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Paradox

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A member registered Aug 09, 2020 · View creator page →

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Requires a matching protocol 50 client and server. Alpha v1 and v2 builds cannot connect.

Combat

  • Only fighters follow turn order. Bystanders can keep moving, talking, and using exits.
  • GMs choose whether players must join, may flee, or may join after combat starts. Players can join or rejoin when allowed; GMs can add players themselves.
  • Fights end when one fighter or one team remains after a defeat or flee. GMs can skip turns, act for a player, and end combat.
  • The turn-order display slides between turns and enlarges the active fighter. Fighters stand on their tile by their feet, and the camera stays over the map.
  • NPCs can fight under GM control or take their own turns with an assigned Lua behavior. GMs can take over; deleting an NPC removes its turn.

Lua combat packs

  • Servers can install custom actions and statuses. Players do not need to install scripts; GMs assign actions, teams, and NPC behaviors in the Combat tab.
  • Actions have targeting previews and coordinate-based areas, with damage, status strength, and duration set per tile.
  • Statuses can change stats and movement, restrict actions, apply damage or healing, and use shields. Reactions support thorns, damage prevention, and effects on death or kills.
  • Scripts can check distance, walls, nearby units, and line of sight, then push, pull, swap, or teleport fighters.
  • Lua reuses a worker instead of starting Python for every call, reducing pauses during combat.

Music and GM tools

  • GMs can build music lists from YouTube links, organize tracks by mood, and control shared playback, seeking, and room volume. Each client fetches its own audio; personal pause and mute affect only that listener.
  • Room and server countdowns can run together, side by side. GMs can pause, resume, add time, restart, or clear them. Late arrivals receive the remaining time.
  • Right-click Spawn NPC Here uses the character picker. GM logout restores your character, and spectators no longer appear as ordinary players.

Characters and display

  • Typing portraits show who is writing. Character authors can adjust their scale and position.
  • Characters and walk sets can define movement speeds; hold Ctrl to run. GMs can enforce a shared base speed.
  • Animations can play an introduction before looping. Poses also reach players who arrive later.
  • Pixel art uses whole-step zoom and pixel snapping. Windows fit the screen, menus follow the theme, and community logos fit a consistent space.

Server plugins

  • Optional plugins add commands, OOC buttons, context-menu actions, and saved state. Admins manage installed plugins; /help lists the commands you can use.
  • RPS supports /rps name, right-click challenges, choice buttons, and custom matchups through /rps_rules, including multiline rule entry.
  • Crystalwarrior's Zero Combat includes /attack <name>, /physique, /weapon, /shoot, and /throw. GMs have /zc_sheet, /zc_take, /zc_down, /zc_up, and /zc_rules.
  • Zero Combat sheets follow signed-in accounts. Guest sheets last until disconnect; GMs recover older sheets with /zc_legacy and /zc_assign.

Fixes and other changes

  • The server browser shows incompatible servers and tells you which side needs updating. Build stamps show the protocol, and source-hosted servers warn when changed files need a restart.
  • Fixed docked OOC Enter-to-send, stranded combat arrivals, defeated players stuck on the board, and skipped start-of-turn effects.
  • Fixed large plugin saves failing to reload, delayed OOC name changes, and spawns inside walls. Incapacitation survives reconnects and stays separate from a GM freeze.
  • Servers receive a single-use sign-in proof instead of your account's private data.
  • The handbook has new player, GM, combat, plugin, animation, troubleshooting, and hosting guides, plus screenshot thumbnails and grid/list views. Server downloads are linked from itch.io.
  • The code is now MIT-licensed. Credits have been updated.