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Blubber Bloat
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 PostThu May 02, 2013 3:47 am
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Okay, for some reason the game is not showing how much EXP a hero needs until their next level, as well as they're not leveling. My heroes are stuck at level 40, when they should be able to grow to 50. I can send a file to TMC or Jimmy if either one want to take a peek.

I'll take another look, so as to make sure I'm not losing it, but that's what's happening.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
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Metal King Slime
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 PostThu May 02, 2013 4:55 pm
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Heroes can't level if they hit either the maximum level or the level cap. Both can be set in the Stat Caps menu. Also, the level cap can be changed with the "set level cap" command. Have you changed one of those accidentally?
Blubber Bloat
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 PostThu May 02, 2013 7:09 pm
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level caps are at 50. they're at level 40
edit: I have found something peculiar, the "initial level cap" setting was at 0, and I changed it to 50, and that seems to have fixed it.

super edit: Alright, I found a bug fo' sho' yo.
I have some healing spells that single target on ally, and when I cycle through the allies (in battle, I should add) it skips the second from last choice, which happens to be the caster, but it happens in reverse too. As in, going from the bottom it'll go to the caster and then skip the second slot character to first. This is livable, but kinda annoying.
edit edit's edit: this only happens when scrolling by pressing left and right, pressing up and down works fine.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
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Metal King Slime
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 PostFri May 03, 2013 8:53 am
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OK, this is my fault. I wasn't happy with the way that the arrow keys switched between different targets in-battle, so I changed the way it worked. The new way is better in some ways and worse in others. I hadn't realised that it was that bad though. I had planned to try to improve it, or failing that, revert back to the previous system for Beelzebufo. Never happened because of all the other stuff.

I guess I'll go revert to the old system now.
Blubber Bloat
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 PostFri May 03, 2013 12:31 pm
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What exactly were you trying to do? And what was wrong with the old targeting system?
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Metal Slime
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 PostFri May 03, 2013 5:59 pm
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I know the old targeting system went funky with "All" targeted attacks if you used the up and down arrows, sometimes jumping from your second hero to one of the enemies rather than your third/fourth heroes.

I don't remember seeing any problems with it besides that, but the targeting cursor jumping over to the enemies before scrolling through your entire party could get really annoying in games where healing items used "All" targeting so they could be used on enemies (usually for the "potions hurt zombies" effect like in Final Fantasy.)
Bok's Expedition -- DONE! Go play it!
FYS:AHS -- Underschool tunnels (west side) mapping and etc.
Puckamon -- Not until the reserve party is expanded.
Blubber Bloat
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 PostFri May 03, 2013 6:18 pm
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speaking of which, is there some trick to make it target your heroes initially for an "all" themed target? I've not found that out yet. Of course, I've not tried too terribly hard, as I've been focusing on more important things, but I'd really like to know for future reference so I won't have to worry about it.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
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Metal Slime
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 PostFri May 03, 2013 9:14 pm
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The way I usually did it was to use the "Counter" stat, set to 0 for all heroes and something higher for enemies. Then set the attack to have a preferred target of whoever has the lowest Counter stat.

Of course, that only really works if you're not already using Counter for anything else.
Bok's Expedition -- DONE! Go play it!
FYS:AHS -- Underschool tunnels (west side) mapping and etc.
Puckamon -- Not until the reserve party is expanded.
Blubber Bloat
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 PostFri May 03, 2013 9:37 pm
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I almost always am, even if not visibly.
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A Scrambled Egg
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 PostMon May 13, 2013 12:05 am
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Yo hey bro dudes is there a way to set an item to be equipable to multiple slots? I know you can force it with scripting, but basically I want to be able to have three generic accessory slots where the player can equip accessory items to any of the three. Thanks guys

Also is there a way to customize the text box used for item descriptions in the items menu? I really just want to be able to get rid of its translucency.
Super Walrus Land: Mouth Words Edition
Liquid Metal King Slime
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 PostMon May 13, 2013 12:56 am
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Both of those things are planned, but neither of them is possible yet, unfortunately.
A Scrambled Egg
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 PostMon May 13, 2013 12:57 am
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No rush, good to hear they're in the works.
Super Walrus Land: Mouth Words Edition
Blubber Bloat
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 PostMon May 13, 2013 2:04 pm
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I'd like to remind the James about off-centered attack animations on large enemy sprites. I was observing a tester as he was playing MM the other day, and saw this hasn't been fixed yet.
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Blubber Bloat
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 PostTue May 28, 2013 2:35 am
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I've noted it a couple of times before, but battle speed is far too fast. At least, for turn based combat.

I'm bringing this up again because I'm having my tester (since only one's getting back with me) complain about battle flying by in an instant.

He also brought up a decent thing I'd like, having an attacker flash for an instant before action. This would be useful in all situations, really. Perhaps a bitset that makes a character change to a certain palette for an instant? Oh, it would work best as an option in Appearance & Sounds.

Please oh please fix the off-centerness of attacks and perhaps add this feature along with the in-editor screen editor I requested for the HotOHR soon. And perhaps a battle speed adjustment.

I would like the flashing feature, honestly. -The Meow
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Blubber Bloat
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 PostWed Jun 12, 2013 10:46 pm
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ANUDDER BUG:
If you try to copy/paste NPCs in the NPC edit menu, it just jumps you back to the NPC you "copied".
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