v1.0.0-beta.8
Pre-release
Pre-release
Additions
-
Added color support for
drawText()
.- You can add color tags to text that gets rendered.
- A color tag consists of a section sign (
§
) at each end, with a "color value" in the middle. - You can have a color tag with nothing in it (
§§
) and it will render the section sign normally. - A color tag does not get rendered and makes text after it have a specific color.
- A valid color value can either be a "color code", exactly like the ones you see in definitions
COLOR: 3
. - It can also be a CSS Color Value.
- 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. - Arguments:
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)
.- If an entity gets a new status effect, the
newStatusEffect
event is emitted with theStatusEffect
in the callback as the argument. - If a status effect expires, the
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.- Multiple
StatusEffect
s can stack seamlessly. - For an example of an addon that uses
StatusEffect
s, check out the Effect Roller Addon.
- Added
-
Added
ON_FIRE
gun attribute, which runs the given function when the gun fires.- Function argument: An object with these attributes:
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.- For an example implementation, check out "Switcheroo" in the Fun menu.
- Function argument: An object with these attributes:
-
Added
LEVEL_CAP
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.