Posted June 21, 2023 by Annwfn
#A Journey through Consciousness #RPG Maker MV #JavaScript #JS #game development #game design #my first game #facing Alpha Nemesis
13.06.2023
<> Finalised the change intended today after around 8 hours of code changing :D (with small breaks here and there)
<> The code is simpler, uses a bit fewer events and no longer has the option for seeing stats for a specific enemy. Felt a bit too much for too little result.
<> The Display Stats button no longer appears above each character, but appears above Back to User Interface button and is slightly transparent. Just for the lolz.
<!> The issue regarding the dash has partly vanished now with the code rewrite (character 5 stat separator dash line). It no longer vanishes on picture display, it vanishes on clicking the stats button now. XD
14.06.2023
<> Increased Loss of Life dealt to enemies in range 1 by Öberantnitch of Öv-Ög (Essence) from 20 to 44. Increased Mana loss inflicted from 10 to 22.
<> Wrote the code that allows player to apply 1st Essence to own weapon.
15.06.2023
<> Added the changes to Öberantnitch of Öv-Ög (Essence) to the code.
<> Wrote the code to allow player to apply each possible Essence to own weapon.
<> Made BIG potato code for 1st Attack ability to be used. Still thinking how to arrange it.
<> NEW RULE: Blindness' special success chance for Attacks to fail isn't influenced by any other effect, those chances remain fixed. Only that which specifically counters Blindness has triggers.
<> Slight adjustment to Harness Inner Majesty's effect to make it more clear.
16.06.2023
<> Situation is looking kind of overwhelming given how many effects have to be handled per action.
<> Began a rewriting of the code regarding the Negative Effects' duration reduction during End Phase. Created the special situation for Bleeding stacks where their duration doesn't decrease if they are more than 5 (Deep Wound applied).
<> Created 3 new events that will handle the code for player's actions: when healed, when attacking and when being hit.
<!> Planning to remove all old enemies and especially events that are no longer useful, since a lot of the old material will be replaced with newer features.
17.06.2023
<!> Though Positive Effects cancel some Negative Effects' effects the duration reduction still will happen for each.
<> Created a global Variable for all characters to determine the currently used ability's Type and allow triggering corresponding effects depending on action.
<> Also created a global Variables that notes the damage Type (including Loss of Life, even if it's not damage).
<> Transformed global Variable 997: deleted its properties and added 7 new ones: each tells which enemy is alive, per enemy group and the 7th one counts how many enemies there are alive (for global effects).
18.06.2023
<> Started working on Positive and Negative Effects' function in the game, for the player for now.
<> Slight changes to Twisted Mercy's effect to better reflect functionality and further reduce the confusion.
<> Added "Physical" damage absorbtion to Pain Harvesting (Passive)'s Shield.
<> Finished the code for the player's 4 Shield effects, started on adding the damage reduction effects.
<!> RULE: Shield effects always trigger BEFORE damage reduction effects, these triggering last, AFTER any damage amplifiers and dampeners.
19.06.2023
<> Added missing property to Alabastrine Approach (Obstruction) to show that is has been enabled.
<> Deleted a property (had a double entry accidentally) in variable 904 (player's Passives' effects).
<> Working towards the code of Pain Harvesting (Passive)'s damage reduction, also towards Alabastrine Approach (Obstruction)'s Translucid (Favor) effect trigger.