdown of changes/additions. Phew! Technical issues are over! Now it's time to move on to creating new content!
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