Posted August 27, 2022 by Another RPG Enthusiast
statInfo
. Each attribute is now an object containing all the data previously stored in STAT_MIN
, STAT_MAX
, hiddenStats
, and the old statInfo
, which have all been depreciated. All existing references to the old objects (should) have been updated, so no code changes should be necessary.statInfo
also includes the Boolean attribute percentile
, which will add a percent sign after displaying the stat.SECONDARY_STATS
has also been created. This object contains corresponding info for all non-core stats, such as HP, Energy, and regeneration values. You must define an entry for HP or there will be problems. Other secondary stats can be deleted if you do not wish to use them.Actor
constructor has been slightly tweaked to account for these changes. It is now possible to create an Actor without any stats
property in its database entry, for instance.base
, damper
, etc.) has now been condensed into a single object. All existing referents should have been updated.Actor
methods for getting and setting stat data. There are more checks for invalid data types, and the code no longer requires stats to have defined minimums and maximums.FillStats
, rather than current HP/EN being separate variables. Getters and setters have been adjusted, so there should be no need to change game code.instant
and basic
properties for Actions
have now been folded into the tags
property. Just include the strings "instant" and "basic" in the tag list and they'll work as before. The getters for these properties have been updated, so this update will be compatible with existing code.Action.toString
now prints every tag in the tags
property.setup
variable HIDDEN_TAGS
.Actor
methods: standardEquip
and standardRemove
. This provides a shorthand for the most common forms of onEquip
and onRemove
code (direct stat modification). It draws data from the item's special
property and automatically detects if the property names refer to an affinity, tolerance, or core stat.Actor.equip
and Actor.unequip
will now only reference inventory items if the Actor
is a Puppet
. This allows enemies and NPCs to have equipment without interfering with the player's inventory.flat
and percent
values for elemental affinities via the database and equipment mods. Simply define the element's entry as an object with the properties flat
and percent
. If the entry is only a number, it will be assumed to refer to the percent affinity.setup
variable energyPic
.status battle screens.tw
.status
widget has been depreciated with this change. The functionality for the status button is now contained in the "Actor Box Status" passage instead, located in the file Widgets (Actor Box).tw
.Widgets (Misc).tw
has been depreciated. The widgets for stat, soak, resistance, and tolerance display code have all been moved to status battle screens.tw
and the widget for menu stat display has been moved to party menu-status.tw
. This should help keep relevant code together.res
and tol
widgets have been given the full names of resistance
and tolerance
for clarity. Existing referents should have been updated; tell me if you see any bugs.statInfo
entry has the noBase
property set to true
, the stat will just be displayed as one number.Effect
property: extendable
. This is a Boolean determining whether duration will be extended by new applications or remain the same. True by default.user storyinit
, I decided to move the file to the core folder and mark it as an example page. It will give you an idea of what variables you can modify and will be updated regularly, but shouldn't be used as an actual custom page because it will be overwritten by new updates. Copy the file and place it in your custom folder to carry out any changes.unequip
will no longer log an error message if it is run on an empty equipment slot.Array.filter
doesn't modify the original array. Should be fixed now.