Changelog
v0.17.0
New Features
- The content editor checks what content names, as you type.
- What is checked: every id an action, a condition, a lore link or a speaker tag names is looked up in the game's data and its dungeons – assets, music, characters and slots, attribute values, items, statuses, records, scenes,
&anchors, rooms,$templates, quest logs and flags – and so is every action, condition, placeholder and text effect name. - How it shows: a typo is underlined, amber for a warning and red for an error, and the toolbar counts them. The list offers one-click "did you mean" fixes and an Ignore here; the Ignored tab lists what a dungeon ignores, and ignores nothing needs any more. Whole game runs the same checks over every dungeon.
- Saving always works; only errors ask first. Live checks can be switched off in the list.
- What is checked: every id an action, a condition, a lore link or a speaker tag names is looked up in the game's data and its dungeons – assets, music, characters and slots, attribute values, items, statuses, records, scenes,
- Suggestions and hover in the content editor. Typing inside
{…},if{…}, or after|,[[or[suggests what can go there – actions with their help, then the ids the action takes: assets with thumbnails, characters with faces, slots after->, attribute values, scenes, anchors, flags, conditions and placeholders. Ctrl+Space suggests anywhere, a paragraph's speaker included. Hovering an id shows its name, picture and where it comes from; Ctrl+click goes to it. Suggestions turn off under Typing in the toolbar, which now also holds the curly-quote and en-dash switches. - Suggestions in the debug panel. The Execute Actions box suggests and describes the same way, from the running game: the scenes of the room you are in, flags it has set, characters it holds.
- A bare condition checks that a value is set.
if{met_bob},if: "town.gate_open"or_in_party(alice)with no comparison passes when the value is anything but0,falseor empty, so an unset flag reads as false. Before, a condition without an operator was logged as invalid and always failed. - Template instances. A character template has a new Instances list for scenes that need several of the same character: each row is a character id (
guard1,guard2) with only the traits, attributes and stats that differ from the template. Instances are created on a new game, and on load when a save is missing them; with Auto create off,{create_character: "guard2"}orgame.createCharacter('guard2')creates one without naming the template.game.resetCharacter()and the save restore that rebuilds characters on load keep an instance's overrides. - Blend modes on skin layers. A static skin layer has a new Blend mode –
screen,multiply,overlay,soft-light,lighten,darken,color-dodgeorplus-lighter– that mixes it into the character's layers below it the way a Photoshop layer blend does, so smoke, glows and mist can be drawn as the artist painted them instead of flattened. A layer only blends with its own character, never with the background, the UI or another character, so it looks the same in a scene, the gallery, a face portrait and battle. character.resetLooksToTemplate(). Puts a character's attributes and skin layers back to their template's, keeping stats, statuses, traits and inventory.- Search in the gallery. A search field above the gallery's groups filters the Characters, Assets and Scenes tabs by name. A group whose own name matches keeps all its entries, and every group with a match stays open while searching. Only shown names are searched, so an undiscovered entry never gives its real name away.
- Item flashes open the item's card. The scene line an
add_item,remove_itemorequipaction prints – "Moonleaf has been added to your inventory!" – now names the item as an item link, as a status line already did: the name takes its rarity color, and hovering or tapping it opens the item card. freeze_timerstate (turn_system). While it is true the map-turn clock stands still: room entries,{turn},game.getService('turns').advance()and the Wait button stop advancing it, so statuses stop ticking, collectables stop regrowing andturn_advancedstops firing. The Wait button hides itself meanwhile. Set it with{state: "freeze_timer=true"}and back tofalseto let time run again.- Rooms can stop costing time (turn_system). A new Advance on room enter setting in Turn Config, on by default. Turned off, entering a room no longer passes a turn, so a game whose rooms are freely visited VN screens can pass time only through
{turn},game.getService('turns').advance()and the Wait button. - Records link to characters. A record has a new
characterfield naming the character it is about. Once the player has met the character, the Encyclopedia entry shows a button that opens their Gallery page, and once the record is discovered, the Gallery page shows a button that opens the entry. Scripts can do the same withgame.getCharacterRecordId(),game.isCharacterInGallery()andgame.openGalleryForCharacter(). - Bake a face crop into a static face. The Art Manager's Face tab has a Bake crop to static face button. It renders the face crop as the preview shows it – static layers or spine, with the selected layers and attributes – into a 300×300 WebP at
games_assets/<game>/<mod>/faces/<id>.webpand sets that asface_static, asking first when the file already exists. The image is written at once; the newface_staticpath is kept when the entry is saved. - Merging (rpg_battler). A new
mergeability aspect lets a combatant merge into an ally: it leaves the field and the ally grows by its base health and power, keeps both bodies' remaining health, takes over its afflictions and gains a stack of the chosen status. - Reveal All Records & Gallery (dev mode). A new toggle in the debug panel's Options tab shows every encyclopedia record and follow-up, every gallery character and asset, and every gallery scene as discovered, so content can be checked without playing to it. It only changes what is shown: nothing is written to the save, and switching it off brings back the player's real progress.
- Reputation (new plugin). What each character thinks of the player, kept as a
reputationtrait.{reputation: "rosa -= 1"}changes it and adds "Rosa will remember that." under the dialogue text until the next paragraph. - A character's own idle. A new
idlecharacter trait is the loop a character plays wherever it is staged: setfloaton a bat or a moth-girl and every{actor}line lifts it, withoutidle=on each one.
Breaking Changes
- Adding and subtracting is
+=and-=.flag,property,char,stat,resourceandskin_styletake=to set,+=to add and-=to subtract:{flag: "button_pressed += 1"},{resource: "alice.health -= 10"}. The old>and<read like the comparisons in a condition (_item_count(x) > 0) and are no longer accepted — a spec that still uses them is logged and skipped.game.parseOpsSpec()returns the same=,+=and-=as itsop.
v0.16.3
New Features
Editor
- Party line lint. The Dungeon Content Editor warns when an
id!:party line carries actions beyond staging – a menu, a flag, a jump, an item. They are skipped with the line while that character is away, and a{…}line written right under the text is part of it. Staging (actor,asset,sound,music,animate,gradeand the like) is left alone.
Bug Fixes
- A skipped paragraph keeps its choices. A party line (
id!:) whose character is away, or a paragraph anif{}left empty, used to take its>choices with it – and when it closed its block, the~branches too, so the reader landed in the first branch or dropped out of the scene. The text is still skipped, but its choices now replace "continue" on the paragraph before it. When the reader arrives on such a paragraph by a jump instead, the text already on screen stays and the choices show under it.
v0.16.2
Bug Fixes
- Mobile UI fixes. Screens, panels and buttons now fit phones and tablets and can be reached by touch.
v0.16.1
Bug Fixes
- A background replaces the one before it. Staging a
bgasset used to leave every earlier background on stage beneath it, room defaults included, so a long scene piled up full-screen images. Weaker GPUs, phones in particular, flickered under the load and drew pictures late. Now the new background takes over: the old one stays until the new one has faded in, then leaves, so the change never dips to black. One drawn above the newcomer exits with its own animation. - No black frames between scenes. A scene ending into another, an
{enter}into a room or dungeon whose event opens a new scene, and{asset: "false, forest"}all emptied the stage at once, so the incoming background faded in over black. The background on screen now stays until the incoming one has faded in over it, and the same background carried into the next scene simply stays. A scene that ends with nothing after it clears the stage as before. - Entering another dungeon from a scene works again. An
{enter: "dungeon.room"}played from a scene could stop half-way when the room being left has no namesake in the new dungeon: the map switched, the player kept the old room, landed off the map and every move failed with "Cannot reach that location". - Map encounters near the compass are clickable again. The current room's compass draws above every encounter, and its whole box caught clicks, so an encounter image or polygon near the room's center could not be selected. Only the compass arrows catch clicks now.
- The battle result Continue button stays on screen (rpg_battler). A tall result panel: rewards, level-ups, loot could push Continue below a short screen, such as a phone held sideways, with no way to scroll to it. The result card now fits the screen: the Victory or Defeat title and Continue stay in place and the content between them scrolls.
v0.16.0
New Features
Localization
- Thirteen translations. German, Spanish, French, Italian, Japanese, Korean, Polish, Brazilian Portuguese, Russian, Turkish, Ukrainian and both Chinese scripts. English is always loaded first and the chosen language layers over it, so a partial file falls back key by key instead of printing
[key].
Interface
- One-shot actor animations.
