
December
Added overkill system;
Added steal system;
Enhanced the method of ammos for ranged weapons;
Added enemies aggresiveness;
Added multiple colors for boss HP bars;
Added PNG for enemies and allies HP bars;
HUD code remade, less lag;
Some parts of code remade, less lag;
Fixed states animations;
Fixed a lot of minor bugs;
November
Fixed minor bugs;
Code remodeled, that gives more speed to battle;
Added enemies and allies attack and damage sound;
Added attack speed changer for each weapon and enemy;
Ranged Skills enhanced; now it can hit more the one time;
Damage Dispaly enhanced, now shows all damage without erase the before;
Hit count now is infinity;
August
Fixed error when add new chars to party;
Added auto mount skill hotkeys;
Added comment “Follow” again (the enemy will follow the player only with this comment);
Added option to turn On / Off the Squad Battle;
Fixed Level-Up animation bug;
Fixed “Disposed Sprite” Bug and group change order key;
Fixed Puzzle and Object Events movements;
Fixed HUD;
Fixed Game.exe Error;
Added New Input Module (Requiem Keyboard);v
Fixed some bugs of Anti-Lag;
Added EMPTY Area;
Party can have more then 4 members (Causes Lag);
New Sprite for Damage;
Fixed some bugs of Monsters;
July
Added Exp Bar;
Added Weapons and Shields to monster class;
Fixed bug of non-animation of the Bomb;
A lot of bugs fixed ;
Added class Game Monster;
Monsters now can be potables on map by areas;
Game Monster reduces the lag and is automatically;
Bug of Multiple damage for ranged skills fixed;
June
Fixed bug of non-use shield;
Fixed bug of “x” from Extended Movements when ally die;
Fixed double-actor bug;
Fixed HUD Bug when double-actor;
Fixed “piece =” error;
Added SBABS module (use all party members at the same time in-battle);
Added paths for the ranged skills and items;
Added ranged weapons without ammo usage;
Fixed bugs;
Added Confusion commando for states (makes actor walk randomly)
April
Added Requiem Masterpiece 1.2;
Added a ABSConfig.ini in Requiem’s Folder, to configure some hidden configurations of ABS;
Added Reflect Damage;
Enhanced Anti-Lag;
Modification of some parts of code;
March
Added REQUIEM MASTERPIECE, a module that will be used to enhance the compatibility of all Requiem’s Scripts;
Game.exe stopped work fixed;
HUD remodeled, now allows to use PNG;
Recreation of damage method;
Monsters now can show weapons and shields sprites;v
added new commands for configuration;
Fixed a lot of bugs;
Anti-Lag method enhanced;
Added Auto EXP and Gold generation for enemies;
Added option to player attack using shield at same time;
Added overkill system;
Added steal system;
Enhanced the method of ammos for ranged weapons;
Added enemies aggresiveness;
Added multiple colors for boss HP bars;
Added PNG for enemies and allies HP bars;
HUD code remade, less lag;
Some parts of code remade, less lag;
Fixed states animations;
Fixed a lot of minor bugs;
November
Fixed minor bugs;
Code remodeled, that gives more speed to battle;
Added enemies and allies attack and damage sound;
Added attack speed changer for each weapon and enemy;
Ranged Skills enhanced; now it can hit more the one time;
Damage Dispaly enhanced, now shows all damage without erase the before;
Hit count now is infinity;
August
Fixed error when add new chars to party;
Added auto mount skill hotkeys;
Added comment “Follow” again (the enemy will follow the player only with this comment);
Added option to turn On / Off the Squad Battle;
Fixed Level-Up animation bug;
Fixed “Disposed Sprite” Bug and group change order key;
Fixed Puzzle and Object Events movements;
Fixed HUD;
Fixed Game.exe Error;
Added New Input Module (Requiem Keyboard);v
Fixed some bugs of Anti-Lag;
Added EMPTY Area;
Party can have more then 4 members (Causes Lag);
New Sprite for Damage;
Fixed some bugs of Monsters;
July
Added Exp Bar;
Added Weapons and Shields to monster class;
Fixed bug of non-animation of the Bomb;
A lot of bugs fixed ;
Added class Game Monster;
Monsters now can be potables on map by areas;
Game Monster reduces the lag and is automatically;
Bug of Multiple damage for ranged skills fixed;
June
Fixed bug of non-use shield;
Fixed bug of “x” from Extended Movements when ally die;
Fixed double-actor bug;
Fixed HUD Bug when double-actor;
Fixed “piece =” error;
Added SBABS module (use all party members at the same time in-battle);
Added paths for the ranged skills and items;
Added ranged weapons without ammo usage;
Fixed bugs;
Added Confusion commando for states (makes actor walk randomly)
April
Added Requiem Masterpiece 1.2;
Added a ABSConfig.ini in Requiem’s Folder, to configure some hidden configurations of ABS;
Added Reflect Damage;
Enhanced Anti-Lag;
Modification of some parts of code;
March
Added REQUIEM MASTERPIECE, a module that will be used to enhance the compatibility of all Requiem’s Scripts;
Game.exe stopped work fixed;
