Customizable MMBN: Update 16

A lot of things were updated/added.
- Entity Flashing, Panel Flashing, and Screen Flashing are now available through scripts. Panel Flashing will be updated in the in 16B to cover the entire panel.
- Custom Bar Support updated. Now you can check if its filled, change its speed during battle, and pause its updating.
- Custom Menu updated. Now respects the max chip selection you set. Also removes chips and adds new ones after you select them
- Customizable settings for battles. Now you’ll be able to change the custom menu, custom bar, background, and chip name generator
- Automatic direction change for sprites. Now, the sprites will automatically flip depending on what side they are created on. Check the new “direction” attribute in the Animation Pack XML files. Also, check the new entity creation “At Side” script in the battle files! You must used that script for creating in the battle XML files. Use the regular entity creation scripts everywhere else.
- Used Chip Display. Just added in today (shown in screen shot), you can display your last used chip
- Note the new time freeze scripts do 7 independent scripts at once. This was needed so you didn’t have to add the 7 scripts individually just for summoning. Pretty much 14 scripts condensed into 2 to save time.
- Panning Offset. Now you can pan entity offsets to do things like having an entity fall from the sky.
It feels like I’m forgetting some things, but this is most of what the new update consists of!


13 Responses to “Customizable MMBN: Update 16”
Heh. Cool. Now I can work on my stuff. Let all hell break loose.
If there is anything else specific you want added to the engine just ask! I can see what I can fit in for the B update.
Woot!
Looks like after this update, this is going to become ALOT more popular.
This is exactly what I needed for my edit.
By the way, one thing I would like is the chip menu to reappear if you push A or S.
Nevermind, found out how to open the custom menu.
Ummm….
Maybe Game Over and Winning screens?
Yea, that’d actually be the best thing to work on next. Scripts for ending the battle I’ll work on next, and I’ll also add reaction/notification scripts for the battle depending on what happens.
What is the difference between the first battle and the second?
Nothing
. I was planning to do something but got caught up in updating everything else.
Program Advances?
And is there a way to make it so it gives a error again?
I’m having a problem with a script, and that helped to find what was wrong.
It actually still should give an error. The problem may have to do with a wrong animation being chosen (Wrong animation name?), which I haven’t added a counter in for. I’ll add it in for the next version though.
You could also post the script you’re having a problem with in the forums too.
That was exactly what was wrong.
In the LHanimationpack file, I misspelled it. >_<
Great, now I can’t get it to do damage.
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