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Subversion Commit Log

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Re: Subversion Commit Log

Post by Roots » Wed Mar 03, 2010 2:36 am

I'm on a roll. :cool: This turned out to be a pretty hefty load of changes, close to 3,000 lines. :hack:

Committed revision #1763.
============================================================
Files Added
A src/common/global/global_utils.h
A src/common/global/global_utils.cpp

Files Modified
M Makefile.am
M src/defs.h
M src/modes/defs_modes.cpp

M src/modes/battle/battle.h
M src/modes/battle/battle.cpp
M src/modes/battle/battle_actors.cpp
M src/modes/battle/battle_actions.cpp
M src/modes/battle/battle_command.h
M src/modes/battle/battle_command.cpp
M src/modes/battle/battle_utils.h
M src/modes/battle/battle_utils.cpp
M src/modes/menu/menu_views.cpp
M src/modes/shop/shop.h
M src/modes/shop/shop.cpp

M src/common/global/defs_global.cpp
M src/common/global/global.h
M src/common/global/global.cpp
M src/common/global/global_actors.h
M src/common/global/global_actors.cpp
M src/common/global/global_effects.h
M src/common/global/global_effects.cpp
M src/common/global/global_objects.h
M src/common/global/global_objects.cpp
M src/common/global/global_skills.h
M src/common/global/global_skills.cpp

M dat/skills/attack.lua
M dat/skills/support.lua
M dat/objects/items.lua
M dat/objects/weapons.lua


Primary Changes
Moved around some of the common global code that was scattered throughout the different files and placed them all in a new file pair: global_utils.*. Wrote some new global utility code as well.

Changed the GLOBAL_TARGET enum to be the new set that I had proposed elsewhere. There are now eight target types instead of three. Read more about this change at the bottom of this message.

Removed the GlobalTarget class as it was proving to be useless. it also made no sense with the new target types.

Replaced the usage type nomenclature for "items/skills non-usable in battle" from map/menu use to field use. This is how menu mode has always described this property and its the most appropriate name. Updated all relevant code and Lua scripts to reflect this change.

Thanks to the new global target types, its now possible for the player to select a target for characters in battle mode again. This means that you can actually win battles, yay! :D


Secondary Changes
Various tweaks and fixes to battle code, particularly in the command menu and some of the BattleTarget methods.

Updated shop mode target type text to make use of the new global utility code.

Minor update to menu mode to make use of new global target types.

Updated all skills and items to use new global target types.


Miscellaneous Notes
OS X and Windows developers need to update their project files again. :angel:

I noticed what appeared to be "flickering" on the battle victory screen. I'll get around to addressing this eventually.

Somehow shop mode's display seems to have broken a little, messing up the draw positions for some elements showing equipment details. I'll fix this shortly.

Next up on my list: writing some standard battle damage/evasion calculation formulas for item and skill script functions to use. Then I'll get all of the battle skills and items working once more so that real battles in the game are playable again. Although skills that have effects won't have those effects enabled because that part of the code still needs some work.

Now on to the new global target types. Its probably important that everyone known and understand the types and the utility functions that are available because if you write any code that deals with these objects or define the objects themselves, you're going to want to know this information. Straight from the code, here's a list of the new enums.

Code: Select all

/** \name Target Types
*** \brief Enum values used for declaring the type of targets for items, skills, and actions.
***
*** There are three types of groups within these target types:
*** - Attack Point Types: GLOBAL_TARGET_SELF_POINT, GLOBAL_TARGET_ALLY_POINT, GLOBAL_TARGET_FOE_POINT
*** - Actor Types: GLOBAL_TARGET_SELF, GLOBAL_TARGET_ALLY, GLOBAL_TARGET_FOE
*** - Party Types: GLOBAL_TARGET_ALL_ALLIES, GLOBAL_TARGET_ALL_FOES
***
*** \note The phrasing of "ally" and "foe" in these enum names is relative to the context it is used in.
*** For example, a character using a skill that targets an ally will target one of the other characters in
*** the party while a foe target will select an enemy on the opposing party. On the other hand, if an enemy
*** to the character party is selecting an ally target it will target one of the other enemies in the party
*** and the foe of the enemy is a character.
**/
enum GLOBAL_TARGET {
	GLOBAL_TARGET_INVALID      = -1,
	GLOBAL_TARGET_SELF_POINT   =  0,
	GLOBAL_TARGET_ALLY_POINT   =  1, //!< \note This includes allowing the user to target itself
	GLOBAL_TARGET_FOE_POINT    =  2,
	GLOBAL_TARGET_SELF         =  3,
	GLOBAL_TARGET_ALLY         =  4, //!< \note This includes allowing the user to target itself
	GLOBAL_TARGET_FOE          =  5,
	GLOBAL_TARGET_ALL_ALLIES   =  6,
	GLOBAL_TARGET_ALL_FOES     =  7,
	GLOBAL_TARGET_TOTAL        =  8
};
And here are utility functions, declared in global_utils.h, to help you make the most out of target types. There's a function that returns a translated string for all types, and functions which make it easy to check if the type is a point, actor, party, self, ally, or foe.