HUD remodeled, now allows to use PNG;
Recreation of damage method;
Monsters now can show weapons and shields sprites;v
added new commands for configuration;
Fixed a lot of bugs;
Anti-Lag method enhanced;
Added Auto EXP and Gold generation for enemies;
Added option to player attack using shield at same time;
To setup enemies:
Create on map, an event with following commentaries:
Enemy ID - Change ID for a ID of a monster in Database;
Die Erase - Erase the enemy when it dies;
Die Self Switch A - Turn On the Self Switch A when enemy dies;
Die Self Switch B - Turn On the Self Switch B when enemy dies;
Die Self Switch C - Turn On the Self Switch C when enemy dies;
Die Self Switch D - Turn On the Self Switch D when enemy dies;
Die Switch X - Turn On the Switch X when enemy dies;
Die Variable X - Increase +1 to variable X;
Follow X - Change X for range of sight of the enemy, to it follow the player automatically
Kill With Weapon X - The enemy will die only if be attacked with weapon X
Kill With Skill X - The enemy will die only if be attacked with skill X
Kill With Item X - The enemy will die only if be attacked with item X
Object - Makes the enemy be an object, and it will kill only with BOMB is used against it;
Puzzle - Makes the enemy be an puzzle, it can be killed but allies don't follow it, the damage and hp bar is not showed
Respawn X - Makes the enemy respawns automatically after X frames
Boss - Shows the Boss HP Bar
Put on NOTES of enemies in database, the following commands (optional):
Attack Animation = X - Change X to ID of animation for attack of enemy (Default is 1)
Die Animation = X - Change X to ID of animation that will showed when enemy dies
Die SE = X - Change X to a SE name that will played when enemy dies
Defense Rate X - Change X for a defense rate (in %) of enemy (Default is 50%)
Reflect Rate = X (Change X to reflect damage rate (in%) of enemy, default is 0%)
Weapon Icon = X - Change X for a Index of a icon that will be showed as a enemy’s weapon
Shield Icon = X - Change X for a Index of a icon that will be showed as a enemy’s shield
Follow Range = X - Change X for a range that enemy follows the actors
Respawn = X - Change X for a delay that enemy respawn in map
Move Speed = X - Change X for a speed for character of enemy in map
Move Route = X - Change X for a move route for character:
0 = Stopped; 1 = Random; 2 = Follow actor
To setup skills, items and weapons:
In NOTES of skill, item or weapon, put the following commands:
Commands valid for all (except states):
Ranged - That command says to script, that weapon, skill or item is ranged
Graphic = X - Change X for character name
Index = X - Change X for character index (default is 0 )
Speed = X - Change X for movement speed of projectile, (default is 4 )
Range = X - Change X for distance that performed for the projectile (default is 5 )
Delay = X - Change X for delay of projectile (default is 60 )
Shot SE = X - Change X for SE name that is played when attack
Path = X (Change X for:
Line (The projectile will walk in straight line (that is default value));
Circle (The projectile will walk around the player);
Boom (The projectile will walk forward and come back, like a boomerang);
Jump (The projectile will jump 2 squares forward (like Axe of castlevania));
Random (The projectile will walk randomly on map) )
Commands valid only for skills and items:
Explosive - That command, says to script, that is a skill or item explosive
Area = X - Change X for area (in tiles) that explosion affects the enemies (default is 3)
Commands valid only for weapons:
Combo Hits = X - Change X for number of hits needed to gets a combo damage (default is 5)
Combo Rate = X - Change X for % of chance to get a combo damage (default is 75%)
Ammo1 = X - Change X for ID of item that is ammunition 1
Ammo2 = X - Change X for ID of item that is ammunition 2
Command valid only for items:
Bomb - This command says to script, that item is a bomb
Commands valid only for armors:
Defense Rate = X - Change X for defense rate (in %) that shield block attacks for enemies (default is 50%)
Reflect Rate = X (Change X to reflect damage rate (in%), rate is added for each armor equipped default is 0%)
Commands valid only for states:
Animation = X - Change X for a animation id of state, default is 0
Walk Slower - That command says to script, that skill makes player or enemy walk slower
Walk Faster - That command says to script, that skill makes player or enemy walk faster
Don't Walk - That command says to script, that skill makes player or enemy don't walk
Duration X - Change X for a duration (in frames) that target is infected for the state
Confusion (That command says to script, that state makes player walk randomly)
Additional Configurations:
* To create a Dead Sprite for character when it dies, put in the Graphics/Characters folder a image named: $X_Dead, where X is the name of the character.