{animate: "chimera lunge, mc recoil"}oranim=in actor props playslunge,recoil,hop,shake,shiver,nod,bounceorflashonce, on top of the idle loop. They are events, never saved — loading a save does not replay them. - Richer scene grades. A grade can now split-tone (shadows lean one colour, highlights another) and light the scene backgrounds with a sky gradient, a vignette and animated light rays. Every preset was retuned to use them —
duskreads as a low sun,nightgets navy shadows and moonlit highlights,underwaterlight shafts from above,infernala fire glow from below — instead of a flat colour wash. The grade docs show each preset on a sample scene. Every field is available in the object form of{grade}. The rays are pixi-filters'GodrayFilter, created only while a grade has rays. {ambient}particles.{ambient: "fireflies"},"motes"or"embers"drifts lights over the scene backgrounds, below the actors, with an optional density ("fireflies#0.5"). Saved like the grade and independent of it. Alsogame.setAmbient()/game.getAmbient().{screen_shake}and{screen_flash}. A decaying tremor on the scene art (backgrounds and actors together), and a colour pulse (red,white, any grade preset) that returns to the current grade. The dialogue box is untouched by both.- Hover cards say how to reach into them. A footer on every hover card names the T key, which flips cards between peek and interactive, and shows an On/Off pill for the current state so a press reads back immediately.
Items
remove_itemflashes. Taking an item away from the party bag now shows the mirror of the pickup flash ("X has been removed from your inventory."), for bothremove_item: true(the active item) and id specs. Chests and merchants stay silent.- Item cards compare against equipped gear. Hovering an unequipped item in the bag, a shop or a crafting station adds a table of stat changes against what the selected character wears: ▲/▼ per stat, coloured by whether the change helps, including the stats you would lose. An item that fits several slots (two rings, three sockets) gets a column per slot, so the card shows where it is best. New
character.compareItem(item)returns the same numbers, and theitem_compareemitter lets a game line up stats it renames on equip. - Two curves for levelled gear (experience). Each stat's new
scalingStat Meta picks how it grows on levelled equipment:flatridespower_scale_per_levelas before,relativerides the slowerrelative_scale_per_level(default 0.08). Chances, percentages and speed go on the relative curve, so their numbers still climb on every drop without running into 100% dodge or crit a few levels in. rpg_battler ships the setting on all its stats. The reward service gainsscaleStats(stats, level)andrelativeScale(level)for anything that should scale like gear. - Status links in item text preview what the item grants. The item card hands itself to the status cards it opens – a
[[status:id]]link in its description, its consume list – and the newstatus_previewemitter lets a game rewrite the not-yet-applied status's stats first, so a levelled item's status shows its real numbers before it is applied. status_migrateemitter. The save-migration pass recreates statuses from their definitions, which dropped anything set on a status when it was applied. It now firesstatus_migrate(character, status, previous)for each one before adding it back, so a game can rebuild it from the instance it replaces – the status twin ofitem_migrate. The pass also keeps each status's remaining duration and source now: loading an old save (or any save in dev mode) used to refill every timed buff and debuff to its full duration.no_discarditem trait. A per-item switch, shipped for every game byglobal_essentials: the item card's Drop choice and the reward panel's trash button stay hidden for it. Quest rarity keeps working as before; this is for story gear of any rarity that must stay in the bag. It has nothing to do with loot drops. The item card's choice now reads Discard (English locale) to match.
Scripting
{no_visited: true}choice param. The choice is never added to the visited list, so it keeps its undimmed look however often it is picked — for repeatable options such as a stroke-the-statues sequence puzzle.- Scene emitters carry the anchor.
scene_play_before,scene_playandscene_play_aftergain a fourth argument, the&anchorname the paragraph was reached by (''for a plain scene root), so a listener can react to one branch of a scene without resolving the raw line id. {set_defeated: "a, b"}action (rpg_battler). Marks battle definitions defeated without a victory: the clear is recorded andbattle_defeatedfires once per definition, but nobattle_finished, rewards or delay — for fights that never happen on the page, wherewinwould be a lie.- New
game_setting_changeemitter. Fires fromgame.setGameSetting()and from the Game Settings menu, with(key, newValue, oldValue). Muted during a save load, so a restored value never reads as a change — unlike a Vuewatchongame.getGameSetting(), which fires mid-load on half-restored state. - Asset Meta. Assets gain a
metadata bag with its own editor tab, like Stat Meta and Status Meta: define a field once and every asset's form shows it, for your scripts to read asasset.meta. - New
spine_eventemitter. Event keys authored in a spine asset's animations now reach scripts with(asset, name, data), every loop pass at the animation's playing speed – a sound or a shake lands on the frame it belongs to at anytimescale. - New
asset_exitemitter. Fires once when a staged asset starts leaving –{asset: "!id"}, aclear/false/resetor solo sweep, the scene ending – the counterpart ofasset_render. Pair the two to give an asset a looping sound that stops when it leaves the stage. - Assets take the same filters as actor slots. Image and video assets gain
brightness,contrast,saturate,sepiaandhuebesideblur, on the template and as inline props ({asset: "bg_mountain(sepia = 1, saturate = 0.5)"}). Re-staging a visible asset glides every filter over itstween, the same as position and opacity, so a backdrop can wash out or warm up in one line. - Dialogue box states.
dialogue_minimizedis the player's Ctrl+H fold as a state, so content can fold the box and a save restores it; the show-dialogue button still brings it back.hide_dialogueremoves the box with its buttons for a staging beat ({state: "hide_dialogue=true"}on an[nw]transition paragraph) and clears itself when the next scene plays. - Pick the exit on removal.
{asset: "!portrait(exit=fadeSlideLeft, exit_duration=2)"}takes the same(prop=val)tail as the add form: the props land on the staged asset and the exit plays with them, so a one-off exit no longer needs a re-stage before the!. The transition fields were always legal inline overrides on an add or re-stage (enter_duration,enter_delay,enter_ease,exit_duration,exit_ease); the assets page now says so. {trait}writes typed values.{trait: "peth.battle_ignore = false"}now stores the booleanfalsefor a boolean trait and a number for a number trait. It used to store the text"false", which reads as true, so a boolean trait could never be switched off from content. A value that doesn't fit the trait's type is logged and skipped._fought(battleId)condition (rpg_battler). True only for a battle won in actual combat._defeatedstays true for every route, including{win}after a seduction, so content can now tell a fight from the other ways a battle gets cleared.- Fight choices wear a badge (rpg_battler). A choice that carries
{battle}shows crossed swords before its label and gets thefight-choicerow class, so a fight option reads as one next to its alternatives.{fight: true}gives the same badge to a choice whose battle starts in the scene it leads to. Hide.fight-badgein the game's CSS to drop the icon. {reveal_room: "3, 4"}action. Marks rooms explored without walking into them – visited and visible, their neighbors visible – the way a map, a guide or a view from a tower uncovers them. No room events run.dungeon.roomreaches another dungeon._roomand_choice_visited(id)conditions._room = room5reads the room the player stands in._choice_visited(~1.intro.3.1)is true once that choice has been picked, and_choice_visited(dungeon2.~1.intro.3.1)asks another dungeon. It reads choices made in hindsight, for branches that never set a flag and saves made before one existed; new content should set a flag on the branch and test that._active_item,_active_item_slotand_slot_filledconditions._active_item(rusty_key) = trueasks which item's custom choice opened the scene,_active_item_slot(alice) = ringwhere that item is worn, and_slot_filled(alice, helmet) = falsewhether a slot holds anything.block_party_inventory_persiststate. Blocks item use, equipping and dismissing likeblock_party_inventory, but stays on until content clears it and is saved with the game. The engine resetsblock_party_inventoryat every scene start and end, so it could never hold a lock across a whole area.{status}takes stacks and a duration.{status: "alice->poisoned(stacks = 2, duration = 3)"}overrides the template's values for that apply, on a first apply and on a refresh alike. Either key works alone:poisoned(duration = 3).{timestamp: "x"}action and_turns_since(x)condition (turn_system). Stamp the current turn into a flag, then gate on the wait:_turns_since(last_rest) >= 5. A flag never stamped counts as forever ago.- Room hooks know where the player came from.
room_enter_beforeandroom_enter_aftergainfromRoomIdandfromDungeonId. They are right across dungeons too: on arrival from another dungeongame.getCurrentRoomId()still names the old dungeon's room. Forced-movement mazes and one-way passages need the source room. ignore_replaybeside achoicesmenu.{choices: "&talk_hub", ignore_replay: true}skips that menu in a gallery replay, so a scene that loops back into a conversation hub ends the replay instead of leading back into play.- Battle end emitters carry the battle id (rpg_battler).
battle_end,battle_closed_beforeandbattle_closed_aftergain a second argument, the battle definition's id (nullfor an ad-hoc battle), so a listener can react to one fight's outcome. - Choices move the story last. A choice's
eventDelayedactions (enter,scene,exit,battle,loot,tradeand the like) now run after its other keys, in whatever order they are written.{enter: "19", flag: "golem_free = 1"}used to walk into room 19, and play its events, before the flag was set. ifOr/activeOrkeep parenthesized arguments whole. The OR form split on every comma, soifOr: "_item_on(alice, ring) = true, gold > 5"cut_item_on(alice, ring)in two and never matched. It now splits likeifdoes.
