Posted January 31, 2022 by Another RPG Enthusiast
TURN_MODEL
variable to "timeline". Documentation pending. Might be buggy. Report any issues.
I intended to couple this release with a new microgame to demonstrate the ins and outs of the timeline system, but unfortunately, it's taking longer than expected. I hope to release that and some documentation on the new system before long, but I can't give any hard dates.
Other changes:
Action
properties recoveryTime
and waitTime
have been added to work with the new system.TURN_MODEL
, can now be set in StoryInit
to determine the turn model you want to use. Currently, only the free-action model and the timeline model are functional.delayPersist
attribute. This will not affect the free-action model, but it will affect other turn models by allowing delayPersist
actions to execute when it isn't the user's turn.shieldCheck
in applyEffect
that was a holdover from the old version.Effect
property: onDecay
. This is a string name of an action to be executed when the effect decays. (It will not execute if the effect is removed by other means.) The subject of the action is determined by the subject
property of the effect, which must be added manually on application.preview-function.js
, to make it easier to customize for your needs.args
and effects
in applyEffect
, because making effects
an Action property meant I found myself needing to define args
more often than effects
. Any actions currently using the function will need to edited, but it should be a simple adjustment.markers.css
in custom/stylesheets
.