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0792a64
MADE CATERPILLAR POSITION OFFSETS MODULAR FOR EASIER CONTROL OVER THE…
Determined-Memories Jan 10, 2026
743f583
ADDED THE ABILITY FOR CHARACTERS TO HAVE MORE THAN 4 WALK FRAMES
Determined-Memories Jan 11, 2026
da88fb3
REMOVED REFERENCES TO THE MUS FOLDER BY REMOVING THE FILES FROM MY MU…
Determined-Memories Jan 11, 2026
4ea86f8
FORGOT TO UNHARDCODE A NUMBER.
Determined-Memories Jan 11, 2026
c2429b7
MERGED REUSED OR SIMILAR OVERWORLD CODE INTO NEW "SCR_SHARED_OVERWORL…
Determined-Memories Jan 12, 2026
004cdce
MULTIPLE MINOR CHANGES TO THE HAVE/LOSE/GET SCRIPT, SHOULD ACT THE SA…
Determined-Memories Jan 12, 2026
fd77bc9
Moved Cloned Code To Shared Overworld
Determined-Memories Jan 12, 2026
ba26ea5
Fixed Minor Issue
Determined-Memories Jan 12, 2026
1c09551
Fixed Another Minor Issue: Caterpillars Follow Too Far Behind
Determined-Memories Jan 12, 2026
bc645c2
Fixed Minor Issue: If too Many Caterpillars are created they Pass the…
Determined-Memories Jan 12, 2026
1abb883
Cleaned up obj_mainchara's leftover heightfloor stuff, despite the ob…
Determined-Memories Jan 12, 2026
14532d2
REMOVED HARDCODING FROM RUNNING
Determined-Memories Jan 13, 2026
860c6c6
MINOR CHANGE
Determined-Memories Jan 13, 2026
ce75b41
Updated Camera Functions in MainChara to use Ch2+ Versions rather tha…
Determined-Memories Jan 13, 2026
a1cb69c
Made Dark Transition More Controllable
Determined-Memories Jan 13, 2026
f96b17c
Removed Leftover Placement Helper Actor
Determined-Memories Jan 13, 2026
dfd4bc8
ADDED THE ABILITY TO OVERRIDE FACING SPRITE CODE FOR CATERPILLARS.
Determined-Memories Jan 13, 2026
20a1f9c
READDED "FUN" & "SLIDING" CHECKS TO CATERPILLAR AS THOSE WERE FORGOTTEN
Determined-Memories Jan 14, 2026
e5ce7c0
Minor Changes
Determined-Memories Jan 16, 2026
f1c4348
Undid a Change I forgot about when I Discarded the Changes that fix it.
Determined-Memories Jan 16, 2026
8450e11
Fixed Minor Issue Caused by Differences between GMS2-LTS and GMS2-BET…
Determined-Memories Jan 16, 2026
219d6a8
Minor Menu Changes
Determined-Memories Jan 24, 2026
168d3b8
Minor Changes, Added Three variations of scr_wrap in a new scr_wrap s…
Determined-Memories Jan 26, 2026
adb9bea
Minor Changes, Moved Reused Code for Bursting a Bolt to scr_boltburst…
Determined-Memories Jan 26, 2026
1342a36
More Minor Changes, and Added Defeat Run Animations the bottom of Ene…
Determined-Memories Jan 26, 2026
5b5dc3b
Unlocked Snowgrave Spell X Position
Determined-Memories Jan 26, 2026
82a66d3
Increased ModKit version number from v0.90 to v0.901
Determined-Memories Jan 26, 2026
be2f8ad
Minor changes