Battles and loot
- Over-cap waves split (rpg_battler). A wave with more enemies than
max_enemy_units(6) used to spill past the field. It now splits, in roster order, into successive waves of at most the cap. - Named pooled loot (experience).
{loot: "^trash1", title: "Dusty Shelf"}names that placement's inventory, so its window reads "Dusty Shelf" instead of the generic name.
Battle VFX (rpg_battler)
- A lot of new feature for Projectiles.
- Caster animation on projectiles. A projectile's
caster_animationpicks how the caster moves:meleelunges at the target in the attack pose (an impact plays on contact, a travel sprite launches at the lunge's peak),castkeeps the caster in place in the cast pose. Left empty, a hostile ability lunges without images and casts with them, and a self or ally ability casts – so a projectile or impact now plays the cast pose instead of the attack pose.
Editor
- Stat Meta. Stats get a
metabag like statuses: define custom fields in the new Stat Meta tab (after Stat Groups) and every stat form shows them; scripts read them throughgame.getData("character_stats", true). Plugins declare fields of their own, and a plugin may fill in another plugin's fields on the stats it defines. The Status Meta tab moves to sit right after Statuses. - Anchor lint. The Dungeon Content Editor flags an
&anchorthat is not the first line of a paragraph (the parser drops it), and a{choices}menu anchor that is not on the block's last paragraph (the menu would show as "continue"). - Plugin save hooks. A plugin can declare
editor_hooksinplugin.json: a script whosebeforeSave(entry, ctx)fills in or tidies an entry of the plugin's own tabs as it is saved. It may be async, and it runs on every save path (the tab form, popups, save-and-jump) but only on the entries the save changes. For a mod it also receives the core game's entry. See Plugins → Editor Save Hooks. - Saves no longer overlap. A second save waits for the one in progress, and a popup shows the entry as it was written once a save finishes.
- Back and Forward in the Docs Viewer. Arrow buttons in the header step through the pages you opened, including jumps between plugins' docs, and return each page at the scroll position you left it. Alt+Left / Alt+Right and the mouse side buttons do the same.
- Ability Editor. Ability templates get an Ability Editor popup that puts one ability on one screen with its card rendered live beside the form.
- Item Editor. Item templates get an Item Editor popup.
- Inventory Editor. Inventory templates get an Inventory Editor popup.
- Stat Groups tab. A new Characters → Stat Groups tab, right after Stats, defines the character sheet's sections as data: an id, a title and an order.
- Stats popup. Character templates, statuses, item templates and skill slots get a Stats button beside Art Manager.
- Art Manager previews statuses on a character. Statuses, items and skill slots get a Preview on character picker. The entry is drawn over that template the way the game applies it, so layers keyed on the character's attributes resolve without setting those attributes on the entry. The pick is remembered in this browser for all of them and never saved. The Attributes tab adds a preview-only column for the character's own values, for checking a state such as
battle_state = cast, and marks every attribute the entry sets, since that value overrides the character's own while applied. - Dismiss follows the inventory lock. While
block_party_inventoryis set (every battle, trades), the character sheet's Dismiss button dims and a click says why instead of opening the confirm – dismissing hands the character's gear back to the party inventory. New locale linedismiss_blocked. - Asset visual editor covers filters and the tween. The asset popup's Filters block carries the five new sliders beside Blur, a new Re-stage Tween block sets
tweenandtween_ease(and the sliders glide the preview through them), and the Spine Playback block adds the loop toggle and the timescale. - Filter presets. Every list tab's filter form can save its current values as a named chip. Chips sit under the Filters title, and hovering Filters in the bookmark column lists them too; a click applies one, and the chip whose conditions match the form lights up.
- Dark theme. The sun/moon button at the far left of the toolbar, beside Exit, switches the whole editor.
Audio
- Room and dungeon ambience. Rooms and the dungeon config gain Default Sounds beside Default Assets. The dungeon's play anywhere in it and a room's on top while the player is there; they keep playing through scenes, stop as the player walks out, and come back after a scene that silenced them.
- Map loops outlive scenes, as documented. A scene's end used to stop every looping sound, including ambience started from a room or dungeon hook. Now it stops only the loops the scene itself started.
- Fades, gain and delay. Music tracks and sounds gain
volume,fade_inandfade_out; sounds adddelay, music addsshuffle. Each is a default on the entity and can be overridden per play with the(prop=val)tail assets use:{music: "tense(fade_out=3, fade_in=1)"},{sound: "rain(volume=0.4, fade_in=2)"},{sound: "!rain(fade_out=3)"}. A sound'sfade_outalso applies when the scene ends.{music: "!"}stops the music, with"!(fade_out=N)"for the fade – there was no way to stop music from content before. - Sounds by file path.
game.playSoundsand{sound}accept a sound id or an audio file's full path. - Random sounds. A sound's new
randomflag turns its files into a pool: each play picks one at random instead of playing them all in sequence – footsteps, hits, anything that repeats. Withloop, the files follow each other in random order. - Sound channels. A sound's new
channelfield makes sounds replace each other: starting one stops whatever else is playing on that channel, each over its ownfade_out. Use it to swap one ambience for the next, or to cut a voice line off with the next one.
Text
- Text pacing tags – Ren'Py-style markers in prose steer the typing animation:
[w]waits for a click,[w=1]waits a second,[p]waits then breaks the line,[nw]advances the paragraph on its own,[fast]shows everything before it at once, and[cps=30]…[/cps]/[cps=*2]…[/cps]change the typing rate. A click while typing now reveals up to the next[w]instead of the end. See Dungeons → Text Tags. - Text styling tags –
[color=#hex]…[/color]and[size=1.2]…[/size]style prose without raw HTML. - Named colour tags –
[green],[red],[gold],[pink],[purple],[blue]and[grey], in shades that read on the dark text panels. Each is a.text-<name>class a game can recolour. The engine's flash lines use them: gains green, losses red, quests and learned skills or recipes gold, and a removed item plain. - Text effects –
[shake]…[/shake],[wave],[bounce],[pulse],[rainbow],[glow],[spooky],[flicker],[blur]and[glitch]animate the wrapped letters. They nest, type out normally, keep each word whole when a line wraps, and are plain.fx-<name>CSS rules a game can restyle or extend. - Party lines –
ane!: “…”plays only while that character is in the party. Otherwise the paragraph is skipped, actions included, so one scene can carry optional companion lines for any company. The new_in_party(ane)condition covers the other cases, e.g. a line that plays only when Ane is away. See Dungeons → Talking Characters.
Breaking Changes
.flash-content .specialremoved. The engine's flash lines carry colour tags instead of<span class='special'>. A game line that still wraps itself inspecialshows in the plain flash colour; switch it to[green]…[/green].no_scale_statsremoved (experience). Levelled gear scales a stat only when itsscalingStat Meta says how. A stat with none set stays as authored, so a game's own gear stats needflatorrelativeto keep growing; rpg_battler's stats come set.{choose_item}cancel no longer advances the story. Cancel closes the picker and leaves the scene where it stood, so the>,~or!choice that opened it is still on screen and the player can pick again or go another way. It used to run the equivalent of a click-to-continue, which skipped the paragraph on a mis-click.chosen_item_idis still cleared to''.item.isDroppable()renamed toitem.isDiscardable(). It always answered "may the player throw this away?", and the old name read like a loot-drop check. Same rule (equipped gear, quest rarity) plus the newno_discardtrait.- Discard identifiers renamed – "drop" now means loot only. Emitters
item_drop_render→item_discard_renderanditem_drop_before→item_discard_before; the actiondrop_item→discard_item; locale keysdrop_item,item_drop_confirm,item_dropped,item_dropped_quantity→discard_item,item_discard_confirm,item_discarded,item_discarded_quantity(a game locale override or a listener on the old names must follow). - Content action
{skin_layer: ...}renamed to{skin: ...}. The syntax is unchanged –{skin: "alice->armor & helmet, bob->!cloak"}. - Projectile sizes are percentages (rpg_battler).
projectile_travel_sizeandprojectile_hit_sizein the battler's Config tab are now a share of the viewport height, not pixels: a game that set pixel values (96 is 96% of the screen) must set them again. The defaults, 9 and 18, come to about 97 and 194 px at 1080p. - Re-playing a running loop no longer restarts it.
