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v1.7.0

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@tweenko tweenko released this 16 Dec 17:58
· 313 commits to main since this release
9278b42

What's Changed since v1.6.1?

save system:

  • save_set's JSDoc argument "save" changed to "slot" for more clarity and changed its name to save_set_slot
  • started storing save entries' default values
  • new function save_entry_get_default(_entry_name) that returns you the default value of a save entry set in the save_entry functions (not used in the engine)
  • added an optional argument for the save_load function, to_default_values. used to set all save data to its default values

encounters:

  • added a new function, enc_party_set_battle_sprite, that sets a party sprite in an encounter from the battle sprites struct. applied it to all places it belongs to
  • changed the act end animation conditions to actually play for most party members
  • changed the way the act animation is applied for other party members and fixed a bug where sometimes a party member's sprite wouldn't change to the act sprite and other general consistency stuff (bug report)
  • new enable_chasing variable definition for o_actor_e that determines whether an enemy should have the red aura and chase the player. useful for boss actors (true by default)
  • new battle_state_order variable for o_enc that determines the order of battle events. by default it’s menu, exec, dialogue, turn and post turn.
  • battle states are now ENUMERATED instead of in strings
  • new __battle_state_advance method for o_enc which advances the current battle state depending on the state order
  • new win_condition variable for o_enc that must return a boolean. if it returns true, the battle will end if not waiting for anything
  • new script enc_enemy_is_recruitable - self explanatory.
  • added an ability to make enemies non-recruitable, by setting their recruit variable to noone
  • encounter sets now also have events (ev_pre_dialogue, ev_dialogue, ev_turn, ev_turn_start, ev_post_turn, ev_win), just like the enemies. useful for encounter specific events. avoid stacking enemy events and encounter events on top of each other, though - that will likely result in errors.

misc:

  • removed unnecessary show_debug_message instances
  • turned VSync on to avoid screen tearing. it shouldn't mess with performance too much, but if you'd like to turn it on, navigate to IDE project settings
  • moved cutscene_spare_enemy to the cutscenes script
  • started saving the menu page throughout opening/closing menus in global.menu_page
  • calling the choice command now automatically removes faces (request)
  • added a new variable empty_callback for o_ow_chest, which will be called when the chest is already opened and interacted with (or if the chest is empty)
  • added a new variable open_override for o_ow_chest, which, if not undefined, will be called INSTEAD of the usual code for overworld chests
  • added proper localization to the game over screen

bugfixes:

  • all the save changes above relate to this bug with not properly resetting the currently active save file when returning to title (bug report)
  • fixed a bug where pressing confirm while closing the menu opened the selected page for a split second
  • fixed a bug where i forgot to apply the new anime system (bug report)
  • fixed a bug where the box reposition command wouldn't work properly (bug report)