Class handling #921

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merged 5 commits into from Jul 9, 2016

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@Ghabry
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Ghabry commented Jul 7, 2016

Classes are handled silly in RPG Maker 2003. The class settings don't matter at all on startup (it only shows the class name in the status scene), everything else is only applied when "Change Class" event is used...

The naming in liblcf is really inconsistent what do you think about adjusting this?

mighty_guard <-> super_guard
lock_equipment <-> fix_equipment
two_weapon <-> two_swords_style

Ghabry added some commits Jul 7, 2016
@Ghabry Ghabry Fix class handling for options: Two weapon, Auto battle, Equipment lo…
…ck and Strong defense
7439096
@Ghabry Ghabry Use battle animation of the class only, when changed by an event comm…
…and. Fix #916
625ac8a
@carstene1ns
Member

Is sword the only weapon that can be used two-handed? I guess no, so weapon should be the right term here (and not caring, whatever rpg maker uses here, their translation is not good in some other cases too).

@Ghabry
Member
Ghabry commented Jul 7, 2016 edited

The problem here is that liblcf has two different names for the same things depending on if you look in RPG::Actor, RPG::Class or RPG::SaveActor.

two_weapon is obviously better then two_swords_style, bad translation.

And two handed doesn't fit because it's not a single weapon for 2 hands but 2 weapons for 2 hands and no shield :D

Ghabry added some commits Jul 9, 2016
@Ghabry Ghabry Make lock_equipment, two_weapon and strong_guard consistent across Ac…
…tor, Class and SaveActor
dd80509
@Ghabry Ghabry Respect strong defense in battle
f29db28
@carstene1ns
Member

jenkins: test this please

@carstene1ns
Member

Do you want to rename bool Game_Actor::GetTwoSwordsStyle() too or should it stay this way?

@Ghabry Ghabry Rename GetTwoSwordStyle to HasTwoWeapons
caef6a9
@Ghabry
Member
Ghabry commented Jul 9, 2016

good point, gimme a moment

@carstene1ns
Member

looks good to me now, merging after jenkins is ready.

@carstene1ns carstene1ns merged commit 7df0af5 into EasyRPG:master Jul 9, 2016

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