Reworked the way Events are handled and fleshed out the Action and Attack Events.
Added damage to the NPC Goblin in Attack Events!
https://i.imgur.com/bHDDnaE.gif
2308
Urm, I think I broke the timers
https://i.imgur.com/8aWn7uY.gif
2307
Things were looking right but the Attacking animation was happening way too frequent and fast.
![monstisla2309.gif monstisla2309.gif](https://i.gjcdn.net/public-data/fireside/posts/326/190/20396440/media/monstisla2309-iirc7icc.gif)
2309
Made winning fights cause that Event to end
https://i.imgur.com/2GHZJxS.gif
2311
Added loot to the end of fights
https://i.imgur.com/RpGXTSV.gif
2312
Fleeing from no health after Fighting now works!
https://i.imgur.com/yJOLNzl.gif
2314
Bunch of changes!
-Got the timers working much better and more consistent.
-Changed Idle events to not be time based.
-Altered RNG.
-Added HP and MP checks for certain things.
-Added Snack types.
-Reduced the rate of Running for Life.
-Stopped duplicate events happening twice in a row.
![monstisla2323.gif monstisla2323.gif](https://i.gjcdn.net/public-data/fireside/posts/326/190/20396440/media/monstisla2323-iafzk3a8.gif)
2323
Did a big code rewrite and added a bunch of new stuff and conditions also fixed the Planned Return Time and improved the text display.
Also, added Mimics! And animation jump for some reactions!
I couldn't use the existing animation jump system since it doesn't work for culled objects, so I had to add a couple new steps to the Mimic encounter to increase and then decrease the y value.
I'd love to add more kinds of Mimic instead of just the basic Chest type, but I'm trying to stick to Spelunking things that I'll be able to draw since I want Player exploration to be the same.
![monstisla2335.gif monstisla2335.gif](https://i.gjcdn.net/public-data/fireside/posts/326/190/20396440/media/monstisla2335-uwhyu3qw.gif)
2335
Found a weird bug, there's some erroneous Minimap data. Turns out I completely forgot to set the Ruin Torches in The Underground to not be added. With the new system I should be able to set up a second map for The Underground, though I'm not sure the best way to go about it.
https://i.imgur.com/kTX8Mgh.gif
2336
Stats are now taken into account in damage calculation for both NPC's and Mobs. For now I'm using a modified version of FFVI's calc as I have no idea how best to make one from scratch X'D I don't have all the same variables so it's not a great fit.
Enemies can now also have up to 3 skills, they can have an Elemental Typing, inflict a Status Effect, or an Additional Effect. Enemies can miss based one NPC defence/resistance stats. Also if they run out of MP they will attempt to recover a portion of their Max.
![monstisla2338.gif monstisla2338.gif](https://i.gjcdn.net/public-data/fireside/posts/326/190/20396440/media/monstisla2338-wkr7tgxm.gif)
2338
Optimised and rewrote a bunch of stuff, added MP cost to Exploring and added some wiggle when an Event is updated, and to when HP decreases.
https://i.imgur.com/cYUIqFw.gif
2344
Previously I had Exploring as just using a timer, but I've swapped it over to have an action count like all the other States, so now there's different text events for that too!
Mostly they're harmless...
![monstisla2345.gif monstisla2345.gif](https://i.gjcdn.net/public-data/fireside/posts/326/190/20396440/media/monstisla2345-qfnbbiaf.gif)
2345
But not all of them! I was able to plug the Status Effect system from the Player into it perfectly!
![monstisla2346.gif monstisla2346.gif](https://i.gjcdn.net/public-data/fireside/posts/326/190/20396440/media/monstisla2346-vzvdfbzy.gif)
2346
Took some figuring out to get the offsets right, but I've added Particles to the NPC view in the Town Menu, shame they aren't just duplicated from the ones on the actual NPC but it's good enough!
![monstisla2365.gif monstisla2365.gif](https://i.gjcdn.net/public-data/fireside/posts/326/190/20396440/media/monstisla2365-4usaqkqj.gif)
2365
Added MP Cost to Farming and Forestry, but set the value way too high, so they were only able to Grow a single Pineapple.
I forgot that maxMP div 2 is not 2 percent, but 50.
am a dumb X'D
![monstisla2347.gif monstisla2347.gif](https://i.gjcdn.net/public-data/fireside/posts/326/190/20396440/media/monstisla2347-wn49mggr.gif)
2347
To keep things inline with the Spelunking System, I've finally added a hostile Mob!
Is a Bat! They use the same stat database as the Spelunking kind.
Working out the collisions is gonna take some work. Issue is that the Tool System is snapped to a grid, so the attack collision isn't always directly inline with the Player. I might be able to fix this by fiddling with a hitbox, but I think maybe I'm going to have to turn off the snap when Underground?
Or maybe make Tools not viable as weapons?
