Barbftr MONSTERMAKER 2014-09-06
11 years ago
Updated the monster maker, adding a lot of useful features.
http://www.furaffinity.net/view/14465814/
There were a lot of updates and changes to make enemies much more interesting.
Lots of bug fixes, new mechanic additions (enemies are more flexible now), qte integration, and in general a lot of little things that weren't done right the 10 or so years ago this thing existed.
Here's a list of the updates, identical to the HOWTO.txt included.
2014-09-06
Added:
G.pointsSetPerDamage( value ) //Set the points recieved per HP of damage dealt to enemy (0 is disable!)
G.pointsAdd( amount, dontuselog ) //Add this many points to the player's score for this battle. Optionally, you can disable the logging of these points by seeting the second argument to 1
G.pointsGet( amount ) //Get current total points scored
G.pointsGetFightDelta( amount ) //Get current number of points scored since the start of the current battle
G.enemySetIgnoreWeakHits( value ); //If set to 0 or higher, attacks that do that amount of damage or LESS will not play hit animations. Set to -1 for normal, or pass no arguments.
G.setHMLDef( vh, vm, vl ); //Sets the high, medium and low defense stats in one call.
G.setHMLAtk( vh, vm, vl ); //Sets the high, medium and low attack stats in one call.
2014-08-27
Bug: Enemy offset cbox isn't used in AI calculation; fix this so attakcs occur when THAT box happens.
Added:
G.qteEvent( frames, typeobject ) //Start a quick time event! a few to choose from
G.qteCheck() //Check if the QTE was won
G.qteAbort() //Abort the QTE
2014-08-23
Bug: Enemy offset cbox isn't used in AI calculation; fix this so attakcs occur when THAT box happens.
2014-08-22
FLASHERROR: Shift + F5 over a selected folder layer crashes flash.
Added:
2014-08-21
Bug: Spark clip blinks! not OK. Fix this so spark syncs with speed. fixed.
Bug: if you ever G.G. anything, serious errors occur... no possible to fix.
Added:
G.setEnemySparkAnim( uanim ); //Directly play a animation on the enemy spark, at its current wherever.
G.setEnemySparkOnScreen( anim, screenfloatx, screenfloaty, screenscale ) //Place the enemy spark on the screen, relative to the center +-1.0 unit to edge of screen. Screenscale preserves scale of thing.
G.isPlayerConsumed() Returns true if the player is consumed; should work for old and new style enemies.
G.showConsumedPlayer( true, frozen ); Allows you to show the player even if "consumed", for QTE's and such. Also sets if the player freezes frames or not.
G.unscaleEnemySpark() Sets enemy spark scale to 100,100
2014-08-20
Bug: update clips could get called from shadows; fixed.
Bug: Tapping doesn't read well for gui controls! fixed.
Added:
G.playerTapReset() Resets the tapping (in case something is currently held down, that won't count.)
G.playerTapGet() Returns current input string that was TAPPED, not HELD. B L R U D syntax.
G.histFromObject( A ) Returns an array histogram from any object histogram. IE sorts keys, returns array of values...
G.histToUnityRange( A ) Returns a list that is normalized (sum is now 1 for all elements)
G.histBlend( A, B, factor ) Blend histograms together based on a factor 0..1, lengths have to match or it will not work. Returns a NEW histogram that is the linear interpolation of the two histograms.
G.getEnemyHP() REturns the exact enemy HP
G.enemySetAttackHistogram( low, medium, high ) To adjust the enemy attack usage. Set to something like 3,3,3 or the original (1,1,7). this is a automatic histogram, the largest number is selected MORE commonly. the ratios matter, not the numbers themselves.
G.enemyReplaceWalk( newanim ) To replace walking animations... "walk" is default Only use this IN the walk animation itself...
2014-07-08
Added background color fading options for dramatic and special effects.
G.fadeBG( <time>, optionalcolor );
G.fadeInBG( <time> );
2014-06-30
Fixed rehealthing enemies that die then eat you then get health so they can die again. (Alsnapz found the bug)
2014-06-26
Added G.getEnemySpark(); so that you can manually fix the spark clip and stuff
Added G.setEnemySparkPhysics( "MoveUp,1,Shrink,50" ); To add basic motion to spark clips
Added stuff to spark clip (number0, number1, ...) which should be used more?
Added G.setPlayerStatus( msg ); so you can set the player status (to warn about stuff)
2014-06-24
Enemies can be set to NOT play the hit animations G.enemySetDontPlayHitAnimation( v ); for making bossess and more fair fights
Added function set and call, so you can make more efficient complicated enemies G.setF( "key", function ); G.callF( "key", arguments );
A frame in the enemies clip is labeled "external" and this is the LAST FRAME, don't add anyhting past this. Auto enemy count.
Call G.enableFullTrace( 1 ); to show ALL messages if something isn't working. Use trace otherwise, added trace doc
Enemies can now turn off their AI, G.setEnemyAIUseAttacks( 0 );
addValue creates one if it does not exist
Added music play, so MP3's can be played from external files (odd) G.musicPlay( localname ) G.musicStop()
2014-05-29
Added external.xml and ability to adjust amount of characters loaded; so you can load many external characters all at once.
2014-05-28
Made external enemies Identical to internal enemies, bridging THAT gap. Now external enemies CAN be created, though the issue of "new player types" remains (recompile each enemy with new players if added.)
Added additional complex struggle directions (L R U D and now LU RU LD RD including with button pressed)
Added Set HP button to test enemies that read your HP
Changed all fonts to support international character sets (No more fruity microfont)
Added conveinience setup for enemies so the setup values no longer have to be in the stupid enemy clip
http://www.furaffinity.net/view/14465814/
There were a lot of updates and changes to make enemies much more interesting.
