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And if you want it to reset to the "default color", then you can set it to reset.
Example which makes "World" the animated trans color: Hello §37§World§reset§!
Example which makes "Gradient" in the gradient colors from red to yellow: §#ff0000§G§#ff2000§r§#ff4000§a§#ff6000§d§#ff8000§i§#ff9f00§e§#ffbf00§n§#ffdf00§t
NOTE: As a side effect of this feature, rendered text may be moved by SOME PIXELS in slightly different spots, but it should hardly be noticable.
Gradient support could be added as soon as it is figured out how to represent them in text.
Added a simple status effect system.
Added StatusEffect as a globally accessible class.
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Additions
Added color support for
drawText()
.§
) at each end, with a "color value" in the middle.§§
) and it will render the section sign normally.COLOR: 3
.reset
.Hello §37§World§reset§!
§#ff0000§G§#ff2000§r§#ff4000§a§#ff6000§d§#ff8000§i§#ff9f00§e§#ffbf00§n§#ffdf00§t
Added a simple status effect system.
StatusEffect
as a globally accessible class.duration
(number, required),effects
(object, optional),tick
(function, optional)duration
: effect duration where30
equals1 second
.multipliers
: key-number object with the following (optional) attributes:acceleration
,topSpeed
,health
,shield
,regen
,damage
,penetration
,range
,fov
,density
,stealth
,pushability
,size
.tick
: function with the entity the effect is on as the argument.StatusEffect
s should be set withEntity.addStatusEffect(StatusEffect)
.newStatusEffect
event is emitted with theStatusEffect
in the callback as the argument.expiredStatusEffect
event is emitted with theStatusEffect
in the callback as the argument.multipliers
multiplies the body attributes by their number. (example:{ fov: 2 }
doubles your fov)tick
runs once a game tick if the entity is activated.StatusEffect
s can stack seamlessly.StatusEffect
s, check out the Effect Roller Addon.Added
ON_FIRE
gun attribute, which runs the given function when the gun fires.body
,gun
,masterStore
,gunStore
body
is the entity that the gun belongs to. (If the gun is on a turret, it picks the turret's master instead)gun
is the gun itself.masterStore
is a storage object that persists betweenON_FIRE
function calls.gunStore
is a storage object likemasterStore
, but it belongs to the gun instead of the master.Added
LEVEL_MAX
entity attribute, which overwritesc.LEVEL_CAP
specifically for that entity.Added
REPL_WINDOW
to config.js.false
by default, if set to true, allows you to type js code in your terminal window and execute it.Fixes
Gun
s now have an unique id, likeEntity
s.Fixed an object reference bug related to
Gun.settings
.Fixed
io_wanderAroundMap
'slookAtGoal
setting to actually look at the goal instead of staring at the bottom right.Fixed switching to Developer class resetting your score/level.
RESET_UPGRADES
now only resets your stat upgrades, returning your points.RESET_UPGRADES
happens when you press the dev key.RESET_UPGRADES
is not on "Developer" anymore.Fixed the issue with
io_nearestDifferentMaster
and dominators.This discussion was created from the release v1.0.0-beta.8.
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