I have a small handful of questions/concerns/suggestions.
First and foremost, the config utility that comes with it. Whenever I load a config, I get the following error:
QUOTE
Unhandled exception has occured in your application. If you click Continue, the application will ignore this error and attempt to continue. Iif you click Quit, the application will close immediately.
InvalidArgument=Value of '255' is not valid for 'SelectedIndex'.
Parameter name: SelectedIndex.
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentOutOfRangeException: InvalidArgument=Value of '255' is not valid for 'SelectedIndex'.
Parameter name: SelectedIndex
at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)
at BlizzABS_Config.Config.loadAnima(FileStream stream)
at BlizzABS_Config.Config.loadConfig(FileStream stream)
at BlizzABS_Config.Config.setupNewConfig()
at BlizzABS_Config.Config.openOption_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Blizz-ABS Config
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Documents%20and%20Settings/My%20Documents/RPGXP/Valikorlia/Blizz-ABS%20Config.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
I get this error whenever I load my saved configuration for my game and it loads only a part of the configuration. I've gotten around it by editing parts of the config, generating, and pasting the section I modified to Part 1 in my game.
Second thing is about the manual. I just thought I should suggest some more details on the actual sprites needed for attack, action, and weapons. Although it's clear how many and what to name them, there's no guidance on how they behave, or that the weapon always appears above the actor and you have to edit out pieces of the weapon so it looks right. Some minor guidance would be helpful! On that end, I've considered making a template for each for my own purposes. I'll post them if I do.
Finally, for the moment, I was wondering if there's any way to add a delay on skill use or attacks? For example, if the skill use animation sprite was the actor casting for a brief second and then having the skill 'cast'. Another would be a heavy weapon, such as a massive hammer for a small child, having a delay on the swing. I didn't notice anything in the manual about or in the config about it, but it is entirely possible I missed it.
I adore the system, all in all, and intend to keep using it. It has limitless potential.