{sound: "rain"}whilerainalready loops leaves it playing where it is, instead of cutting back to the first file; a newvolumeon the repeat still applies. To restart one on purpose, stop and play it in the same action:{sound: "!rain, rain"}. getTrait()keepsfalse,0and''. On characters and items it used to read any falsy value asnull, so an explicitfalselooked unset. Now only an unset trait isnull, and a persistent trait whose template saysfalseor0returns that instead of the live value.- Supports fight on their own (rpg_battler). A
battle_supportcharacter is AI-driven withoutbattle_ai. Only an explicitbattle_ai: falsehands its turns to the player. - Projectile sounds are audio files (rpg_battler). A projectile's
soundandhit_soundare file fields (fileType: audio) holding one file each, not lists of sound ids; pick the file itself.
v0.15.1
New Features
Engine Editor
- Art Manager. The character art popup now edits the whole look in one place, with the doll previewing every change live. Five tabs – Layers, Attributes, Spine, Face and Offset – tick skin layers on and off (each row shows the image or animation key it resolves to for the current attributes, red when nothing matches), pick attribute values from dropdowns, add or swap the per-view spine atlas and skeleton, set the static face image and its precedence beside the face crop, and tune the per-view art offset by dragging the doll or scrolling over it to scale. The pencil on a layer row saves and jumps to that layer in Skin Layers. Available wherever the button was: character templates, statuses, item templates and skill slots.
v0.15.0
New Features
Achievements
- Achievements. A new Achievements editor section – Achievements, Tiers and Groups – defines the entries, their prestige rank and the sub-tabs the in-game tab is split into. The engine stores progress, scores the points, pops the notification and draws the tab, and registers nothing when a game defines no achievements.
- Achievement progress API (
game.progressAccolade). Scripts do the tracking:progressAccolade(id, delta),setAccoladeProgress(id, value),progressAccoladesByTag(tag)andsetAccoladeTarget(id, n). Progress only ever rises, and the newaccolade_completedemitter hands you the id and its points to pay out.
Content and DryadScript
choose_itemaction. Opens an item picker from content, filtered byid,categoryortags, and stores the pick inactive_itemand the newchosen_item_idstate. Branch on it with the new_chosen_item(id)condition.- Book reader (
booktrait). An item whosebooktrait names a scene becomes a paged reader – one paragraph per page, with a Read choice added to its card. Bookmarks persist per item inbook_bookmarks, and{read_book: true}opens one from content. - Paintings (
view_painting). An item with thepaintingtrait can be looked at: the named asset goes full-screen with the item's description as the text. Leave the trait empty and the item id doubles as the asset id. - Key locks (
key/key_consume). Rooms take these two fields and inventories take them as traits, so entering a locked room or opening a locked chest spends a key from the party bag. Scene-driven movement bypasses the lock, and the newkey_usedemitter reports what opened what. - Gather spots (
collect_pool). A collectable can draw its item from a table instead of naming one, resolved through the newcollectable_resolveemitter at dungeon creation. Prose on the@line can use the new|title|and|description|placeholders for the item that was drawn. - Scene actor rail (
panel_actor). Scenes list their cast in a rail opposite the party list, and clicking a face opens that character's viewer.{panel_actor: "alice, bob"}adds someone with no art on stage,hide_actor_listsuppresses the panel for a beat. _abilitycondition. Whether a character currently has an ability:_ability(alice.fireball) = 1. It reads the final set, so abilities from a status or an equipped item count.
Game API and emitters
- Item discovery.
game.discoverItem(id),game.isItemDiscovered(id)andgame.getDiscoveredItems(), backed by anitem_discoveredemitter that fires once per item per save. Learning a recipe, finishing a book and viewing a painting each discover the item automatically. - Shadow dungeons.
game.addShadowDungeon(id, { config, content, rooms, encounters })defines a dungeon at runtime that the engine treats like an authored one, from raw DryadScript or a pre-parsed line array. Ids must start with an underscore, definitions persist in saves, andgame.removeShadowDungeon(id)cleans up. game.reorderParty(orderedIds). Reorders the party with no join or leave side effects, rejecting anything but the exact current members in a new sequence. Party order drives the character rail and the default battle roster, and players can now drag the rail themselves.window.engine.popups.closeAll()drops the transient hover stack andclosePopupsByKey(prefix)removes pinned cards too. Reach for it before opening a dialog of your own, since these cards paint above the modal layer.status_apply_beforeemitter. Fires before any status lands, reapplies included – whichstatus_addedskips. Returnfalseto refuse it, or mutatestacks,durationorsourcein place to change what lands.- Inventory and economy emitters.
inventory_transfer_afteris the post-mutation counterpart ofinventory_transfer, andinventory_craftfires after a recipe is crafted.currency_changefires once per currency whenever a payment lands, negative when paid and positive when received. quest_updatedemitter. Fires after a quest log line lands, with(questId, goalId, result, dungeonId). The result tells a brand new quest from a goal that just closed one out, so you needn't track quest state yourself.item_drop_renderemitter anditem.isDroppable(). Both discard affordances now ask the same two questions:isDroppable()is the engine's rule (equipped gear, quest rarity), the emitter is the game's own veto. It is a pure predicate that runs on every render, so listeners must only return.
Components and slots
SavelistandStatusCardexported components.Savelistis the engine's own save/load list, for a game-over screen that has to offer a way back.StatusCardis the full status cardStatusBrickshows on hover, exposed to mount as your own popover.- Built-in Quest filter tab. The inventory filter bar ends with an engine-owned tab that collects every item of quest rarity, whatever category each one sits in. Games no longer need a Quest category of their own, and re-skin the tab through the
.inventory-filter-icon-questCSS class. item-card-topcomponent slot. Renders at the top of the item card body, above the description, for a readout that belongs beside the item's name. The existingitem-cardslot is unchanged and still renders at the bottom.
Authoring
- Ability effect
orderanddescription_attach.orderpins both the card's display order and the resolution order, lowest first, so a merged ability no longer inherits the order its modifiers were collected in.description_attachis free text under the effect name for behavior no aspect can express, and it runs through the text resolver. - Skill tree
order. Sorts the tree tabs, lowest first, and decides which tree opens selected. Trees left on0keep the sequence the character was granted them in. - Dismiss and rename (
dismissable,renameable). Two Essentials character traits that add a confirming Dismiss button and the inline rename control to the character sheet. Both hide under the newviewerModeprop, so a battle inspect popup can never delete a live combatant. - Recipe groups. A new Recipe Groups editor tab, a
recipe_groupfield on each recipe and agroup_recipeslist on each inventory. Membership lives on the recipe, so a new recipe joins every station that lists its group by setting one field. - Developer-only ability fields (
debug_info). Flag an ability definition and its raw value prints at the bottom of the card – but only in dev mode with Show Hidden Stats on. Works onmetaandaspectroles, for tuning fields like AI weights that have no player-facing meaning. - Entity id badges on cards. Ability, item, status, stat, skill, tree and record cards now show the entity's id in a small monospace badge. Always on in the Engine Editor, and in-game behind the Show Hidden Stats dev setting.
- Spine asset transitions and idles. Spine scene assets now take the same enter, exit and idle animation fields as images and videos. The enter transition waits for the skeleton to arrive, so it reveals the art instead of fading in an empty box.
- Borrowed status icons. A status with no art of its own wears the icon of whatever applied it – the potion, the equipped item, or the ability that cast it. The source is resolved live through the new
Status.displayImage, so re-icon the item and every existing save follows.
Engine Editor
- Abilities picker. Character templates, statuses, item templates and skill slots gain an Abilities button that opens a visual picker where every candidate renders as the real in-game card. Filters come from the ability schema, and each card can copy its id or save and jump to it in Ability Templates.
