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v0.3.0
Effects of a mod's own, made in Crystal's effect editor; spells that play them; FF3's summons
played and edited step by step, new summons of a mod's own, and glTF models as summons. What
these add is drawn by the OpenFF client: a Steam mod does not carry them.
Added
- Effects: defs/effects/.json, a mod's own effect, played by spells, cutscenes and Game.Effects.Spawn(id).
- Effects: emitter, mesh, flash, shake and sound tracks on the caster, the target, between them or the world, with paths, curves, gradients, flipbooks and recolouring.
- Spells: defs/spells/.json sets the effect a spell plays, its sound and the caster's glow.
- Summons: defs/summons/.json plays a summon's outcome by the mod's own steps, and may name it in battle.
- Summons: a new summon - a mod spell based on one of the eight - with scripts of its own.
- Summons: a summon may be a monster (SET_MOTION 1000 and on loads a monster's motions).
- Models: a model of the mod's own (defs/models with a "base"), a glTF on a game skeleton under a new name, playing its file's own clips.
- Crystal: an Effects library that plays the game's effects on a battle Stage, and imports them to the new format.
- Crystal: an effect editor - tracks, modules, curves and gradients with presets, a texture picker and a timeline, saved as you go.
- Crystal: Mod ▸ Spells, New spell… and Test in battle.
- Crystal: Summons plays FF3's eight summons as the battle does, on a timeline edited in the Inspector.
- Crystal: a summon's Look swaps its model, motions, monster and effects; a glTF of the project's can be its model.
- Crystal: New summon… and Mod ▸ Summons.
- Crystal: pickers with a preview for a summon step's effects, models, motions, monsters and spells, and New effect… from the picker.
- Crystal: a gizmo on the summon Stage for an effect's place, the summon's, a move's end and camera points.
- Crystal: a summon's preview plays its sounds; Screen effects hides its fades while placing things; Look through it frames a camera step's shot.
- Crystal: the menu editor copies and pastes a frame's look and makes a stylesheet class of it.
- Crystal: effect-cases checks Crystal's and the client's effect players against shared cases.
- Summon Magic and Emerald Fire samples.
- Client: --only-mod plays one mod alone; --summon-outcome forces a summon's outcome for a test.
- Drives: learn, job, level, heal, charges and effect steps.
Improvements
- Crystal: Run in OpenFF plays the open project's mod alone; Run with the other mods plays it among the rest.
- Crystal: the effect Stage lays out the battle - a map, the monsters, the party, the battle camera - with a Show row to switch them.
- Crystal: the effect Stage's free camera orbits, pans with the middle button and flies with the right button and WASD, as the scene view's does.
- Crystal: resting the pointer on an effect in the library plays it.
- Crystal: a step's numbers drag across their labels; the summon player's buttons are icons; the timeline scrubs by dragging.
- Crystal: a Mod badge marks the project's own things in the lists, and an OpenFF only badge the client's behaviours.
- Characters: every hero's learn list applies - a spell at level 1 is known from a new game on.
- Items: a mod's own magic item gets a copy of its base's effect record.
Fixes
- Crystal: browsing effects and many open tabs no longer run out of WebGL contexts and turn a Stage white.
- Crystal: plays the Steam release's sounds (sound/*.ogg).
- Crystal: a summon's preview plays a mod effect as it is after it is changed in the effect editor.
- Crystal: a deleted copy of a summon leaves Mod ▸ Summons; its count counts summons, not files.
- Crystal: a spell of the mod's no longer shows its record twice in the inspector.
- Crystal: the scene view pans the way the camera faces.
- Crystal: effect timelines, curves and gradients draw sharp on a scaled display; switching a module off and on keeps its settings.
- Crystal: a new project no longer takes over a leftover folder of the same name.
- Effects: a game model on a mesh track takes the track's scale in the client.
- Battle: the Magic and Item lists' lines sit on the window's rows.
- Menus: the magic school icons no longer cover the first letters of the spells' names.