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Releases: OctoD/godot-gameplay-systems

0.10.0

14 Mar 10:13
7ec159a
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This release renames the plugin and aims to add more features out of the box and aims to be as simple as possible.

This release paves the road to more gameplay systems nodes/resources building blocks.

Features added

  • Adds a new ability system:
    • It adds Ability resource
    • It adds AbilityContainer node
  • Adds new icons
  • Adds new logo

Breaking

  • Renames plugin directory to godot_gameplay_systems

Misc

  • Adds docs folder. A better documentation will come.
  • Updates example with Resurrect and Fireball skills.

0.9.1

20 Feb 10:51
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Fix

Fixes _parse_property for 4.rc2

0.9.0

03 Feb 10:30
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Rewrites it for godot 4.x

  • resource first oriented
  • simpler to use
  • faster

0.5.1

16 Jun 11:54
348d2a2
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Fix:

fixes Trying to assign value of type 'Node' to a variable of type 'GameplayAttributeMap.gd'. error.

0.5.0

09 May 10:16
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Adds new activation event: AddedToAttributeMap

This will enable you to create scene which passively carry effects around and, when is optimal, attach those effects to an attribute map.

Ideal for bullets, pickable objects like potions and more.

0.4.4

19 Apr 16:40
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Deprecates get_kinematic_owner in favour of get_effect_owner

0.4.3

12 Dec 11:59
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Fixes

  • Fix AttributeConsumeGameplayEffect incorrect attribute name (thanks @danielbernard !)

0.4.2

04 Oct 07:42
eb41009
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0.4.1

10 Sep 07:59
75641c7
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Fixes

  • Fixes signal names effect_activated and effect_deactivated

Thanks for the help @mark-rafter

0.4.0

19 May 15:40
90c0671
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Features

GameplayAttributesMap (⚠️ Breaking change with previous versions)

Passes a dictionary with the old attribute values.

Examples

Adds a simple example. Use the commands 1, 2, 3 to restore health, deal damage or consume mana