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v0.2

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@Gabolate Gabolate released this 09 Jul 22:43
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v0.2 ¬

  • 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)

  • Added a few more chapter_set instructions in case that does something.

  • Fixed ANM IDs related to phantoms. (feathers?)

  • Added missing "yin-yangs"' circles sprite.

  • 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)

  • Added 'SubParams' to include hardcoded instructions on the beginning of functions. (Useful when EoSD2FW cannot detect/implement certain stuff)

  • 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)

  • Changed Non-Infinite Lasers' sprites to Rice. (Based on darkcaty's cirno's fight recreation)

  • '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.

  • Changed part of the logic when calculating the bullet shooting offset.

  • Fixed typo in the bullets' sprites IDs that made shards spawn as kunai.

  • When a spellcard starts or ends, if a timeout occurred it won't convert bullets to cancel items.

  • Boss "lives"/"stars" are set to 0 after the boss is defeated.

  • Upgraded RANK implementation. (Previously it was always set to Max, now its different depending on the difficulty)

  • Fixed a few bugs that prevented the converter to correctly find some of the functions that bosses use when defeated.

  • Made 'ex_ins_call' function '1' automatically shoot.

  • Implemented Cirno's Perfect Freeze hardcoded function. (With some modifications to get around some issues)

  • 'enemy_delete' now can delete the enemy instead of an infinite wait if the HP is less than 1.

  • 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)

  • Fixed an issue with bullets having little to no sound at some points.

  • Fixed a bug that made aimed lasers only have an absolute angle. (basically player_angle + another_angle didn't work)

  • Added more item types and fixed a bug in the timeline regarding them.

  • Upgraded slightly the Rank implementation on stage 2 so bullets on their last wave aren't so slow

  • Improved 'shoot_interval_delayed' for a better cooldown balance between stage and during-bosses bullets

  • 'SELF_TIME' was changed to 'PHASE_TIMER'

  • 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)