- Start the battle cursor in appropriate places
* Debug the "crystal and darin will resolve their attacks
simultaneously" problem.
- Figure out why the battle menu is corrupting in any circumstance
other than a fresh load.
* After that I'll start in on some basic effects, like item use -
Herb.
Some pose changes and a simple sparlie overlay, and +30 HP. This'll
be a testbed
for working out the battle effect process, which I hope to fully
document sometime
soon so anyone who wants to, can add content to Sully in the near
future.
* After a few battle effects are in, then it's time to implement the
Status effects,
which is twofold: one: implementing a triggering system for cleanup
(on_death, on_hit,
expiry_time, etc etc), and two: actually putting the checks for
various status
ailments in the right places.
* After that, making sure that the proper special animations/poses
occur when a character
is effected by a status ailment, and making sure they're removed
when the ailment is removed.
* After that, just some mundane fixes (McFAIL needs a deadzone time on
button presses,
McGrender needs to be fully debugged since some render layers are
missing on battle reloads,
The Battle Menu parser needs to be kicked some so it always loads
the right data on startup...)
* And then, content. Whee.
-----
Anyways, I'm wondering whether the SVN and the todo list is up to
date. There seems to be a lotta confusing junk thrown
herethereeverywhere (like the overworld.vc), and last time I checked,
"void airship()" doesn't mean startup a random battle with random
enemies. :P
It also seems that Gayo has updated a few of the maps with new
graphical stuffs. Like the underground cavern overhanging ledge thing.
That was 1337.
This makes me want to draw stuff. In pixels. So I can see them.
Moving. And stuff.
Lastly:
while( 8==D )?
Very funny Grue. Almost as funny as menu_idx = 1000000.