More updates. Anthro Rex has a LOT of attacks. Proves shrinking, minigames, clip syncing, tossing/y motion, hugs/non attack victory all work.
Play more here: www.furaffinity.net/view/88401…
Download MonsterMaker to make your own monsters here:mega.co.nz/#F!kYAiga7L!bSGfYl7…aryion.com/content/imaginaryzs…
-> "Barbftr MONSTERMAKER 2014_10_17min.zip"
This will be the placeholder for any updates to the monstermaker.
Annoying detail for making monsters: It requires you to use Macromedia Flash Professional 8 (Or Any AS2.0 compile system, of which are no longer supported), which is no longer sold or allowed to be purchased. Adobe has repeatedly denied my requests to purchase licenses and refuses to sell legacy products. If you use a newer flash to work on barbftr, we cannot integrate your monsters into the main version, hence the use of the external feature (use AS2.0 export).
Leave any suggestions here in the comments.
Thanks, and enjoy.
G.victoryStatus(); //0 means NO victory, 1 == given, -1 == kill
G.victoryRequest( nextenemy ); //Instantly win against enemy WITHOUT killing them (make each enemy a "maze" to solve...) if nextenemy isn't defined, goes in order.
RAPIDLY TAPPING DOWN == Attack Mode Change (pet mode/attack mode)
G.getPlayerMode(); //Returns the player mode. 0 is normal, 1 is "hug" mode (pet)
G.enemySetAllowPets( doit ); //Allow PETTING of this enemy (you must have a "hitp" animation) if set to 1. 0 disables petting! (default)
G.syncSubclip( main, subclip, animation, callback ); //For internal shots and other sync clips, keeps the subclip synchronized with the main animations offset correctly. (must match # of frames 1:1) Can also call a function (G, obj, target) after applying animation sync.
G.setPlayerScale( val ) //Set player scale (100 is default) Note your monster should be carefult to notice player is scaled; and have the victim clips handled as needed....
G.getPlayerScale()//Get player scale (100 is default) Note your monster should be carefult to notice player is scaled; and have the victim clips handled as needed....
G.syncSubclip( main, subclip, animation ); //For internal shots and other sync clips, keeps the subclip synchronized with the main animations offset correctly. (must match # of frames 1:1)
G.pointsSetPerDamage( value ) //Set the points recieved per HP of damage dealt to enemy (0 is disable!)
G.pointsAdd( amount, dontuselog ) //Add this many points to the player's score for this battle. Optionally, you can disable the logging of these points by seeting the second argument to 1
G.pointsGet( amount ) //Get current total points scored
G.pointsGetFightDelta( amount ) //Get current number of points scored since the start of the current battle
G.enemySetIgnoreWeakHits( value ); //If set to 0 or higher, attacks that do that amount of damage or LESS will not play hit animations. Set to -1 for normal, or pass no arguments.
G.setHMLDef( vh, vm, vl ); //Sets the high, medium and low defense stats in one call.
G.setHMLAtk( vh, vm, vl ); //Sets the high, medium and low attack stats in one call.