@Jragyn Is it possible to keep the states on when the player change of map ? I guess so, it was on 3.0 but i don't know how to do.
Thanks for your code tweaks, I was in the process of fleshing out the state system and how JABS manages them (such as stacking, which this appears to be related to), but hadn't fully tested all the edge cases (or normal cases it seems if people are having this much in the way of problems).
But I guess Jragyn still work on this one because our poor test ghotsy shakes a bit when activated.
While I was building out the pixel movement system, I observed that the "Cyclone's Movement" actually looked like 95% of what I was about to write, in ways that I was about to write them. So I opted against completing my own and instead pivoted to generating an adapter that modified the little 5% bits and added a couple things into there. There is a good chance I will not return to my own pixel movement plugin to complete it,
so I would not wait for it to make a triumphant return.
Anyway, with many battlers on the filed Cyclone makes the game freeze a little bit
It is a side effect that largely goes unnoticed when you are not using an ABS because there is minimal other processing happening; adding an ABS and a large pile of enemies (how many "large" equates to varies heavily on the power of your CPU) will usually result in processing lag, graphical lag, or some combination of the two.
Do you have an update roadmap/timeline for this plugin cos I'm curious to know what the upcoming features are?
For the last several months, a few metaphorical planets in my life have aligned, removing the excess of time I spent just writing out JABS. This, combined with the fact that I am but one person who wrote all of this stuff, I've simply not had the time to maintain much:
Documentation
Many of the plugins themselves should have a relatively uniform "plugin description" including usages and sometimes loose changelogs to accompany versions where I've found the time (and had the memory) to build out. Including JABS, though I wouldn't call it a substitute for a "feature list" or anything- that is why I am freely offering the play of my demo, along with access to the source project. The intent was to enable learning-through-review[-and-reading-and-other-boring-stuff], a process I find rather useful, though again I can't discount how much more useful it'd be to have a big ol' glossary of data for this plugin...
nor
Roadmap
Using Chrono Engine and BlizzABS for ideas for goals to shoot for helped me build out the core of the engine. Of course, I have added a multitude of features over the course of the [3+] years(!!!) I've worked on this just this plugin.
Most of the new features I added not really because I had a concrete list, but mostly because I was sitting there, fiddling around in the editor, and said to myself:
"i want my game (the demo) to have this kind of dungeon with this gimmick"
or
"I want my game (the demo) to have a skill that has this passive/active functionality/interactivity"
or
"I want my game (the demo) to have this kind of utility/system/engine".
Once I flesh out how that might look in my head, I code it out in a way that hopefully isolates it enough so that it can be its own plugin and hopefully as compatible with other peoples' stuff as much as possible.
Feel free to drop ideas here if ya want, I evaluate all sorts of sources for plugin concepts and existing plugin extensions (for my own plugins, such as JABS) (when I'm not so busy that I haven't even really worked on this recently).