RPG Battler plugin
- Multi-wave battles (
enemies2). A second enemy list spawns instead of victory once the first is wiped, and the party keeps its health, statuses and cooldowns. Scripts can passstart({ waves: [[...], [...]] }), and the newbattle_wave_startemitter carries the wave index and incoming ids. - Support combatants (
battle_support). A party member who joins every battle outside the party limit and acts from the sidelines as a floating portrait. They can never be targeted or damaged, so they drop out of targeting, splash, ally counts and the defeat check alike. - AI-driven party members (
battle_ai). Hands a player-side member to the battle AI, which picks from that character's own kit. The trait is read fresh each turn, so a status carrying it takes control mid-fight and gives it back when it expires. - Battle roster traits (
battle_ignore,battle_always).battle_ignorekeeps a member off the battlefield entirely, for shopkeepers and pets who travel with you but don't fight.battle_alwayslocks one into the picker, preselected and not toggleable. - Pre-battle party picker. A roster larger than the battle limit now opens a picker instead of silently taking the first N.
start()returns{ ok: false, reason: 'party_select_pending' }while it is up, and the Battle Config fieldmax_party_sizeis nowmax_battle_units. - Unit caps (
max_total_units,max_enemy_units). Two summon budgets in Battle Config: the player cap counts the whole battle including the dead, the enemy cap counts only the living, so summoners refill but never overflow. The newsummonFromTemplate(templateId, side)service checks the cap before creating the character, andatUnitCap(side)exposes the same check. - Turn-order grace window (
round_start_delay). Every round opens with a "Turn N starts" banner held for a configurable beat, default 1500 ms, with the camera pulled out. Initiative is already settled behind it, so the lineup is readable before anyone moves. - Multi-hit strikes (
flurry).flurry: 3hits the same target three times, re-resolving the effects only – no cost, cooldown or charge is re-paid, and armor is paid per strike. Reach forbounceinstead when you want hops between random targets. free_actionaspect. The cast costs no action, so the caster acts again instead of ending their turn. It is per effect rather than in meta, so pairing it withchancegives a chance to act again.- Cast-baked stat bonuses (
crit_chance,crit_multi,accuracy). Three effect aspects that add to the caster's own stats for the single cast carrying them. They fill a gap a self-applied status cannot, since a status lands after the damage loop and can only help the next cast. lifestealcharacter stat. Lifesteal is now a stat every ability reads, so gear and passives grant sustain across a whole kit, with the effect aspect adding on top. Aspects sum across effects instead of the highest one winning.reflectstatus and stat. A multi-stack positive status returning 1% per stack of the damage that reaches health, unmitigated and without consuming stacks. It is the mirror of thorns: reflect answers the wound, so a shield stops it, while thorns answers the blow and now fires through a full absorb.- Status splash (
splash_statuses). Spills a percentage of the target statuses to the same neighborssplash_countreaches. It is independent of the damage share, so a pure crowd-control ability can splash with no damage at all. summon_amountaspect. Spawns several copies of one template from a single summon effect, so the card reads "Summon 3 Slime". Each copy is checked against the unit cap before it is created, so an overflowing clutch spawns what fits and stops.- Passive obstacles (
meta.prevents_action). A status whose holder forfeits every battle action while it is held, for obstacles and training dummies. They still take their turn slot, so DoT ticks, durations and turn emitters all fire. battle_finishedemitter. Fires the moment a battle is decided, every time including a re-fight, with(result, battleId). The Experience plugin's loot and XP now run from it, so a re-fought battle pays out where it used to pay nothing.- Battle service helpers. Four additions to
rpg_battle:heal(targetId, amount, opts)pushes a raw number through the full heal pipeline,getSide(charId)answers player or enemy, andgetNeighbors(targetId, count, includeSelf)returns the living combatants beside a target.getRoster(battleId)expands a battle into one entry per body across every wave.
Experience plugin
- Smith station (
smithaction).{smith: true}opens a forge where level-stamped equipment is reforged upward or broken down for stones. Newsmith_upgrade/smith_breakemitters veto either operation, and asmithservice exposessmithableItems(),breakYield()andupgradeCost(). - Environments (
environment/environments). A new Environments config tab defines the game's own vocabulary, read by theenvironmentdungeon trait and theenvironmentsitem trait. The plugin'sgatherpool then draws only ingredients legal for the place. - Enemy dungeon-scale curve (
enemy_scaling). Experience Config takes{level, coef}pins, read back throughgame.getService('reward').enemyScale(level). The plugin only publishes the curve – the game applies it where enemies are built, typically a stat computer. - Drop simulators (
simulateBattleLoot,simulatePool). Tworewardservice calls that dry-roll loot into a throwaway inventory and grant nothing, twenty rolls by default. They run the same code a victory and a chest use, so what they report cannot drift from what the game drops. - Leave loot behind. Every party-loot brick on the reward panel gains a trash toggle, which marks the line and removes it again on continue. It respects
item.isDroppable()and the game'sitem_drop_renderveto, so protected kinds stay put. reward-panel-bottomslot. The reward panel ends with a component slot, so a game can hang its own block below the rewards. Context arrives as props, so the component declaresprops: ['result'].
Turn System plugin
- Stack bleeding (
stack_bleeding). A status meta key that strips N stacks per adventure turn, oldest instance first, removing the status at 0. Reach for it where the stack count itself is the timer, so power and remaining time are one number. - A lot of bug fixes and improvements
v0.14.2
New Features
game.hasState(key). Whether a state key has been registered.getStatethrows on an unregistered key, so a base-game code path that reads a state a MOD registers had no safe way to ask. Now it does:game.hasState('mod_flag') && game.getState('mod_flag').replay_mode_unlock_scenesstate. Opens every gallery scene for replay, including ones the player never reached, and reveals their names. Defaults tofalse. Its existing companionreplay_mode_unlock_choicesungates the choices inside a scene that is already unlocked.game.closeMenu(). The counterpartopenMenu()never had. Needed before opening a popup from amenu-before/menu-afterslot: the menu paints above the popup layer, so a popup opened from inside the menu stays invisible until the menu closes.
v0.14.1
New Features
reset_characteraction. Rebuild a character from its template under the same id — a narratively fresh entity in the same role. Party membership is kept; statuses, resources, the private inventory and learned skills are discarded. When nothing with that id is live it creates the character instead, so one call guarantees a pristine character without the content having to know whether one exists yet.
v0.14.0
New Features
- Inline choices (
>). Attach a choice menu directly to a paragraph with>Label{...}lines — the buttons replace the normal "click to continue". - Hidden encounters (
discover).@x{discover: "perception#6"}keeps an encounter invisible until any party member meets the stat threshold, then reveals it permanently - Action gates. Registered actions can now define a
gate(value, ctx)that runs before a paragraph renders and before any of its actions fire; returning a scene id aborts the paragraph — its prose is skipped, its other actions never run, and the reader jumps elsewhere. - Choice hints (
clue). Mark a choice{clue: true}and it renders highlighted until the player takes it. In map and screen dungeons the encounter holding an untaken clue glows on the map too, so players can see there's something here they haven't done. - Scene colour grade (
grade).{grade: "night"}darkens and cools the world art — background assets, character art and the exploration map — crossfading over about a second, so daylight art can carry a night scene with no second painting. It follows the art wherever it is drawn, so a battle fought at night grades its backdrop and its fighters too. UI never grades: dialogue, choices, toolbar, and in battle the health bars, ability panel, turn order, floating damage and log all stay at full brightness. Presets cover time of day, weather and place, elemental and magical light, states of mind, and utility looks like sepia and greyscale — plus a#0.5strength suffix and an object form for manual brightness/saturation/tint. Persists across rooms and saves until you clear it with{grade: false}. - Collectables. A new
collectableencounter type: pick an item, place it on the map, and the player can collect it while on the map. encounter_selectedemitter. Fires when the player selects an encounter on the map or screen, so a script can act on the click itself with no choice to press. Returnfalseto block the selection.- Dungeon name in the toolbar. The map toolbar now shows the current dungeon's name, and a spinner in its place while the dungeon's art loads.
- Dungeon art preloads. Entering a dungeon fetches its background, fog mask and encounter images before the map is drawn, so it appears in one piece instead of popping in image by image. Each dungeon is warmed once.
- Wait a turn (Turn System plugin). A Wait button in the map toolbar passes one turn on the spot: statuses tick, collectables regrow, and hidden encounters are re-scanned. Turn Config can show the turn counter beside it.
