From a3a712205b4140aa96e30e15227605d7a2e90a60 Mon Sep 17 00:00:00 2001 From: DramaticShape Date: Mon, 3 Aug 2026 17:40:50 -0400 Subject: [PATCH] bump version --- CHANGELOG.md | 2 +- README.md | 26 ++++++++++++++++++++++++++ main.lua | 2 +- manifest.json | 2 +- mod.card | 5 +++++ 5 files changed, 34 insertions(+), 3 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index ec33298..242770b 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,6 +1,6 @@ # Changelog -## 1.6.0 +## 1.5.5 ### Added diff --git a/README.md b/README.md index 0636994..d0da579 100644 --- a/README.md +++ b/README.md @@ -54,6 +54,32 @@ the NPCs', the figures drawn into the furniture — turns to face the camera and shows the frame it would look like from where the camera actually stands, so walking behind someone shows you their back. +## The battle camera + +A fight staged on the map (**3D-BTL**, on by default) is shot with a solved +over-the-shoulder rig — and you can steer it. + +| control | does | +| --- | --- | +| right stick, a touch drag, or the mouse | swing the shot around the arena (→) and raise the seat (↑) | +| wheel, `Q` / `E`, pinch, or a stick click | the lens (`Q` / left stick click out, `E` / right stick click in) | + +Both axes stop where the composition does. Left stops at the shot the rig was +solved for — there is nothing to the left of it. Right ends **side-on**: the +eye square to the arena's axis, both Pokémon at the same distance instead of +one behind the other. Down stops at the rig's own low stance; up is 45° above +it. The lens opens as you swing or climb, by exactly the amount the two +Pokémon spread apart, so they stay framed at every angle. Move animations +follow the pair's position *and* its separation, so a beam still lands on the +Pokémon it was aimed at. + +Where you leave the camera is where the next battle opens. + +**BACK SPRITES locks it.** That setting pins your own Pokémon to the GB's slot +on the menu while the foe stands out on the map, and no angle holds a +composition that is half frame and half world — so with it on, the shot holds +the one the rig was solved for. + ## VR The **VR** options row (OFF / ON, off by default) drives a PCVR headset diff --git a/main.lua b/main.lua index 4f5ebf9..a5d2ade 100644 --- a/main.lua +++ b/main.lua @@ -1095,7 +1095,7 @@ mod.hooks:wrap("world.tod", function(next, tod, ctx) return DayNight.tod() end) -mod.exports.version = "1.5.2" +mod.exports.version = "1.5.5" -- exposed so a companion mod can pin its own tiles' shapes or read the -- camera without reaching into this mod's file layout mod.exports.lib = V diff --git a/manifest.json b/manifest.json index fdbaac1..bddd212 100644 --- a/manifest.json +++ b/manifest.json @@ -1,7 +1,7 @@ { "id": "DRAMATIC_SHAPE", "name": "Dramatic Shape Voxel Mod", - "version": "1.6.0", + "version": "1.5.5", "api": 2, "entry": "main.lua", "profile": "content", diff --git a/mod.card b/mod.card index 35cf629..e401c52 100644 --- a/mod.card +++ b/mod.card @@ -20,11 +20,16 @@ return { "on the 1ST and 3RD rungs ONLY, the grid walk is replaced by free camera-relative movement: collision, warps, ledges, encounters and scripts still run through the engine's own machinery, and every other rung leaves movement untouched", "on the 1ST and 3RD rungs the mouse cursor is captured for free look; left click is A, right click is B, and any touch off the overlay's controls drags the view", "on the 3RD rung the character turns to face where they are walking rather than where the camera looks, so a strafe reads as one; standing still they come back round to the camera's bearing, which is the one A talks along", + "on 1ST and 3RD the wall-collision sound is gone: a free walk slides along every wall it grazes rather than refusing a discrete step, so the bonk rang twice a second for walking down a corridor", + "the BATTLE BG options row is taken OFF the menu and pinned to WHITE for as long as this mod is installed -- the mode fills the window with the map, so the row's own question (what to put in the voids around the battle) has no voids left to be about, and its WORLD setting drew a second dimmed copy of the overworld under the arena; uninstalling puts the row back", + "a staged battle's camera can be steered by the player -- right stick, touch drag or mouse to swing it around the arena and raise it, wheel / Q / E / pinch / stick click for the lens -- between the shot the rig was solved for and a side-on view of the arena, and it opens the lens as it goes so both Pokemon stay framed; the angle and lens carry into the next battle", + "with BACK SPRITES on the battle camera is held at the solved shot, because that setting pins your own Pokemon to the menu's slot while the foe stands on the map and no angle holds a half-framed, half-solid composition", }, added = { "VOXEL options row and hotkey 3 (OFF / 15 / 35 / 50 / 75 degrees / 1ST / 3RD -- a first-person camera and a third-person one, both with free look and free movement)", "T-SHIFT options row and hotkey 6 (OFF / 1 / 2 / 3), the miniature blur", "V-GRID on hotkey 5 and V-CURVE on hotkey 7", + "Q and E zoom whichever camera is in front of you -- the third-person boom, a staged battle's lens, or the engine's own survey zoom on an orbit rung -- alongside the mouse wheel, a two-finger pinch, and the pad's left and right stick clicks (out and in). 1ST claims none of them: the eye is in the player's head and there is no distance to change", "WATER on hotkey 9 (FULL / SKY / OFF, FULL by default): the water surface becomes a field of pixel-tall voxel columns rising and falling as waves, reflecting the sky, the sun, the moon and the cast standing beside it -- and, on FULL, the shoreline, trees and buildings behind it, by a screen-space ray march", "3D-BTL on hotkey 8 (ON / OFF, on by default), battles fought on the world map", "BACK SPRITES options row (OFF / ON, off by default), which keeps your own Pokemon on the battle menu in its classic slot while the foe stands out on the map",