Here's the new build.
There's actually TWO builds since the last one (apparently livejournal failed to post the last one), so you might as well just read the list:
New features (20070718)
New Features: (20070721)
Known bugs:
There's actually TWO builds since the last one (apparently livejournal failed to post the last one), so you might as well just read the list:
New features (20070718)
- Equipment can now have triggered skills, such as on-attack or on-damage or some such. I've added one to Dashijiru's weapon, a 50% chance of gaining some mp back after his turn.
- Skills can be set to resist (Poison has a small chance of it) based on arbitrary stats
- Skills can have a chance to not fire (see the above 'mp regen" ability.)
- Status Effects, are handled pretty much identically to weapons (and for now are defined in the weapon file)
- I added a walking up animation for Protagonist on the map
- Skills can now be set to either target dead or not target dead- I added a life spell to Dashijiru if you want to test it by killing off a party member
- Added particle effect support (the actual particle engine is built into HGE) - see the healing skill and poison for examples
- Skills can now modify stats, since I handle dead as a stat (instead of a status effect) that's how the revive skill works
- in-combat-only stat modifiers can be done using statname_temp, and until nex turn can be statname_turn
- Changed the directory structure to be easier to manage
- Changed the fonts a bit to actually fit all the skills that need to be fit
- Apparently the latest version of HGE had this all along: press alt-enter to play in full screen
New Features: (20070721)
- Added the title screen handler, and removed the HGE logo in debug mode (when compiling in Release mode, it still shows up)
- Added the beginnings of the camp screen: hit M when walking around
- Added per-hit effects per weapons. Supports both particles and sprites. For the character that throws their weapons, it'll be used for that animation effect too.
- Cleaned up losing code (try it out)
- Added the ability to have a skill cast a second skill as an all target, for targeting all monsters. Try Rays of Lights for an example (it's also a good way to test losing)
- Started making my own Gui controls (using the hgeGUIObject base class) - the first one is the menu items in the menu (notice the pointing finger)
- Cleaned up some of the drawing-special-effect-location-code to use sprite centers instead of the hotspots which are used for sprite positioning
- Put in support for absorbing (cast fire on SlimeLeader) or resistance (he has a high holy resistance, too) and Weakness to elements, properly. A defense stat over 255 starts to absorb.
- Some stuff I dont have tests in for yet.
- Preliminary Unfinished saving code that's currently inaccessable.
Known bugs:
- Status effect.. effectiveness (say poison damage) currently cant be based on the caster's skill, so poison always does 15 damage.
- Sometimes the menu highlights too many items.

