• edited January 2014
    Also coming: searching the node list :)

    It's not that pretty - displaying a bunch of buttons matching the searched words - but you'll be able to quickly find what you're searching.

    Edit: and there's the new Game Variable Fork step - similar to the Check Game Variable step, but it'll check a single game variable for multiple conditions, the next step depends on which condition is valid. So, it's somewhat of a combination of choice and variable check :D
    Post edited by gamingislove on
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  • Nice, thanks for the QoL changes!

    Trying to wrap my head around the Game Variable Fork; it essentially saves you having to create a bunch of consecutive Check Game Variable checks, if I'm understanding it correctly?
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
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  • Using an item or ability can depend on status requirements and variable conditions. Abilities could already depend on status requirements :)
    Thanks, GiL, for adding this. I assume that with this, I can implement the thing where I can only use the log when near the campfire, right?
  • @Kirb
    Exactly - you'll be able to check one variable for multiple values and execute the next step based on which value it has.

    @Shadow_Fire
    That's right, should be doable now :)
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  • Excellent! Can't wait to try it out.
  • Another round of new event steps:
    • Status Fork Step
      Like the Game Variable Fork step, this step allows checking a combatant for multiple status requirements and execute the next step based on which requirement is valid.
    • Check Component Enabled Step
      Well, checks if a component is enabled :)
    • Check Fields Step
      Checks the value of fields of any component.
    • Check Function Step
      Checks the return value of a function of any component.
    The new check field/function steps allow implementing basically any custom stuff into the event logic :)
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  • edited January 2014
    Aaahhhhh! Yes :D! Yes to all of these! (I don't suppose you could also add an Equipment Fork Step?)
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • Status Fork seems VERY useful for me.
  • @Kirb
    Good idea, I'll do that :D
    I guess checking a selected equipment part for different equipment?


    Currently working on Image Steps - displaying, fading and moving images on the screen, NOT using GUI boxes :)
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  • edited January 2014
    Yep, that should do!

    Also, oh snap at the Image Steps! That could have a lot of uses. Does that mean that, potentially, I could add animated images in menus as well, for eyecandy purposes?
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • Oooh Image Steps. Super Cool Fun Time Anime Cut-Ins, yes?
  • edited January 2014
    @Kirb
    Not really, still only static images - had no time to look into the 2D stuff yet :)
    Also, the image steps are currently only available in events.

    @Griffin
    Well, using static images, yes :D
    Nothing animated yet - but that's a thing I'd like to implement soon.


    Edit: And here it is!
    Post edited by gamingislove on
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  • Whoaaa the node editors look so tasty! This is one fantastic update.
  • Just purchased this yesterday and today an update... I'm super happy! Thanks and keep up the good work, GiL!!!
  • edited January 2014
    @GiL
    Ah, that's no problem. They should be handy regardless. :D

    One hell of an update; thanks for the great work, GiL!

    Edit: Dang, the node editor is looking pretty sexy now!
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
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