![monstisla2350.gif monstisla2350.gif](https://i.gjcdn.net/public-data/fireside/posts/326/190/20396440/media/monstisla2350-dfa6vu6r.gif)
2350
Added a new Mob type! Slime!
Really happy with how that sprite turned out :D
Also added separate hitboxes for attacking and shrunk the object/tile collision boxes so that they won't get stuck on walls. Slight issue where despite my best efforts sometimes Mob's facing the wrong way when moving?? Not sure how to fix that, they're currently checking the angle between the last stored coords and the current :/
![monstisla2353.gif monstisla2353.gif](https://i.gjcdn.net/public-data/fireside/posts/326/190/20396440/media/monstisla2353-dgy3ngxr.gif)
2353
Added Rats! Think I fixed the facing direction issue. I use a fake direction instead of the image_xscale so that collision boxes don't get messed up, but then I was using a second fake one and I think they were inverting each other...doh
![monstisla2358.gif monstisla2358.gif](https://i.gjcdn.net/public-data/fireside/posts/326/190/20396440/media/monstisla2358-patuefec.gif)
2358
Improved the Mob AI, some Mobs will swam you when in range.
![monstisla2360.gif monstisla2360.gif](https://i.gjcdn.net/public-data/fireside/posts/326/190/20396440/media/monstisla2360-jq2t9kgr.gif)
2360
Added Mimics! They don't wake up till you get close, and if you go too far away they'll return to their original location.
![monstisla2359.gif monstisla2359.gif](https://i.gjcdn.net/public-data/fireside/posts/326/190/20396440/media/monstisla2359-bueizxxv.gif)
2359
Added a very basic HitStop effect, it's just a delay between hitting the enemy and the knockback effect occurring.
![monstisla2360a.gif monstisla2360a.gif](https://i.gjcdn.net/public-data/fireside/posts/326/190/20396440/media/monstisla2360a-xhjicszs.gif)
2360a
Updated how damage numbers act. Now using the bounce code instead of the weird sign wave thing I had.
Their direction is random between going left and right, not sure if I want to use the knockback direction or not. I've got things set up so "Heavy" mobs can't get knocked back so that's not always going to be viable. Also because of the HitStop effect I'd have to store difference value between where they were and the attack, which isn't great.
![monstisla2361.gif monstisla2361.gif](https://i.gjcdn.net/public-data/fireside/posts/326/190/20396440/media/monstisla2361-di53ad8u.gif)
2361
Started fleshing out The Underground, is 3 too many hotsprings?
Because the I want the Player to be able to build pretty much where they want on the Island, I figured I should make some special areas for pre-defined NPC's.
Since I updated how the Underground works I could have it be the same size as the Island and even have multiple entrances to it, but I think for now I'll just see how it goes. I sort of prefer the idea that the Player has to enter from the main entrance (maybe additional ones could open later on?) I can always have Teleporters to different areas to speed things up.
I kinda want to add a Minimap for it but I'll have to build a whole new system since The Underground is created differently than the Island.
https://i.imgur.com/M1wWY3V.gif
2364
Updated how Snow and Wet Sand work to be the same as Paving and Minetracks, instead of objects. Figured it was better than having loads of snow objects active on screen at once. Now to figure out the best way to decrement their life, I figure the old list would still work but maybe it's best to split it into chunks? I'll deal with that later.
![monstisla2366.gif monstisla2366.gif](https://i.gjcdn.net/public-data/fireside/posts/326/190/20396440/media/monstisla2366-yr2z8uxj.gif)
2366
Hmm, ok! Snow and Wet Sand now decay again! Had to rebuild the Autotile System, this time with 47 sprites. Makes it easier.
![monstisla2368.gif monstisla2368.gif](https://i.gjcdn.net/public-data/fireside/posts/326/190/20396440/media/monstisla2368-fhgp98b7.gif)
2368
Autotiling is set so that Wet Sand/Snow/Soil don't merge, and rain hydrates Soil! Not sure if I want to make Snow destroy Soil or not...probably just have it dry out Crops so they start to decay.
![monstisla2369.gif monstisla2369.gif](https://i.gjcdn.net/public-data/fireside/posts/326/190/20396440/media/monstisla2369-ghtavyht.gif)
2369
Bug Fixes and small Changes
-Removed Static from Minimap when NPC's are Underground.
-Fixed out of bounds error caused by updating Swamp Edge check to work for all Water.
-Fixed pathfinding issue leading to things being teleported to [0,0].
-Fixed text errors in Resident Menu UI.
-Fixed a mistake in the Cleanup code for grids.
-Fixed Destroying farms not clearing the grid data.
I think that's it for now? February just started so if I finish this here I can reclaim some of the lost time that's been causing me to eat into the next month!
Please look after yourselves and stay safe out there. 💚
Keep being awesome!
![parade051s.gif parade051s.gif](https://i.gjcdn.net/public-data/fireside/posts/326/190/20396440/media/parade051s-sdjiwism.gif)
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