Determined-Memories Jan 26, 2026
ec35b0e
Added Ralsei Wave Sprites, scr_var, and the other scr_script functions
Determined-Memories Jan 26, 2026
8b32f20
Removed Unused Code I made.
Determined-Memories Jan 26, 2026
4304285
Minor Spare Fixes
Determined-Memories Jan 26, 2026
6c01e71
minor adjustment
Determined-Memories Jan 26, 2026
7f2fc08
Minor Spell Changes
Determined-Memories Jan 26, 2026
117087d
Minor Modifications
Determined-Memories Jan 27, 2026
e012be5
Minor Changes, Added scr_character_autotype to character configs
Determined-Memories Jan 27, 2026
aef9386
Removed The Two Char Auto Sets that were forgotten about from Testing…
Determined-Memories Jan 27, 2026
4bb00dc
Remembered to make it so you cannot Lose recruits from scr_defeatrun …
Determined-Memories Jan 27, 2026
bc919b8
Minor Edits
Determined-Memories Jan 27, 2026
c33b4c0
Minor Changes, Readded the ability for weapons to have Multiple Bolts
Determined-Memories Jan 28, 2026
4a56100
Updated Default Game Icon to not use GMS2-Beta GMS2Project Icon, but …
Determined-Memories Jan 28, 2026
eae0918
Minor Fix to scr_turn to have the LOST text not appear every time you…
Determined-Memories Jan 28, 2026
23aab45
Minor Code Cleanup
Determined-Memories Jan 28, 2026
b3cc8ab
Replaced multiple instances of AutoGenerated GMS1 -> GMS2 Camera get …
Determined-Memories Jan 28, 2026
3407bac
Minor Cleanup, and Fix to ArmorInfo_Mine
Determined-Memories Jan 29, 2026
7e1d221
Added the ability to Change the Max Weapon Inventory Size (By Default…
Determined-Memories Jan 29, 2026
69a5163
PACIFY DEFEAT TYPE can now Spare Enemies just like with the Spare Def…
Determined-Memories Jan 29, 2026
ae4c6a0
Added Minor Change to not set a Defeat Value if it was already Set by…
Determined-Memories Jan 29, 2026
a16fbcd
Very Minor Changes
Determined-Memories Jan 30, 2026
90c79a2
Added Some of Deltarune's Shaders
Determined-Memories Jan 30, 2026
6441805
Minor Dark Controller Change, Fixed Copy&Paste Issue from copying sha…
Determined-Memories Jan 30, 2026
0b66771
Added Noelle Battle Intro Animations, Added Function for checking ass…
Determined-Memories Feb 4, 2026
8690e74
EXTREMELY MINOR Changes (Literally just Replacing Hardcoded Numbers w…
Determined-Memories Feb 10, 2026
2f70327
Minor Fix.
Determined-Memories Feb 10, 2026
544a0e4
Minor Running Fix for Caterpillar
Determined-Memories Feb 10, 2026
9a8a992
Minor Fix via undoing something leftover from Debugging.
Determined-Memories Feb 10, 2026
e398c32
Added scr_hero_rendercharboxicons to HERO CONFIG
Determined-Memories Feb 24, 2026
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27 changes: 24 additions & 3 deletions DELTAModKit.yyp

