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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)