Lots of bug fixes, new mechanic additions (enemies are more flexible now), qte integration, and in general a lot of little things that weren't done right the 10 or so years ago this thing existed.
Here's a list of the updates, identical to the HOWTO.txt included.
2014-09-06
Added:
G.pointsSetPerDamage( value ) //Set the points recieved per HP of damage dealt to enemy (0 is disable!)
G.pointsAdd( amount, dontuselog ) //Add this many points to the player's score for this battle. Optionally, you can disable the logging of these points by seeting the second argument to 1
G.pointsGet( amount ) //Get current total points scored
G.pointsGetFightDelta( amount ) //Get current number of points scored since the start of the current battle
G.enemySetIgnoreWeakHits( value ); //If set to 0 or higher, attacks that do that amount of damage or LESS will not play hit animations. Set to -1 for normal, or pass no arguments.
G.setHMLDef( vh, vm, vl ); //Sets the high, medium and low defense stats in one call.
G.setHMLAtk( vh, vm, vl ); //Sets the high, medium and low attack stats in one call.
2014-08-27
Bug: Enemy offset cbox isn't used in AI calculation; fix this so attakcs occur when THAT box happens.
Added:
G.qteEvent( frames, typeobject ) //Start a quick time event! a few to choose from
G.qteCheck() //Check if the QTE was won
G.qteAbort() //Abort the QTE
2014-08-23
Bug: Enemy offset cbox isn't used in AI calculation; fix this so attakcs occur when THAT box happens.
2014-08-22
FLASHERROR: Shift + F5 over a selected folder layer crashes flash.
Added:
2014-08-21
Bug: Spark clip blinks! not OK. Fix this so spark syncs with speed. fixed.
Bug: if you ever G.G. anything, serious errors occur... no possible to fix.
Added:
G.setEnemySparkAnim( uanim ); //Directly play a animation on the enemy spark, at its current wherever.
G.setEnemySparkOnScreen( anim, screenfloatx, screenfloaty, screenscale ) //Place the enemy spark on the screen, relative to the center +-1.0 unit to edge of screen. Screenscale preserves scale of thing.
G.isPlayerConsumed() Returns true if the player is consumed; should work for old and new style enemies.
G.showConsumedPlayer( true, frozen ); Allows you to show the player even if "consumed", for QTE's and such. Also sets if the player freezes frames or not.
G.unscaleEnemySpark() Sets enemy spark scale to 100,100
2014-08-20
Bug: update clips could get called from shadows; fixed.
Bug: Tapping doesn't read well for gui controls! fixed.
Added:
G.playerTapReset() Resets the tapping (in case something is currently held down, that won't count.)
G.playerTapGet() Returns current input string that was TAPPED, not HELD. B L R U D syntax.
G.histFromObject( A ) Returns an array histogram from any object histogram. IE sorts keys, returns array of values...
G.histToUnityRange( A ) Returns a list that is normalized (sum is now 1 for all elements)
G.histBlend( A, B, factor ) Blend histograms together based on a factor 0..1, lengths have to match or it will not work. Returns a NEW histogram that is the linear interpolation of the two histograms.
G.getEnemyHP() REturns the exact enemy HP
G.enemySetAttackHistogram( low, medium, high ) To adjust the enemy attack usage. Set to something like 3,3,3 or the original (1,1,7). this is a automatic histogram, the largest number is selected MORE commonly. the ratios matter, not the numbers themselves.
G.enemyReplaceWalk( newanim ) To replace walking animations... "walk" is default Only use this IN the walk animation itself...
2014-07-08
Added background color fading options for dramatic and special effects.
G.fadeBG( <time>, optionalcolor );
G.fadeInBG( <time> );
2014-06-30
Fixed rehealthing enemies that die then eat you then get health so they can die again. (Alsnapz found the bug)
2014-06-26
Added G.getEnemySpark(); so that you can manually fix the spark clip and stuff
Added G.setEnemySparkPhysics( "MoveUp,1,Shrink,50" ); To add basic motion to spark clips
Added stuff to spark clip (number0, number1, ...) which should be used more?
Added G.setPlayerStatus( msg ); so you can set the player status (to warn about stuff)
2014-06-24
Enemies can be set to NOT play the hit animations G.enemySetDontPlayHitAnimation( v ); for making bossess and more fair fights
Added function set and call, so you can make more efficient complicated enemies G.setF( "key", function ); G.callF( "key", arguments );
A frame in the enemies clip is labeled "external" and this is the LAST FRAME, don't add anyhting past this. Auto enemy count.
Call G.enableFullTrace( 1 ); to show ALL messages if something isn't working. Use trace otherwise, added trace doc
Enemies can now turn off their AI, G.setEnemyAIUseAttacks( 0 );
addValue creates one if it does not exist
Added music play, so MP3's can be played from external files (odd) G.musicPlay( localname ) G.musicStop()
2014-05-29
Added external.xml and ability to adjust amount of characters loaded; so you can load many external characters all at once.
2014-05-28
Made external enemies Identical to internal enemies, bridging THAT gap. Now external enemies CAN be created, though the issue of "new player types" remains (recompile each enemy with new players if added.)
Added additional complex struggle directions (L R U D and now LU RU LD RD including with button pressed)
Added Set HP button to test enemies that read your HP
Changed all fonts to support international character sets (No more fruity microfont)
Added conveinience setup for enemies so the setup values no longer have to be in the stupid enemy clip
FA+
