Posted January 01, 2021 by Another RPG Enthusiast
Happy new year! For this version, I decided to finally bite the bullet and convert addeffect
into a JavaScript function. It's now a lot more intuitive and easily customizable. However, this required completely restructuring the code for effect applications throughout the engine, so this version will not be compatible with earlier code.
javascript/custom
: mods.js
. This file is designed as a catch-all for any miscellaneous code the user wants to add to the JavaScript. It consists of a function, customMods
, which is run at the end of StoryInit. (This placement is to ensure any relevant setup
variables are defined first.) Currently, the code for Puppets' Energy- and Crisis-related attributes have been moved there, along with XPtoNext
and initialThreat
. This way, you can easily modify the specific functions you need without needing to edit the class definition.addeffect
widget has been depreciated, and its code has been moved to Actor.addEffect
.block
, blockCondition
, and blockText
. Block effects now have a priority
attribute as well to determine the order in which they resolve.applyEffect
has been completely redone to better mesh with this change. It is now much simpler and is only capable of applying unmodified effects to a single target. For more complicated behavior, just use addEffect
directly.Puppet.getStatCost
has been depreciated.DURATION_MAX
, set as part of setup
.