chore: storing version and changelog

This commit is contained in:
StraToN
2022-10-24 21:49:30 +00:00
parent 6ea0c29234
commit a53637fac1
10 changed files with 25 additions and 16 deletions

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@@ -12,7 +12,7 @@
#
# - object: Object that holds the ESC script with the event
# - event: Name of the event to queue
# - channel: Channel to run the event on (default: `_front`). Using a
# - channel: Channel to run the event on (default: `_front`). Using a
# previously unused channel name will create a new channel.
# - block: Whether to wait for the queue to finish. This is only possible, if
# the queued event is not to be run on the same event as this command

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@@ -1,7 +1,7 @@
# `repeat`
#
# Makes the current script loop back to the start. Currently the only way to
# exit the loop is via the `stop` command which will stop the script
# exit the loop is via the `stop` command which will stop the script
# completely.
#
# @ESC

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@@ -14,9 +14,9 @@
# defined to cover the angle from 45 to 135 degrees, setting the target angle
# to 120 degrees will result in the right-facing animation being used.
#
# The number of intermediate animations shown while turning the
# The number of intermediate animations shown while turning the
# item will depend on the directions specified in the item's definition. A 16
# direction character will turn through 8 different directions to turn 180
# direction character will turn through 8 different directions to turn 180
# degrees, a 4 direction character only 2. The wait time will determine how
# long the idle animation for each direction is played before using the next
# direction's animation. As such, if wait was set to 1 second, a 16 direction
@@ -27,7 +27,7 @@
#
# - *object*: Global ID of the object to turn
# - *target_degrees*: Number of degrees by which `object` is to be turned
# - *wait*: Number of seconds to wait for while playing each animation occurring
# - *wait*: Number of seconds to wait for while playing each animation occurring
# between the current angle of `object` and the target angle. A value of
# `0` will complete the turn immediately (default: `0`)
#

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@@ -1,15 +1,15 @@
# `set_state object state [immediate]`
#
# Changes the state of `object` to the one specified.
# This command is primarily used to play animations.
#
# This command is primarily used to play animations.
#
# If the specified object's associated animation player has an animation
# with the same name, that animation is also played.
#
# When the "state" of the object is set - for example, a door may be set
# to a "closed" state - this plays the matching "close" animation if one exists
# (to show the door closing in the game). When you re-enter the room (via a
# different entry), or restore a saved game, the state of the door object
# different entry), or restore a saved game, the state of the door object
# will be restored - showing the door as a closed door.
#
# **Parameters**

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@@ -2,7 +2,7 @@
#
# Shows either the main menu or the pause menu. The enable_automatic_transition
# parameter can be used to specify if Escoria manages the graphical transition to
# the menu or not.
# the menu or not.
# Setting `enable_automatic_transition` to false allows you to manage the
# transition effect for your menu as it transitions in and out. Place a
# `transition` command in the menu's `setup` event to manage the look of the

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@@ -1,6 +1,6 @@
# `stop`
#
# Stops the current event's execution. Note that this will stop the current
# Stops the current event's execution. Note that this will stop the current
# script entirely - if you're within a conditional block, the code after the
# conditional block will not be executed.
#

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@@ -3,17 +3,17 @@
# Stops the given audio bus's stream.
#
# By default there are 3 audio buses set up by Escoria : `_sound`, which is
# used to play non-looping sound effects; `_music`, which plays looping music;
# used to play non-looping sound effects; `_music`, which plays looping music;
# and `_speech`, which plays non-looping voice files (default: `_music`).
#
# Each simultaneous sound (e.g. multiple game sound effects) will require its
# Each simultaneous sound (e.g. multiple game sound effects) will require its
# own bus. To create additional buses, see the Godot sound documentation :
# [Audio buses](https://docs.godotengine.org/en/stable/tutorials/audio/audio_buses.html#doc-audio-buses)
#
#
# **Parameters**
#
# - *audio_bus*: Bus to stop ("_sound", "_music", "_speech", or a custom
# audio bus you have created.)
# audio bus you have created.)
#
# @ESC
extends ESCBaseCommand

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@@ -1,6 +1,6 @@
# `walk object target [walk_fast]`
#
# Moves the specified `ESCPlayer` or movable `ESCItem` to the `target`
# Moves the specified `ESCPlayer` or movable `ESCItem` to the `target`
# ESCItem's location while playing `object`'s walking animation. This command
# is non-blocking.
# This command will use the normal walk speed by default.

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@@ -1,6 +1,6 @@
# `walk_block object target [walk_fast]`
#
# Moves the specified `ESCPlayer` or movable `ESCItem` to the `target`
# Moves the specified `ESCPlayer` or movable `ESCItem` to the `target`
# ESCItem's location while playing `object`'s walking animation. This command
# is blocking.
# This command will use the normal walk speed by default.