Releases: Gabolate/EoSD2FW
Release list
v0.2
v0.2 ¬
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Added function to make the timeline wait instead of skip enemy spawns until no bosses are active. (For now its used in Stage 2 by Daiyousei)
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Added a few more chapter_set instructions in case that does something.
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Fixed ANM IDs related to phantoms. (feathers?)
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Added missing "yin-yangs"' circles sprite.
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Changed EoSD's enemy_create implementation with enemy_create_abs to enemy_create_rel. (As of now its due to X coordinates not working in Sakuya's magic circle enemies, will take a look at it once we are there)
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Added 'SubParams' to include hardcoded instructions on the beginning of functions. (Useful when EoSD2FW cannot detect/implement certain stuff)
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Added the 'CopyAndRename' function to create clones of Subs used by death_callback_sub while skipping any time labels. (for enemies that spawn bullets once killed)
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Changed Non-Infinite Lasers' sprites to Rice. (Based on darkcaty's cirno's fight recreation)
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'move_rand_interp_abs' is no longer used and is now replaced with a custom implementation to "follow" the player while still being quite random.
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Changed part of the logic when calculating the bullet shooting offset.
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Fixed typo in the bullets' sprites IDs that made shards spawn as kunai.
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When a spellcard starts or ends, if a timeout occurred it won't convert bullets to cancel items.
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Boss "lives"/"stars" are set to 0 after the boss is defeated.
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Upgraded RANK implementation. (Previously it was always set to Max, now its different depending on the difficulty)
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Fixed a few bugs that prevented the converter to correctly find some of the functions that bosses use when defeated.
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Made 'ex_ins_call' function '1' automatically shoot.
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Implemented Cirno's Perfect Freeze hardcoded function. (With some modifications to get around some issues)
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'enemy_delete' now can delete the enemy instead of an infinite wait if the HP is less than 1.
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Fixed a bug in loops that made them jump one more time than intended. (e.g. if it should loop 4 times, it loops 5 instead)
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Fixed an issue with bullets having little to no sound at some points.
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Fixed a bug that made aimed lasers only have an absolute angle. (basically player_angle + another_angle didn't work)
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Added more item types and fixed a bug in the timeline regarding them.
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Upgraded slightly the Rank implementation on stage 2 so bullets on their last wave aren't so slow
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Improved 'shoot_interval_delayed' for a better cooldown balance between stage and during-bosses bullets
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'SELF_TIME' was changed to 'PHASE_TIMER'
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New Implemented Instructions:
- 'move_position_interp_linear'(linear movement, aka mode 0)
- 'bullet_cancel' (Deletes bullets and turns them into cancel items)
- 'laser_cancel' (Removes the specified infinite laser)
- 'enemy_kill_all' (Deletes all enemies unless they have a flag set preventing so)
- 'enemy_flag_interactable' (Prevents an enemy from being cleared and disables hitbox + hurtbox)
- 'laser_clear_all' (Clears all lasers)
- 'spellcard_flag_timeout' (Sets the current spell as a timeout card)
- 'enemy_flag_invisible' (Makes the enemy invisible)