- Skin-layer masks: targeting and clip-to-shape. A static layer's mask can now name which layers it applies to (
mask_targets, empty = all below) and choosemask_mode:hidecuts a hole (existing behavior),keepclips the targeted layers TO the polygon — e.g. hair trimmed to fit under a hat. - Status-gated abilities (
meta.require_status). An ability exists for a character only while they hold any of the listed statuses — hidden from the panel, sheet, battle and AI otherwise. Lives in meta, so modifiers (e.g. equipped items) can inject the gate at runtime. - Spine asset slot tints and removals. Spine scene assets take
slot_colors(RGB multipliers × brightness per slot — values above 1 re-brighten dark base art, e.g. recoloring red-based hair) andslot_remove(hide a slot's attachment). Re-applied automatically after skin changes; scripts can inject both at play time through theasset_renderemitter. transfer_itemaction. Move items between inventories from content:{transfer_item: "gold#200 -> merchant"}. Source defaults to the party inventory and the transfer aborts cleanly when the source lacks the quantity — pair with{active: "_item_count(gold) >= 200"}for pay-to-play choices._item_countcondition. How many of an item an inventory holds (party by default):_item_count(pickaxe) > 0,_item_count(chest.gold) >= 100._char(x.status.y)condition. The_charcondition can now check whether a character holds a status:_char(mc.status.blessed) = 1.- Skin-layer visibility via
attr. Simple show/hide layers no longer need a dedicated on/off attribute: when the key of anattraction is a skin layer id instead of an attribute,true/falseshows or hides the layer —{attr: "mc.wings = true"}. Works in conditions too:_char(mc.attribute.wings) = true. On an id collision the attribute wins (a warning is logged at load). - Attribute
order. Character attributes take anorderfield that sorts the attributes list and controls the segment order of multi-attribute skin-layer image keys (applied when the layer is saved in the editor). game.setFlag(id, value). The flag setter is now on the public API next togetFlag(supportsdungeon.flagscoping).- Battle opening statuses (RPG Battler plugin). The battle action takes a
statuseslist applied to every party member as the fight opens —{battle: {battleId: "bats", statuses: ["advantage"]}}for ambushes and similar setups. item_viewaction. Show an item's card under the dialogue text:{item_view: true}for the active item (the one whose custom choice opened the scene),{item_view: "item_id"}for a party-inventory item; cleared when the event ends. Pairs with the bare|item|placeholder and no-item-id_item_on(char)condition, which now both resolve the active item.maxkeyword for resources. Resource ops takemaxin place of a number, resolved per character to that resource's cap:{resource: "ane.health = max, ordelia.health = max"}is a full heal for the party. Works with every operator and oncan_overflowresources, where a large literal would keep going instead of stopping at the cap.
Improvements
- State markers
+text+/++text++. Mark prose as the initial or altered state of a changeable thing — rendered as.initial(purple) and.altered(orange) spans, restylable from game CSS. Stray pluses like+43 healthstay literal, and both markers highlight in the content editor. - Choice labels are now resolved.
|placeholders|,**bold**and*italic*in a choice's label now render, the same as body prose. - Map encounters fade in and out when they show or hide, using each encounter's
fadeTime/fadeOutTime. - Save restoration is declared, not called.
game.registerSaveMigration('_core', {...})at script-load time replaces calling the migration from agame_initiatedlistener — the engine merges every declaration and runs one pass itself on save load, before your listeners see the data. Mods and plugins register under their own id and the merge is restrictive, so a mod can widen coverage for its own content but afalseor askipfrom any source always wins. It covers every section it can touch — stats, traits, attributes, abilities, skin layers, spine views, static art placement, item slots, skill trees, learned skills, statuses and the four item sections — each takingtrue,false,{ only: [ids] }or{ skip: [ids] }. Sections nobody mentions followmode:opt-out(the default) syncs them,opt-inskips them, so you can re-push one thing (say a recalibrated face crop, spine and static art) without disturbing the rest of the save. Item slots are repositioned as well as backfilled, so moving a slot on the doll in the editor now reaches old saves too. - A lot of bug fixes and inner improvements
v0.13.0
New Features
- Item slot
accepts— general vs character-specific equipment. A slot type can now list extra slot tokens it also admits, on top of its own id. - Item Categories — player inventory filtering. New Items > Item Categories registry (name + icon image + order) and a
categoryfield on item templates. The party inventory now shows a filter bar: a built-in All tab plus one tab per category (its icon, or the name as a chip when no icon is set) and a name search box. - Art Manager on items, statuses & skill slots. The visual Art Manager (spine/static art positioning,
art_dx/art_dy/scale, face crop) is now available on Item Templates, Character Statuses, and Skill Slots — not just character templates. - Actor animation
inherit. Scene actor slots now acceptinheriton theirenter,exit, andidlefields (the new default). When an actor moves to another slot,inheritkeeps its current animation instead of resetting. equipscene action. Equip and unequip items by live character and item ids:equip: "riko -> armor1 & ring1",riko -> !armor1to unequip,riko.slot_type -> ring1to target a slot type,!riko.slot_typeto clear a slot, and!rikoto clear all. Missing items/slots log a warning instead of breaking the scene. Prefer it over the uid-basedequip_item/unequip_item.
Improvements
- A lot of bug fixes and inner improvements
v0.12.0
Breaking Changes
- **Content action
{discover_lore: ...}renamed to{lore: ...}.
New Features
game.isOldSave()– Returnstruewhen the loaded save was made on a previous(game + mods)version,falsefor new games or version-matched saves. Useful for retroactive migration hooks ingame_initiatedlisteners (e.g. adding new slots / states / data to existing saves after a version bump).[[item:id]]and[[status:id]]lore-link syntax. Narrative text now supports kind-prefixed lore links —[[item:lust_shift]]renders an item card on hover;[[status:fox_1]]renders a status card. Bare[[id]]continues to resolve to records (backwards-compatible). Custom labels ([[item:lust_shift>that pink shift]]) and therecord:prefix work too. The!discovery marker only applies to records.- Record
parent_recordfield — layered, discovery-gated encyclopedia entries. A record can declareparent_record: "some_id"to attach itself as an addendum to that parent.
Improvements
item_slotcontent action —[x, y]is now optional. Coordinates default to0, 0when omitted. Lets text-based games (no character doll) add slots without dummy coordinates:{item_slot: "mc->outfit & collar & panties"}. The bracketed formcharId.slotId[x, y]continues to work for games that position slots on a doll.- A lot of bug fixes and inner improvements
v0.11.0
New Features
- RPG Battler – A lot of new features, better camera movement, difficulty settings.
Improvements
- Game Settings – readable via
getData–game.getData('game_settings')now returns the merged setting definitions keyed by id, so scripts can read a setting'svalues/options (e.g. to build a custom settings UI) the same way other data files are read. - A lot of bug fixes
Breaking Changes
- Unified
partyaction –join_partyandleave_partyare merged into a singlepartyaction. A bare character id joins, a!-prefixed id leaves:{party: "alice, !bob"}. Update any scenes still using the old action names.
v0.10.0
Breaking Changes
- Text emphasis now follows standard markdown –
*text*renders italic and**text**renders bold.
New Features
- Multi-stack statuses – New
multi_stackboolean oncharacter_statuses. Whentrue, each apply creates an independent instance with its own duration (DoT/poison-style). Whenfalse(default), reapply refreshes the single instance. - Status metadata bag – New
metafield oncharacter_statuses, populated from a new Characters → Status Meta editor tab. Plugins (and games) define their own metadata keys here (e.g.power_scaling,dot_damage_type,is_battle) - Per-instance source tracking – Statuses store an optional
sourcefield on each instance, captured fromcharacter.addStatus(status, { source: casterId }). Useful for reflecting damage back to the caster, attributing log entries, etc. - Status lifecycle emitters –
status_added,status_removed,status_expiredare now part ofCORE_EMITTER_SIGNATURES. Listen for any status transition without polling. save_load_beforeemitter – Fires with the raw save JSON immediately before deserialization. Listeners may mutatesaveDatain place to migrate old-shape data, or returnfalseto abort the load. General-purpose primitive for game-side schema migrations.- Unified popover system –
v-popovernow drives every floating UI surface (status / item / stat / skill bricks, ability tooltips, record links,[v:status]references). - Stat breakdown popup – Hovering a stat now lists every status contributing to its value, grouped by the source(Base, equipped items, learned skills, other statuses).
v0.9.0
New Features
- Save restoration – When
manifest.version(or a mod's version) changes between saves, the engine can rebuild every character and every item from the current data definitions. See the new Advanced → Save Restoration doc.
Editor Improvements
- Better Spine DX – Character/asset popups now show a Spine stats panel listing every animation and skin from the loaded skeleton.
Breaking Changes
- Unified character canvas – Static and Spine characters now render into the same canvas shape.