Code: Select all

/** \brief Retrieves a string representation for any GLOBAL_TARGET enum value
*** \param target The target enum value to find the string for
*** \return Translated text that describes the target
**/
std::string GetTargetText(GLOBAL_TARGET target);


/** \brief Returns true if the target selects an attack point
*** \param target The target enum value to analyze
**/
bool IsTargetPoint(GLOBAL_TARGET target);


/** \brief Returns true if the target selects an actor
*** \param target The target enum value to analyze
**/
bool IsTargetActor(GLOBAL_TARGET target);


/** \brief Returns true if the target selects a party
*** \param target The target enum value to analyze
**/
bool IsTargetParty(GLOBAL_TARGET target);


/** \brief Returns true if the target selects the user
*** \param target The target enum value to analyze
**/
bool IsTargetSelf(GLOBAL_TARGET target);


/** \brief Returns true if the target selects an ally
*** \param target The target enum value to analyze
**/
bool IsTargetAlly(GLOBAL_TARGET target);


/** \brief Returns true if the target selects a foe
*** \param target The target enum value to analyze
**/
bool IsTargetFoe(GLOBAL_TARGET target);
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Re: Subversion Commit Log

Post by Roots » Wed Mar 03, 2010 8:15 pm

Committed revision #1764.
============================================================
Files Modified
M src/engine/system.cpp
M src/engine/system.h
M src/modes/shop/shop_utils.cpp
M src/modes/battle/battle_indicators.h
M src/modes/battle/battle_actors.cpp
M src/modes/battle/battle_indicators.cpp
M src/modes/map/map_events.cpp
M src/modes/map/map.cpp
M src/common/global/global_utils.h

Primary Changes
System timers can now be updated manually using the Update() method. The ability for timers to auto-update (as they all did before) is still there, but this mode of operation is disabled by default. You now have to either update your timers manually or call EnableAutoUpdate() to enable the old style.

Secondary Changes
Existing timer code in use was updated to reflect these new changes.
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Re: Subversion Commit Log

Post by Roots » Wed Mar 03, 2010 11:32 pm

Committed revision #1765.
============================================================
Files Modified
M src/modes/battle/battle_utils.h
M src/modes/battle/battle_actors.cpp
M src/modes/battle/battle_actors.h
M src/modes/battle/battle_utils.cpp

Primary Changes
Wrote several functions for performing standard battle calculations such as evasion and damage. Functions are not yet bound to Lua or used in the Lua scripts. I'll be doing that next, and then I think all the items/skills will work correctly in battle again (except for status effects). I should also note that these formulas are not yet tested and do differ from current calculations done in Lua scripts because they factor in both physical and metaphysical attack and defense ratings (which is how it should be). I have no idea what effect this is going to have on balancing. :ohnoes:
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Re: Subversion Commit Log

Post by Roots » Thu Mar 04, 2010 3:04 am

1, 2, 3....7! This is my 7th commit in a row! And all of these are pretty significant ones too. Someone must break my combo before I grow too powerful! :devil:

Committed revision #1766.
============================================================
Files Modified
M src/editor/skill_editor.cpp
M src/modes/menu/menu_views.cpp
M src/modes/defs_modes.cpp
M src/modes/battle/battle_utils.cpp
M src/common/global/global_skills.cpp
M src/common/global/global_skills.h
M dat/skills/attack.lua
M dat/skills/defense.lua
M dat/skills/support.lua
M dat/objects/items.lua

Primary Changes
Made some minor fixes to the battle calculation formulas from previous commit and bound functions to Lua.

All battle skills are now utilizing these functions. The new battle formulas do more and require less scripting. Additions include factoring in both physical and metaphysical stats for damage calculations, automatically works for both attack point and actor type targets with no code change, performs gaussian random distribution function on damage numbers, and automatically detects and handles erroneous conditions such as negative damage. Its good stuff. :approve:

Now that all skills are functional except for party target skills (which have never worked) and effect skills, you can fight through any battle in the game without a problem. I haven't tested every single enemy and every single skill, but things should be working. And if they're not, Lua prints out a warning when something fails but it handles the error and continues.

