Features
- New QR Rerolled Drops Always Roll 'Nothing'
77dd74570This works alongside the other smart drops qrs to help rebalance dropsets. If set, any drops that would be 'rerolled' always roll 'Nothing' instead, keeping the odds of each drop the same under all circumstances. This allows simply removing drops from the pool when they are unneeded, instead of requiring them to be rerolled into other drops.
Partial Consumecombo trigger for counters80d0b6022allows the
Consume Amountto occur even if you don't have enough of it Useful with...Is Percentfor ex.Consume 100%to empty a counter
Player
- Minimap 'visited' rooms use visited state instead of charted
e21f55a9fMinimaps will use the Visited screen state (saved per-screen) rather than the Charted state (saved per DMap) to determine if the room has been visited now. QR for the old behavior will be enabled for old quests.
- (QR) allow jumping while charging charge attacks
855e635a2
Bug Fixes
- AltGr key combinations
8955bf8c3 - Preserve scroll position in listers
fe7537c84Discord: https://discord.com/channels/876899628556091432/1497521931979853854
Player
- Prevent infinite loop in trig_trigger_groups
9d742eafe - Ffc solid pushing of the player stopping too soon
f08695922incorrect hitbox check was being used
- Landing/walking/standing combo effects not blocked by bridges
8797a32f5this includes the general tab sfx/sprites, and the 'Land Here->' trigger.
- Various fixes for Bridge combos
6c3056623Bridges previously were not covering some things they should- this fixes many of them. Notably: Warp, Save, Step, Reset Room combos Win Game, Fairy Ring, Weapon-based placed/inherent flags Bridges above layer 2 for most things and possibly some more. Also made the code for handling bridge combos MUCH cleaner.
- Enemies that "ignore solidity" not working below them in sideview
04fbcee20The code for "is the enemy standing on a solid" was using entirely different code that didn't check this flag. Now it checks it, if "Use 'Scripted Movement' for engine movement" is also checked.
- Chests not checking all layers for Armos/
Chest->Itemf0db911dathis caused chests placed on layers > 2 to open without giving you anything
- Subscreen condition issue related to current screen states
c9bf2b436if using -1 as the screen (indicating "current screen"), the wrong 'map' value was being used, checking one map lower.
- Quake hammer while jumping slamming into the air
c4756842eNow instead, the quake attack will not unleash until you land on the ground.
- Enemy weapons reflected on 4 way mirrors not hurting enemies
a37ccdfd0
Editor
- Use actual qst file code for export formats
5b29f87b4The following export formats in the editor no longer use code separate from the main qst file code, which means these will no longer fall out of date as the qst format continues to evolve:
- .znpc
- .ztileset
- .zdoors
- .zcombo
- Respect "New Darkness Trans Layer Stacking" QR in editor
0947381b5 - Tile editor rotations sometimes undone b/c of bad cache
39d081158Discord: https://discord.com/channels/876899628556091432/1497685063649726545
ZScript
- Remove unimplemented
Audio->PauseCurMIDI()andResumeCurMIDI()2dfe60b70 - Show correct code location for script drawing errors
7965b2e3b
Build
- Check .git exists before installing hooks
d070ac6fa - Skip .git requirement for generate_version_header.py
3928b4cdb