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Here's a full .patch file to auto-apply the above changes to 0.5.19c code. Probably works fine for 0.5.19d as well if there aren't major changes around those parts of the file. Just run the usual

patch -p0 < whatever_you_saved_it_as.patch

in the game's root and you're good to go.

.patch file (sorry, don't have any better means of sharing this):

--- files/scripts/combat.gd    2018-09-11 13:29:25.000000000 -0700
+++ files/scripts/combat.gd    2018-09-26 00:22:53.290045306 -0700
@@ -905,15 +905,16 @@
     if skill.target == 'all':
         target = targetarray
     
     self.combatlog += '\n' + combatantdictionary(caster, target, text)
-    emit_signal("skillplayed")
     endcombatcheck()
+
     if period == 'win':
         playerwin()      if period == 'skilluse':
         period = 'base'
         
+    emit_signal("skillplayed")
 
 func scripteffect(caster,target,script):
     globals.abilities.call(script, caster, target)
     
@@ -1218,16 +1219,16 @@
 signal defeatfinished
 var ongoinganimation = false
 
 func damagein():
-    emit_signal("damagetrigger")
-    ongoinganimation = false
     yield(get_tree(), 'idle_frame')
+    ongoinganimation = false
+    emit_signal("damagetrigger")
 
 func tweenfinished():
     yield(get_tree(), 'idle_frame')
-    emit_signal("tweenfinished")
     ongoinganimation = false
+    emit_signal("tweenfinished")
 
 
 func defeatfinished():
     emit_signal("defeatfinished")
@@ -1244,18 +1245,21 @@
         for i in timings:
             timings[i] = 0.05
         timings.delay2 = 0
     
+    timings.delaydamage = 0.0
+
     globals.main.sound('attack')
     
     
     ongoinganimation = true
     if combatant.group == 'enemy':
         change = -change
     tween.interpolate_property(node, "rect_position", pos, Vector2(pos.x, pos.y-change), timings.speed1, Tween.TRANS_ELASTIC, Tween.EASE_IN_OUT)
-    tween.interpolate_callback(self, timings.delaydamage, 'damagein')
+    tween.interpolate_deferred_callback(self, timings.delaydamage, 'damagein')
+
     tween.interpolate_property(node, "rect_position", Vector2(pos.x, pos.y-change), pos,  timings.speed2, Tween.TRANS_LINEAR, Tween.EASE_IN_OUT, timings.delay2)
-    tween.interpolate_callback(self, timings.delayfinish, 'tweenfinished')
+    tween.interpolate_deferred_callback(self, timings.delayfinish, 'tweenfinished')
     tween.start()
 
 func slamanimation(combatant):
     var tween = $Tween