33 Commits

Author SHA1 Message Date
James Daly
807970db5e Added a tileset builder 2019-07-14 21:15:57 -04:00
dalyjame
07df031670 Now capable of saving and loading stages 2019-07-06 22:12:47 -04:00
dalyjame
8e7937b3c6 Created a builder for making maps 2019-07-03 21:57:20 -04:00
dalyjame
adef7235f1 Can now save and load animations 2019-07-01 12:50:01 -04:00
dalyjame
e9284e2158 Can build animations with multiple frames and play the animation. Still need to be able to save/load animations and to pick the images 2019-07-01 08:52:09 -04:00
dalyjame
2474879831 Merge branch 'master' of https://git.egr.msu.edu/dalyjame/fakemon 2019-06-30 08:49:32 -04:00
James Daly
a9fc91ddde Started work on an animation builder 2019-06-29 23:24:53 -04:00
dalyjame
6defc0ec04 Added a parser for the rpgmaker CharSet format 2019-06-26 15:08:15 -04:00
James Daly
62d2e5a15e Added materials for animations 2019-06-25 23:03:30 -04:00
dalyjame
7c9942066f Made it so crits ignore defense boosts and elements use enumerations for type effectiveness 2019-06-24 16:51:31 -04:00
James Daly
4d456d7e5d Added a builder for elements and made the buttons and damage bursts reflect the elemental color 2019-06-23 21:25:08 -04:00
James Daly
11b03b02d2 Fixed the animations to occur sequentially rather than all at once 2019-06-19 22:11:05 -04:00
dalyjame
e008892c13 Added the first charge-move, razorwind. Future moves incoming. Note that since there are no items or weather, insta-charge is not yet implemented 2019-06-18 16:48:54 -04:00
James Daly
c244d36bd6 Merged some conflicts with the new damage animations 2019-06-17 22:23:22 -04:00
James Daly
2ea3b98514 Added animations for dealing damage, but they currently happen concurrently 2019-06-17 22:16:19 -04:00
dalyjame
908069f2bc Added moves with a cooldown 2019-06-17 14:41:15 -04:00
dalyjame
a475126a3f Added a configuration file for seting up parameters 2019-06-16 14:17:52 -04:00
dalyjame
b6fc98f44e Added fixed-damage moves 2019-06-15 14:07:28 -04:00
James Daly
38dbb7fa92 finished incorporating messaging into the UI window and added another custom control to make updating the UI easier 2019-06-14 22:15:58 -04:00
James Daly
0b52e91a3d Connected the battle engine to the UI. Beginning to make messages appear in the UI 2019-06-13 22:22:57 -04:00
James Daly
2805bbf1c7 Incorporated a UI 2019-06-12 22:11:34 -04:00
dalyjame
273a79c9c6 Added a bunch of moves 2019-06-12 09:36:47 -04:00
James Daly
bebbf469db Messages will now play when an ability triggers 2019-06-06 17:37:32 -04:00
James Daly
d2ee6debf8 Remove JsonHelper. Json will no longer be supported. Data files will be in Yaml only (which they already were) 2019-06-05 21:42:41 -04:00
James Daly
ad6780362b Added support for abilities including a bunch of abilities that have effects the the monster is hit. Better monster generation support has been added. 2019-06-05 21:31:25 -04:00
James Daly
ce81ab2079 Added support for volatile status effects including confusion and flinching. Also, all elements are now supported. 2019-06-03 22:46:09 -04:00
James Daly
34cd67c36f Added the ability for statuses to have data (like duration) and the sleep and toxic status effects 2019-06-02 22:46:32 -04:00
James Daly
40553d36b9 Renamed the root package to fmon and added paralysis, burn, and sleep status effects 2019-06-02 17:40:40 -04:00
James Daly
d13d5b3bf6 Added natures and xp curves / levels 2019-05-30 22:32:49 -04:00
James Daly
32c6913187 Moved move activation from the game engine to the move itself and added the ability to switch out 2019-05-29 22:20:47 -04:00
James Daly
8ff9bdd938 Added swapping in for fallen monsters and looping turns 2019-05-28 22:17:08 -04:00
James Daly
9e376c4e52 Added recoil, drain, and critical hits 2019-05-27 22:48:10 -04:00
James Daly
83e6bb7a3c Adding FakeMon project 2019-05-23 22:58:31 -04:00