Version 2.02


  • Fixed a glitch where enemies would not be flagged dead the first time their HP reached 0 if animations were enabled. (This has in turn created a glitch where enemies are flagged dead before the killing blow finishes animating, but that is more minor and I will deal with it later.)
  • Example entries for actions, effects, items, puppets, and enemies have been added to the default databases. These entries have the most relevant attributes for each class enumerated and set to their default values. You can copy and work off this entry to make your own entries more easily.
  • Effect database entries are now denoted with double rather than single quotes, for consistency with the other databases.
  • Implemented proper support for delayed actions, including for enemies. You can now have any action set up a delayed action by using the setupAction and setupDelay properties, which provide the name and delay time of the delayed action, respectively. Additional code in newTurn and specialcheck will automatically keep track of queued actions and execute them when ready. (Note that specialcheck is a custom passage; if you've already defined your own custom special checks, copy the new data carefully.) Enemy turn logic has been slightly altered to allow for enemies to perform delayed actions while dead; tell me if this causes any unforeseen weirdness.
  • New Action property: targetMethod. This allows you to set a custom targeting method for enemy and delayed actions. It is called on enemy turns immediately after their action is selected, and defaults to randomTarget.
  • Respawn proportion can now be set individually for each character, through the respawnHP property. It will still default to RESPAWN_HP.
  • A respawn stat will now always be set for characters, even if it is not defined in their database entry. By default it will be 0, and respawn checks have been adjusted accordingly to ignore characters with a respawn of 0.
  • Added new Actor methods: statRaised and statLowered, which return a Boolean if the relevant stat is greater than or less than its base, respectively.
  • Several puppet actions have had their texts rewritten to work with other pronouns.
  • Removed a text glitch that ocurred when using an item in battle.
  • The rest action will now remove Winded instead of Knocked Down, as intended.
  • Hitting an Off-Balance character should no longer cause an error.
  • It should no longer be possible for dead characters to gain non-persistent effects.

Files

rpgengine source.zip 6 MB
Apr 21, 2021

Get Another RPG Engine

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