- Action consolidation –
add_status,add_skin_layer/remove_skin_layer, andadd_item_slot/remove_item_slotare gone. Replaced by three new content actions with a sharedtargetId->item & item, targetId->!itemsyntax (!prefix = remove):{status: "alice->buff1 & buff2, bob->!debuff"}{skin_layer: "alice->armor & helmet, bob->!cloak"}{item_slot: "alice->ring, bob->!belt"}
v0.8.0
New Features
- New main screen – Cinematic per-game landing page with full-bleed background asset, glassy header, accent theming, ambient soundtrack, and a Continue/New Game buttons.
- Visual Dungeon Content Editor – New popup editor on Dungeon → Config for authoring DryadScript without touching raw text or relying on Google Docs.
- Lore & Encyclopedia – Author lore/tutorial records once, reference them inline as hoverable
[[link]]tooltips (BG3-style stacking on nested links) and as a browseable Encyclopedia tab. Supports discover-on-encounter syntax ([[!id]]), custom labels ([[id>label]]), the{discover_lore}action, and progressive reveal viaauto_discovery. - Multiple App instances – Saves now work correctly across multiple opened instances of the app.
- HTML editor asset picker – The Insert Image popup now lets you search and pick any project image (with thumbnails) alongside the existing URL paste, and a new Insert Video button does the same for
.mp4/.webm/other video assets.
v0.7.0
New Features
- Mobile compatibility — Phones and tablets are now supported in landscape. Portrait orientation shows a full-screen rotate-device prompt.
- Text dungeon overhaul — New text-dungeon layouts with a side column for custom components and a refreshed scene flow.
- a lot of bug fixes and quality of life improvements
v0.6.0
New Features
staticFaceForceprop on CharacterFace — Forces spine characters to useface_staticimage instead of live spine rendering. Use in logs, sidebar, and turn order to save performance.face_static_precedencetrait — Per-character opt-in to preferface_staticover spine crop in CharacterFace.- Spine viewport controls — Background spine assets support
dx,dy, andzoomviewport adjustments in the editor. is_hiddenstatus property — Statuses can be marked hidden from the UI via theis_hiddenfield.- Context-aware string resolution —
game.resolveString()accepts an optional context parameter. New|stat(statId)|placeholder reads character stats from context. game.getResolveContext()— Public API for accessing resolve context in custom placeholders.- Create Game from Template — New wizard in the editor (New → New Game) lets you create a game from a pre-made template in seconds. Pick a template, enter a name, and you have a working game ready to edit.
- Ability Groups — New
ability_groupseditor tab under Characters. Assign abilities to groups via thegroupmeta field. The RPG Battler ability panel and character sheet ability viewer render tabs per group. If no groups are defined, abilities display as a flat list. getGroupedAbilities()— New Character API method that returns abilities organized by their assigned groups.- Experience Plugin — New engine plugin for XP and leveling. Characters with a
leveltrait automatically gain a managedxpresource. Configurable progression formulas (linear/exponential percentage scaling), multi-level overflow,character_level_upemitter,_level(characterId)condition,{xp: amount}action, and XP bar UI in the character sheet. - RPG Battler Plugin — Turn-based RPG battle system with player-controlled party combat, ability groups, splash targeting, status durations, shared cooldowns, dynamic turn order, combat stats display, battle log service, defeated battle tracking, and more. See the plugin docs for full details.
Bug Fixes
- Fixed a bug where items could not be consumed.
- Fixed broken character equipped item slots position
- Fixed ability card effects without
idbeing treated as new (golden outline) instead of core (yellow outline).
v0.5.0
Version 0.5.0
Improvements
Empty Paragraph Auto-Skip
- Paragraphs that resolve to empty text after inline
if{}/fi{}processing are now automatically skipped. The engine advances to the next paragraph without displaying a blank dialogue box. - This allows conditional paragraphs that produce no output (e.g.,
if{flag = 0}Optional text.fi{}) to be silently bypassed when the condition fails, without needing manual{redirect}workarounds. - Only triggers when both the output text is empty and no actions are attached to the paragraph.
Intro Scenes ({intro: true})
- Scene paragraphs can now use
{intro: true}in params to play block 1 (column 1) only on the first visit. On subsequent visits, the engine automatically redirects to block 2 (column 2). - Useful for first-time introductions, name reveals, or one-time exposition that should be replaced by a shorter greeting on repeat visits.
Spine Character Dolls
- Characters can now use Spine skeletal animations as an alternative to static layered images. Configure atlas, skeleton, and default animation in the character template's Spine section.
CharacterDollcomponent auto-detects spine config and renders the Spine animation – no component changes needed for game scripts.- Convention-based skin mapping – character attribute values are used directly as Spine skin names. Changing an attribute reactively updates the Spine skins.
- New
animationtype for thecharaction:{char: "mc.animation=idle"}switches the playing animation from content without code. - Script API:
character.setSpineAnimation(name),character.isSpineCharacter(),character.getSpineSkins().
Character Views
- New Character Views system for rendering characters from different perspectives (back, side, etc.). Define views in Characters > Views, then tag skin layers or add
spine_viewsentries on templates/statuses. - View-tagged layers are excluded from default rendering (scenes, portraits, galleries) and only appear when explicitly requested via the
viewsprop onCharacterDollorCharacterSlot. - Static and Spine rendering are independent per view -- a static character can have a Spine back-view, or vice versa.
- Script API:
character.isSpineForView(view),character.getSpineForView(view),character.getImageLayersForViews(views).
Bug Fixes
- Fixed a bug where items could not be equipped.
{actor: false}now properly triggers exit animations before removing characters from the scene. Previously it cleared all actors instantly without playing exit transitions.
v0.4.0
Version 0.4.0
New Features
Consumable Items
- Added first-class consumable item support. Mark items with
is_consumableto enable one-time-use effects (potions, scrolls, buff foods). - Consumable fields:
consume_duration(status duration, -1 = permanent),consume_max_stacks(stacking cap, -1 = unlimited),consume_percentage(% of max resource),consume_absolute(flat resource amount). - Consume order: apply status → percentage resources → flat resources → reduce quantity.
- Same item type produces the same status ID, enabling automatic stacking via the existing status system.
- Added
item_consume_before/item_consume_afteremitters.item_consume_beforeis cancellable (return false to prevent consumption). - Added
item_consume_before/item_consume_afteraction script slots on item templates. - Added
inventory.reduceItemQuantity(item, amount)helper method. - ItemCard tooltip now displays consume effects (restore/reduce) with color coding and duration.
Custom Vue Directives
- Added
v-persistdirective for keeping images in browser memory cache. Prevents decoded image data from being evicted when elements are removed from DOM (e.g., panels usingv-if). Usage:<img :src="iconPath" v-persist />. Cache holds up to 600 entries with automatic FIFO eviction. - Added
v-fitdirective that auto-shrinks font size so text fits within its container. Reacts to text changes and container resizes. Usage:<div v-fit>{{ name }}</div>. Supports{ min }option for minimum font size.
Trait Merge Mode
- Added
is_mergeflag to character trait schema. When enabled, trait values accumulate across statuses instead of last-wins. Merge behavior is type-aware:chooseManydeduplicates,arrayconcatenates,schemadeep-merges.
Stat Display Improvements
- Added
reduction_is_goodflag to character stats. When enabled, indicates that reducing the stat is beneficial (e.g., cooldowns). When disabled (default), increasing the stat is beneficial (e.g., health, damage). Used mainly for UI coloring. - Added
colorfield to resource stats. Hex color (without#) used for resource bar fill. - Added
game.registerStatGroupResolver(resolver)method. Registers a function that receives a character and returns an array of stat tag names. The engine builds groups by filtering stats matching each tag, sorts byorder, and resolves display names from locale keygroup.{tag}. Enables per-character stat group control (e.g., show breeding stats only for MC). - Removed
character_stat_groupsstate. Replaced by the stat group resolver pattern above.
Ability Description Auto-Generation
- Added
ingame_descriptionfield to ability definitions (htmlarea, aspect role only). Template for auto-generating player-facing descriptions. Supports[v]for the aspect's value and[sibling_id]for other aspect values in the same effect. - Added
ingame_description_reffield to ability definitions. Dot-path to the display name in fromFile-referenced data (e.g.,"name","traits.name"). Falls back toname, then raw ID. - Added
game.buildAbilityDescription(abilityId, characterId?, isFlat?)method. Returns auto-generated description lines per effect, or flat ifisFlatis true. - Added
namefield to ability template effects and ability modifier effects. Optional display name returned bybuildAbilityDescription.
Ability UI Components
- Added
AbilityCardcomponent for displaying detailed ability information with icon, name, cooldown, resource costs, description, and auto-generated effects. - Added
AbilitiesViewercomponent for listing and selecting character abilities.
