@@ -48,11 +48,12 @@ If any mods have broken, ping me (Alrysc) on Discord and I'll see about patching
4848* Battle.AlertSymbol.new is available
4949* Access to Left_Shoulder and Right_Shoulder inputs
5050* Hit.NoCounter hitflag, prevents attack from countering
51+ * Hit.Confuse hitflag, adds Confuse for 110 frames
5152* All Entities can use battle_start_func and battle_end_func
5253* Access to Character.can_attack
5354* Access to Entity.set_counter_frame_range
54- * Access to Entity. is_stunned, is_frozen, is_rooted, and is_blind
55-
55+ * Access to Entity. is_stunned, is_frozen, is_rooted, is_blind, is_confused, and is_dragged
56+ *
5657## Breaking Changes
5758
5859There is one breaking change, which affects very few mods. The vast majority of mods
9798For other examples using these functions, see [ Custom Charge Times] ( #custom-charge-times ) .
9899
99100## Recommended Mod Upgrades
100- No mods should be broken by this update, but modders now have an opportunity to
101- add more to their mods. Some of these recommendations are to warn about behavioral
102- changes, but mod updates are not necessarily required.
101+ No mods should be broken by this update (except for mods that affected charge time), but
102+ modders now have an opportunity to add more to their mods. Some of these recommendations
103+ are to warn about behavioral changes, but mod updates are not necessarily required.
103104
104105Other recommendations are for new things that can be added to mods to either make
105106certain logic safer, or improve mods with new functionality.
@@ -193,12 +194,31 @@ button and queue the action multiple times, or could even press it while stunned
193194action happen immediately when stun ends. Guarding the ` card_action_event ` with ` can_attack `
194195and ` is_moving ` prevents this.
195196
196- #### Hit.no_counter
197+ #### Hit.NoCounter
197198You can now make attacks that can never counterhit. In v2.0, this was able to be done using
198- the raw value of the enum (2048), but now the enum value is accessible using ` Hit.no_counter ` .
199+ the raw value of the enum (2048), but now the enum value is accessible using ` Hit.NoCounter ` .
199200If you used ` 2048 ` , consider updating to use the enum value, which is guaranteed to always
200201work in the future.
201202
203+ #### Check Confusion and Blind
204+ In the original games, enemies would often act differently than normal if they were blind
205+ or confused. Modders can now check for these conditions with ` Entity.is_confused ` and
206+ ` Entity.is_blind ` .
207+
208+ According to K1rbyat1na, confused enemies in BN3/EXE3 acted the same as if they were rooted,
209+ so their movements will not happen. But in later games, confused enemies act the same as
210+ if they were blinded, which means, quoted:
211+ "
212+ 1 . They have a longer idle delay.
213+ 2 . They can't choose the correct tile for an attack and choose it randomly (e.g., StarMan using Star Arrow).
214+ 3 . They skip attacks that require moving to a specific tile (e.g., StarMan using Moon Dance).
215+
216+ Some bosses have unique features in the Blind state. For example, Blinded Forte always excludes tiles
217+ containing the player when using Shooting Buster so he never hits them.
218+ "
219+
220+ You might consider following this for your mods to be closer to the source material.
221+
202222#### ` battle_end_func ` and ` battle_start_func `
203223All Entities can use the ` battle_start_func ` and ` battle_end_func ` now. This is most likely
204224to come up where modders have wanted to remove Spells from the Field when battle ends, or
@@ -262,6 +282,13 @@ inflict Drag:
2622822 . Drag and Freeze are fully incompatible. If any attacks have Hit.Freeze and Hit.Drag, they
263283 will never cause Freeze. If you have done this, consider removing Hit.Freeze.
264284
285+ #### Drag Endlag
286+ The Drag status now properly keeps Entities from acting for over 20 frames after movement
287+ stops. This is the Drag endlag, during which ` Entity.is_moving ` and ` Entity.is_sliding `
288+ will return false, which was not the case in v2.0.
289+
290+ See [ safer card_action_event] ( #safer-card_action_event ) .
291+
265292#### Movement Endlag
266293In v2.0, all movement had at least one frame of endlag. Endlag of ` frames(0) ` and
267294` frames(1) ` were identical. With v2.1, this is no longer the case.
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