So the not-so-good news is that the new battle formulas make the game a little tough. On average, a full health character will die from 2-3 hits from any enemy. Its just a balancing issue, not a bug. I might throw in a quick hack so the game isn't so dang tough because I don't think we're ready to do a full scale balancing act yet.

Secondary Changes
Removed the _target_ally boolean and related methods on GlobalSkill class. I didn't realize this class also had that member when I removed it from GlobalItem a few commits back. Also updated the _menu_execute function to _field_execute and renamed related methods to keep it consistent with GlobalItem. Affected code updated appropriately (we have a skill editor in the game editor?)
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Re: Subversion Commit Log

Post by Roots » Thu Mar 04, 2010 1:25 pm

8-hit combo

Committed revision #1767.
============================================================
Files Modified
M src/engine/system.h
M src/modes/battle/battle_utils.h
M src/modes/battle/battle_utils.cpp
M src/defs.h

Primary Changes
Wrote a new BattleTimer class that extends the SystemTimer with more features and flexibility that battle timers require. The two features I added were the ability to set the time expired directly and the ability to apply a multiplier value to the timer to speed up or slow down the update progress. The timer hasn't been tested and isn't being used yet, but they'll be implemented (and thus tested) soon and used to apply battle effects.

Miscellaneous Changes
I have some other ideas in mind that I'd like to add to the battle timer but I'm going to save that for later because its not critical. I've also thought that perhaps this BattleTimer could be useful outside of the battle code. Perhaps it could be renamed SystemTimerAdvanced and moved to the SystemEngine, or placed in the common code?
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Re: Subversion Commit Log

Post by Roots » Thu Mar 04, 2010 4:13 pm

9-hit combo

Committed revision #1769.
============================================================
Files Modified
M src/modes/battle/battle.cpp
M src/modes/battle/battle.h

Primary Changes
Target selection graphics are now visible in battles again. Slightly buggy, especially the actor graphic which seems to be drawing too far away from the sprite. Simple to fix though.

Also the previous commit (which I didn't file a report for) was just a clean up of the battle code, removing old commented stuff that is no longer needed.
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Re: Subversion Commit Log

Post by Roots » Thu Mar 04, 2010 6:17 pm

10-hit combo

Committed revision #1770.
============================================================
Files Modified
A img/icons/effects
A img/icons/effects/status_agility_down.png
A img/icons/effects/template_negative.png
A img/icons/effects/status_protection_up.png
A img/icons/effects/status_vigor_up.png
A img/icons/effects/template_positive.png
A img/icons/effects/status_fortitude_down.png
A img/icons/effects/status_hp_down.png
A img/icons/effects/template_positive_blank.png
A img/icons/effects/template_negative_blank.png
A img/icons/effects/status_strength_up.png
A img/icons/effects/status_agility_up.png
A img/icons/effects/status_sp_down.png
A img/icons/effects/status_fortitude_up.png
A img/icons/effects/status_hp_up.png
A img/icons/effects/status_evade_down.png
A img/icons/effects/status_protection_down.png
A img/icons/effects/status_vigor_down.png
A img/icons/effects/status_strength_down.png
A img/icons/effects/status_sp_up.png
A img/icons/effects/status_evade_up.png

Primary Changes
Added several template and place holder images for status effects. The HP/SP status effects just show the letters HP/SP. The other status effects are currently blank except for a black fill and intensity overlay. Hopefully we can find someone to fill in those icons and make them look as awesome as the elemental ones do.
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Re: Subversion Commit Log

Post by Roots » Fri Mar 05, 2010 5:05 pm

11-hit combo

Committed revision #1771.
============================================================
Files Modified
M src/modes/battle/battle.cpp
M src/modes/battle/battle_finish.h

Primary Changes
Fixed the flickering issue when battles finished.

Cleaned up the mess that was the BattleMode::Update() function. Its a lot more simple and easy to understand now.
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Re: Subversion Commit Log

Post by Roots » Fri Mar 05, 2010 10:56 pm

12-hit combo

Committed revision #1773.
============================================================
Files Added
A src/modes/battle/battle_effects.cpp
A src/modes/battle/battle_effects.h

Files Modified
M src/modes/battle/battle_events.cpp
M src/modes/battle/battle_indicators.h
M src/modes/battle/battle_events.h
M src/modes/battle/battle_actors.cpp
M src/modes/battle/battle_indicators.cpp
M src/defs.h
M src/common/global/global_effects.cpp
M src/common/global/defs_global.cpp
M src/common/global/global_effects.h
M src/common/global/global_utils.h
M Makefile.am

Primary Changes
Damage text now shows up red consistently and is displayed in smaller/larger fonts based on the damage dealt as a function of the target's max HP (<10%, 10-20%, 20-30%, and above 30% are the current cut-offs).

