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This repository was archived by the owner on Nov 28, 2025. It is now read-only.
And if you want it to reset to the "default color", then you can set it to reset.
Example which makes "World" the animated trans color: Hello §37§World§reset§!
Example which makes "Gradient" in the gradient colors from red to yellow: §#ff0000§G§#ff2000§r§#ff4000§a§#ff6000§d§#ff8000§i§#ff9f00§e§#ffbf00§n§#ffdf00§t
NOTE: As a side effect of this feature, rendered text may be moved by SOME PIXELS in slightly different spots, but it should hardly be noticable.
Gradient support could be added as soon as it is figured out how to represent them in text.
Added a simple status effect system.
Added StatusEffect as a globally accessible class.
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Additions
Added color support for
drawText().§) at each end, with a "color value" in the middle.§§) and it will render the section sign normally.COLOR: 3.reset.Hello §37§World§reset§!§#ff0000§G§#ff2000§r§#ff4000§a§#ff6000§d§#ff8000§i§#ff9f00§e§#ffbf00§n§#ffdf00§tAdded a simple status effect system.
StatusEffectas a globally accessible class.duration(number, required),effects(object, optional),tick(function, optional)duration: effect duration where30equals1 second.multipliers: key-number object with the following (optional) attributes:acceleration,topSpeed,health,shield,regen,damage,penetration,range,fov,density,stealth,pushability,size.tick: function with the entity the effect is on as the argument.StatusEffects should be set withEntity.addStatusEffect(StatusEffect).newStatusEffectevent is emitted with theStatusEffectin the callback as the argument.expiredStatusEffectevent is emitted with theStatusEffectin the callback as the argument.multipliersmultiplies the body attributes by their number. (example:{ fov: 2 }doubles your fov)tickruns once a game tick if the entity is activated.StatusEffects can stack seamlessly.StatusEffects, check out the Effect Roller Addon.Added
ON_FIREgun attribute, which runs the given function when the gun fires.body,gun,masterStore,gunStorebodyis the entity that the gun belongs to. (If the gun is on a turret, it picks the turret's master instead)gunis the gun itself.masterStoreis a storage object that persists betweenON_FIREfunction calls.gunStoreis a storage object likemasterStore, but it belongs to the gun instead of the master.Added
LEVEL_MAXentity attribute, which overwritesc.LEVEL_CAPspecifically for that entity.Added
REPL_WINDOWto config.js.falseby default, if set to true, allows you to type js code in your terminal window and execute it.Fixes
Guns now have an unique id, likeEntitys.Fixed an object reference bug related to
Gun.settings.Fixed
io_wanderAroundMap'slookAtGoalsetting to actually look at the goal instead of staring at the bottom right.Fixed switching to Developer class resetting your score/level.
RESET_UPGRADESnow only resets your stat upgrades, returning your points.RESET_UPGRADEShappens when you press the dev key.RESET_UPGRADESis not on "Developer" anymore.Fixed the issue with
io_nearestDifferentMasterand dominators.This discussion was created from the release v1.0.0-beta.8.
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