Version 1.27


  • deathMessage can now be defined as a database property.
  • Equipment slots can now be defined in StoryInit, through the variable DEFAULT_EQUIP_SLOTS, or as a database property, instead of being hardcoded in the Actor constructor.
  • Added a new support function, resetAnimation, that can be used to reset an animation mid-play. This function has been used to tweak hit animations such that shaking popups now take the same amount of time as non-shaking popups, hopefully reducing the time spent waiting for long multi-hit attacks to resolve.
  • The delay between popups can now be adjusted through the ANIM_DELAY variable.
  • Removed the "effect adder synonyms" passage. Functionality is now handled through a synonym property for Effects. If you define a synonym, the effect will be synced to that tolerance during tolerance calculation.
  • uncontrollable, untargetable, and shield effects now operate the same way as hold effects, preventing unexpected overwrites.
  • Actors' addEffect and removeEffect functions have been compartmentalized into a separate file, effect-manager.js, for easier customization of effect logic.
  • Animations can now be toggled on and off through the settings menu.
  • Link color preferences should now work correctly again.
  • Knocked Down puppets should be unable to act again.
  • Damage-over-time messages will no longer display if the victim is defeated.
  • Counterattacks and mark attacks should now animate correctly. They are also now handled on their own passage, rather than appended to the previous action.
  • "custom end of action effects" now runs as part of "action effects". markAttack and hunterCheck have also been moved to "custom end of action effects".
  • Counter logic has been offloaded to its own passage for modularity purposes.

Files

rpgengine source.zip 6 MB
Dec 24, 2020

Get Another RPG Engine

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