* To change party order, press Tab
* To Change Allies Actions, hold Control and press Tab to change Action and Enter to change Actor
Create on map, an event with following commentaries:
Enemy ID - Change ID for a ID of a monster in Database;
Die Erase - Erase the enemy when it dies;
Die Self Switch A - Turn On the Self Switch A when enemy dies;
Die Self Switch B - Turn On the Self Switch B when enemy dies;
Die Self Switch C - Turn On the Self Switch C when enemy dies;
Die Self Switch D - Turn On the Self Switch D when enemy dies;
Die Switch X - Turn On the Switch X when enemy dies;
Die Variable X - Increase +1 to variable X;
Follow X - Change X for range of sight of the enemy, to it follow the player automatically
Kill With Weapon X - The enemy will die only if be attacked with weapon X
Kill With Skill X - The enemy will die only if be attacked with skill X
Kill With Item X - The enemy will die only if be attacked with item X
Object - Makes the enemy be an object, and it will kill only with BOMB is used against it;
Puzzle - Makes the enemy be an puzzle, it can be killed but allies don't follow it, the damage and hp bar is not showed
Respawn X - Makes the enemy respawns automatically after X frames
Boss - Shows the Boss HP Bar
Put on NOTES of enemies in database, the following commands (optional):
Attack Animation = X - Change X to ID of animation for attack of enemy (Default is 1)
Die Animation = X - Change X to ID of animation that will showed when enemy dies
Die SE = X - Change X to a SE name that will played when enemy dies
Defense Rate X - Change X for a defense rate (in %) of enemy (Default is 50%)
Reflect Rate = X (Change X to reflect damage rate (in%) of enemy, default is 0%)
Weapon Icon = X - Change X for a Index of a icon that will be showed as a enemy’s weapon
Shield Icon = X - Change X for a Index of a icon that will be showed as a enemy’s shield
Follow Range = X - Change X for a range that enemy follows the actors
Respawn = X - Change X for a delay that enemy respawn in map
Move Speed = X - Change X for a speed for character of enemy in map
Move Route = X - Change X for a move route for character:
0 = Stopped; 1 = Random; 2 = Follow actor
To setup skills, items and weapons:
In NOTES of skill, item or weapon, put the following commands:
Commands valid for all (except states):
Ranged - That command says to script, that weapon, skill or item is ranged
Graphic = X - Change X for character name
Index = X - Change X for character index (default is 0 )
Speed = X - Change X for movement speed of projectile, (default is 4 )
Range = X - Change X for distance that performed for the projectile (default is 5 )
Delay = X - Change X for delay of projectile (default is 60 )
Shot SE = X - Change X for SE name that is played when attack
Path = X (Change X for:
Line (The projectile will walk in straight line (that is default value));
Circle (The projectile will walk around the player);
Boom (The projectile will walk forward and come back, like a boomerang);
Jump (The projectile will jump 2 squares forward (like Axe of castlevania));
Random (The projectile will walk randomly on map) )
Commands valid only for skills and items:
Explosive - That command, says to script, that is a skill or item explosive
Area = X - Change X for area (in tiles) that explosion affects the enemies (default is 3)
Commands valid only for weapons:
Combo Hits = X - Change X for number of hits needed to gets a combo damage (default is 5)
Combo Rate = X - Change X for % of chance to get a combo damage (default is 75%)
Ammo1 = X - Change X for ID of item that is ammunition 1
Ammo2 = X - Change X for ID of item that is ammunition 2
Command valid only for items:
Bomb - This command says to script, that item is a bomb
Commands valid only for armors:
Defense Rate = X - Change X for defense rate (in %) that shield block attacks for enemies (default is 50%)
Reflect Rate = X (Change X to reflect damage rate (in%), rate is added for each armor equipped default is 0%)
Commands valid only for states:
Animation = X - Change X for a animation id of state, default is 0
Walk Slower - That command says to script, that skill makes player or enemy walk slower
Walk Faster - That command says to script, that skill makes player or enemy walk faster
Don't Walk - That command says to script, that skill makes player or enemy don't walk
Duration X - Change X for a duration (in frames) that target is infected for the state
Confusion (That command says to script, that state makes player walk randomly)
Additional Configurations:
* To create a Dead Sprite for character when it dies, put in the Graphics/Characters folder a image named: $X_Dead, where X is the name of the character.
* To change party order, press Tab
* To Change Allies Actions, hold Control and press Tab to change Action and Enter to change Actor