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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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21 lines
1.6 KiB
JSON
21 lines
1.6 KiB
JSON
{
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"id": "DRAMATIC_SHAPE",
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"name": "Dramatic Shape Voxel Mod",
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"version": "1.6.0",
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"api": 2,
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"entry": "main.lua",
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"profile": "content",
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"category": "GRAPHICS",
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"game_version": "0.0.0-dev || >=0.1.37 <2.0.0",
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"priority": 100,
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"dependencies": [],
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"optional_dependencies": [],
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"conflicts": [],
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"permissions": [
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"engine_internals"
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],
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"affects_link": false,
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"description": "A full 3D diorama overworld: extruded terrain, depth-buffered occlusion, voxel characters and a tilt-shift miniature pass -- and battles fought on the map itself, shot over the shoulder at the nearest clear ground with a slow parallax drift and a depth-of-field pass. Water reflects the sky, the sun, the moon and -- through a screen-space ray march -- the shoreline standing behind it. The 3D-BTL row is five rungs across two choices: 2D-3D stands the game's own battle pics up as cards and STADIUM replaces them with the Pokemon Stadium battle models -- 148 of the 151 species, animated, playing the animation the move being used calls for -- while A stages the fight on the map and B on two carried discs against the sky, which works on every map including the ones with nowhere to put a fight. The STADIUM rungs need a Pokemon Stadium (US) ROM of your own dropped in a baseroms/ folder, and build themselves out of it on first run. Registers two render pipelines and claims hotkeys 3, 5, 6, 7, 8 and 9 -- 3 and 5 displace the engine's TILT and GBC FX keys, both still reachable on the OPTIONS menu. Presentational only: it changes what a battle is drawn over, never where anybody stands.",
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"github": "DramaticShape/DramaticShapeVoxelMod"
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}
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