- implemented Quality_of_Life\QuickSpell_Hotkeys\QuickItems (which requires Patterned_Inputs)
- added event 16D to Text\Event_Fixes
- improved Audio\ZSNES_MSU-1 to fix a hang upon reset due to party death when using ZSNES versions other than the official 1.51, bumped version number to 0.4 and removed Experimental status (it's not perfect, but it's well tested now)
- improved Bug_Fixes\Ring_Menu_Error_Message to fix a crazy vanilla bug that occurs when you press B and Y (accept + cancel) at the same time on an unusable ring menu icon; try it (without the fix) with the rope or drum where they can't be used or cup of wishes when nobody is dead to see what happens
- improvements to QuickSpell_Hotkeys weapon / spell palette interactions; still some edge cases, but better than it was
- fixed QuickSpell_Hotkeys behavior multiplayer when changing areas, talking to NPCs, and other events, including a fix for a crash if a quick menu was open when a boss was defeated
- enhanced and corrected inlined getPlayerChar() function
- slight adjustment to Enable_MSU-1 startup logic; unimportant, but listed for completeness
, Ring_Menu_Highlight affects the hero's face portraits down in the HUD UI at the bottom of the screen; the character whose ring menu is open will be in color, and the other 2 will be grayed out.
I'll take a look at how Charge_While_Blocking interacts with stamina / exhaustion. I hadn't tested that at all yet.
I actually plan to remove the piledriver as a Manual_Block throw if I can make up / down variants of the judo throw. What you propose is neat since it'd play any of the 4 animations, but since blocking is now directional, it would mean you'd be forced to use a given throw type when facing a certain direction (and some throws are more useful than others). The judo throw is the only one that actually does what I want: countering the blocked enemy by throwing them a decent distance and where it looks like you're using the enemy's momentum against them. NPC allies can still use all 4 throws as attacks, so if you want to see the piledriver, power bomb or suplex, give an NPC ally the glove weapon. As for throw damage, generally you don't hurt the enemy who you throw (you never should, but it seems like sometimes you do... this game has bugs), but if another enemy is near you when you throw, that second enemy will get hit for basic glove weapon damage. The damage might be affected be stamina / exhaustion, I only tested with Turbo_Mode so only saw normal uncharged weapon damage.
The Patterned_Inputs are meant to be learnable by simply puzzling them out like you did, unlike the bindable hotkeys which you basically have to read the instructions to use. I'll cover this more in my reply to Granivolus.
I'll get those spell recast times into the next release. I had already finalized today's update before I came to the forums. I'll go review some of the spell animation stuff and get back to you. And the Reborn event text + Relocalized menu text will happen at some point, it's just really tedious to set up; a quick test worked well enough, but there's a lot of feature REQ/IF/IFNOT compat stuff that has to be adjusted for it to work correctly.
, I did consider having the elementals be an 8-way selection, but playtesting found it to not work especially well. Here's why:
- With the older bindable menu, you press L (and release), hold a direction and press B (and release), press the D-Pad to pick a target, let go of everything and press B to confirm.
- The Patterned_Inputs system is meant to be learned, like fighting game moves, with a high ceiling for input speed: you hold L, input 3 rapid D-Pad directions, then press B (while still holding L), for the minimum cast time. However, it's flexible, and you don't have
to hold L; instead you can press it, use the D-Pad to look around and learn the elemental pairs, select one with B, then choose between the two elementals, select one with B, then use the D-Pad to look at the spell choices, select one with B, then choose a target, then cast with B. There's also an in between speed where you open the menu with an L press, hold Y or X (or A for QuickItems) and do the D-Pad inputs while still holding Y or X (or A), then release before the final B press to cast.
Anyway, the point is that you can't do diagonal inputs (without like, a numpad on a keyboard) unless they're held and then
a confirmation button is pressed. That works fine with only a single layer menu, but it drastically slows things down when you have to wait for button / D-Pad releases between each layer.
I'm likely going to add an even faster option of Hold L + 3 D-Pad inputs + Release L to cast as an expert technique option after having gotten some time in playtesting further.
And then, all of that said, you can turn off Patterned_Inputs and it'll be back to the custom binding system it used before.
How I envision things is:
- Patterned_Inputs works for beginners because it's usable even if you don't read the instructions
- custom binds are intermediate difficulty (gotta RTFM) and if you really only want access to a few spells they're a good option that keeps quick spell use simple (setting them up is the confusing part)
- and then Patterned_Inputs offers a high mechanical skill option if you want to memorize a bunch of input patterns and have access to all spells and items without the ring menu
I swear I've put some thought into this and tried quite a few things along the way. But again, you can still use the custom binds by disabling Patterned_Inputs. Since you do know how that system works, I definitely encourage its use still.
, there, now I see the new village image. I suspect manaredux.com had a stale cache for a little bit again. That is super neat, and somewhat baffling of a change... I don't see an obvious (technical) reason why that map couldn't have been the moogle village + pebbler fight area...
I wonder if they felt it was simply too similar to the nearby sprite village and feared players would get the two confused?
Or maybe they felt thematically those building were too fancy for moogles if sprites also had the same structures?
Based on that image, all three doors had triggers in them (the doors that lacks triggers have light that forms a triangle instead of a trapezoid: compare the light in the doorways of the sprite village to these). Maybe they hadn't made the interiors yet (no doors or maps that would fit that purpose exist), and so scrapped the huts?
The moogle village tileset does still have those structures (well, everything in that image). And it's plausible they directly converted that into what was released since the map sizes look close enough that they may be the same (42x42).