Migrated some code from GlobalStatusEffect to new BattleStatusEffect class in added files, battle_effects.*

In previous commit (which I didn't write a message for here since it was small) I fixed the issue where characters were attacking twice per turn.

Added new ImageIndicator class that will be used to show when elemental or status effects get applied in battle.
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Re: Subversion Commit Log

Post by rujasu » Sat Mar 06, 2010 6:40 pm

C-C-COMBO-BREAKER

Committed revision #1774.
============================================================
Files Modified
Allacrost.cbp
Allacrost.depend
Allacrost.layout

Primary Changes
Update Windows/Code::Blocks project files.
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Re: Subversion Commit Log

Post by Roots » Sat Mar 06, 2010 8:54 pm

Noooo! Project files update don't count. You have to actually update code..... :uhoh:
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Re: Subversion Commit Log

Post by rujasu » Sat Mar 06, 2010 11:16 pm

Committed revision #1775.
============================================================
Files Added
txt/es.po

Primary Changes
Added a translation file for Spanish. I'm on my laptop right now, don't really have the horsepower to do anything serious right now.
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Re: Subversion Commit Log

Post by Roots » Sun Mar 07, 2010 6:16 pm

Well, I guess I'll count adding Spanish as a combo breaker. :shrug:

Committed revision #1777.
============================================================
Files Modified
M src/engine/defs_engine.cpp
M src/modes/defs_modes.cpp
M src/modes/battle/battle_indicators.h
M src/modes/battle/battle_effects.cpp
M src/modes/battle/battle_effects.h
M src/modes/battle/battle_actors.cpp
M src/modes/battle/battle_indicators.cpp
M src/modes/battle/battle_actors.h
M src/modes/map/map_dialogue.cpp
M src/modes/map/map_dialogue.h
M src/defs.h
M src/common/global/global_effects.cpp
M src/common/global/defs_global.cpp
M src/common/global/global_effects.h
M dat/effects/status.lua
M dat/objects/arm_armor.lua

Primary Changes
Battle status effects are mostly implemented now. I still need to do some testing before they are ready to be used, but they're very close to that stage now. The only thing other than bug fixing/testing that I need to do is to flesh out the status.lua file for all the effects and finish the code to display the indicator images for status changes.

Secondary Changes
Added binding code for the SystemTimer class

Removed a small hack from map dialogue class for battle mode.

Fixed a grammatical error that marcavis pointed out with the Phoenix Shield description
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Re: Subversion Commit Log

Post by Roots » Mon Mar 08, 2010 1:09 am

Committed revision #1778.
============================================================
Files Modified
M src/modes/boot/boot.cpp
M dat/config/boot.lua

Primary Changes
Debug options from boot menu are now configured in boot.lua instead of boot.cpp. This will make it a lot easier for me to test battle mode because I won't have to recompile if I want a different set of characters, enemies, skills, etc. MenuMode however can not be created from Lua because its constructor takes a ustring argument, and ustring isn't bound to Lua (and it shouldn't be). We'll figure out a work around for menu mode later, because that's going to undergo some changes and need a lot of testing as well.
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Re: Subversion Commit Log

Post by Roots » Mon Mar 08, 2010 2:54 pm

Committed revision #1779.
============================================================
Files Added
A + img/icons/effects/elemental.png
A img/icons/effects/templates.png
A img/icons/effects/status.png

Files Deleted
D img/icons/effects/status_agility_down.png
D img/icons/effects/template_negative.png
D img/icons/effects/status_protection_up.png
D img/icons/effects/status_vigor_up.png
D img/icons/effects/template_positive.png
D img/icons/effects/status_fortitude_down.png
D img/icons/effects/status_hp_down.png
D img/icons/effects/template_positive_blank.png
D img/icons/effects/template_negative_blank.png
D img/icons/effects/status_strength_up.png
D img/icons/effects/status_agility_up.png
D img/icons/effects/status_sp_down.png
D img/icons/effects/status_fortitude_up.png
D img/icons/effects/status_hp_up.png
D img/icons/effects/status_evade_down.png
D img/icons/effects/status_protection_down.png
D img/icons/effects/status_vigor_down.png
D img/icons/effects/status_strength_down.png
D img/icons/effects/status_sp_up.png
D img/icons/effects/status_evade_up.png
D img/icons/elemental_icons.png

Files Modified
M src/modes/shop/shop.cpp
M src/modes/defs_modes.cpp
M src/modes/battle/battle_indicators.h
M src/modes/battle/battle_effects.cpp
M src/modes/battle/battle.cpp
M src/modes/battle/battle.h
M src/modes/battle/battle_indicators.cpp
M src/common/global/defs_global.cpp
M dat/config/boot.lua

Primary Changes
Decided to put status effect icons all in a single image file the same as elemental effects are. It makes it a lot easier to handle, both from an artist's and a programmers perspective. Also moved around some other image icon files.

