Version 1.14


  • NEW FEATURE: Loss-of-control effects. These effects will force your puppets to attack randomly at the start of a round, like "berserk" or "confusion" effects in most RPGs. There are now three new effects in the effect database to let you test this for yourself: "Hatred" forces the puppet to attack enemies, "Charmed" forces the puppet to attack its allies (potentially including itself), and "Confusion" can make the puppet target anyone on the field.
  • NEW FEATURE: Battle grids. You can now display parties in a 3-by-3 grid on the battlefield. By default, characters in higher rows will guard lower ones, protecting them from direct attacks; you can implement other features as well. Set the BATTLE_GRID variable to true in StoryInit to enable this feature, but mind the instructions in the documentation. An additional menu pane for altering the formation of your characters has also been added. Helper functions have been added to 1_support-functions.js to assist, allowing you to easily call parties excluding empty slots. (Thanks to A Friendly Irin for providing this code.)
  • NEW FEATURE: Cooldown! You can now set a cooldown (and warmup) property for actions.
  • enemytarget has been tweaked for compatibility with loss-of-control effects. As it can now be called by puppets as well, it has been renamed randomtarget for clarity.
  • echodamage has been tweaked to avoid triggering counters and damage reflection if an attacker targets itself with an attack.
  • Mark and Hunter attacks will no longer trigger if the hunter is uncontrollable.
  • refreshPuppets will now automatically remove sticky effects.
  • The trigger property has been tweaked: It is now designed as a function that returns true if the counter should trigger, offloading functionality into the specific counters themselves. By default, it now returns true, meaning an undefined trigger will always activate the counter.
  • Added new formula property for actions, allowing users to specify unique damage formulas.
  • Added new useSpecial property for actions. This is a number between 0 and 1 that determines the proportion of base damage affected by the Special stat as opposed to the Attack stat. By default, this is set to 1 for attack items. See the updated damagecalc function for details.
  • Actors' stat getter function now returns 0 if the stat could not be found. This ensures that your game will run smoothly with the new damage calculation code even if you do not use the Special stat.
  • Offloaded the special functionality for Exacerbate and Downfall into functions tied to the actions themselves. This, combined with the useSpecial functionality, has made the "damagecalc special actions" passage obsolete, and it has been removed.
  • Cleaned up the action getters by making the lookup with displayname part of the basic actionData getter instead of manually inserting it into each getter.
  • Defined a "wait" action for enemies that allows them to delay their turn until later in the priority order.
  • actions_this_turn is now a property of the battle controller, and tracks the actions of all the enemies during the round, not just the current enemy. This allows you to have enemies react to other enemies' behavior.
  • New widget: populateEnemies. This allows you to more quickly generate enemy parties by just passing the names of each enemy. (Thanks to A Friendly Irin for providing this code.)
  • massAttack has been improved with support for row, column, and adjacent attacks if the battle grid is enabled.
  • Added new pushAttack action function that moves characters on the battle grid.
  • Added getters for Actors' row and column locations.
  • Support functions such as getActor have been split into a separate file, 1_support-functions.js. Several functions for the aiding of battle grids have been added, plus a function that converts numbers to words.
  • The status pane now scrolls vertically with the user's viewport.
  • Fixed a problem with some of Cleric's abilities.
  • Status buttons now have a small left margin to give them a buffer against long character names.
  • Fixed an error in playMusic.

Files

rpgengine source.zip 5 MB
Apr 17, 2020

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