Overworld Menu has been added
The Overworld Menu has been added to the engine, allowing the player to use Items outside of combat, along with additional features.
The Overworld Menu is the newly added major feature to the engine.
The Overworld Menu opens with C and has all the Undertale Menu aspects:
Name, LV, HP and Gold Tracking on the Stat Summary Box.
ITEM, STAT and CELL menu options.
The Menu options open up a separate box that displays that options screen. Here is what they display:
ITEM: A list of all current items, and empty item slots will be displayed as Empty with an Item ID of 1, along with the Use, Info, and Drop Options. The Use and Drop option automatically replaces the Item in that slot with an ID of 1.
STAT: Shows the player's name, LV, HP. ATK and DEF are shown with brackets next to them, bracketed Stats are equipment attributes. Finally capping off with the Weapon and Armor name with Gold amount at the end.
CELL: Contains all current available Call ID options usable by the player.
This nicely leads me to my next big topic.
The update also brings a New ID System to the Engine, this System uses lists and list numbers to determine a certain chain of IDs to check, use and Get.
These are all the ID List types in the Engine:
Enemy Encounter IDs
Item IDs
Call IDs
These ID types have many Lists associated with them to make the engine work.
These are but are not limited to:
Enemy Encounter IDs
Name.
Max HP.
ATK.
DEF.
EXP Give.
G Give.
Item IDs
Name.
Type.
Heal.
ATK Increase.
DEF Increase.
Info Text.
Call IDs
Name.
Event Number. (Specific to calls)
One additional Note: This Version contains all the Ruins Items, along with Undertale's Scrapped Item IDs.
Along with this, there have been several Bug Fixes and additions to the engine.
Additions:
There have been some minor additions with this update Here is a list of all additions:
Added an Overworld Camera Displacement Variable to allow you to move the camera away from the player. (Allows you to move the Camera even in Events.)
Added a Kill Variable that increases with monster deaths. (This lets you get more specific with Event Detection.)
Added a new unique room to serve as a better transition between The Judgement Hall and the Ruins Entrance. (Contains an additional encounter)
Enemies now have automatic Health adjustments and Damage dealing has dynamic scaling to the damage numbers. (Not entirely perfect but should suffice)
Debug Mode, turn the Debug VaL Variable to 1 and use the number keys to show or do different things.
Cycles between Variables and ID lists, which are arranged into groups.
Infinite HP.
Adds an item ID to a free slot.
Bug Fixes:
Fixed the Yellow soul projectiles not properly increasing in speed when fired.
Fixed the Yellow soul bullet collision detection.
Fixed the occasion where the purple soul strings would clip into the box when it was decreasing in size. (Not a permanent fix, but I doubt anyone will make attacks with a box size of 9.)
This is all, enjoy the Update :)
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