Posted December 24, 2020 by Another RPG Enthusiast
deathMessage
can now be defined as a database property.StoryInit
, through the variable DEFAULT_EQUIP_SLOTS
, or as a database property, instead of being hardcoded in the Actor constructor.resetAnimation
, that can be used to reset an animation mid-play. This function has been used to tweak hit animations such that shaking popups now take the same amount of time as non-shaking popups, hopefully reducing the time spent waiting for long multi-hit attacks to resolve.ANIM_DELAY
variable.synonym
property for Effects. If you define a synonym
, the effect will be synced to that tolerance during tolerance calculation.uncontrollable
, untargetable
, and shield
effects now operate the same way as hold
effects, preventing unexpected overwrites.addEffect
and removeEffect
functions have been compartmentalized into a separate file, effect-manager.js
, for easier customization of effect logic.markAttack
and hunterCheck
have also been moved to "custom end of action effects".