- No_Heal_At_Level_Up now On by default
- Abortable_Dialog promoted out of Preview status (apparently there were only 5 more events that needed processing, didn't realize I was that close)
- New_Game_Plus now re-seals Mana Magic
- further documented unused events
- added marks to event typos that I can revisit later
Abortable_Dialog could now really use testing. What it enables is the ability to hit the cancel button (Y, with default controller config) to exit NPC conversations early if doing so wouldn't break events. The adjustments to events were done by hand, and though I'm pretty sure I didn't make any mistakes, there are 2048 total events (I have never counted how many actually contain text, fewer than a quarter I'm sure), so it's not impossible that I added conversation cancel-ability where I shouldn't have. So basically it's just a matter of always using Y when talking to NPCs and see if it breaks the game. An upshot to having gone over each event by hand is I spotted a few mistakes in various versions of the event scripts that I can fix up someday (there really weren't many though, which is nice).
, good to hear from you. With the jillions of phone games that exist now, I'm not shocked that there are some that are actually worthwhile (or at least that have a fan base). Nothing to apologize over.
Yeah, somehow I haven't thrown in the towel. Lots of recent stuff has been overhauling how the game's event data is presented inside the Turbo ZPS, largely in preparation for work on a new retranslation. Before that was overhauling the game's world map system to speed it up and allow runtime changes.LightBaneX
, I like your thoughts on the bow, but there's a problem: there's currently no way to differentiate between the neutral and directional attacks for the purposes of knockback (and I don't have plans to add that capability), so if bow neutral was a sort of melee animation that shoved the enemy away, the directional ranged attack would also have the same knockback.
You mention the whip, but both attacks cause enemies to be pulled in; and it's actually a non-obvious nerf to the whip since the whip has a deadzone immediately adjacent to the player, so once an enemy is pulled close, the whip often won't be able to hit them unless you move away first (personally I tend to pair it with a secondary melee weapon like the sword or gloves to swap to after a whip pull).
There are currently 4 knockback styles (with Strong_And_Weak_Attacks):
- always knockback the direction the player's facing, gloves
- always knockback the opposite direction the player's facing, whip
- if enough damage, knockback based on enemy's direction (Vanilla-style), axe/boomerang
- if enough damage, knockback the way direction player's facing, sword/spear/bow/javelin
These can discern the weapon type, but not if it was from a neutral or directional attack.
Ideally, all weapons would be equally viable, with some overlap here and there so that multiplayer you have options if multiple players want to use the same fighting style, but differences so that you can have your favorites be more than aesthetic. The arrow rain poses a problem as it's especially different from all other attacks (I suppose it's closest to an extra short range boomerang throw?) and doesn't seem to provide benefit to match its weirdness. It's ignorable if you exclusively use bow directional attacks, but if no one likes the arrow rain, it would be worth working on it since there are only 8 weapons (so it's a waste of what little is available).
If the arrow rain stays, what would it take for people to like it? I have some thoughts but want others' brainstorming without my ideas clouding the input.