Engine-Level Locale System
- Added native Locale tab under General in the editor. Locale entries have
idandvalfields, supporting|placeholder|syntax for dynamic content. - Added
game.getLine(lineId, params?)method. Looks up a locale entry by ID and substitutes|placeholder|tokens with provided params. Returns[lineId]if entry not found.
Plugin Script Loading
- Breaking Change: Removed automatic script loading from plugins. Plugins must now explicitly specify scripts to load via the
scriptsfield inplugin.json. This enables proper ES6 module usage without double-loading imported files.
Data API
- Changed
game.getData()return type toany. Most paths return a Map, but plugin single-file configs return plain objects. game.drawFromPool()now returnsPoolDrawResult[]({ id: string, quantity: number }[]) instead of flatstring[]. Duplicate draws are stacked by quantity, eliminating manual counting loops in callers.
Editor Schema Field Improvements
- Added "Hide empty" checkbox to both
schemaandschema[]field headers in the editor. "Hide empty" hides fields with undefined, null, empty string, or empty array values. The setting is global and persists across sessions.
Template Variants (~N)
- Templates (
$template_id) now support automatic random variant selection. Add numbered variants with~2,~3, etc. suffixes (e.g.,$greeting,$greeting~2,$greeting~3). When|$greeting|is resolved, the engine picks one at random. No special syntax needed from the caller.
Component Registration API
- Added
game.registerComponent(name, component)method. Allows plugins to register reusable Vue components towindow.engine.components. - Added
game.getComponent(name)method. Retrieves a registered component by name(you can still access them via window.engine.components).
Settings API
- Added
game.getEngineSetting(key)andgame.setEngineSetting(key, value)methods. Read and write engine-level settings (music_volume, sound_volume, font_size, typing_speed). Shared across all games, persisted to browser localStorage. - Added
game.getGameSetting(key)andgame.setGameSetting(key, value)methods. Read and write per-game settings defined in game_settings.json. Persisted in save files.
Narrative System
- Added data-driven narrative composition system. Define slots (insertion points), states (matching conditions), tags (categorized value pools), and segments (text fragments with conditions). The engine selects the best-matching segment at runtime based on live game state.
- Slots are referenced in any text with
|@slotId|syntax — resolved inline through the standard text pipeline. Slots can nest other slots for hierarchical composition. - States support two modes: gate (hard filter — mismatch eliminates the segment) and identity (soft preference — match increases priority, mismatch ignored). Supported types:
boolean,number,range,chooseOne,chooseMany. - Identity states with
chooseManyuse per-overlap scoring — each matching tag adds specificity independently, so a segment matching 3 of 5 tags ranks higher than one matching 1. - Selection pipeline: collect by slot → filter by gates → score identity → keep top specificity tier → anti-repeat (last 2 per slot) → weighted random → resolve content.
- Added
game.registerNarrativeState(id, evaluator)method. Registers a function that provides runtime values for state matching. - Added 4 editor subtabs under Narrative: Tags, Slots, States, Segments.
- Added
fromFileType: 'values'option forchooseOne/chooseManyschema fields. Readsitem.valuesarrays instead ofitem.id— enables tag-based option lists filtered by category.
Plugin Documentation System
- Plugins can now ship their own documentation.
Built-in Plugins
- Added Auto Battler plugin — an ATB combat system with grid positioning, token-based status effects, AI decision-making, and autocast. Includes full documentation.
- Added Gender & POV plugin — dynamic text substitution with two subsystems: POV (1st/2nd person) for the main character, and Gender (masculine/feminine pronouns) for NPCs.
Action Naming Convention
- Breaking Change: All built-in action names standardized to
snake_case. Renamed:joinParty→join_party,leaveParty→leave_party,createCharacter→create_character,updateCharacter→update_character,deleteCharacter→delete_character,addStatus→add_status,addSkinLayer→add_skin_layer,removeSkinLayer→remove_skin_layer,addItemSlot→add_item_slot,removeItemSlot→remove_item_slot,equipItem→equip_item,unequipItem→unequip_item,consumeItem→consume_item,addItem→add_item,learnRecipe→learn_recipe,choicesOver→choices_over.
Art Manager Improvements
- Improved character Art Manager popup with game-accurate preview. Shows game padding zone and character-sheet boundary line scaled to rendered image size.
- Art offset (art_dx, art_dy) is now draggable directly on the character image.
v0.3.0
Version 0.3.0
New Features
HTML Editor
- HTML editor forms now support adding local images using relative paths (e.g.,
assets/games_assets/my_game/_core/images/icon.webp).
Template Validation
- Custom Vue Components are now validated at registration time. Includes tag mismatch analysis to help find mismatched HTML tags.
Character API
- Breaking:
character.getStat(name)now returns a number directly instead of a reactive ref. If you were usingcharacter.getStat("health").value, change it tocharacter.getStat("health"). - Added
character.getStatRef(name)for when you need the reactive ComputedRef (e.g., forwatch())
Inventory API
- Breaking:
inventory.getCurrencyAmount(id)renamed toinventory.getItemQuantity(id)
Data API
game.getData(path, original?)now returns a deep copy of the data by default, making it safe to modify without affecting the source. Passtrueas the second parameter to get the original data for better performance (read-only).
Random Pools
- Added
game.drawFromPool(entry, settings?)for weighted random selection using editor-defined pool entries with filters, entity groups, and multiple selection modes. - Added
game.drawFromCollection(collection, settings?)for simple weighted draws from any array or Map without defining pool templates. - For more details see 'Random Pools' documentation.
Constant Properties
- Properties can now be marked as constant (
is_constant: true) in the editor. - Constant properties cannot be modified at runtime and are excluded from save files.
- Use for game constants that modders can override (e.g., base stats, multipliers, config values).
Game Events
room_enter_beforeandroom_enter_afterevents now receivedungeonIdas a second parameter.
Localhost Development
- Added standalone development server (
dev-server.cjs) for running the engine in localhost mode without Electron. - Run
npm run dev-serverto start the data API server, thennpm run startfor the Vite dev server.
Docs
- Added Dungeons API documentation.
- Updated exported components documentation with grouped categories and detailed prop descriptions.
UI
- Improved Character Sheet UI with flexible stat groups layout and resource bars for resource-type stats.
Bug Fixes
- Fixed choices not appearing for text-type dungeons in scene mode.
- Plugin array data is now converted to Map format in the data registry, consistent with other data types. Use
getData("path").get(id)to access items. - Fixed resource values not clamping to new max when a status is removed and
can_overflowis false. - Fixed plugin
schema[]fields showing numeric indexes (0, 1, 2) instead of property IDs as field labels. - Fixed
fromFileTypeAndandfromFileTypeOrnot working for plugin-generated forms. - Fixed file search not matching paths with Windows-style backslashes.
v0.2.0
Version 0.2.0
Breaking Changes
Character API
createCharacterFromTemplate()has been removed. UsecreateCharacter()instead, which now accepts both template objects and template ID strings.// Before game.createCharacterFromTemplate("npc_1", "npc_template"); // After game.createCharacter("npc_1", "npc_template");
Item API
createItemFromTemplate()has been removed. UsecreateItem()instead, which now accepts both template objects and template ID strings.// Before game.createItemFromTemplate("iron_sword"); // After game.createItem("iron_sword");createInventoryFromTemplate()has been removed. UsecreateInventory()with optional second parameter instead.// Before game.createInventoryFromTemplate("shop_template"); // After game.createInventory("shop_id", "shop_template");
New Features
Character API
createStatus()accepts both template objects and template ID strings.// From template ID const buff = game.createStatus("strength_buff"); // From custom object const custom = game.createStatus({ id: "my_buff", stats: { strength: 5 } });addToParty(),removeFromParty(), anddeleteCharacter()now accept both Character instance and ID string.game.addToParty("alice"); // Using ID string game.removeFromParty("bob"); // Using ID string game.deleteCharacter("npc_1"); // Using ID string
Changelog Viewer
Click on the engine version number in the main menu to view the changelog.
File Browser
- Added "Clear Cache" button in file picker dropdown to refresh file list after adding new assets.
- Added "Resources/File Browser" documentation page.
UI Improvements
- Improved UI for the Editor Form Buttons.
- Added key filtering for schema fields - filter input appears when schema is expanded.
Character Templates
- added
starting_statusesfield to Character Templates Form for adding statuses on character creation.
Bug Fixes
File Browser
- Fixed WebP auto-conversion triggering on typed search strings instead of only on selected files.
UI
- Fixed UI styling issues when OS dark mode is enabled.