Version 1.12


  • NEW CHARACTER: The Artist. This character was created purely to explore the elemental affinities system, and is not intended to be balanced. Try them out on the Mystery Twins!
  • Actors have now been converted to a database structure. This should make runtime more efficient and facilitates the construction of in-game lists such as a Pokedex or bestiary.
  • Implemented "advance turn" functionality that allows you to space out enemy turns within a round. (Thanks to A Friendly Irin for providing this code.)
  • Implemented support for "ambush" encounters where the enemy takes the first round.
  • Implemented support for "full-round" enemy actions that take up all of the enemy's remaining attacks, as well as a corresponding getter function in the Action class.
  • Implemented support for damage reflection. (Thanks to A Friendly Irin for providing this code.)
  • Implemented support for counterattacks. (Thanks to A Friendly Irin for providing this code.)
  • Implemented support for puppet respawns.
  • Added a new Stat subclass, FillStat. This class is for stats that contain both a current and maximum value that can be exhausted and refilled, such as tolerances.
  • Rehauled action functions with greater functionality and documentation. In particular, the massAttack function can now function as a vanilla area-of-effect attack. Note the warning in the new findTarget function.
  • Added a heal function, for those weirdos who want players to be able to recover HP.
  • You can now mask the stats of enemies in the status screen by flagging a maskstats attribute.
  • Main stats are now kept in a generic object, not a Map. This should make them more accessible in code.
  • setHP depreciated; the hp property now has a proper getter and setter.
  • damagecalc now accepts a custom target like echodamage.
  • Added several additional getters for Action objects.
  • Implemented a getter and setter for the en property that bounds it between 0 and maxen. This allowed for the removal of the loop that otherwise accomplished this in PassageReady.
  • Implemented a new method function for Actors: hasEquipped. This will return true if the character has the equipment specified in the argument. (Thanks to A Friendly Irin for providing this code.)
  • Moved the code for displaying player commands to its own passage for greater modularity.
  • Offloaded elemental hit messages to a variable defined in StoryInit so users can more easily modify them.
  • Hunter counterattacks will now only trigger once for enemies that take multiple actions in the default code.
  • Prone characters should be able to be selected again.
  • Fixed a glitch that prevented buffs from displaying their removal message.
  • Elemental immunities should now actually result in 0 damage rather than the minimum damage value.
  • Actions should no longer be disabled if a character has 0 HP and is somehow still acting unless the action has a defined hpcost value.
  • Added a section in Design explaining HP and hit-to-kill ratios.


This update also includes a long-overdue documentation update! Tell me if I missed anything.

Files

rpgengine source.zip 5 MB
Apr 05, 2020

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