Features
- add many new SCCs
c4ff8de1a- CollectItem
- Delay
- ForceDelay
- KillHero
- Counter
- MaxCounter
- GoIfAnyScreenState
- GoIfGlobalState
- GoIfLevelItem
- GoIfLevelState
- GoIfScreenState
- GoIfSecrets
- GoIfScreenExState
- GoIfAnyScreenExState
- SetGlobalState
- SetLevelItem
- SetLevelState
- SetScreenExState
- SetAnyScreenExState
See https://docs.zquestclassic.com/tutorials/message_strings for details.
Editor
ZScript
- add
messagedata::Segments[]036930bbcThis exposes to scripts the parsed message string, which includes commands and escaped characters.
Bug Fixes
Player
- switch triggering on layers
8f2b741aaThis regressed in 6b5e98d (z3)
- SCC menus no longer sometimes break
5cbdb4ce9Regressed in 3.0.0-prerelease.104+2025-05-14 (71b272)
- only force grab one held-up item at a time
998655562If the player collects multiple items at or around the same time, and those items run the "hold up" animation, only the first item would show the holding animation while the others would silently be collected.
Now, the items are collected and held up one at a time. Note that this only applies to "force grabbed" items (ex: settable in scripts via
itemsprite::ForceGrab, or as the result of some triggers). - use correct screen for GoIfScreenD SCC in regions
ba61aca04
Refactors
- improve syntax and encoding of message strings
8c038be72Message strings now use an improved syntax that is more readable, supports negative arguments, and is less error prone.
Previous:
It's dangerous to go alone! \1\2\3Take this!
New:
It's dangerous to go alone! \TextColor\2\3\ Take this!
Additionally, message strings no longer use a binary encoding to store SCCs, but instead now use plain ASCII. Scripts that require the old binary encoding should use the compat QR.
See https://docs.zquestclassic.com/tutorials/message_strings for more.
ZScript
- use internal traceStr for TraceToBase
14287ea26
Tests
- add auto_tango.zplay
307a60cf2