Items The new Reuse Settings for items allow blocking the reuse of an item for a defined amout of turns or time. Works the same way as the ability reuse blocks.
Status Effect Changes When removing a status effect, you can now optionally only remove a single instance of the effect instead of all applied instances. Use this option if you only want to remove one of multiple stacked effects.
Event System: Spawn Steps You can now optionally use spawned prefabs to change found/global object lists in the Spawn Prefab step.
Event System: Save Game Steps The new Delete Auto Save step will delete the current AUTO save slot data or temporary retry save data.
Event System: Save Game Steps The new Delete Save Game step will delete a defined save game or auto save game.
Event System: Status Steps The new Block Ability Reuse step will block the reuse of an ability for a defined amount of turns or time.
Event System: Status Steps The new Block Item Reuse step will block the reuse of an item for a defined amount of turns or time.
Event System: Status Steps The new Clear Item Reuse step will clear the reuse blocks of all items of a combatant.
Event System: Battle Steps The new Start Combatant Spawner step will start spawning the combatants of a Combatant Spawner. Requires a combatant spawner component that hasn't yet spawned its combatants on the used game object.
Event System: Battle Steps The new End Battle step will end a currently running battle with a selected outcome (victory, escape, defeat, leave arena).
Combatant Spawners The new Repeat Check option for Autostart spawners allows to frequently repeat checking for the used conditions and spawn when they're met. Naturally, this can't be used when using Auto Destroy in the conditions. Use this option if you want a spawner to start after e.g. talking to an NPC in the same scene which sets quest/variables to meet the conditions.
Item Collectors The new Use Condition options in the item collector's Prefab Settings allow only spawning the item's prefab when the collector's conditions are valid. You can additionally repeat the check to spawn the item once the conditions are met. Use this options if you want the item to be spawned after e.g. talking to an NPC in the same scene which sets quest/variables to meet the conditions.
Post edited by gamingislove on
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