Devlogs
Version 1.20
- Added a sticky item for you to test yourself. Start a new game and you'll find three mysterious rings in your inventory. Try them on and see what happens!
- Also added a decurse station to let you remove sticky equipment. Pay the cleric 1 GP to appraise an unknown item or to remove a cursed item you've foolishly stuck on yourself.
- Fiddled with a few
Item
properties:
info
and desc
can now be dynamically modified based on the Item's properties just like with Actions.
- You can now give Items a
fakeName
property, which will display in place of its real name until the item's known
attribute is flipped to true
. This is handy for hiding cursed items from the player.
- To facilitate the above, Items' database pointer is now a separate property,
id
, from its display name. Use id
for any code operations that require drawing from the database, and name
for any time the item's name is being displayed to the player.
- Renamed the
cost
property to "value" to avoid confusion with Actions' cost
property. Any custom code made in previous versions will need to be updated accordingly.
- You can now unequip items from the equipment screen without selecting a specific character again.
- Sticky items can no longer be removed by replacing them with equipment from the same slot.
- As part of the above, sticky equipment can no longer be removed with the
unequip
function by default. Pass an unsticky
property to the mods
argument to do so.
- The equipment and inventory lists now have their own scrollbars, so you won't lose track of your selection when you're scrolling through long lists anymore.
- The item shop (and the new decurse station) now use
live
and update
to display your item points, for neatness.
- Cleaned up some of the HTML in the menu screens. Several elements that were hardcoded are now defined as CSS classes, and the display code for actor blocks has been condensed into one widget with modular functionality. This required changing some widget names, so custom menu code made in previous versions may be incompatible.
setInv
is now called in user storyinit
. A blank inventory is still automatically initialized in StoryInit.
- Fixed a bug in the inventory screen that stopped hotkeys from working if an item was selected after using or equipping another item.