3.0 Prerelease 120 2025-07-19
Downloads:
Features
- standardized 'weapon data' settings for items/enemies/lifting
b43e006d7
- "No Collision When Still" weapon flag
edb610c73
Useful for weapons that lay on the ground and can be lifted/thrown
- qr to allow autorotated weapons to use right-facing sprite params
d3859e27b
- weapon pierce count
9fbc37a01
- qr for "Weapons Cannot Stunlock Enemies (ignore)"
3a70ecb2a
Like the existing no stunlock rule, stops stunned enemies from being hit. Unlike the existing rule, enemies IGNORE instead of BLOCK the weapon. The existing qr was renamed adding "(block)" to the end to differentiate.
Player
- qrs related to lifted weapons / bomb booms and weapon scripts
cbceeae86
Bug Fixes
- EWeapon Rocks no longer hard-codedly die on solids
20e5b2415
Instead, they obey the weapon flag for breaking on solids, allowing rocks that either break or not.
- support test init data in replays
a6a671cdf
Player
- prevent rare crash related to creating hero weapons
2a96e86bf
- liftable bomb's explosions no longer liftable
22a840f5b
- thrown weapons not properly rotating
3fea7a20e
- weapons no longer "die/stop on solids" when already dead
4bdcf9f1f
- prevent crash when accessing invalid enemy data
d82e3b0dc
Editor
- some editors having misaligned labels
332fff941
- use correct qst path when setting map zoom level on load
054b6fc3f
- prevent data loss when grabbing tiles from quest
f2fe5846e
- update Cambria tileset
86c79154d
- Fix the item bundles unintentionally giving you rupees on pickup
- Fix Stone of Agony having no effect
- Fix Combo 3638 not being a torch combo
- Fix the Spooky House palette having palette cycling
- Fix various example screens using the wrong trees
- Fix auto combo #50 not working properly
- Add dense forest autocombos
- Change Cave (Walk Down) combos to Stair combos. Making the Cave (Walk Down) combo animation work properly would require making the transparency color black, which we don't feel is ideal for this tileset