Fixed a bug in the battle indicator draw code that wasn't performing the fade in/fade out effect properly. Now you can see damage text smoothly fade in and out.

Added a new indicator class used to display two images blended together in a sequence. Useful for indicating changes in status or elemental intensities.

All the infrastructure for status effects in battle are now working.

Miscellaneous Notes
The only aspect of status effects that is not working is there is something screwy going on with the C++ to Lua calls. Sometimes my function pointer works, other times it doesn't, and still other times it becomes NULL and causes a seg fault. Once I get this fixed status effects will be fully implemented and supported in battle. Then all we have to do is write the actual scripts for status effects.
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Re: Subversion Commit Log

Post by prophile » Mon Mar 08, 2010 10:56 pm

Committed revision #1780.
============================================================
Files Modified
M src/engine/video/video.h
M src/engine/video/video.cpp

Primary Changes
  • Added true lighting.
  • Merged point light and scene light infrastructure.
Miscellaneous Notes
  • Lighting requires the OpenGL extension GL_ARB_framebuffer_object, but will fail gracefully if it is not detected.
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Re: Subversion Commit Log

Post by gorzuate » Tue Mar 09, 2010 12:49 am

prophile wrote: Miscellaneous Notes
  • Lighting requires the OpenGL extension GL_ARB_framebuffer_object, but will fail gracefully if it is not detected.
How common is this extension? (i.e. does configure need to be updated, etc. etc.)
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Re: Subversion Commit Log

Post by prophile » Tue Mar 09, 2010 1:53 am

GL_ARB_framebuffer_object is almost a given on any modern system. configure changes are unnecessary, support is checked at runtime.
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Re: Subversion Commit Log

Post by Roots » Tue Mar 09, 2010 9:00 pm

Committed revision #1781.
============================================================
Files Modified
M src/engine/script/script_read.h
M src/modes/defs_modes.cpp
M src/modes/battle/battle_effects.cpp
M src/modes/battle/battle.cpp
M src/modes/battle/battle.h
M src/modes/battle/battle_actors.h
M src/modes/battle/battle_utils.cpp
M src/common/global/defs_global.cpp
M dat/effects/status.lua
M dat/skills/defense.lua
M dat/config/boot.lua

Primary Changes
Status effects are fully working in battle. You can test this out by entering a battle from the boot menu and selecting the "Karlate Guard" skill under Cladius' list of defense skills. It will show a graphic that indicates an increase in intensity when used. You can use this multiple times to reach the maximum intensity level, with the icon changing each time.

Fixed a previously unknown bug in the standard damage calculation formulas. Target defense ratings weren't being factored in at all before! Now they are, which makes battles much less brutal (for both parties). The game is more balanced with this fix in.

Secondary Changes
Added a couple of methods on ReadScriptDescriptor class to detect if a numeric data type exists.

Wrote some more binding code necessary to get this feature in and also to help me with some of the debugging stuff.

Miscellaneous Notes
After 30 seconds the status effect should automatically reduce intensity as long as it hasn't been boosted or altered in any way. I forgot to test this. I think its working in the backend, but there's no indicator being displayed for it so I'll fix this.

I have not accounted for status effects which have an opposite type (e.g. defense boost versus defense drain). I put a bunch of todo notes there but I probably won't get around to implementing this since our next release, so far, has no opposing type status effects.

Only the fortitude boost status effect is functional right now. I'll have to write scripts for the rest of them.

Cladius' stun attack and Kyle's evade boost skills are still non-functional as I have yet to move them to the new status effect system.
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Re: Subversion Commit Log

Post by Roots » Tue Mar 09, 2010 9:33 pm

Committed revision #1782.
============================================================
Files Modified
M src/modes/battle/battle_effects.cpp
M src/modes/battle/battle_effects.h
M src/modes/battle/battle_actors.cpp

Primary Changes
Fixed status effects not providing a visual indicator when the status has decreased. And yes, this functionality is working (wait 30 seconds after using a status effect and watch it automatically decrease in intensity).

When you hold down the "swap" key, instead of character's HP/SP bars, all active status effects are drawn instead. This was an interface design idea from long ago. Glad to finally implement the darn thing. :)
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