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116 changes: 46 additions & 70 deletions objects/obj_attackpress/Create_0.gml
Original file line number Diff line number Diff line change
Expand Up @@ -16,41 +16,37 @@ spelldelay[2] = 10;
maxdelay = 0;
maxdelaytimer = 0;

if (spelluse == 0)
{
for (xyz = 0; xyz < 3; xyz += 1)
{
havechar[xyz] = 0;
charitem[xyz] = 0;
charspell[xyz] = 0;
if (spelluse == false){
for (xyz = 0; xyz < 3; xyz += 1) {
havechar[xyz] = false;
charitem[xyz] = false;
charspell[xyz] = false;

if (global.charaction[xyz] == 1)
havechar[xyz] = 1;
if (global.charaction[xyz] == 1) // Attacking
havechar[xyz] = true;

if (global.charaction[xyz] == 4 || global.charaction[xyz] == 2)
{
if (global.charaction[xyz] == 4 || global.charaction[xyz] == 2) { // Spell or Item
if (maxdelay == 0)
maxdelay = 25;

maxdelay += 15;

if (xyz == 2 && spelluse == 1)
{
if (xyz == 2 && spelluse == true) {
if (spelldelay[1] == 25)
spelldelay[2] = 45;
else
spelldelay[2] = 25;
}

if (xyz == 1 && spelluse == 1)
if (xyz == 1 && spelluse == true)
spelldelay[1] = 25;

spelluse = 1;
spelluse = true;

if (global.charaction[xyz] == 4)
charitem[xyz] = 1;
charitem[xyz] = true;
else
charspell[xyz] = 1;
charspell[xyz] = true;
}
}
}
Expand Down Expand Up @@ -128,33 +124,24 @@ if (havechar[1] == 1 && havechar[2] == 0)
boltgap = 20;
boltspeed = 8;
boltx = 0;
points[0] = 0;
points[1] = 0;
points[2] = 0;
pressbuffer[0] = 0;
pressbuffer[1] = 0;
pressbuffer[2] = 0;
pressbuffer[3] = 0;
charbolt[0] = 1;
charbolt[1] = 1;
charbolt[2] = 1;

for (i = 0; i < 3; i += 1)
{
if (havechar[i] == 0)
charbolt[i] = 0;

for (var i = 1; i < DRCharacter.__MAX__; ++i) {
pressbuffer[i-1] = 0;
}

bolttotal = 0
for (var i = 0; i < array_length(global.char); ++i) {
boltuse[i] = 0
points[i] = 0
charbolt[i] = 0
if havechar[i] charbolt[i] = global.itembolts[global.char[i]][0]
attacked[i] = false
bolttotal += charbolt[i]
}

attacked[0] = 0;
attacked[1] = 0;
attacked[2] = 0;
bolttotal = charbolt[0] + charbolt[1] + charbolt[2];
boltxoff = 0;
my_method = 1;
boltnum = 1;
boltuse[0] = 0;
boltuse[1] = 0;
boltuse[2] = 0;
lastbolt = -1;
boltchar[0] = -1;
diff = 10;
Expand All @@ -164,20 +151,16 @@ if (global.flag[13] == 0)

if (my_method == 1)
{
for (i = 0; i < bolttotal; i += 1)
{
boltalive[i] = 1;
for (i = 0; i < bolttotal; i += 1) {
boltalive[i] = true;
c = choose(0, 1, 2);

while (havechar[c] == 0)
c = choose(0, 1, 2);
while (havechar[c] == 0) c = choose(0, 1, 2);

while (boltuse[c] >= charbolt[c])
{
while (boltuse[c] >= charbolt[c]) {
c = choose(0, 1, 2);

while (havechar[c] == 0)
c = choose(0, 1, 2);
while (havechar[c] == 0) c = choose(0, 1, 2);
}

boltchar[i] = c;
Expand Down Expand Up @@ -229,27 +212,20 @@ if (my_method == 2)
}
}

haveauto = 0;
autoed = 0;

if (global.charauto[DRCharacter.Susie] == 1)
{
if (global.char[0] == DRCharacter.Susie || global.char[1] == DRCharacter.Susie || global.char[2] == DRCharacter.Susie)
{
sus = 0;

if (global.char[1] == DRCharacter.Susie)
sus = 1;

if (global.char[2] == DRCharacter.Susie)
sus = 2;

if (global.hp[DRCharacter.Susie] >= 0 && global.charmove[sus] == 1)
{
haveauto = 1;
for (i = 0; i < array_length(global.char); ++i) {
haveauto[i] = false
autoed[i] = false
autopoints[i] = 0
var character = global.char[i]
if global.charauto[character] == true {
var autotype = scr_character_autotype(character)
if autotype[0] == 1 {
if (global.hp[character] >= 0 && global.charmove[i] == true) {
haveauto[i] = true;
autopoints[i] = autotype[1]

if (timermax == 3)
timermax = 50;
}
}
if (timermax == 3) timermax = 50;
}
}
}
}
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