Character/Cutscene changes:
Added _dep variable to o_mainchara and o_follower for better depth management.
(O_MAINCHARA: Create and Step events)
(O_FOLLOWER: Create and Draw events)Added debug display/collision for o_follower.
(O_FOLLOWER: Draw event)Added offset management for draw_hitbox(), it catches the sprite offsets by default.
(DRAW_HITBOX script)Added debug display variable for o_mainchara that catches the o_camera's offsets
(O_MAINCHARA: Draw event)o_camera Now appears as a transparent object if debug display is on
(NEW EVENT O_CAMERA: Draw event)o_cutscene now loads a different script if the player is in a battle, with the addition of c_rm_battle_[BSTORY]_[CURCH], for specific story battles.
(O_CUTSCENE: Create and Step events)Added _vol and _v variables to resume the music volume for o_mainchara, also fixed volume related bug for o_mainchara and end_fade.
(O_MAINCHARA: Step event)
(END_FADE: Draw GUI event)fl_interpolate script now checks if o_follower exists first.
(FL_INTERPOLATE() script)Addition of fl_face(), a new script that sets all of the followers's face direction
(NEW SCRIPT FL_FACE() script)Added _alp variable for fading in and out followers.
_alp 1 fades in and alp -1 fades out, can be 2 and -2 or 5 and -5 for faster speed.
(O_FOLLOWER: Step event)
Border changes:
Added timer and trigger arrays, also added debug variable _f for fade in/out effects, which is exclusive for Dynamic borders.
_f 1 is for fading next.
_f -1 is for fading previous.
_f 0 is for not fading at all.
(BORDER: Create and Draw GUI events)Border option order is now accurate to UT's actual borders order [NONE, Simple, Sepia, Dynamic].
(BORDER: Step and Draw GUI events)(Tboogle) The game now fullscreens if you're using Steam Deck.
(BORDER: Create event)(Tboogle) Fullscreen resolution works better for MacOS's wacky resolutions.
(BORDER: Post-Draw event)(Tboogle) Fullscreen is now possible to access with a controller by pressing gp_select.
(BORDER: Draw GUI event)
Controller changes:
(Tboogle) Gamepad directional hold bug for Linux is now fixed, alonside with the addition of a new sens[2] variable for gpad, used exclusively for this bug fix.
(L_HOLD(),R_HOLD(),U_HOLD(),D_HOLD() scripts, GPAD Create and Async events, RESET_GPAD() Script, TITLEOBJECT Draw Gui event)
Dialogue object changes:
(Tboogle) Added s_reset variable, where if true it will make the dialogue sound only play after the last one is finished.
(DIALOGUE: Draw GUI event)Added no_punc variable that ignores automatic punctuation pauses, default false/0.
(DIALOGUE: Create and Draw GUI events)Added manual pauses for letters that works just like the original UNDERTALE's manual pauses. (^[1 to 9])
(DIALOGUE: Draw GUI event)Added text_obj object. For drawing custom texts outside of draw events, recommended for cutscene objects!
(NEW OBJECT TEXT_OBJ, including Create, Draw and Draw GUI events)Fixed oversight where the default random shaking effects doesn't work in battles.
(DIALOGUE: Create event)Added dialsmall object. Small portraits that looks just like DELTARUNE's small portraits. Alongside with it we added dialsm_create() and dialsm_exists(), it works similarly to their normal dial_create() and dial_exists() counterparts.
(NEW OBJECT DIALSMALL, including Create and Draw GUI events)
(NEW SCRIPTS DIALSM_CREATE() and DIALSM_EXISTS())
Effect related changes:
Added invert_color script that retrieves the reverse color, by default it retrieves draw_get_color().
(NEW SCRIPT INVERT_COLOR())Added 3 Camera related functions, such as:
cam_get_size Where it multiplies the given camera size.
cam_get_width, Shortcut for camera_get_view_width().
cam_get_height, Shortcut for camera_get_view_height().
(NEW SCRIPTS CAM_GET_SIZE, CAM_GET_WIDTH AND CAM_GET_HEIGHT)
Other fixes:
Fixed heart sp variable oversight
(HEART: Draw Event)end_fade and start_fade colors are now customizable, idk why it wasn't lol
(END_FADE and START_FADE: Draw GUI event)o_mover now contains more safety checks, and it deletes itself if target 1 or 2 objects doesn't exist.
(O_MOVER() script)













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