5/28/18

Second Vore Engine: DBS

I decided to try and translate the vore stuff from my ABS into the DBS.  This should be easy since parts of the ABS are designed in Battlers.  But...it did take a while as I had to iron some stuff out.  What I can say is that the DBS version of the Vore Engine is working as I want (at a glance).


Features:
From ABS
-When an enemy applies the Vore state, they gain the Eater state and change their appearance.
-Removing the Eater State will release all Vored targets.
-Normal enemies can vore one target.  Gluttonous enemies can vore multiple targets.
-Eaters digest their own Vore buddies.

Added to DBS
-Since changing battler graphics when dead can make the battler invisible at death, this part has been changed so the battler does not disappear.
-Targeting methods have been revamped to determine Full and Empty skills.  For instance, one enemy has Eaten and can either Pet their own Vore buddy or Nuke everyone except their vore buddy.
-Because of the Actor Command Window recording the current actor, it is possible to create specific and dynamic targeting windows.  For example, a Vored player can only attack the Eater he's in or heal only himself.

To Do:
-The natural error here is that a Player needs to select a target or the battle will crash.  This is important even more so since I had to remove the refresh edit to get a 100% application rate of the vore states.  So far, this should not be an issue since Vore should be removed when the Eater state is removed and that should occur when Eater is removed by hit or by timing (and it is removed when battle ends).  In addition to other scenarios, I probably should make a catch at the window just in case.

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