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v1.14

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@db0 db0 released this 21 Oct 13:21
· 155 commits to main since this release

Important for Upgrades

  • New property CardConfig.BOOL_PROPERTY_TO_HIDE_IN_CARDVIEWER has to exist. Defaults to "hide_in_dekbuilder" but this const allows you to set it to anything else.
  • CardConfig.TYPES_TO_HIDE_IN_DECKBUILDER renamed to CardConfig.TYPES_TO_HIDE_IN_CARDVIEWER
  • New property CardConfig.REPLACEMENTS has to exist. Defaults to an empty dictionary. See comments for its description

New Features

  • Selection Window can now be used independently of the ScriptingEngine
  • Selection Window function can how handle both an Array of Card objects, as well as an array of card names.
  • Selection Window can now be used as a mere display (using 0 selection and "display" type)
  • Card Name can now be a rich text label
  • Added code in card_front which can add extra formating to the card name.
  • Added new signal "shuffle_completed" emited after a pile is shuffled
  • Can now set replacement strings for specific properties. For example you can replace a Cost of "-1" with "X".
  • The above is also imported in an exported var in the CardViewer class. This means can extend it with further replacements that will appear only in the CardViewer classes.
  • Can now specify Strings as valid values for card properties marked as numbers in CardConfig. They will be excluded from numerical filters and comparisons in the scripting engine, so you need to provide appropriate logic.
  • Added new function in cfc.hide_all_previews() which will hide all currently opened card preview popups.
  • SignalPropagator will now emit its own signal duplicating the signal it just received. Allows any object (including non-scriptables) to hook into the card triggers from a central spot.
  • Larger focus card (coming form the viewport) will now not have an opaque background.

ScriptingEngine

  • Can now set multiplier in the per definition
  • CustomScripts will now correctly abort when costs cannot be paid
  • New boolean var on Card class "is_executing_script" which is turned on while ScriptingEngine is running for this card's script. Games can hook into it to prevent multiple executions.
  • Moved the spot where previous_subjects are assigned to after the task is triggered. This allows tasks to change the subjects list and this will can then be used in the next script's "subject":"previous" tasks