Changelog
- Folder and pack can be sorted using the Pause button (default Enter)
- Folders can be copied with
CTRL+Cwhile editing - Sea, Metal, and Sand TileStates added
- Sea boosts damage of Aqua cards used on them, doubles Elec damage taken while on one, and roots Entities that step on them
- Metal cannot be cracked or broken
- Sand roots Entities that step on them and doubles Wind damage taken while on one
- Charge times are recalculated even without flinching
Player.charge_time_funcandPlayerForm.charge_time_funccan be used reliably as a result
- Changed parameters and names of charge time functions, see Breaking Change: Charge Time
- Wood element Entities will heal over time while standing on a Grass Tile
- Fire element Entities will not take damage from Lava
- Elec damage is no longer doubled on Ice
- Grass Tiles are now removed by Fire, even if damage was not dealt to any Entities
- Holy Panel damage rounds up
- Bonus damage from weakness no longer combines multipicatively with other engine-handled sources of bonus damage
- E.g. a Fire attack on a Wood Entity standing on Grass used to do x4 damage, but now correctly does +200% damage (x3)
- This is accurate to later games in the series
- E.g. a Fire attack on a Wood Entity standing on Grass used to do x4 damage, but now correctly does +200% damage (x3)
- Movement no longer acts as if endlag is 1 frame when it's 0 frames
- Player animation for movement is 1f faster, which matches the actual move action
- This should fix cases where the move animation started looping during a time freeze action
- Drag lasts the correct amount of time now
- Hit.Bubble no longer crashes, applies Bubble for 150 frames by default
- Pressing inputs during Stun, Freeze, and Bubble will cause them to end more quickly
- Status interactions with each other are overall more accurate
- Some may cancel others, and will do so correctly
- Form changing will cancel various statuses
- Flinching can no longer be cancelled by using a card
- TFC cannot be performed until 10 frames into time freeze
- Charge is no longer used up when performing TFC
- Anger/FullSync now only consumed by boostable cards
- Time freeze actions show damage and modifiers
- Health turns red at low HP
- Mugshots no longer bounce
- Freedom battles always send data to the server, and turns can no longer end while the last enemy is dying
- Freedom battles read input during time freeze
- Card long descriptions are prioritized over short descriptions in battle
- Time Freeze actions can be marked uncounterable
- Time Freeze actions now call action_end_func
Field.find_nearest_charactersreturns an ordered tableBattle.AlertSymbol.newis available- Access to
Left_ShoulderandRight_Shoulderinputs Hit.NoCounterhitflag, prevents attack from counteringHit.Confusehitflag, adds Confuse for 110 frames- All Entities can use
battle_start_funcandbattle_end_func - Access to
Character.can_attack - Access to
Entity.set_counter_frame_range - Access to Entity.
is_stunned,is_frozen,is_rooted,is_blind,is_confused,is_bubbled, andis_dragged - Access to
Player.is_charging - Default turn duration is now correctly 512 frames (~8.5 seconds, down from 10 seconds)
- Access to
Battle.get_turn_count, which returns the current turn number. 0.0 initially, then increases by 1.0 every Battle Start banner - Access to many functions related to Custom Gauge manipulation
- Form changing resets emotions
- New HitProps constructor and builder pattern
- HitProps builder pattern allows custom durations for Stun, Freeze, Bubble, Blind, Root, Confuse, and Flash
- HitProps can have a second element,
element2 - Mob can skip rewards screen with
Mob:no_rewards() - Obstacles are now deleted immediately when their health reaches 0, even during time freeze
- This may break a few mods. See Breaking Changes: Obstacles Delete At 0 Health
- Entity can register new
Battle.UIComponent, which acts as a SpriteNode- Add child nodes to draw to the screen in battle, anchored at 0,0 screen coordinates
- Position is absolute and does not get flipped by perspective flip
Escbehavior is now the Panic sequence, which is activated by pressingEscthree times- This means exiting battle is now three
Escpresses instead of one
- This means exiting battle is now three
- Panic can be used to disconnect from a server
- The engine can now play SFX when dealing damage
- DefenseFrameStateJudge can suggest whether or not to spawn hit GFX
- Hitbox/Spell
attack_funcandcollision_funcnow receive an optional last parameter DefenseFrameStateJudge object, mainly for use with the above two features - Obstacles can now be affected by Lava, but you must remove their FloatShoes, which are added by default
- Blocks are now sorted when loaded, which fixes a desync where the order of blocks could be wrong when sent to a remote player
There are also new server-related features.
- Battle rewards can be granted, with limited functionality around card rewards
- HUD can be swapped with the PET icon
- Can send email to clients
- Can play PET ring SFX
- New Sprite API lets servers draw sprites on the client's screen
- Can assert asset type when providing assets
- Card mod packages received by client are added to mod partition for the duration of the session
- Battle results no longer have
runawaybool, now usereasonenum